Essayons Posted February 11, 2009 Share Posted February 11, 2009 I have a couple of questions about weapons options on a GK dreadnought. First, in the IA2 update rules, the GK Dread has a option to replace the multi-melta with an "incinerator." Is this the standard incinerator profile that GK infantry use? It would seem to me that this weapon mounted on a Dread would have more oomph. I envision something more along the lines of a Redeemer's Flamestorm cannon. Any input? Also, how do the IA2 update rules fit in with the Codex:Daemonhunter's rules? If I own IA2 and the updates, I can clearly use the rules, but doesn't this put someone without that particular book at a severe disadvantage? Has anyone been in a tournament where this discrepancy has come up? Do tournaments normally specifically say "yes" or "no" to IA rule sets? If they allow them, do they ask to "see your book" so to speak, before you are allowed to field a GK Dread with the new IA2 rules? Thanks, Essayons. PS I'm still ordering/painting up the Dreadnought Inferno Cannon arm to use as an incinerator for the Dread, even if I can't field it in tourneys. I'm anticipating it will look extremely cool. E. Link to comment https://bolterandchainsword.com/topic/160098-dreadnought-weapon-loadout-for-gks/ Share on other sites More sharing options...
ThePurifier Posted February 11, 2009 Share Posted February 11, 2009 It all depends on the tournie and its organizers. My main tournie does allow Forge World rules and there has been no issues yet that I've seen. Even just playing a friendly game you should always ask your opponent first because FW rules and GW ones are really two seperate entities. The Dread incinerator is the same as the infantry version and you can even field one from the DH codex. Just think of the extra 'oomph' coming from the S10 power-arm that's holding it. Link to comment https://bolterandchainsword.com/topic/160098-dreadnought-weapon-loadout-for-gks/#findComment-1878147 Share on other sites More sharing options...
Marid Posted February 11, 2009 Share Posted February 11, 2009 I have a couple of questions about weapons options on a GK dreadnought. First, in the IA2 update rules, the GK Dread has a option to replace the multi-melta with an "incinerator." Is this the standard incinerator profile that GK infantry use? It would seem to me that this weapon mounted on a Dread would have more oomph. I envision something more along the lines of a Redeemer's Flamestorm cannon. Any input? The standard GK Dreadnought can replace its Storm Bolter with an Incinerator and this is the option in the 1.1 version of the IA2 update. The IA rules are still a bit wacky. The early edition of the update had clear cut'n paste errors. Replacing the SB & CCW with a missile launcher is still not an option, nor can you add just a basic heavy flamer. I add one to my Plasma Cannon/CCW dread if I have the points. If not I use the Heavy Flamer. Link to comment https://bolterandchainsword.com/topic/160098-dreadnought-weapon-loadout-for-gks/#findComment-1878228 Share on other sites More sharing options...
chromedog Posted February 11, 2009 Share Posted February 11, 2009 There were TWO versions of that update put out. The first has a few errors in it. If your copy of the update uses the word "revised" it is the newer of them, and you'll see the GK dread and landraider options are different. (I have both, and a comparison document - 14 pages - showing where all of the changes were. gotta love Adobe's 'compare two documents' function.). The revised one: Grey Knight Dreadnought: "May replace storm bolter with incinerator" (not Heavy flamer) and the incinerator is not an option in the "replace Multi-melta with" list. They don't HAVE a heavy flamer option AT ALL. They also can't make a "hellfire" pattern (Twin lascannon/missile launcher) GKD like the codex can. All other upgrades for the GKD are (except for psycannon, which is a standard GK psycannon. No different range, no other changes - apart from being a vehicle weapon ) the same as the codex. According to the update, GK Land Raider Crusaders MAY NOT take a pintle multi-melta, even though the codex entry may take one. Whether or not a tournament allows FW rules and/or models is up to each TO. I've been to a few which do allow some of the FW stuff (might not allow fliers, and usually don't allow Super heavies) but most do not (at least here.). As to how they (IA2 rules) fit in with DH. No major changes to things (except the Inquisitorial Valkyries and chimeras got cheaper). They still pay the same price as the codex for their rhinos. SoB, OTOH, got cheaper rhinos. Link to comment https://bolterandchainsword.com/topic/160098-dreadnought-weapon-loadout-for-gks/#findComment-1878245 Share on other sites More sharing options...
