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Playtesting the "new rules"


Dilgar

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Figured I can not be the only one who has been toying around with the (supposed) new codex. So post your battle reports!

 

Played a game of 1,5k against Tau with the "half-baked" codex this weekend and thought at least someone might be interested.

 

I had roughly this:

 

BC

5 paladins

- Stormraven for them

 

Inqvisitor

- Psycannon

- artificer armour

- lvl 1 psychic mastery

- 3 HB-servitors (just can´t play without em :))

- 3 Acolytes (for more wounds)

 

7 GKT (vanilla, lol no points left)

 

10 GK (split to get a small firebase and mobile unit)

- 2 Psycannons

- 5 teleporters

 

Dreadnight

- Teleporter

 

We rolled the meeting engagement(? 12" "normal deployment) scenario with the KP mission

 

I won the roll off and deployed first but he stole it with a lucky 6.

 

He used (again roughly):

 

Jump pack Commander with plasma and missiles

- servitors and 2 other jump pack guys with the same loadout

 

2x3 jump pack suits with the same loadout I think

 

3x8 firewarriors in devilfishes (he used the aggressive fish tactic or some, damn effective though funny name)

 

10 vanilla FW (extra points used here)

 

3 Heavy suits with railcannons (those big guns)

 

a Hammerhead with railcannon

 

 

Well first turn comes and sure enough, my, in the open deployed stormraven explodes taking with it two extremely unlucky GKTs standing close by and leaving my paladins with the BC footslogging. Nothing much else happens. My first turn saw me teleport my small assault GKSS´s the full 30 inch towards the railcannon heavy suits and landing quite close to his 3 devilfishes. My dreadknight did the same but jumped close to his 10 man FW unit and hammerhead, dropping a few of the warriors with it´s holocaust powers.

 

Second turn saw my inqvisitor being left with only his three HB-servitors and he killed a few of my footslogging paladins too, which together with the troop terminators slogged forwords "flanking" the devilfishes on my right side shooting at my inqvisitor unit. I managed to drop a few of the jump suit plasma guys and putting some wounds in his HQ unit. The dreadknight made short of the hammerhead which did not flee far enough, turning it´s attention towards the footslogging firewarriors occupying a forest in the middle of his deployment.

 

Turn three saw my inqvisitor making some incredible saves, frustrating my opponent but saving my footslogging terminators from taking any more then just one firewarrior squads fire. The railcannons from the heavy suits killed a few of my GKTs. My turn, I get the dreadknight close to the firewarriors in the forest but the holocaust scatters, no matter, next turn they are toast anyway. My Malleus inqvisitor showed why he is truly the servant of the god-emperor and dropped a devilfish with his psycannon earning my first KP. My GKSS squad, which had been reduced to an one man army decided to charge the more softer "regular" jump infantrys which had taken some wounds and losses, well no dice, only one wound in and two armour saves by me locked him in battle.

 

Turn four saw me loose my inqvistor on two unlucky double ones (well had some luck earlier). The firewarriors finally killed him and the remaining two squads fired, together with the heavy suits at my regular GKTs and dropping the unit down to three. The Commanders squad dropped two paladins with their plasma, and the other jump infantry dropped one, no good saves here. Well my small psycannon firebase managed to get some more wounds in the Commanders squad leaving him with two wounds and two wounded jump suit guys. Finally my DK charged in the forest and easily wiped out all but 3 of the 7 FW left, turning their tail they fled.

 

Turn five saw the real killing. the Tau managed to kill my paladins(!), but that was all they could muster, my psycannon GKSS´s shoot some more firewarriors, while my three GKT managed to pull of a double charge on two devilfishes wrecking them, this combined with the charge from my DK against his Commander squad wipping it out, saw the tide turning. Also the (eternal) battle with my single GKSS was rightfully turned in the emperors favour as he managed to kill the xenos. Now the tide had turned and the Tau FWs saw themselves flanked by a DK on one flank and three angry GKTs on the other side. If the game would have ended here it would have been a solid win for the GK, but we rolled a 5 and the game saw a sixth turn.

