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Justicar quesition?


Deus Mortem

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Hello,

I have a friend who has SOB and is trying to get me to try DH so we can team up as a Inq. force in an upcoming tourney. I've looked over the codex quickly but was wondering if it's possible to give the GK justicar a powerfist or thunderhammer since the sqd. options are rather limited?

Thanks

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Check with the Tournament organiser, there's a posible, loophole to the restriction Number6 posts. If you purchase Artificer Armour or Carapace Armour, you might be able to purchase Weapons for your Justicar, as they are no longer in Power Armour.

 

It's a grey area, with no real answer, so you'll have to see what your TO rules.

It is a bit of a grey area, but I'm skeptical of paying nearly a hundred points just to get a powerfist Justicar. I can see the appeal of a fist Justicar since every new Marine Codex has at least one FA 13 Dreadnought, but the cost is just crippling.

Thanks everyone for all your help. The PW it is, i guess i'll just slap Meltabombs on him. I rather not find loop holes to get what I want, looking for fun,tough games. :D Will just have to be patient until the new dex is out.

 

I'm running a Pure GK list, what about a T.Hammer on a brother captain deepstriking with a 8man GKTA sqd?

He would be there to lockup any nastys and let the rest chop it up.

Aye, but it hits on Initiative. And you'll probably be better with a NFW on a BC than a TH (And it gives you the Meltabomb alternative you can't otherwise getin TDA)

 

Unless you're planning to abuse our stunlock of course. :jaw:

 

In which case, go to town. Stunlock a MC/Abby/Etc, but watch out for the cries of 'cheese'! :HQ:

 

Edit: If you're set on a Thunderhammer, consider the Daemonhammer + Insence as well. Sure, with a BCs I4 you won'tbe going before most Daemons, but it might help out getting some hits off at the same time.

I just opt for the Melta bombs on the Justicar - if I've put myself in the position that I HAVE to assault to get the chance at blowing up a tank/dread - you can just pop a metla bomb @ WS5 and the double pen dice on it.

 

But as number6 says, the way I read it is that the troops in power armor (I.e the specified choice) are unable to - and upgrading their armor doesnt make a dicky to me, since they are still the same choice that its refering to. Its one of those rules thats "implied".

I just opt for the Melta bombs on the Justicar - if I've put myself in the position that I HAVE to assault to get the chance at blowing up a tank/dread - you can just pop a metla bomb @ WS5 and the double pen dice on it.

Except that, sadly, WS5 never factors into how hard/easy it is to slap a melta bomb onto anything. Since meltabombs are, unfortunately, the only melee anti-tank option the Justicar has (with the possible exception of the really expensive loophole) you might be stuck taking them, though. Hammerhand is better for ICs though; getting 5-6 times as many attacks more than makes up for the lack of two pen dice, especially since with vehicles in assault actually hitting the vehicle is often as big of an issue, or even more of one, than armor penetration and it's hard to say no to 4-5 extra chances to hit.

 

Also, I think GKs have some degree of protection for MCs even without fists; strength 6 is enough to pose a reasonable threat to everything that isn't a Wraithlord.

Also, I think GKs have some degree of protection for MCs even without fists; strength 6 is enough to pose a reasonable threat to everything that isn't a Wraithlord.

Absolutely. Initiative is the telling factor for how effective GKs are in an assault. There aren't very many MCs with a higher Init than GKs -- Hive Tyrants and the Swarmlord are all that pop to mind right now, though we might as well count Mephiston in that category, too! :tu: -- and that means GKs take them down with ease. And I've assaulted Hive Tyrants with my GKs numerous times and come out on top. It helps to have put a wound or two on them first, and you don't want them overprotected by Tyrant Guard when you wade in, but it's doable in a pinch if you must. All other Tyranid MCs, Tomb Spyders, even the Talos can be taken down reliably in an assault by GKs.

Might be a little late for me to toss in my two cents... but if this is a doubles tournament, won't you be synergizing your list with your partner's?

 

You did say he will be playing sisters, and as a sisters player I can tell you that they have no problem dealing with armor.

Most likely he will be playing some sort of mech sister list (as this is the most common trend for sister's players) which should have a couple of exos in the back along with meltas in the troop squads.

This will mean that you will most likely just need to deal with infantry after the girls pop the tops on those tin cans.

 

Alternatively he could be bringing a psychos list... which is great fun to play.

List consists of mini IST units along with lots of Arcos, Repenta and Penitent Engines... (maybe even an orbital strike)

I say it is a fun list because you don't know what it is going to do or where it is going to go.

(I had a blast with this list at the last doubles tournament I went to)

The first and last choice you get with the army is where to deploy the units... after that it is just ZERG.

Don't knock the WH zerg... it is much faster and more resilient than anyone expects.

 

So do you know what list will your partner be bringing?

  • 3 weeks later...

I wouldn't suggest DSing in, especially in a doubles tourney. Depending on the setup, you're not going to have a reasonable amount of scatter space. remember, scatter is 66% of the time. I wouldn't bet my 8 GKT's lives on one scatter dice. I would definitely put some in a LRC. I find it much more effective and fun to see the opponents face sink when you tell him what's rolling in on him. Yes, it's a lot of points, but again, 8 GKT's is a lot of points to waste on a bad DS.

 

Oh, the other reason I hate DSing is because, on that turn they just sit there and look stupid while someone blasts away at them. 2+ armor save is great until you're rolling 1's...

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