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Grey Knight lists!

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Re: Grey Knight lists!

Postby Ljundhammer » Wed Mar 30, 2011 5:33 pm

Yep, they do. In most squads the 2nd psy power will be at Ld8 though :(
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Re: Grey Knight lists!

Postby killmaimburn » Wed Mar 30, 2011 6:18 pm

Is it always that cut and dry?
First page of rules (with ATSKNF etc)
A unit shall use one power a turn, POTW etc will go on the justicar (who could be a boards length away)
it would be handy if the combat squad rules had something clearly about this.."treated as a seperate unit from then on" vs all misfires targetting someone across the board (the only exception is death)

If it really splits and doubles with combat squads purifiers do truly become sick.. a combat squadded unit multicharging could cause 3 units 2 wounds per model on a 4+ , so made up mathium everymodel has to make a save before any combat.
Someone else moot this one, I'm in a foul mood and will just trollolllo :D
(note haven't read any warseers dakkas or blogs about this)
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Re: Grey Knight lists!

Postby Ljundhammer » Wed Mar 30, 2011 6:43 pm

Same page - combat tactics: "..breaking down into two 5 man units..."

Hoooah!

EDIT - so the 1/2of the squad without the justicar would automatically randomise a perils.
Last edited by Ljundhammer on Wed Mar 30, 2011 6:47 pm, edited 1 time in total.
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Re: Grey Knight lists!

Postby killmaimburn » Wed Mar 30, 2011 6:47 pm

But you have no justicar and he isn't dead, so you can't use the leadership 8 for the test. Permissive rule set fail. Or you are using the leaders test from 58.4"s away, either way something is wrong with your last statement..Do you see where.. I have to dash to play some table top stuff and get lily. TTFN
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Re: Grey Knight lists!

Postby Ljundhammer » Wed Mar 30, 2011 7:01 pm

Damn, you missed my edit!

Hmmm, the Brotherhood rule & the combat tactics rule don't seem to mesh that well. The Brotherhood asumes that unit would only be without a justicar is he were dead, but the combat tactics rule allows a unit not to have a justicar to start with...

How very odd, it's unlike GW to have an ambiguous rule...

I'd still play it that 2 separate units, 2 separate powers, non justicar lead randomises.

EDIT: I've braved Warseer rules forum for this, have mercy on my soul...
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Re: Grey Knight lists!

Postby Ljundhammer » Thu Mar 31, 2011 9:20 am

OK,

Reworked the list, not sure if it's as good, but it's a start! It's certainly shooty, but assault isn't quite so hot...

HQ: Corteaz (unlock henchmen) - 100

HQ: Crowe (unlock purifiers) - 150

Troop: Purifiers - 360
10 x purifiers - Justicar with MCDH, 4 x psycannons, psybolt ammo
Rhino - HKM

Troop: Purifiers - 360
10 x purifiers - Justicar with MCDH, 4 x psycannons, psybolt ammo
Rhino - HKM

Troop: henchmen - 84 (Corteaz goes here to stop mindlock)
3 x MM servitors
3 x crusaders
1 x accolyte, bolter, carapace

Troop: henchmen - 84
3 x MM servitors
3 x crusaders
1 x accolyte, bolter, carapace

Troop: henchmen - 90
4 x crusaders
2 x DCAs

Heavy - 135
Psyfleman

Heavy - 135
Psyfleman

1498 points
42 infantry
4 vehicles
11 or 13 KPs

Stratagy:
Castle with purifiers - MM henchmen act as bubblewrap for them, rhinos are AT on T1 (or reseerved & used as they come on) then act as mobile terrain, Psyflemen dakka.

Crowe & CC henchman unit act as counter charge, or run around doing crazy things (i.e. take heat off rest of army), or act as further bubblewrap as needed.

Thoughts?

EDIT: It's gone to warseer here
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Re: Grey Knight lists!

Postby killmaimburn » Thu Mar 31, 2011 12:50 pm

Ljundhammer wrote:EDIT: I've braved Warseer rules forum for this, have mercy on my soul...
I appreciate and concur with your posting method saying what a balanced person would have said.And appreciate you hammering home my RAW point...
By strict reading a POTW will teleport and the leader will be a lightning rod even if he is the other end of the table locked in combat at the time.
For GAP we can wiggle that one out informally until we find a tourney clarification somewhere.If your really brave you could post it near gwar or the inat folks at dakka so it has a better chance of getting noticed by GW

On list;
I'd ignore purple 40k, 3 in that bracket without a big turnaround is V messy.
I'd drop the super ammo from the 4 man super shooty squad, 6 guys becoming str 5 shooty,doesn't complement if firing at T8 or av12. Instead I'd buy a lot of those tasty halberds 5 guys with that (10 points less on the squad) and you can split (if you wish) to have a dev squad and an int6 str5 power weapon of doom squad running all around the place.
Losing the MCs..your losing the counter assualt so generally switching ammo to halberds would be a biggie for me.
What does the DCA unit do role in your list?
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Re: Grey Knight lists!