 

The DK had made a tactical sweeping advance to get cover from the heavy suits and all they could do was either shoot at my lonely GKSS infront of them or trying to destroy my GKTs treating the two almost full squads of FW surrounded, they shoot at the GKTs but only managed one wound which the faith towards the emperor easily deflected. Not managing to kill any of the GKSS in my firebase squad but instead getting serious casulties the FW unit not surrounded by the three GKTs and the DK was almost destroyed. When my DK and GKTs charged the two firewarrior squads and thus giving me to an "certain" victory (my firebase squad was obscured from anything but the last firewarrior squad reduced to 4 FW and I had more KP then units left), we called it a game.

 

Conclusion

 

Well alot of the rules are obviously missing as the actual codex is not even out, leaving me with almost vanilla squads here and there, it goes without saying that the game might not represent any coming games. I might also be remembering incorrectly as I did not take any notes while playing and just remenessing.

 

First of, the Dreadknight is a real beast! With MC rules and teleport, the 200 points monster is insane and I will definetely buy two if the rules stay the same (just to make up for all those IG & Ork games were you simply have no chance of winning).

 

Second, there really is no need for transports with the current rules, the teleporting is just so sweet and leaves you with "no" risks of rides being blown out below you. Also, if the GKT are troop choices a big unit as the 7 man squad I played really can footslogg as they can withstand alot of damage before becoming inefficient.

 

Third, damn, what are these leadership tests all about!? I have never played a game where I took more Ld tests. I did not report it but I used the hammerhand and holocaust on every possible place. Not to mention that suddenly my GKTs also once RUN AWAY(!), this really eat on my pride seeing a GKT fleeing!

 

Fourth, Always deploy your stormraven with the deepstrike rules, nothing is more annoying then seeing it blow up leaving your expensive unit within it pretty useless the hole game.

 

Fifth, the GK´s surely feel unique, the teleportation is a really really nice touch, though no different from say BA it still, I dunno just is, maybe the 30" one time jump did this but :).

 

Sixth, play aggressive. The old style of "waterwarrioring" is no more. Teleporting straight up to the front door, bashing it down while the other half of your unit and the trusted Inqvisitor provides cover fire and gives more softer targets for your enemy to concentrate on is the way to go.

 

Finally, the new rules and units surely makes for more varied lists, the list I had was more a list of things I pretty much have, except the DK of course and 5 terminators I had to proxy). AV fire is still a problem but with the booggie man dreadknight suddenly appearing next to a Hammerhead, I really don´t need that lascannon predator :rolleyes: .

 

Anywas hope someone got something out of this (and thanks for reading by quickly written gibberish).

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where did you get the ruff copy of the grey knights codex from or is it just from the rumours

The beta version of the GK codex got leaked out onto the internet a while ago. It's not a complete list of the rules, but it's more than enough to play with.

From my experience (Played two game with the "new rules" against DE both times) the list can be played as either Water, Fire or Earth depending on what you take.

 

With a Draigo / Paladin list it is very viable to play a water style list. The game where i tested out water style tactics I used a list consisting of Draigo, 2 Land Raiders with EA and 2 squads of 7 Paladins each... this came to 1545, so my opponent bumped up his force to match the extra 45 points.

 

Against an air list with the amount of skimmers he was fielding it was extremely difficult and lost, but that was mostly due to my poor last two turns where i tried to turn it into a fire army and use "rack'em" without an incinerator.

 

The second game I played a army with Crowe and an all Purifier list with some NDKs as a fire army and just didnt have the anti-tank to take out his skimmers but pulled out a draw.

 

If one wanted to field a earth army they could easily do so with the new rumored rules to purgation squads not needing LOS (i say rumored rules because until i have the actual codex in my hands nothing is set in stone). this coupled with a nice gunline with dreadnoughts for Land Radiers with the squads mounted for a Water/Earth combo.

 

Basically what I am saying is the army can now be played in any of these three styles except air as we do not have the mobility.

With SR, GKSS with PTs and NDK's with PTs, we'd have a very viable Air list.

 

One of the most manuevorably armies around. ;) (With the 30" Moves!)

