Jump to content

my progress


greatcrusade08

Recommended Posts

ive only been collecting GKs for a few weeks now.. ive only had the one game so far taking on meatmans raven guard and slaughtering them all to a man :)

a good start for my good fellows.

 

ive only got the bare essentials of model so far

1 GK hero

5 GKT (one with incinerator)

22 PaGK (two incinerator, 4 psycannon)

2 LRs

1 inquisitor

20 stormtroopers (cadians actually, but they will do)

 

im trying to keep it pure GKs and have several blisters on order.. im taking alot of pointers from silent requiems stickied posts and am hoping my game tonight goes well.

i think ill be playing orks, but theres a chance it will be a pick up game.

 

ive decided to run my GK in 3 units.. 2 of 8 in the raiders and a mini-purg with dual psycannons.. to be honest theres alot of waste in the army (psycannons id prefer to drop etc), but dont ahve the models just yet.

do you think it would be better to run with a brother-captain as opposed to a GKGM?

 

anyways, i wanted to start a thread where i could post up mini-batreps and the progress of my grey knights as they go forward.. im still thinking up new fluff and i want to paint them the darker red i saw in the back of the codex.. i was thinking they are on a crusade to destroy a khorne daemon or something (whats that name of the banished greater daemon that tried to atatck Khorne).

thinking of richard huxley for my GMs name, it was myold D&D name, he was a paladin (im a puritan through and through).

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/
Share on other sites

personally id stick with the grand master (the BC only has one wound, right? that makes me nervous....all it takes is a single ap2 hit...)

 

hope this has helped...:)

 

That's why you always have him in a retinue, so you can do those dodgy wound-allocation tricks :lol:

There are times when I really love our out-dated rules. Those moments don't come often, but we sometimes have the better wargear

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2475947
Share on other sites

Well played 3 games last night, all against chaos marines.. the first two games against the same opponent who ran:

 

DP with MoK and wings

3 defilers (deamon walkers??) with big S8 AP3 cannon and twin DCCW

CSM with MoK, fist, two meltaguns in rhino

plague marines with 2 plasma and fist in rhino

berserkers with fist in rhino

Khârn

 

anyhoo our first game ended turn 3, i literally rolled ones for 8/10 of my dice meaning all my guys died too quickly and did little damage in return.

due to this shocking streak of luck (or unluck) we decided to try again.

 

second game we rolled for spearhead and i won first turn.. i gave my opponent the corner with a massive building in it, so that he had to bunch up his vehciles either side.. he cleverly made conga lines with smoke popping defilers at the head of each.. i was able to immobise a defiler and zerker rhino on his right flank, meaning the plague marines were trapped behind.

second turn he got lucky with his immboilsed battle cannon and stunned my LR (EA so couldnt shot), his rhino with plague boys tries to move through cover and is immobilised.. he got lucky with fleet and one of his defilers made into combat with my GKT and GKGM.. i cast hammerhand and rolled a double 6 (seems my luck continues), unable to save the wound i then fail to cause any damage but get lucky with my inv saves and only lose a single GKT.

my second turn i kite back 6" with my raiders and destroy the remaining defiler, my GKGM succesfully rolls hammerhand and rips off both combat arms from the defiler and immbolises it, the defiler now with only 2 S6 attacks does nothing in return.

turn 3 Khârn and the beserkers disembarked in the second turn and are now close to the GKT/defiler assault. He flies forward with his DP and his CSM shoot forward 12" with his rhino and disembark within 6" of my right hand raider, both meltaguns fail to damage it, however the DP is in range of assault and charges the same raider immobilising it and ripping off a lascannon sponson. Assault with the dread is uneventful

my turn 3 both squads disembark, the first moves towards the CSM the second tries to deal with the DP.. shooting sees 5 CSM die, the DP is taken down to a single wound and i blow up the rhino belonging to the CSM.

