thade Posted October 14, 2009 Share Posted October 14, 2009 1. Unguents of Warding give you a 4+ save vs the psychic power. Aegis is a roll-off. Neither of them say you can't use them both in conjunction...do they stack? If they both fail and it's a psychic shooting attack, do you still get to roll cover/armor/invuln save? (Or does the "save" on the Unguents take the place of those other three?) 2. Rites of Exorcism = charging Daemons have to roll as if entering difficult terrain. Does a Demon Prince get it's Move Through Cover roll for this? (i.e three dice instead of two) 3. I'm leaning towards more knights in Rhinos instead of the traditional PAGK units each in LRs. Am I going to gimp myself too much doing this? 4. How big should each of my GK units be? Five seems a little skimpy. Would seven do? Do I need a full ten? 5. Psycannon vs Incinerator...how do I know which one I have? =) (i.e. my buddy gave me five unpainted GK; not sure how old they are. One has a two-handed large gun of some kind. Not sure which one it is as I don't know what either one looks like.) Thanks in advance! Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/ Share on other sites More sharing options...
thade Posted October 14, 2009 Author Share Posted October 14, 2009 Answered one of my own questions...clear pictures of grey knights with both psicannons and incinerators on GW site. One down. =) Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2151790 Share on other sites More sharing options...
Magnus Thane Posted October 14, 2009 Share Posted October 14, 2009 Check the gamesworkshop website -> Daemonhunters section for a picture of each weapon. Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2151795 Share on other sites More sharing options...
Gentlemanloser Posted October 14, 2009 Share Posted October 14, 2009 1. Unguents of Warding give you a 4+ save vs the psychic power. Aegis is a roll-off. Neither of them say you can't use them both in conjunction...do they stack? If they both fail and it's a psychic shooting attack, do you still get to roll cover/armor/invuln save? (Or does the "save" on the Unguents take the place of those other three?) You can stack an Aegis Suit/Psychic Hood roll with UoW. You Might get a save, depending ont he profile of the Psychic Power used. 2. Rites of Exorcism = charging Daemons have to roll as if entering difficult terrain. Does a Demon Prince get it's Move Through Cover roll for this? (i.e three dice instead of two) Yup. 3. I'm leaning towards more knights in Rhinos instead of the traditional PAGK units each in LRs. Am I going to gimp myself too much doing this? How are you getting the Rhinos? Our Dedicated Transports remain, dedicated. 4. How big should each of my GK units be? Five seems a little skimpy. Would seven do? Do I need a full ten? Depends on the Job. CC, go for as many as you can afford. Mini Purgation, 5 + 2 Psycannons is fine. Most aim for around 8, with no weapon upgrades. Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2151866 Share on other sites More sharing options...
gil galed Posted October 14, 2009 Share Posted October 14, 2009 Gentleman covers alot of it, but i'd say you probably want 7-8 in a squad. 5 will go down quick, they are only space marine strength after all. And you can't get rhinos for GK Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2151878 Share on other sites More sharing options...
number6 Posted October 14, 2009 Share Posted October 14, 2009 Looks like most of the questions already got answered. With respect to squad size and equipment... check this concurrent topic out. Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2151978 Share on other sites More sharing options...
templargdt Posted October 14, 2009 Share Posted October 14, 2009 I try and always max my squad sizes except for the Psycannon guys hanging out under The Shrouding. Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2152388 Share on other sites More sharing options...
thade Posted October 15, 2009 Author Share Posted October 15, 2009 Gentleman covers alot of it, but i'd say you probably want 7-8 in a squad. 5 will go down quick, they are only space marine strength after all. And you can't get rhinos for GK That's...weird. @_@ I had just presumed they could take a transport. I only just notice now that GK can't take anything as a dedicated transport vehicle. That's....awful. So they can only ride around in LRs...or foot-slog...or deep strike. No wonder people always get them LRs. If they are allied with Space Marines I can get them a Rhino...have a tac squad or a dev squad take one and just allow the GK to embark into it on turn one. But that won't help pure GK. Looks like I'm savin up to buy another LR or two. Thanks for the answers, all. Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2152483 Share on other sites More sharing options...
- 7eAL - Posted October 15, 2009 Share Posted October 15, 2009 That's...weird. @_@ I had just presumed they could take a transport. I only just notice now that GK can't take anything as a dedicated transport vehicle. That's....awful. So they can only ride around in LRs...or foot-slog...or deep strike. No wonder people always get them LRs. If they are allied with Space Marines I can get them a Rhino...have a tac squad or a dev squad take one and just allow the GK to embark into it on turn one. But that won't help pure GK. Looks like I'm savin up to buy another LR or two. But you can't use Space Marines or Sisters of Battle if Grey Knights are included in the parent army list. Grey Knights can only be used in conjunction with other power armour if the Grey Knights are taken as allies. Some players are terrified of Grey Knight stormbolters however. Since Grey Knights are marginally better at shooting than most enemies, putting Grey Knights into transports isn't particularly helpful unless you expect them to get into close combat, in which case only a Land Raider will allow them to assault on the turn they disembark. Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2152501 Share on other sites More sharing options...
