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		<title><![CDATA[Latest posts for the thread "[1000] - Grey Knights - Second attempt."]]></title>
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				<title>[1000] - Grey Knights - Second attempt.</title>
				<description><![CDATA[ I made some alterations and want to see what the community thinks of them. <br /> <br /> +++ Grey Knigts (995pts) +++<br /> <br /> ++ Grey Knights: Codex (2014) (Combined Arms Detachment) (995pts) ++<br /> <br /> + <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (165pts) +<br /> <br /> Librarian (165pts) [Domina Liber Daemonica, Nemesis warding stave, Psyker [<span class="glossaryitem" onmouseover='gp(328);'>ML</span> 3], Storm bolter, Warlord]<br /> <br /> + Elites (215pts) +<br /> <br /> Purifier Squad (215pts) [2x Purifier (sword)]<br /> ····Knight of the Flame [Nemesis force sword]<br /> ····2x Purifier (incinerator) [2x Incinerator]<br /> ····Razorback [Storm bolter, Twin-linked lascannon]<br /> <br /> + Troops (390pts) +<br /> <br /> Terminator Squad (195pts) [3x Terminator (sword)]<br /> ····Terminator (psycannon) [Nemesis force sword, Psycannon]<br /> ····Terminator Justicar [Nemesis Daemon hammer]<br /> <br /> Terminator Squad (195pts) [3x Terminator (sword)]<br /> ····Terminator (psycannon) [Nemesis force sword, Psycannon]<br /> ····Terminator Justicar [Nemesis Daemon hammer]<br /> <br /> + Heavy Support (225pts) +<br /> <br /> Nemesis Dreadknight (225pts) [Heavy Incinerator, Heavy Psycannon, Nemesis greatsword and power fist, Personal teleporter]<br /> <br /> Also, going forward, would you recommend Stormravens or Land Raiders?]]></description>
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				<pubDate><![CDATA[Thu, 12 May 2016 15:53:06]]> GMT</pubDate>
				<author><![CDATA[ Cryo84r]]></author>
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				<title>Re:[1000] - Grey Knights - Second attempt.</title>
				<description><![CDATA[ You have 4 units at 1k points. That is a tad low, but unfortunately with <span class="glossaryitem" onmouseover='gp(305);'>GK</span> you know that's the case. They are tough units to kill, but after a while you'll start to fail 2+ saves and 5+ invuls. Your <span class="glossaryitem" onmouseover='gp(514);'>DK</span> will be your heavy hitter for sure, but you termies are really slooooow at 1k points. Unless they are deep striking of course, then they'll be a touch more helpful. Purifiers are good, but they'll be a 1-trick pony. Maybe swap out the turret for something closer range to synch up with their flamers. You want to be close but you have lascannons that want to sit back and plink. Go for assault cannons to get your mileage and synergize with your close range assault unit.<br /> <br /> my 2 cents boss.]]></description>
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				<pubDate><![CDATA[Thu, 12 May 2016 16:06:45]]> GMT</pubDate>
				<author><![CDATA[ Castellan Alaric]]></author>
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				<title>[1000] - Grey Knights - Second attempt.</title>
				<description><![CDATA[ Swap the hammer off the justicar so it doesn't get challenged out, maybe go NSF and ditch a term squad and swap out the razor for a rhino so you can fit a second dreadknight? For transportation I find rerolling warlord traits for number 6 combined with ml3 and DLD should net you gate for all your transport needs. Alternately the psychic power that lets you move terrain or the one that swaps units would provide needed mobility. I don't put much value in our available vehicles. ]]></description>
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				<pubDate><![CDATA[Thu, 12 May 2016 16:07:32]]> GMT</pubDate>
				<author><![CDATA[ Paoa02]]></author>
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				<title>[1000] - Grey Knights - Second attempt.</title>