 

(Alright, not as much as Bike lists, but we can get Scouting MCs! :tu:)

 

well sure we do have once per game 30" moves but im not sure that classifies an air army. When compared to eldar and dark eldar we are still very static apart from that one time jump. Especially with the rumors that with personal teleporters GKSS are now fast attack - just my 2 cents.

 

In the next game i play, which is tomorrow, im going to try to use a strategy to lore the enemy in close, just outside of assault range then use the 30" jump to get behind his squads to hit rear armor of his transports then close in from all sides. not sure how this will work, but i think it would be a fun interesting army to try.

I agree, GKs can behave like an air army if you want. Especially with scouting or outflanking SRs and personal teleporters.

 

Honestly, I am going to attempt to make a 5th element list (one that can act as any of the others depending on the way I play them). Don't know if it will work, but that is my .02.

Bearden441, please let us now how your next game went!

 

I for one used to play a very footslogging GK list, with only one LR (with terminators) and maybe 1-2 chimeras with 5 IST for objectives. The rest was pretty much footslogging GKs. Compared to that the teleports negate the need to reflect your movement to what your opponent do (pretty much the old tactics for me) instead it is I who force his movement...lol kinda reminds me of my 6th edition Wood Elves games :(

Bearden441, please let us now how your next game went!

 

I for one used to play a very footslogging GK list, with only one LR (with terminators) and maybe 1-2 chimeras with 5 IST for objectives. The rest was pretty much footslogging GKs. Compared to that the teleports negate the need to reflect your movement to what your opponent do (pretty much the old tactics for me) instead it is I who force his movement...lol kinda reminds me of my 6th edition Wood Elves games :D

Well here is a quick update on how the battle went. I am sitting at work right now so (I apologize about the quick nature of how I am writing this as I am swamped) I do not have a 100% set list but the gist of it was:

 

2 squads of SSGK’s (7 men) with PT’s and psycannons

2 squads of Purifiers (7 men) with one incinerator and halberds

two purgation squads (5 men) with 4 psycannons – I would recommend taking a squad of ten and making 2 combat squad each with 2 psycannons for more targets to shoot at as 2 cannons are more than enough I found.

Crowe

Dread TTLC and ML

 

Again this battle was against DE (I find them the hardest to play against tactically, especially when played against my friend who is a great general. Whenever I test a list I played against DE and tweak tactics against other armies) The board had the standard 25% terrain coverage. Overall he out maneuvered me completely in the start which was to be expected with his full list of raiders/ravagers/venom. I had my purgation completely surrounded by cover with no LOS to either squad…. Astral aim is god like, especially against their paper transports. I kept the purifiers out of LOS as best as I could but lost a few guys prior to getting into combat… they were basically screening crowe so no assaults could reach crowe and get the bonus. Once he out maneuvered me to get just outside assault range (his mistake) within cover I blew my ports to get to his rear armor and blew up 2 transports with the cannons. He assaulted my jump troops (again his mistake) which held him in CC just until my purifiers could reach. These guys are insane. With crowe on the dual charge they are TOO killy. Each squad wiped the floor with a squad of wyches in one turn and were they open for charge. Once disclaimer I have to mention here are my rolls. I had a hot hand and his hand was stone cold… could make a armor save to save his life…. When it came to his archon and incubi (which charged crowe and killed him before getting charged by purifiers) he failed his shadowfield save on his first roll… ouch… Bascially at the end of the same I tabled him, the Dread did almost nothing, killed one ravager and stunned the other to lock it out of the game… so maybe something. From playing him in the past he did make some glaring mistakes which worked in my favor that I marked. Ill try to write up a battle report from the notes I took when I get home tonight or tomorrow (he took pics).

 

Stars of the game though are the purifiers once they can get into CC, outside they are just regular expensive troops, purgation squads with astral aim is sick against light armor.

 

I thinks this is a very viable water/fire army and can retract my statement about not being a air army. I think with the right tactics, against any other army besides a true air army they can do well, the thing is, I still don’t get the feel that they can out maneuver an air army like DE/Eldar when played well.