Gentlemanloser Posted October 15, 2009 Share Posted October 15, 2009 But you can't use Space Marines or Sisters of Battle if Grey Knights are included in the parent army list. You can ally in Sisters in a DH/GK Parent list. Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2152896 Share on other sites More sharing options...
thade Posted October 15, 2009 Author Share Posted October 15, 2009 But you can't use Space Marines or Sisters of Battle if Grey Knights are included in the parent army list. Grey Knights can only be used in conjunction with other power armour if the Grey Knights are taken as allies. Truly; I have a full 2500 pt Space Marine army I'd ally them into for this to happen. My devs never use a transport, so taking one for 35 pts and allowing the GK to hop in wouldn't be so bad. Nevertheless... Some players are terrified of Grey Knight stormbolters however. Since Grey Knights are marginally better at shooting than most enemies, putting Grey Knights into transports isn't particularly helpful unless you expect them to get into close combat, in which case only a Land Raider will allow them to assault on the turn they disembark. You have a good point here. 24" Assault 2 boltguns are pretty awesome. I can just kite people around the table...provided they are not in transports. =\ How does one pop a transport with a Grey Knight army? (Something tells me the answer is "Land Raider".) Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2153138 Share on other sites More sharing options...
Archon_77 Posted October 15, 2009 Share Posted October 15, 2009 How does one pop a transport with a Grey Knight army? (Something tells me the answer is "Land Raider".) Yes. Or land raider crusader with melta. You can also get lucky by outfitting your Brother captains with Melta bombs (1 per squad) Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2153148 Share on other sites More sharing options...
number6 Posted October 15, 2009 Share Posted October 15, 2009 Some players are terrified of Grey Knight stormbolters however. Since Grey Knights are marginally better at shooting than most enemies, putting Grey Knights into transports isn't particularly helpful unless you expect them to get into close combat, in which case only a Land Raider will allow them to assault on the turn they disembark. You have a good point here. 24" Assault 2 boltguns are pretty awesome. I can just kite people around the table...provided they are not in transports. =\ This is when you give your allied PAGKs psycannons. Two of them. Because you can fire them out the borrowed transports fire point and still have a scoring unit that is an excellent counter-attack unit as well. How does one pop a transport with a Grey Knight army? (Something tells me the answer is "Land Raider".) Essentially, you can't. Land raiders are it. This is exactly why pure GK hasn't made the transition to 5th edition as an all-rounded, truly competitive army. You can build an all-round, truly competitive pure DH army, but not a pure GK one. Not anymore. :D Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2153188 Share on other sites More sharing options...
Lungboy Posted October 15, 2009 Share Posted October 15, 2009 How does one pop a transport with a Grey Knight army? (Something tells me the answer is "Land Raider".) Essentially, you can't. Land raiders are it. This is exactly why pure GK hasn't made the transition to 5th edition as an all-rounded, truly competitive army. Dreads are still nice for transport hunting. Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2153607 Share on other sites More sharing options...
thade Posted October 15, 2009 Author Share Posted October 15, 2009 This is exactly why pure GK hasn't made the transition to 5th edition as an all-rounded, truly competitive army. You can build an all-round, truly competitive pure DH army, but not a pure GK one. Not anymore. :) That was my understanding when I decided to get into this, but I guess I had to see it for myself before it'd really sink in. I dig the GK background, style, and look though. I'll be fielding them as consistent allies until we get a new dex. =) Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2153619 Share on other sites More sharing options...
- 7eAL - Posted October 17, 2009 Share Posted October 17, 2009 How does one pop a transport with a Grey Knight army? (Something tells me the answer is "Land Raider".) Essentially, you can't. Land raiders are it. This is exactly why pure GK hasn't made the transition to 5th edition as an all-rounded, truly competitive army. Dreads are still nice for transport hunting. Well, the actual answer is supposed to be "Nemesis force weapon". At Strength 6, any Grey Knight can penetrate a common transport's rear AV10 on a roll of 5+. Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2154655 Share on other sites More sharing options...
number6 Posted October 17, 2009 Share Posted October 17, 2009 Well, the actual answer is supposed to be "Nemesis force weapon". At Strength 6, any Grey Knight can penetrate a common transport's rear AV10 on a roll of 5+. It's a rare opponent that lets my GKs hit his armour on anything less than 6s. ;) Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2154691 Share on other sites More sharing options...
SamaNagol Posted October 19, 2009 Share Posted October 19, 2009 Statistically a 6 man squad should get 1 penetrating hit even hitting on 6s vs AV10 Oh, and also one to remember re: Rites of Exorcism. Any model which makes a difficult terrain test in order to assault counts as Initiative 1. So never ever charge daemons first unless it is an unbalanced fight, or they have a lower I than you anyway. Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2156061 Share on other sites More sharing options...
thade Posted October 19, 2009 Author Share Posted October 19, 2009 Oh, and also one to remember re: Rites of Exorcism. Any model which makes a difficult terrain test in order to assault counts as Initiative 1. So never ever charge daemons first unless it is an unbalanced fight, or they have a lower I than you anyway. Holy crap?! ...really? That's amazing. My poor buddy's already timid about charging his Demon Prince into these guys once they're painted. ^_^ Link to comment https://bolterandchainsword.com/topic/181792-grey-knight-questions/#findComment-2156083 Share on other sites More sharing options...
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