Postby Ljundhammer » Thu Mar 31, 2011 1:19 pm

killmaimburn wrote:
Ljundhammer wrote:EDIT: I've braved Warseer rules forum for this, have mercy on my soul...
I appreciate and concur with your posting method saying what a balanced person would have said.And appreciate you hammering home my RAW point...
By strict reading a POTW will teleport and the leader will be a lightning rod even if he is the other end of the table locked in combat at the time.
For GAP we can wiggle that one out informally until we find a tourney clarification somewhere.If your really brave you could post it near gwar or the inat folks at dakka so it has a better chance of getting noticed by GW


I was hoping for illumination - bit too much to ask from the depths of Warseer... No way I'm going to Dakka, they bore me to tears (I don't think I've bothered visiting there in at least a year)

killmaimburn wrote:On list;
I'd ignore purple 40k, 3 in that bracket without a big turnaround is V messy.
I'd drop the super ammo from the 4 man super shooty squad, 6 guys becoming str 5 shooty,doesn't complement if firing at T8 or av12. Instead I'd buy a lot of those tasty halberds 5 guys with that (10 points less on the squad) and you can split (if you wish) to have a dev squad and an int6 str5 power weapon of doom squad running all around the place.
Losing the MCs..your losing the counter assualt so generally switching ammo to halberds would be a biggie for me.
What does the DCA unit do role in your list?


Yeah, I was planning on ignoring purple!

The CC henchman squad is really to use up 90 points - with the optomistic view that I'll be able to run interference with them & have them act as counter charge (cp halberds on the GKs) rather than just having Crowe.

But, I don't think it'll work. I need some assault element & wanted to take an interceptor squad, but they're faaaar to pricey (I'd need to lose a dread & the CC henchmen to get it - and even then, it's not really choppy enough)n May be another dread?

Drop henchman squad 3 = 90 points
Drop psybolt ammo x 2 = 40 points

Add dreadnought w/DCCW, asscan, psybolts = 130 points

OR

Breadknife - why are they so damned cheap?
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Re: Grey Knight lists!

Postby Ljundhammer » Mon Apr 11, 2011 8:17 am

Played a game last night against KMB:

My list:
Corteaz
Crowe
10 x purifiers - 4 x psycannons - rhino, HKM
10 x purifiers - 4 x psycannons - rhino, HKM
henchmen - 3 x MM, 3 x crusaders, 1 x ablative
henchmen - 3 x MM, 3 x crusaders, 1 x ablative
Dreadknight - jump pack
Dreadknight - jump pack

V's

Bikes 1500
Lord on bike - relic blade
5 x bikes - MM, 2 x mg
5 x bikes - MM, 2 x mg
5 x bikes - MM, 2 x pg
5 x bikes - MM, 2 x flamer
2 x tornado
2 x tornado
Vindicator
Vindicator

We both played like idiots! Nothing really to say except that Dreadknights are awesome, but I'm not convince that the loss of psyflemen is worth it...
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Re: Grey Knight lists!

Postby KInG » Mon Apr 11, 2011 1:57 pm

My current list is doing ok ATM. Here it is for your consideration :

Libby (with might of Titan; summoning; warp rift; shrouding; quicksilver; hammerhand & teleport homer). 190

Terminators x 5
Justicar w warding stave
2 x halberds 1 x sword 1 x hammer

Strike squad x 10
Justcar w halberd
4 x halberds 2 x psycannoms 3 x swords.
In razrbk w ass can and psybolts

Purifiers x 6
Justicar w warding stave (great for potw)
2 x halberds 1 x incinerator 2 x falchions
In razrbk w ass can and psybolts

Interceptors x 6
Justicar w warding stave
1 x hammer 3 x halberds 1 x sword

Dreadknight x 1
Heavy incinerator and personal teleporter

Dreadnought x 1
2 x TL auto can and psybolts

Dreadnought x 1
2 x TL auto can and psybolts

1750 pts

We've been playing 1750 lists recently when we found out all the tourneys and GTs do too.
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Re: Grey Knight lists!

Postby Ljundhammer » Mon Apr 11, 2011 2:05 pm

That's not 1750 - are you missing some troops?

I like 1750 - a much better limit!
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Re: Grey Knight lists!

Postby KInG » Mon Apr 11, 2011 2:40 pm

Yes I forgot my termies. Edited as u were typing I think.

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Re: Grey Knight lists!

Postby Ljundhammer » Mon Apr 11, 2011 3:32 pm

My thoughts:
1) Ass cannon razorbacks - is it not easier to buy rhinos & fire the psycannons out the top? That way you have the same firepower, a disposable (low priority) target when you disembark, and can carry the whole squad if needed.

2) Heavy incinerator - are you lacking in anti-infantry? Looks very expensive for what it does...

3) Nemesis warding staves are a very expenive way to lose a power weapon & protect a 20 point model...

4) Interceptors aren't assault troops - they are a better place for the incinerator you currently have on the DK IMO.

5) Don't think the telport homer works with summoning (but I may be wrong)

6) What are the purifiers for? They don't seem to have role - too few bodies for assault (along with no way to get there) and psycannons which is where they excel.
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Re: Grey Knight lists!

Postby killmaimburn » Mon Apr 11, 2011 4:01 pm

Ljundhammer wrote:2 x typhoons
2 x typhoons.
:P
Agree with LH on point 3
agree on 5, whilst it is deepstriking it is not described as "teleporting"(which it must be for the homer to work)
No idea about the rest but the list looks a little ..bit of everything- not very focused?
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Re: Grey Knight lists!

Postby KInG » Tue Apr 12, 2011 12:33 am

A warding stave is a power weapon too isn't it. ? :/

As for the incinerator on purifiers and not interceptors. It's free.

As for the teleport homer: that came up in tonights game. We agreed with u guys. But I said I'd read up. Surely the teleport homer on the Libby and the personal teleporters would make summoning a safe bet. All summoning says is they are placed via DS. If they DS then they'd be using teleporters??? Coz that's how they DS. Pecan I jusg in a vicious circle now. :/

Anyways. Purifiers are for hordes. Interceptors are for jumpingvwith DK and supporting him. The ass can and psycannons in Strike squad = 12 shots not 8 in a rhino situation.

Seems to still be working. Took ALs gt list tonight, and a drop pod SW, infantry heavy, list the other night. :)
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