I charge in losing 3 men to the DP before banishing him, the CSM kill 2 but lose 3, they lose combat fail thier Ld test and run away. The GKGM with hammerhand, destroys the last weapon and wrecks the defiler, i consoldiate just out of charge range of Khârn and his boys (phew).

 

turn 4 Khârn and his boys move onto the hill near my termies, his CSM lads keep running.. the defiler shoots at my PaGK but it scatters just out of range.

my turn 4 the termies move to an inch away from kahrn and berserkers, the two PaGK units move in to provide fire support, the raiders shoot the remaining defiler and blow its battle cannon off.

The termies cast holocaust but im told Khârn and his unit are immune to any psychic powers, still between shooting from three units i whittle them down to four men plus Khârn when i charge with the termies. Im told he is immune to force weapons but my GKGM kills him the traditional way.. in retun Khârn kills two of his own men (thanks very much good fellow) but kills two GKT aswell, my remaining GKT kills both remaining zerkers but not before they finsih off the GKGM with a power weapon.

 

My opponent calls the game, im holding two objecives and he only has his plague marines stuck on the wrong side of the board.

 

my third game was a scrappy annihalation game, my oppone t didnt have his list but i said it was ok (i regretted it afterwards) we both went in with minimal squad number, i have 6 possible KP (5 actually but weirdness with GKGM retinue means you have to wait for IC to kick in), he too only had 6KP avaialble.

It was very scrappy, his normal CSM died quickly in both assault and shooting, but he had two squads of termies, the first was maxed with PWs who charged my GKT.. i smil and point to my I5 GKGM ready to take a few off the table when he points out they are MoS and fogot to tell me earlier (hmmmm), anyway they wipe out the GKT and he gets lucky with saves and my GKGM only takes one with him.

the whole game saw my raiders both shooting at his whos shooting was killing my men.. any way throughout the whole game i failed to kill it, and in return his raider killed one of mine (even though he was possessed and needed 4's)..

game ended a draw at turn 5, i was lucky had it gone on further i would have lost.

 

So a win, draw and a loss in total..

ive learned that GK armies can be unforgiving if your unlucky with saves or make mistakes, they also miss special weapons sorely, anything with armour betetr than 4+ is going to roll saves every turn.. termies especially are hard to kill with basic shooting.

Due to it being 1500 points i had to drop 250 points of PaGK before the game. i had

2 raiders

GKGM with 4GKT with incinerator (GM had psycannon)

8 PaGK with incinerator and psycannon

9 PaGK with incinerator and psycannon

2 raiders

 

ive come to the conclusion that psycannons suck against MEQ, they are worth an extra PaGK, in future ill be dropping them.. incinerators though are golden, i love em to pieces.. im going to look to get a couple more.

im playing an ork army on saturday at 1750 points, my LRs will be immune to everything bar his weirdboy, he does have a hge squad of lootas and 4 gretchin ML platforms so is very capable of causing casualties, he uses two big mobs of shooters and one of sluggas.. with that much firepower i might have to rely on my raiders to get the drop on him.. means il be doing less casualties before assault, but if i target his shooty mobs first and Ds my GKTs to deal with lootas then i should be ok.. any suggestions?

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2476083
Share on other sites

Keep in mind, that you can buy a retinue for your GKGM, meaning the enemy cannot single him out in close combat (ie, they cannot allocate attacks against the GM, but you can choose to take saves on the GM).

Or did you attach him to a squad of Elite choice termies to get an extra attack from the squad's BC?

 

EDIT: Against Orks, as odd as it may seem, drop out the incinerators on the PAGK squads and try get in as many Psycannons in there.

They are strong enough to tear apart any Ork outside of Mega Armour, and any Ork vehicle that isn't a Battlewagon (which your LRs would be trying to take down anyway). Psycannons will destroy Orks quite well.

