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Lysere

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Lysere last won the day on March 14 2014

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About Lysere

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  • Location
    Crusading in the Geon System
  • Interests
    40k, snowboarding, gaming to some degree. Anime, manga, and just about any other hobby I happen to sink my teeth into.
  • Faction
    Templar Order

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  • Armies played
    Black Templar

Lysere's Achievements

  1. Lysere

    Imperial Knights

  2. In case you somehow play a mission that has different deepstrike rules?
  3. If it doesn't become a normal strat for all knights to use then Mechanicus knights will be considerably better right out of the gate. Please don't mess this up GW.
  4. Well they do have one niche which is letting you take a super heavy detachment with knights without needing three full sized knights. This gives you access to the relic and warlord traits for a proper knight and still take a decent chunk of allies. I do agree that the points are a touch high but we also have no idea as to how the household rules will end up at this point. I'm hoping knights will be after the Dark Eldar.
  5. In terms of speed the Armiger has the dragoons beat handidly but are designed for tougher targets making the two a great combo. A high speed onager is a perfectly fine option if you build around it. Definitely hoping we get a knight codex soon since they need some love.
  6. In terms of Synergy it depends on which way you're looking at things. In terms of adding to a mechanicus force the knight doesn't add quite as much although the Thermal cannon is a good addition. If you're looking at it from the knights angle mechanicus are almost a must have. Machine spirit resurgent is the single most important stratagem to making a knight work well, and no other flavor of super heavy can benefit from it currently in the imperial line up. Also generally mechanicus lack speed outside of a couple of units/strats while knights are very fast and IG superheavies don't get their regiment bonuses in the AUX detachment while I'm sure knights will when they get theirs. If what you need is a solid long range weapons platform the the tanks will do that just fine even with their limitations in that pairing, the knight is meant for a different role.
  7. Hey dude; So I've been chatting with Don Hooson (the guy with 10 PBCs) - he went 5-1, and lost the first round due to himself playing poorly and his opponent playing well (by his own admission). Getting 13th out of like 500 is pretty darn good imo. Yeah, the reason I have the plaguebearers and beasts is to help screen my front and/or flanks to make sure I don't get wrapped. Glad to hear he turned it around. Never had a chance to check out his other matchups.
  8. I have the epub version of the Forgeworld index and it says 1 wound each for grenadiers. No heavy weapon team listed for the grenadiers at all. The Engineers list a heavy weapon team though.
  9. There was a list at the LVO this year with ten of them, it didn't do that well compared to what the guy thought it would and is hard countered by certain tactics. Your list looks to at least be better balanced than that so just watch out for units wrapping you in combat so you can't fall back as well as fiends of slaanesh since they won't let you fall back either.
  10. It was written for an edition that is no longer supported for 40k. Other than a couple relics there wouldn't even be any benefit from it since most of the rules it references are gone. It's not a matter of friendly game or not.
  11. That's the crux of it. I'd read it very much the other way. Contrast with something like Forlorn Fury or Strike From The Shadows which says before the first turn (ie, not before the battle). Look at Chapter Approved, p110 under Limits of Command - I used this convince the TO of the Tournament I'm going to this weekend (DM5). This will very much come down to the tournament. The ITC missions as an example require you to take extra relics before any models hit the table so it wouldn't work in those but it sounds like that's not the case for your tournament.
  12. Dang! First turn that is brutal. I'm thinking of just running a herd of normal Squiggoths at this point. The Gargantuan is really expensive and cannot carry mega armour. Good to know though. Thank you for the advice here. Can the Imperial Knights charge over units? Did the player you faced have a KFF on it to give it a 5++? Knights can only fall back over infantry so just keep a screen in front of it that can't get shot off in one turn. As for the shield it's against shooting isn't it? I finished it off in melee with the Chainsword. Otherwise it must have ended up just out of range since he didn't roll any saves when I hit it in combat.
  13. Does there need to be a drawback or would it be better to simply reward mono builds instead? I still firmly believe that other than some minor tweaks the second option will always be the better route. Also Schlitzaf you are mistaken, you are not the only one who would rather reward mono builds instead of punishing allies, I've been arguing that as well. The cost for taking guard and custodes together should be in the command points. Any pure list should have more command points than with allies. How it's done doesn't matter to me really, just that there is an actual advantage to mono faction lists. I ran a list with some allied Custodes last night and it had 10 command points, a pure Custodes list might have half that. If reworked in a way that benefits mono builds it could end up with the pure Custodes list having more than even that. The important thing with such changes is that it will reward all armies just as well. Guard may need to use a lot of stratagems to make the most of their stuff, but with some of the proposed changes out there they could have almost double what they have now just by leaving the allies at home. Also I don't feel keywords are the correct way to handle the bonus command points simply due to how some armies are designed as far as keywords go.
  14. If you do run a Gargantuan squiggoth my advice is make sure you screen it when fighting anyone with hard hitting melee. Fought one at the LVO this year and after knocking it down to 24 wounds in the shooting phase my Imperial knight got into combat and finished it off giving me full points for Titan slayer in the first turn.
  15. The important thing to keep in mind is the being able to fire weapons even with enemies within an inch doesn't even limit it to just the shooting phase. So while my gut instinct would be to say no I believe the Rules as Written support being able to fire the main weapons in overwatch anyway.
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