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Will a lot of new 'buys' be a must?


Magnus Thane

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Will it be a must to make a lot of additional purchases to make a SEMI competitive list (non tourney)

 

I currently have 20+ GK's, 4 Justicars, 6 Incinerators, 2 Psycannons, 10 or so classic GKT's, A GKT with Psycannon, one with an incin.

I also have a Grand Master with Psycannon and a regular Stern.

2 Landraiders, a Landraider Crusader, 2 Dreads and a Venerable Dread.

As a bonus I have a single Inquisitor and one assassin.

 

Can one make decent lists with all these oldschool metals or will I have to make additional purchases?

Or more horribly.. is part of my collection unusable nowadays and or lacking in items I need to field units?

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Magnus Thane,

 

You are in the same boat I am, though I have "seen" the new Codex. Here is the issue with the older models:

 

Most of your GK's are armed with Halberds, which in the new codex count as a Nemisis Force Weapon and add +2 Initiative to the model. Force Swords add to your Invulnerable Saves, Force Falchions (double sword guys) add attacks and act like Lightning Claws, the Force Stave does something nifty (I forget what), and of course you have the trusty Nemisis Daemon Hammer. At a basic level, all GK's have access to these weapons, so you will be able to say have 2-3 GK with Halberds, 2-3 with Falchions, a 2-3 with Swords for better saves, and a D-Hammer for vehicles.

 

The Incinerators and Psycannons are good- though you will want quite a bit more for your Purifier squads as they can field up to four of those weapons. A new weapon was also added to the list- a Psilencer, which is a great anti-troop weapon.

 

Any GK Termy's you have will be in the same boat as the regular GK. You will have a ton of options for weapons, while the metal ones you currently have all have Halberds. In the codex, regular GK Termy's are a troops choice, and a pretty good one. In the Elites section, you will find the GK Paladins- these guys are awesome. 2 Wound Paladins with Feel No Pain thanks to an Apothecary Paladin also in Termy Armor. Finally, there is one last unit of Terminators available if you take the right HQ Special Character. These are the Ghost Knights and they are very cheap Termy's that can stomp a lot of face.

 

You will probably want to pick up all the splash release Special Characters as they all have fantastic abilities. Most allow you to take units from other parts of the Force Organization slots and make them into troops/scoring units. Yes, you could field an entire GK Termy Force now that will make the Deathwing cry like a little baby. Stern hasn't changed all that much, but believe it or not, he is just about the "weakest" Special Character in the Codex.

 

You should be good on the Land Raiders and Dreads. While the rules and some of the options changed, the actual models themselves did not.

 

Could you make a list with what you have? Yes, though it might not be a very good list. It depends on which Inquisitor you have and which Assassin, and whether or not you have a retinue for the Inquisitor.

 

For additional purchases, you're going to want to get a Dreadknight. Say what you will about exo-skeletons, Ripley, and baby carriers, but the fact remains that the Dreadknight is a very effective model on the battlefield. You might even want to take two of them. Yes, it is that good.

 

Another model to look at is the Storm Raven. A flying Land Raider is the best way to describe it, and with it's ability to carry 12 models and a Dreadnought and assault and Power of the Machine Spirit and ignore Crew Shaken/Stunned results thanks to it's Psychic Pilot... again, I'm not saying it's a must have, but it's a very effective model on the battlefield. Transports will not be much of an issue for the GK though, as again, if you take the proper Special Characters, you can make troops that can Deep Strike onto the Battlefield.

 

The last "must have" purchase would be the Jokaero Weaponsmith, AKA "Clyde, the Space Orangutan". These guys are a part of an Inquisitors "Warband". Notice how I said Warband and not Retinue? For all intents and purposes, this is a unit that your Independent Character Inquisitor can join, but doesn't have to, and it doesn't use up a force organization slot. Again, take the right Special Character and they become troops. Anyways, you can have a whole bunch of Clydes in your army- up to 12 per Inquisitor. What are these guys? Think Chaos Space Marine Obliteraters, though they don't have Termy Armor, just a 5++.

 

To sum up: You will probably want to get the plastic troops and Termy's for the options, a Dreadknight (I recommend 2), and a Storm Raven. After you read the codex, you can decide on which Special Characters, if any, you want to get and then tailor your force accordingly. Oh, and you'll probably want to get at least 2 of Clyde.

Jeez Tom, that's one heck of a reply.

 

I agree mostly with what is said above - though I would suggest trying to get a hold of some bits to give your justicars deamonhammers. A MC'd daemonhammer seems to be a gimme for every squad of GK; only costing half a GK to include. You could just bitz order them from one of the many bits sites online, or convert them from other plastic minis (I'm thinking WFB Dwarfs or Chaos Warriors have lots of good weapons).

I don't think I am the only one, but I think the case could be made that Falchions give +2A.. 1 for being.. well Falchions, and another for being "A pair" of Falchions, similar to Lightning Claws. I hope that might be FAQ'd so we know for sure but that's how I see them, and it would certainly make them more useful.

I am getting a Termi Squad for two reasons.

1: My current terminator squad was divided into a 3-man Elites choice that had two lightning claws (missed the part where regular termis don't get that option in old codex :huh: ) with the other 3 termis being allocated to Grand Master bodyguard. I want to make my current termis into Paladins and give them the Apothecary and Standard Bearer upgrades as well as various other weapons and upgrade my Grand Master.

2: Make a Termi Troop Squad

 

What I need to know is can Paladins be in squads of 6? Also with Dreadnoughts can they have Psycannons as I have a FW GK Dread and want to use it without calling it a heavy bolter with psycannon rounds.

What I need to know is can Paladins be in squads of 6? Also with Dreadnoughts can they have Psycannons as I have a FW GK Dread and want to use it without calling it a heavy bolter with psycannon rounds.

Paladins can be in squads of 10 and an Assault Cannon with psybolt ammo is essentially a Psycannon so I don't see why you can't use it.

@ son of blood

"The weilder of a pair of flachions has +1 Attack"

 

I understand that, but that isn't what I was talking about. What I mean is that, the Falchions, as a weapon option give +1 Attack. Yet, being a "Pair of" Falchions do they also count as Dual Close Combat Weapons? Resulting in an additional +1 Attack, meaning you would recieve 2 attacks for equiping them. I think the arguement could go either way, but if they did count as 2 CCWs that would certainly increase their usefulness.

Lots of forgeworld autocannon dreadnought arms. And you will probably need some more psycannon for your PAGK because they are very good.

 

It seems that a squad of 10 PAGK with Swords, 1 Hammer and 2 Psycannon in a Rhino is a great squad so far.

 

Personally I HATE the old PAGK so I have no problems with replacing them all for new ones with Swords. The old GKT are still great, and usable. Just add a couple with Hammers for character.

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