You would be best off deploying towards the back half of your table edge, and having your PAGKs on the field to start with. Try and be a gunline against them. Take down as many of them as you can, and if you have a clear charge to the enemy, do it. Otherwise, sit in cover, blast them apart and let them come to you. You out-range Shoota Boyz by a good 6 inches with Storm Bolters. Maybe put the Psycannons in a mini-Purg squad, and have some naked PAGK squads start off deployed right on the line, but moving back 6 inches per turn and still shoot the Orks, forever(well, until you run out of board) being out of Shoota range.

 

Just remember, you don't want to be striking last against 30 Ork Boyz just because a bit of rubble got in the way! Don't try and assault through cover to get to them. Not many Ork players give all their Boyz stikkbombs, use this to your advantage!

 

Keeping the Incinerator on the Termies would be a wise choice, as you want these guys to get in close and personal. Once again, it would be better to deploy them as a gunline, but they don't have to be as static as the PAGKs, as they can move and bring their Psycannon to bear at full range.

 

You could even try DSing them next to the Lootas and Grots to try wipe them out with cleansing flames! Followed by Storm Bolter fire, of course :)

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2476213
Share on other sites

no it was a retinue, however he did 3 Pw wounds to GKGM and a GKt with incinerator.. i put two on the GKt who passed both, and the one on the GKGM failed... just how my luck goes..

Im wondering if dreads would be a good way of increasing number of high powered shots and for supporting in assault should i need them..

im thinking of trying the following for tomorrows game:

 

brother captain stern (141)

4 Grey knight terminators (199)

-incinerator

 

Land raider (258)

-smoke launchers

-extra armour

 

8 grey knights (245)

-justicar

-incinerator x 2

 

Land raider (258)

-smoke launchers

-extra armour

 

7 grey knights (200)

-justicar

 

7 grey knights (200)

-justicar

 

GK dread (125)

-AC

-incinerator

 

GK dread (125)

-AC

-incinerator

 

1751

 

stern has I5 and the same wounds as GKGM with psychic powers so saves alot of points, although i would prefer plasma cannon or MM on the dread ACs are all that i have at the moment (i have a single TLLC though)

thanks guys

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2476214
Share on other sites

no it was a retinue, however he did 3 Pw wounds to GKGM and a GKt with incinerator.. i put two on the GKt who passed both, and the one on the GKGM failed... just how my luck goes..

Im wondering if dreads would be a good way of increasing number of high powered shots and for supporting in assault should i need them..

im thinking of trying the following for tomorrows game:

 

brother captain stern (141)

4 Grey knight terminators (199)

-incinerator

 

Land raider (258)

-smoke launchers

-extra armour

 

8 grey knights (245)

-justicar

-incinerator x 2

 

Land raider (258)

-smoke launchers

-extra armour

 

7 grey knights (200)

-justicar

 

7 grey knights (200)

-justicar

 

GK dread (125)

-AC

-incinerator

 

GK dread (125)

-AC

-incinerator

 

1751

 

stern has I5 and the same wounds as GKGM with psychic powers so saves alot of points, although i would prefer plasma cannon or MM on the dread ACs are all that i have at the moment (i have a single TLLC though)

thanks guys

 

Stern only has 2 wounds, but the Strands of Fate is really helpful, i always use it on his armour saves :)

Take note that it can be used once per phase, not per turn.

 

Also, i have advice for fighting Orks in an edit i did to my last post, in case you didn't see it

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2476236
Share on other sites

DOH!!!!

 

i played my GKGM as having 2 wounds in all my games yesterday, what an idjit.

thanks for the tips Brovius i shall go and assimilate them :)

 

EDIT: Against Orks, as odd as it may seem, drop out the incinerators on the PAGK squads and try get in as many Psycannons in there.

They are strong enough to tear apart any Ork outside of Mega Armour, and any Ork vehicle that isn't a Battlewagon (which your LRs would be trying to take down anyway). Psycannons will destroy Orks quite well.