Grand Master Tyrak Posted February 11, 2009 Share Posted February 11, 2009 According to the update, GK Land Raider Crusaders MAY NOT take a pintle multi-melta, even though the codex entry may take one. Eh? We start with one in the codex entry. ;) Link to comment https://bolterandchainsword.com/topic/160098-dreadnought-weapon-loadout-for-gks/#findComment-1878324 Share on other sites More sharing options...
Gentlemanloser Posted February 11, 2009 Share Posted February 11, 2009 But it's not listed as a weapon on the FW version. Link to comment https://bolterandchainsword.com/topic/160098-dreadnought-weapon-loadout-for-gks/#findComment-1878366 Share on other sites More sharing options...
IraSummers Posted February 11, 2009 Share Posted February 11, 2009 So all you get from IA is the option of a Phycannon on a dread over the codex? Thats lame, haha. Link to comment https://bolterandchainsword.com/topic/160098-dreadnought-weapon-loadout-for-gks/#findComment-1878545 Share on other sites More sharing options...
Gentlemanloser Posted February 11, 2009 Share Posted February 11, 2009 Drop Pod. With the Drop Pod Assault Special rule. Epic Win. Link to comment https://bolterandchainsword.com/topic/160098-dreadnought-weapon-loadout-for-gks/#findComment-1878557 Share on other sites More sharing options...
IraSummers Posted February 11, 2009 Share Posted February 11, 2009 Drop Pod. With the Drop Pod Assault Special rule. Epic Win. I hope we get drop pods in the next codex!!! It is very fluffy too! Is drop pod in IA2? Link to comment https://bolterandchainsword.com/topic/160098-dreadnought-weapon-loadout-for-gks/#findComment-1878594 Share on other sites More sharing options...
Grand Master Tyrak Posted February 11, 2009 Share Posted February 11, 2009 I hope we get drop pods in the next codex!!! It is very fluffy too! Is drop pod in IA2? :D Clarify please. Do you mean just for the GK Dreadnoughts? Because if you mean for the Grey Knights themselves, then its not fluffy at all, since GKs have mastered and make extensive use of teleporting. That is also why GKs do not have access to transports. We're not Grey Marines. ;) As to whether it is IA:2, no it is not, but I believe it has been added in by the latest Imperial Armour Update. Link to comment https://bolterandchainsword.com/topic/160098-dreadnought-weapon-loadout-for-gks/#findComment-1878617 Share on other sites More sharing options...
Gentlemanloser Posted February 11, 2009 Share Posted February 11, 2009 Then we need the Daemons (or the lesser Deathwing) Teleport Assault. Preferably with less scatter and Heroic Intervention. :unsure: As for the Drop Pod, it's only the update. Under the new GK Dread entry, they get Dropd Pods as a Transport Chocie, and the same update lists the Drop Pods (with the option for Locator Beacons!) as having the new Drop Pod Assault rule. Edit: Oh and Troop Choice PAGK should be able to Teleport as standard as well. Link to comment https://bolterandchainsword.com/topic/160098-dreadnought-weapon-loadout-for-gks/#findComment-1878730 Share on other sites More sharing options...
IraSummers Posted February 11, 2009 Share Posted February 11, 2009 I hope we get drop pods in the next codex!!! It is very fluffy too! Is drop pod in IA2? :unsure: Clarify please. Do you mean just for the GK Dreadnoughts? Because if you mean for the Grey Knights themselves, then its not fluffy at all, since GKs have mastered and make extensive use of teleporting. That is also why GKs do not have access to transports. We're not Grey Marines. :) As to whether it is IA:2, no it is not, but I believe it has been added in by the latest Imperial Armour Update. Although I have not been into Knights long, I have began reading the book Grey Knights from the Black Library. The assault in the first chapter, was a drop pod assult. How else would GK get the dreads into such a situation where a lander or thunderhawk cannot land? I agree that we are great at teleporting, but then add a rule for that. I am quite reluctant to deep strike in the game as I seem to have bad luck with scatter and the mishap. Heck, I've only thus played 2 games with my knights. One 500, the other 800. The 800, 5 termies and my BC mishaped and were destroyed. That was a HUGE point sink, and the scatter was 11" toward the only thing that could have done that too. Perhaps give us better deep strike rules then normal marines or something. Link to comment https://bolterandchainsword.com/topic/160098-dreadnought-weapon-loadout-for-gks/#findComment-1878731 Share on other sites More sharing options...