Fourth, Always deploy your stormraven with the deepstrike rules
I do hope you were 100% joking when you said this. This is the worst possible way to use a storm raven, as its firing is hampered, it gets no speed benefits, and the guys cannot get out and assault. It's just a sitting duck that might kill itself on arrival. The best way to get it on the table is to keep it in Reserve and have it come on from your board edge, always moving 24" and getting a shot off with its more potent weapon.

 

Looking forward to hearing about more games.

Fourth, Always deploy your stormraven with the deepstrike rules
I do hope you were 100% joking when you said this. This is the worst possible way to use a storm raven, as its firing is hampered, it gets no speed benefits, and the guys cannot get out and assault. It's just a sitting duck that might kill itself on arrival. The best way to get it on the table is to keep it in Reserve and have it come on from your board edge, always moving 24" and getting a shot off with its more potent weapon.

 

Looking forward to hearing about more games.

 

 

Reserve might be better yeah, I kinda wrote that part with a slight anger on the lucky six from my opponent :) .

 

Very good to hear how other units (like the Purifiers) worked! Awaiting pics!

Are we still using elemental references to how the game is played?

 

Is there an explanations on them in detail anywhere anyway?

 

Read this excelent article by Silent Requiem about water GK. It's using the old codex, but still a very interesting read:

http://www.bolterandchainsword.com/index.p...0&p=1161447

 

With the elements explained in this section:

http://www.bolterandchainsword.com/index.p...t&p=1161447

I had 2 games with the playtesting codex. Some things that stand out:

 

Helbards, +1I is great for Justicars.

Psycannons, both in GKSS & Purg squads.

Purg squads are great but fragile like longfangs ... but alot mroe expensive

Vindicare assassins if left alone to do their thing are WONDERFUL! Good bye Broardside on a 4+ B)

Every loss hurts, alot. :tu:

Stormbolters are the BEST thing about the new GK's! Especiallly if the rumored psybolts give them +1S.

Veleria, the SC O.X. is farily rubbish, you pay alot for CC wargear on a non CC character, much like CC Eldar Autarchs.

Dreadknights are fun because of the fear they cause, not the actual dammage. I have not run a teleporting on though yet.

Personal teleporters on GKSS are great FUN. "They are going where?" Get 10 in a squad & 2 Incinerators + 5 personal Teleporters, Combat Squad them and have 2x 30" move/placment Incinerators ;)

Read this excelent article by Silent Requiem about water GK. It's using the old codex, but still a very interesting read:

 

Thanks ;)

 

Veleria, the SC O.X. is farily rubbish, you pay alot for CC wargear on a non CC character, much like CC Eldar Autarchs.

 

Yeah, I thought so. Still, I'd like to find a role or unit she would be good in allowing me to field her someday.

Personal teleporters on GKSS are great FUN. "They are going where?" Get 10 in a squad & 2 Incinerators + 5 personal Teleporters, Combat Squad them and have 2x 30" move/placment Incinerators

 

Hmm, you can do this? Do you think you can still get them a rhino? Do they still count as troops?

 

Also, does cleansing flame still allow a regular FNP Save do you think?

Hmm, you can do this? Do you think you can still get them a rhino? Do they still count as troops?

 

Combat Squads, like regular SM. You can't purchase a Dedicated Transport if you buy PT, and we'd have to see the wargear section for the PT, but it's a good bet they can't embark Rhino's. Currently, they're still troops, if you're using the leaked Dex.

 

Also, does cleansing flame still allow a regular FNP Save do you think?

 

It doesn't ignore Armour Saves, so yes.

Personal teleporters on GKSS are great FUN. "They are going where?" Get 10 in a squad & 2 Incinerators + 5 personal Teleporters, Combat Squad them and have 2x 30" move/placment Incinerators ^_^

 

I don't think you can buy teleporters for half the squad, it's an all or nothing deal. And if the rumours are correct, teleporting PAGK will probably become a seperate Fast Attack entry.

according to leaked 'dex, personal teleporters do not change the GKSS's FOC slot. the only FA choices are the Storm Ravens.

 

z GKSS squad can only buy a rhino/razorback "if personal teleporters are not taken" so no taking both teleporters and a transport and combat squading them.

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