You would be best off deploying towards the back half of your table edge, and having your PAGKs on the field to start with. Try and be a gunline against them. Take down as many of them as you can, and if you have a clear charge to the enemy, do it. Otherwise, sit in cover, blast them apart and let them come to you. You out-range Shoota Boyz by a good 6 inches with Storm Bolters. Maybe put the Psycannons in a mini-Purg squad, and have some naked PAGK squads start off deployed right on the line, but moving back 6 inches per turn and still shoot the Orks, forever(well, until you run out of board) being out of Shoota range.

 

Just remember, you don't want to be striking last against 30 Ork Boyz just because a bit of rubble got in the way! Don't try and assault through cover to get to them. Not many Ork players give all their Boyz stikkbombs, use this to your advantage!

 

Keeping the Incinerator on the Termies would be a wise choice, as you want these guys to get in close and personal. Once again, it would be better to deploy them as a gunline, but they don't have to be as static as the PAGKs, as they can move and bring their Psycannon to bear at full range.

 

You could even try DSing them next to the Lootas and Grots to try wipe them out with cleansing flames! Followed by Storm Bolter fire, of course

 

hmm very interesting, if my order arrives before tomorrow ill have a few more GKs, would it be wise to drop a raider for more GKs and some psycannons?

If posssible i always try to assault orks at the last minute, they have S3 if you charge them ;) can make a huge difference

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2476239
Share on other sites

Possibly swap one LR to a ML/LC dread and use the rest to fill up on Psycannons. Possibly remove some Incinerators, they are most useful when you're pressing the assault, Hopefully, by the time the Orks get close enough to assault, they will probably have 10 left or so.

 

Like i mentioned, Incinerators are good against armies that you will be trying to charge, otherwise they are unlikely to earn their points back as easily

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2476247
Share on other sites

Possibly swap one LR to a ML/LC dread and use the rest to fill up on Psycannons. Possibly remove some Incinerators, they are most useful when you're pressing the assault, Hopefully, by the time the Orks get close enough to assault, they will probably have 10 left or so.

 

Like i mentioned, Incinerators are good against armies that you will be trying to charge, otherwise they are unlikely to earn their points back as easily

 

yeah ill drop the incinerators, for tomorrows game ill keep both dreads as assault cannon as he uses no vehicles (has a few nob bikers though, psycannons would work here??)

i have 22 PaGK, if i drop both my incinerators i can set up the remainder like this:

2 x 7 PaGK with 2 psycannon

1 x 6 PaGK

run GKT in raider with dreads flanking. (not usre if i want them shooting or Dsing or riding in raider??)

really hoping my order comes soon...

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2476257
Share on other sites

Maybe an LRC instead?

Frag assault launchers, and the ability to fire all but a single weapon when you move 12 inches. Would excel against Orkies

 

against orks that would be good, but generally ive stopped using them. As luck would have it my order from wayland arrived a minute ago, i took their last four blisters of GKs they are now direct only.

How does the following list look?

 

brother captain stern (141)

4 Grey knight terminators (199)

-incinerator

 

Land raider (258)

-smoke launchers

-extra armour

 

7 grey knights (250)

-justicar

-2 psycannons

 

7 grey knights (250)

-justicar

-2 psycannons

 

7 grey knights (200)

-justicar

 

7 grey knights (200)

-justicar

 

GK dread (125)

-AC

-incinerator

 

GK dread (125)

-AC

-incinerator

 

1748

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2476280
Share on other sites

There is a lot of PAGKs in your list!

You have more of them than i do, and i've been collecting GKs for about 3 years now.

Then again, i have about 20 TDA-armoured GKs, including Stern, and probably around 24ish PAGKs including special weapons.

I also have something that is one Redeemer away from being a Noah's Ark of Land Raiders ;)

When i finally finish them, i'll post the pictures up here. Eventually...

 

I still want to finish my Tyranids first, but i only have 2 LRs to finish, 4 GKTs and 5PAGKs left to do

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2476815
Share on other sites

i was lucky to get a good deal from my little brother who left the hobby, ive only added the 8 PaGK..

going from my last games think if your going to use them you should put enough on the board to make a difference (pure GK wise)

obviously against MEQ, ill have to put TLLC or MM on the dreads, but thats for another day.