Gentlemanloser Posted February 11, 2009 Share Posted February 11, 2009 How else would GK get the dreads into such a situation where a lander or thunderhawk cannot land? I agree that we are great at teleporting, but then add a rule for that. I am quite reluctant to deep strike in the game as I seem to have bad luck with scatter and the mishap. Heck, I've only thus played 2 games with my knights. One 500, the other 800. The 800, 5 termies and my BC mishaped and were destroyed. That was a HUGE point sink, and the scatter was 11" toward the only thing that could have done that too. Perhaps give us better deep strike rules then normal marines or something. Exactly. If the lack of 'easy' transport, or 12" moves is because of a fluff reason that we're the best at Teleporting. Then damn well make us the best Marines at Teleporting. Don't let the Deathwing steal the crown, or any Marine Chapters 'Vanguard' Veteren be more capable at dropping into Battle on Jump Packs. Link to comment https://bolterandchainsword.com/topic/160098-dreadnought-weapon-loadout-for-gks/#findComment-1878757 Share on other sites More sharing options...
Grand Master Tyrak Posted February 11, 2009 Share Posted February 11, 2009 Although I have not been into Knights long, I have began reading the book Grey Knights from the Black Library. The assault in the first chapter, was a drop pod assult. Ah. This is a problem, since Ben Counter didn't seem to read much of the fluff either. Don't take his work as gospel truth. Fluffwise, all Grey Knights get Deep Strike by means of teleporting, and their Strike Cruisers are equipped with teleporters as standard. The Troops Grey Knights lose this in the game for purposes of balance (in the same way Space Marines aren't nearly as effective in the game as they are in the fluff). For heavier equipment, Thunderhawks bring tanks in. Dreadnoughts fit in-between so they get Drop Pods (which was only a recent addition - before they did not). I agree we should have better Deep Strike rules than the Codex: Marines. But then we are two editions behind Codex: SM. Silly GW.:) Link to comment https://bolterandchainsword.com/topic/160098-dreadnought-weapon-loadout-for-gks/#findComment-1878846 Share on other sites More sharing options...
IraSummers Posted February 11, 2009 Share Posted February 11, 2009 Although I have not been into Knights long, I have began reading the book Grey Knights from the Black Library. The assault in the first chapter, was a drop pod assult. Ah. This is a problem, since Ben Counter didn't seem to read much of the fluff either. Don't take his work as gospel truth. Fluffwise, all Grey Knights get Deep Strike by means of teleporting, and their Strike Cruisers are equipped with teleporters as standard. The Troops Grey Knights lose this in the game for purposes of balance (in the same way Space Marines aren't nearly as effective in the game as they are in the fluff). For heavier equipment, Thunderhawks bring tanks in. Dreadnoughts fit in-between so they get Drop Pods (which was only a recent addition - before they did not). I agree we should have better Deep Strike rules than the Codex: Marines. But then we are two editions behind Codex: SM. Silly GW.<_< Even just the ability to drop pod a Dread or 3 with a homing beacon would help. I figure that we could use either. It would be alot better to be able to deep strike/teleport. But make the rules of less danger for us. Use something at least similar to the drop pod, if it scatters on something, then it will move near and never mishap. Or even better, we just don't scatter as we are suposted to be the best teleport and with direct accuracy. Link to comment https://bolterandchainsword.com/topic/160098-dreadnought-weapon-loadout-for-gks/#findComment-1879070 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.