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Playtesting the Codex: Final Impressions


Resv

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Yep, they have the same properties as Rad-Grenades. That is partially why I like them so much when used together. It also helps a lot when your GM and his unit get assaulted by big nasty units like Mephiston. I have another couple games under my belt and have two more planned for tonight. I have been trying out some different lists and have some more defined opinions about the new codex. Soon as I have more time I will write them up for you guys.

Another Notes and Highlights from my games this weekend. I got in a total of 3 games in, two on Friday and one on Saturday using the Gray Knights codex. I have been rather inspired by the back and forth discussion here with you guys and especially Hero, who's blog I have come to really enjoy and engagement in this tread has been great (I really value everyone's opinion though, you guys are awesome). I decided to try my hand at a couple of different builds to try to get away from my favorite units: Purifiers, Dreadnoughts, Vindicare, and Grand Master. I wanted to try out a few of the other options in the codex that I think are strong but that I haven't really explored yet. There are also a few options that I think have been mainly passed over by the community at large that I wanted to see if I could make work.

 

GK vs Spacewolves II: The return of Apollo Creed

Annihilation - Spear Head 470

 

My list was...different:

Librarian w/ Quick Silver, The Shrouding, Might of Titian, 3x Servo Skulls and a Warding Staff (Yeah I know, I talk about being frugal with upgrades and this guy is maxed out)

5x Paladins w/ 2x MC-Psycannons, Brotherhood Banner and Falchions (This was on purpose)

2x Venerable Dreadnoughts w/ TLAC arms and Psybolt Ammo (Say What?)

2x GKSS w/ Psycannons, Psybolt Ammo, 2x Halberds and a Daemon Hammer, Rhino

2x Purgation Squads w/ 2x Psycannons, 2x Incinerators, and a Teleport Homer, Razorback w/ Las/Plas

 

The SW player had a pretty standard Razor Spam list with one big unit of TDA Wolf Guard in a Land Raider but with no Rune Priest. I asked him if he wanted to take a moment and rework his list to add in one or two and he said he was cool with it.

Highlights:

-I Planted my servo skulls where ever I could to keep him boxed in and allow me to Deep Strike into the best possible position to get cover. I decided to go second and the SW player went right after my Servo Skulls but only managed to get into range of one.

-I wasn't really sure what I was doing with my Purgation Squad besides trying to get them into a position to jump out and start shooting. I moved them into cover as best I could at the front of my forces to be able to engage on coming transports and such along with my Ven. Dreads.

-The SW Player put SO much fire into trying to kill my Ven. Dreads and he completely failed to do so. Every time he got close during the game I would make him re-roll on the damage table. I lost an arm on one Dread but for the most part these guys were nigh-impossible to stop when in cover.

-My Paladins with Falchions and Libby went right to work killing infantry once they had landed safely thanks to a Purgation Squad. These guys took assault after assault but my Libby managed to get off Quicksilver just about every time and between the Brotherhood Banner's +1 attack, the Falchions +1 attack and Hammer Hand/Might of Titian there wasn't much that could stand in their way.

-When the Paladins got the charge against the TDA Wolf Guard and Wolf Lord we had to go over all of the numbers twice. GW really need to FAQ the Falchions because as we read it they gave +1 attack and then being a pair of weapons (it says "Pair of Falchions" in the book) we added another attack for having two CC weapons. These bonuses gave each Paladin a total of 6 (excluding the one guy stuck holding the banner) attacks on the charge at S5 rolling 2D6 for armor penetration at initiative 10. Total attacks nemesis force weapon attacks including the Libby = 30. The Wolf Guard all died when I popped the banner to kill the Wolf Lord for fun.

-My Purgation Squads did a good job of shooting but really didn't have the range to be super deadly. I never even got to try out their awesome power before I lost both units.

-The SW shooting easily took out my transports leaving my GKSS stranded. They took a number of losses while moving into range of the Space Wolves. My opponent moved off of attempting to kill my Dreadnoughts with his missile totting Long Fangs and just focused on my killing these guys off.

 

Final Score was 5KP to 6KP in favor of the Gray Knights. If he had rolled a little better with his Long Fangs he probably would have won.