 

My main problem now is getting them all painted, my brother did a decent table top quality, but not to blow my own trumpet (sounds daring) i can do better..

i also want to try the alternate colour scheme, doing a test model today

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2476971
Share on other sites

I got in two fun games last night, the first was against orks the second against yet another chaos player.

 

Orks had two big mobs of shootas, one had weirdboy, he had a big mob of sluggas with warboss, 15 lootas with grot 'screen' infront, 6 grot cannons (3 squads of 2) and 6 nobs on bikes with mixed wargear, just over 100 models all told.

I ran my 4 units of GK in two big units of storm bolter lovin (9 man) and two mini purgs (5 man with 2 psycannon), annihalation pitched battle.

 

Game started really well, as he only had an 18" range with shootas to my 24", i used clever movement and placing to make sure all my guys were 'just' in range.

Shooting saw me take half a big mob of shootas off (the one with weirdboy) and take his lootas down to 8 models, i also killed off a pair of grot cannons.

his turns shooting was ineffective as he could only get his front ranks into firing range, although grot cannons did kill a dread.. he also rolled frazzle for weirdboy and killed 5 grey knights but i remembered eagis rule and it negated the power at the last minute.

Second turn, my raider and dread moved into assault range of his sluggas, i kited with the PaGK to retain fire superiority. I killed yet more shootas taking the weirdboy unit down to 7, they turned tail and fled. The other shootas lost a few men to shooting and the mini purg killed two more lootas (grots providing cover saves was a pain)

Shooting from incinerators killed a handful of sluggas before i charged both the GKT and dread into them, my stern made contact with his warboss and force weaponed him into oblivion, my dread and GKT reducing the number of sluggas to about 12.. i lost two GKT in return and due to fearless he was forced to make 8 saves, losing another 7 boys.

His second turn he charged my dread with his last shooty mob (couldnt reach my GKT in that big assault), at this point he turbo-boostes his bikes out of cover towards my lines, shooting killed a single PaGK.

In assault i killed 2 orks with my GKT with poor rolling, he finsihed the last two GKT leaving only Stern (also means he is now worth an extra KP...doh), dread kills a single shooty boy before having his combat arm ripped off by a nobs PK.

My next turn i moved a unit of PaGK up to support the big assault, everything not engaged shot at the bikes but with 3+ cover and 4+ FNP i only managed two wounds to stick, although my raider did instakill one which he put on an already wounded nob.

i charged my PaGK into the remaining few sluggas, Stern killed them all at I5 but at least my guys got a free move, the dread was stunned by the nob but killed one in return for a drawn combat.

 

Next ork turn he charged his nob bikers into a big unit of PaGK, only two bikes could strike, in a bout of weird dice rolling that continues throughout the game my justicar failed to cause any wounds, but my other guys caused a handful all bar one was saved (S6 PWs are great for killing nobs, if only they actually hit)

he killed two in return, i lost combat but held, he piled in..(eek)

Combat between shootas and dread ended in stalemate again.

In my turn i charged Stern and the PaGK into the ork shootas in combat with the dread hoping to end this quickly, a mini purg squad charged the bikers whilst the other mini purg ran from the other side of the board to try and support.

My raider immoblised itself on a blade of grass (pffft) but did manage to kill two more grot cannons. Combat saw all bar 4 shootas die to massed GK attacks, he proptly fled and was cut down to an ork.. against the bikers all 6 justicar attacks failed to hit (i could have burned my dice at this point), i caused only a single wound.. all orks bar the painboy now had wounds. i lost all bar two PaGK from the big unit and a single psycannon chap from the mini purg.. but held them regardless.