				<description><![CDATA[ I disagree with Alaric, NDKs with teleporters are definitely not slow. They are one of the better <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> in the game with their 12" move and 30" shunt. T1 shunt is a lot more precise than a <span class="glossaryitem" onmouseover='gp(471);'>DS</span>, and also is a guaranteed board presence on T1 rather than dependent on a reserve roll.<br /> <br /> He is right that 4 units is small. You've got too much <span class="glossaryitem" onmouseover='gp(332);'>TDA</span> at this points level.<br /> I'd swap a Termie squad for some Interceptors with incinerator.<br /> <br /> Also your Purfs should be in a Rhino, not a Razor. The Rhino's firepoints give extended range to their flamers, and also allow  the only reason you ever bring Purfs, ie. Cleansing Flame, to be shot out the top. Giving them no fire points is a bad idea.<br /> <br /> Do not put hammers on Justicars. They will too easily be challenge-sniped before they get to swing. Hammers are always on grunts. Give your Justicar a halberd or falchions.<br /> <br /> Going forward, I would recommend neither flyers nor <span class="glossaryitem" onmouseover='gp(87);'>LRs</span>. Take another NDK, take Draigo, or take some allies. There are many units that a Libby is more useful in than <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Termies.<br /> =][= kill squad, <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Termies, Centurions, basically anything not <span class="glossaryitem" onmouseover='gp(305);'>GK</span>.<br /> Until then, roll for Sanctuary. The 4++ will be a lifesaver.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/690671/8650708.page"><b>Paoa02 wrote:</b></a><br/>Alternately the psychic power that lets you move terrain or the one that swaps units would provide needed mobility. I don't put much value in our available vehicles. </div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(305);'>GK</span> doesn't currently have permission to roll on the new powers. Only models with faction Space Marine have that permission in Angels of Death, so that's a no-go until there happens to be a <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> that changes some <span class="glossaryitem" onmouseover='gp(305);'>GK</span> datasheets.]]></description>
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				<pubDate><![CDATA[Thu, 12 May 2016 19:09:08]]> GMT</pubDate>
				<author><![CDATA[ Elric Greywolf]]></author>
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				<title>[1000] - Grey Knights - Second attempt.</title>
				<description><![CDATA[ Yeah it's a <span class="glossaryitem" onmouseover='gp(151);'>YMDC</span> sort of thing, says all over the place that <span class="glossaryitem" onmouseover='gp(305);'>Gk</span>, <span class="glossaryitem" onmouseover='gp(10);'>BA</span>, <span class="glossaryitem" onmouseover='gp(124);'>SW</span> can take them but the book does not. I'd personally allow it, hopefully it gets <span class="glossaryitem" onmouseover='gp(36);'>faq</span>'d. That said I run interceptors and dreadknights with teleporters. Grab gate of infinity with my librarian or Draigo and you should be good on mobility. Like I said I don't think our vehicles are really worth the points. <span class="glossaryitem" onmouseover='gp(305);'>Gk</span> might not be able to take the new powers but it might've worth it to take a conclave so you can roll for them, just something to keep in mind. ]]></description>
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				<pubDate><![CDATA[Thu, 12 May 2016 19:20:19]]> GMT</pubDate>
				<author><![CDATA[ Paoa02]]></author>
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				<title>[1000] - Grey Knights - Second attempt.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/51cf979ac4b7f4baf8a97b33a3cd0054.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/690671/8651124.page"><b>Elric Greywolf wrote:</b></a><br/>I disagree with Alaric, NDKs with teleporters are definitely not slow. </div></blockquote><br /> <br /> He said Terminators are slow, not NDKs.<br /> <br /> "Your <span class="glossaryitem" onmouseover='gp(514);'>DK</span> will be your heavy hitter for sure, but you termies are really slooooow at 1k points."<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 13 May 2016 12:56:39]]> GMT</pubDate>
				<author><![CDATA[ Zimko]]></author>
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				<title>[1000] - Grey Knights - Second attempt.</title>
				<description><![CDATA[ Ah. Well then yes, Termies are slow at any points value.<br /> <br /> Although if you're playing at a small points level, like 1k, and you can convince your opponent to use a 4x4 rather than a 4x6, then the Termies become more useful in board control.]]></description>
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				<pubDate><![CDATA[Fri, 13 May 2016 17:19:46]]> GMT</pubDate>
				<author><![CDATA[ Elric Greywolf]]></author>