 

Notes:

-I was VERY impressed with my Librarian. Shrouding did a great job of turning quite a bit of his low AP weapons off of my Paladins. Also, I was able to hand this power out to all friendlies in 6 inches keeping my Dreads and Purgation Squads going. Being able to cast two powers every Player Turn (since they finally defined "Turn" in the most recent BRB FAQ) was amazing.

-My Paladins did an amazing job of taking wounds. I know I could have used crazy allocation shenanigans but I decided to keep it simple. I think reading Hero's bat-reps and finally trying them out in a more serious manner has changed my opinion of them.

-Falchions with Quicksilver is FANTASTIC. I just wanted to try this combination for giggles and was really impressed.

-I wasn't that impressed with my Purgation Squad. Maybe it was because I didn't spend the points to upgrade to all Psycannons, which in retrospect would have been a good idea. This is kind of a perplexing unit and I am trying to think of different ways I can use them.

-Ven. Dreads in cover are amazing and just couldn't be killed. Too bad they aren't more points efficient.

 

All in all it was a quick game that I didn't play very well. I wish I had taken notes on each turn but for the most part it was pretty one sided. Once the Paladins came down I found that what Hero describes in his second battle report with Blood Angels. They just tore through what ever was tossed at them. I still think I like Terminators a bit more but I really see the value of Paladins now.

I don't think the falchions are supposed to work that way. But since the entry of falchions is indeed worded in a way that doesn't specify that the attack they give comes from wielding two close combat weapons I guess RAW would work like that.

I hope you don't mind me throwing in a quick abridged batrep of my own.

 

I'm pretty sure that the falshions grant only an additional attack for being two close combat weapons. Since they are a pair, they grant +1 attack which it states in the wargear description. If it was in addition it would be stated i.e. for a total of +2 attacks like it states in other codecies.

 

I just ran my first game proxying some Dreadknights in a 2000pt match up against vanilla marines.

 

My list went like this

 

Driago

 

3x5 Paladins each squad with two psycannons, two sets of falshions, a daemon hammer, halberd, and sword.

 

2x Dreadknight with Greatsword, Heavy Incinerator, and Personal Teleporters

1x Dreadknight with Greatsword, Heavy Incinerator, and Heavy Psycannon

 

I faced a Calgar with THSS termies in a LR. A LC/AC Pred, a Vindicator, 3 tactical squads, one in a pod, two venerable dreadnoughts in pods with MMs and HFs list. 3 objectives, pitched battle deployment. I won and opted to deploy first. He seized.

 

Game got called at the end of Turn 5(It would have gone on) as he only had two drop pods alive. I had 7 Paladins in two squads as well as Driago with 3 wounds left.

 

The Dreadknights were all dead on Turn 3. Lost the first to Shooting/Destroying a Venerable Dread in CC(Killed the Dred). The Second Shunted on the flanks and Got him self a Vindicator on Turn 2 before being shot to bits by the Pred and 2 turns of Tactical Plasma Gun fire. The third Shunted up the middle to flame a lot of tacticals(he made every save) and draw the LR forward drawing out Calgar with THSS bodyguards. The Driago/Paladin countercharge saw only Driago walking away. Psycannons got themselves a Venerable Dread, Predator, Drop Pod, Stunned the landraider(which did not have EA due to points) and a couple of marines. In CC the Paladins destroyed the LR, helped Driago with the THSS termies before being smashed to bits by Calgar, and took out two Tactical Squads. Driago, and Psycannon fire took out the last tactical which podded in.

 

In summary:

 

Driago: A-is a combat monster. Also his stormshield and being an Eternal Warrior really helps Paladins weather S2+ AP2- weaponry, IE allowing me to survive Calgar's orbital bombardement.

 

Paladins: B+ With wound allocation these guys can be really tough to take out. They are very vulnerable to S8+ AP2- weaponry and would have been much less survivable if it hadn't been for Driago wound allocation and the Dreadknight's rush earning them a lot of shooting.

 

Dreadknights: B- Though these guys did not kill their points worth of models, they allowed the rest of my force to survive some pretty scary weapons. With the teleporters they were able to get right in my opponent's face and allowed me to dictate where his army moved and shot. They effectively allowed the rest of my army to do all of the killing. They earned a venerable dread, a vindicator, and a THSS termie.

 

P.S. I love the new Grey Knights and cannot wait till my order gets here, everything I need to field this exact army.

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