 

The orks finally got some decent shooting in with the last 6 lootas firing 18 shots at stern causing 7 wounds and killing him (i roled two ones for saves)

The nob bikers were causing mayhem, only a single justicar attack caused a wound luckily he killed a PK armed nob, in return he killed all the remaining GKs

I moved all GK units to get LoS to his bikers, the LR was immobilised with no LoS so had to settle for a single loota casualty, firing saw only a single wound (but another nob killed)

The next ork turn he charged his bikers into my other purg squad, i had thought them out of range but it was a tight scrape.. another half inch away and it would have been a good call (damn), another round of lucky loota shooting saw 5 PaGK die..(ouch)

In assault my justicar yet again failed to hit, but i did kill his waagh banner nob before losing 4 members of the squad.

 

 

The game was winding down, his 3 remanin bikers were pretty much behind my lines, i had an immobilised LR and a dread with no DCCW, and 4 PaGK near his lines.. seeing that the bikers could destroy everything i have left i opt to advance with my PaGK to try and gain KPs..

The LR kills the last remaining grot cannons, the dread kills another 2 lootas who flee the board.. the PaGK decided not to shoot the grots as they were 5" away through cover and i didnt want clever casualty placement denying me the charge.. i roled for distance and get the 5" i needed.. in assault i kill 9 grots (from 11 attacks) and run them down (3 KPs earned this turn hah).

Again my lone justicar failed to cause any damage and was killed for his troubles.

 

In the last two turns the bikers went on to kill the dread, i managd to kill one with the LR but it too was Pkd to death.. game ended after turn 7.. 10kp to me 8 to the orks... GK victory.

We carried on just for S+G, my four PaGK vs his two bikers.. i wiped them out for the loss of a single man, this time my justicar causing wounds with his NFM.

 

A very good game, closer than it should have been due to my justciars poor dice rolls... id love to see what a unit og GKT could do to nob bikers.. that would have been harsh :cuss

Ill do write up for the next game in a while

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2477583
Share on other sites

2nd game against chaos.. (1500 points)

 

he had:

DP with mark of khorne

10 CSM with MoK

Chaos lord in TDA

9 tzeench marines

10 berserkers

defiler

6 termies

2 oblits

 

i had

2 LRs

2 x 10 man PaGK squads (in LRs) with 2x psycannon each.

Stern with 4GKT

 

Annihalation, DOW.. i got first turn and kept everything in reserve. my opponent set up the DP and two units of troops..

Turn one i bring on both LRs but fail to get past night fighting to shoot, opponents turn one he brings on everything bar termies again failing to hit with night fighting.

Turn two my raiders move up 6" and my GKT deepstrike near his CSM on the left flank, in shooting a land raider kills both oblits with its lascannons, the other wounds the DP.

Enemy turn two, moves DP forward behind a small piece of cover, CSM shoot and charge my GKT, they managed to kill two but stern and the boys killed 7 of the chaos scum in return and they run away!

 

Turn 3, my GKT advances to within charge range of the 1k sons, one of my raiders moves twards the DP and unloads its cargo, between them they wipe out the DP with mased bolter fire combined with lascannons, the other raider kills the chaos lord with its own lascannons (i love these babies)

I charge the GKT and kill three 1ksons, the force weapon kills a single GKT.

enemy turn 3, berserkers move up towards the disembarked PaGK squad (not close enough to charge though) but manage two kills with plasma pistols..

The chaos termies teleport between the two raiders, luckily thier combi-meltas are ineffective causing only a single shaken result.

in combat i kill two more 1ksons but lose my last GKT (stern remains), it leaves 4 1ksons (champ has force weapon)

 

My turn 4, i disembark the other PaGK unit and advance all GKs on the termies.. shooting with LRs kill two, shooting from GKs kills another two, i then charge and kill both remaining termies for no loss.

Stern kills two more 1ksons but gets wounded with force weapon, thankfully i make my inv save.

enemy turn 4, berserkers move up again and cause a single casualty with shooting, they are out of range of assault.. in assault stern causes two wounds to 1ksons, one wound is forced onto the champ who fails and cannot strike back with force weapon, last 1kson passes his save and combat continues.