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				<title>[1000] - Grey Knights - Second attempt.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/51cf979ac4b7f4baf8a97b33a3cd0054.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/690671/8651124.page"><b>Elric Greywolf wrote:</b></a><br/><br /> <span class="glossaryitem" onmouseover='gp(305);'>GK</span> doesn't currently have permission to roll on the new powers. Only models with faction Space Marine have that permission in Angels of Death, so that's a no-go until there happens to be a <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> that changes some <span class="glossaryitem" onmouseover='gp(305);'>GK</span> datasheets.</div></blockquote><br /> This is not true there is a matrix with the new psychic power cards that shows which <span class="glossaryitem" onmouseover='gp(119);'>SM</span> can use what disciplines, <span class="glossaryitem" onmouseover='gp(305);'>GK</span> <span class="glossaryitem" onmouseover='gp(25);'>DA</span> <span class="glossaryitem" onmouseover='gp(10);'>BA</span> <span class="glossaryitem" onmouseover='gp(124);'>SW</span> all get access to the new powers stop making up your own rules please]]></description>
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				<pubDate><![CDATA[Sat, 14 May 2016 06:06:02]]> GMT</pubDate>
				<author><![CDATA[ Stroke]]></author>
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				<title>[1000] - Grey Knights - Second attempt.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/690671/8654388.page"><b>Stroke wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/51cf979ac4b7f4baf8a97b33a3cd0054.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/690671/8651124.page"><b>Elric Greywolf wrote:</b></a><br/><br /> <span class="glossaryitem" onmouseover='gp(305);'>GK</span> doesn't currently have permission to roll on the new powers. Only models with faction Space Marine have that permission in Angels of Death, so that's a no-go until there happens to be a <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> that changes some <span class="glossaryitem" onmouseover='gp(305);'>GK</span> datasheets.</div></blockquote><br /> This is not true there is a matrix with the new psychic power cards that shows which <span class="glossaryitem" onmouseover='gp(119);'>SM</span> can use what disciplines, <span class="glossaryitem" onmouseover='gp(305);'>GK</span> <span class="glossaryitem" onmouseover='gp(25);'>DA</span> <span class="glossaryitem" onmouseover='gp(10);'>BA</span> <span class="glossaryitem" onmouseover='gp(124);'>SW</span> all get access to the new powers stop making up your own rules please</div></blockquote><br /> <br /> Actually, I haven't made up anything. But it's a natural defensive reaction to project, so I won't hold it against you. Just admit that you're insecure about being wrong and realizing that you've cheated (albeit unintentionally) in some of your most recent games. No worries.<br /> <br /> There are two (I believe) datasheets in the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> codex that have models that generate psychic powers: The Libby and the Brother-Captain. Both those characters have very specific instructions on what disciplines they can generate from. The new AoD disciplines are not listed there. Where are you getting permission to roll on the Librarius discipline for those specific models?<br /> <br /> Here's an example that may help you understand your error:<br /> On the reference card in the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> psychic powers, Chaos Daemons have "Biomancy" checked. In the Pink Horrors entry, they are given permission to generate powers from Tzeentch and Divination (and Malefic with the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>). Are you trying to claim that, because "Biomancy" is checked on the reference card, Pink Horrors can roll on Biomancy and get Iron Arm?? (I would LOVE that for my Horrors!)<br /> That seems to be what you're trying to claim. And THAT is making up rules big time, which is fine if you agree with your friend beforehand, but won't go over in a pickup game or most tournaments. So I'd advise against it.<br /> <br /> The reference card shows what factions currently or in the future have the option to access those disciplines. Until we get a datasheet or <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> stating which specific models/units can generate from those disciplines, then we cannot know which ones are allowed to do it.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 14 May 2016 21:17:02]]> GMT</pubDate>
				<author><![CDATA[ Elric Greywolf]]></author>
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