 

last turn i move everything into range of the berserkers, shooting kills 9 of them leaving a single warrior who is then charged by 17 PaGK and promtly wiped out, Stern fails to kill the last 1kson

my opponent calls the game with only his defiler still left.

 

2 games 2 wins...

Justicars are the true heroes of my GK army, without AP1/2 weapons you need them to do the damage against MEQ/TEQ

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2477600
Share on other sites

Have you tried using Stern's rerolls for his armour saves?

It saves him from most certain death on many occasions for me.

 

Great work with the battles btw. Any idea as to when you're going to post up some pictures of your test models?

 

ive got one half finsihed, depends on how much time i get during the week.. im currently finsihing my cassius model

After i did the first coat, i decied against the red, just didnt look right, so im trying white instead

 

as for stern i saved him once with strands of fate.. but every other time i tried to use it (re-rolling attack etc) it failed and then my opponent used his reroll to get an extra power klaw attack in... which kinda sucked.

I think the only time ill use it is for saving throws

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2477752
Share on other sites

I dont normally post a model thats this incomplete.. it needs one or two more coats of white (i use it watered down to spread it easier) and only half the model ahs been started

 

http://i708.photobucket.com/albums/ww87/greatcrusade08/008-6.jpg?t=1280733116

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2478447
Share on other sites

The white looks a little lumpy, but it looks pretty cool for a GK scheme.

I avoid painting with Skull White as much as i can, i can never get the paint to go on the model without becoming blotchy and horrid.

The paintjob is looking great so far, i'd like to see the full army when it's done

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2478506
Share on other sites

The white looks a little lumpy, but it looks pretty cool for a GK scheme.

I avoid painting with Skull White as much as i can, i can never get the paint to go on the model without becoming blotchy and horrid.

The paintjob is looking great so far, i'd like to see the full army when it's done

 

 

thanks mate, its not actually lumpy though i water my white really well to avoid that, it looks lumpy in the pic becuase the white hasnt covered properly.. another couple of coats should clear that right up (i hope)

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2478511
Share on other sites

Greatcrusade,

 

Good games and reports, I am enjoying reading them. Two things: first, I am pretty sure the Cover save for Nob Bikers is a 4+, not a 3+, so that might have made a little bit of difference for you in the game against the Orks (4+Armour, 4+Cover, 5+Invulnerable if he also had Cybork bodies, and 4+FNP). Second, just wondering why you take Stern? What is it about him that you like that justifies taking him over a Grand Master? I'm just wondering about this, as I've never really seriously considered the inclusion of Stern.

 

I wish you continued good luck in your pursuit to compete with pure Grey Knights.

 

Valerian

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2478529
Share on other sites

yeah the one tim ei targetted them they had turbo-boosted into assault range, hence the 3+ cover..

 

as for stern he has I5 (which is all i care about really) and both good psychic attacks with a counts as force weapon all for about 60 points less than a decent GKGM build.. the only negatives are no psychic hood and one less attack and wound..

 

Im not set on using him per se, just he fills a gap nicely.. what optimum builds are there for GKGM, hism more atatcks and wounds is a real plus to putting him in, just dont want him too expensive.

Also should i be putting Th/Ss in GKT squads to avoid spending the ten points for hammerhand?

I suppose i could take a bare bones GKGM with hood???

 

What are the opinions from the board?

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2478579
Share on other sites

Here is what I sware by

 

GM, psychic hood, hammerhand

Retinue: 4 GKT, incinerator

 

Others will claim that BC +2 extra GKT is more attacks, same wounds, more shooting...

 

I sware by Grand Master Shem "tyrant killer" because he is just that, the termies attack the squad that i multi charged in and the GM goes for the tyrant.

 

TH/SS isn't worth it when you have hammerhand already.

Link to comment
https://bolterandchainsword.com/topic/207524-my-progress/#findComment-2478603
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.