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Arrrgggh!


Grimtooth

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I am seriously craving a fight against the new Grey Knights!

 

There is a 1000k point tournament set for the 23rd of April that I now know for sure will have some new Grey Knight players. I posted up in my blog my planned list here.

 

I want to shoot the hell out of them while they try and engage me with fancy force weapons. I want to see Storm Ravens and Dreadknights fall, from the sky and from where they stand. I want to laugh as my Rune Priest nullifies on 4+ not on a leadership! Chimeras and Rhinos being destroyed by Living Lightning and split fire Long Fang missiles! Interceptors, deep strikers, and jump infantry Dreadknights rolling difficult and dangerous terrain due to Tempest Wrath!

 

I have GK's number and going to make them my female dogs!

 

HAHAHAHAHAHAHAHAHAHAHAAHAHAHAHAHAAHHAHAHA!

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Interceptors, deep strikers, and jump infantry Dreadknights rolling difficult and dangerous terrain due to Tempest Wrath!

Be ready for a rules argument that units moving "as Jump Infantry" and not actually "Jump Infantry" and thus are not subject to the Dangerous Terrain test. I've heard of players going around the block on this one with Blood Angels and their psychic power that makes units move "as Jump Infantry."

 

Tempest's Wrath seems like a really poorly designed power, because it specifically talks about Jump Infantry and Skimmers treating terrain as Difficult, but those two units normally ignore any sort of terrain, with the exception of Dangerous. Why even bother listing the Difficult part? Unless of course, the intention of the power was to make Jump Infantry, Skimmers, (and hopefully "any unit moving as Jump Infantry"?) move as if they were affected by Difficult Terrain. Now that would be a pretty sweet Errata/clarification to the power. I've heard of people emailing GW for rules clarifications, does anyone know what that address is?

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Interceptors, deep strikers, and jump infantry Dreadknights rolling difficult and dangerous terrain due to Tempest Wrath!

Be ready for a rules argument that units moving "as Jump Infantry" and not actually "Jump Infantry" and thus are not subject to the Dangerous Terrain test. I've heard of players going around the block on this one with Blood Angels and their psychic power that makes units move "as Jump Infantry."

 

Tempest's Wrath seems like a really poorly designed power, because it specifically talks about Jump Infantry and Skimmers treating terrain as Difficult, but those two units normally ignore any sort of terrain, with the exception of Dangerous. Why even bother listing the Difficult part? Unless of course, the intention of the power was to make Jump Infantry, Skimmers, (and hopefully "any unit moving as Jump Infantry"?) move as if they were affected by Difficult Terrain. Now that would be a pretty sweet Errata/clarification to the power. I've heard of people emailing GW for rules clarifications, does anyone know what that address is?

 

Personal Teleporters make the unit type Jump Infantry, not move as Jump Infantry.

 

Also, Jump Infantry walk into assault so they would have to roll for difficult terrain to see if they could even get into assault and still roll for dangerous terrain as well.

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A monstrous creature is still a monstrous creature, whether it can fly or not.

I understand, but it goes against the "fluff" behind the power: the RP whipping up a whole bunch of wind so that anything trying to fly nearby has a really tough time. Does it make sense that a flying MC (ignoring the fact that MC are not slowed by DT anyway) wouldn't be affected and a Jump Infantry model that walks would? For the rules to fit the fluff it would be the method of movement that counts, not the unit type.

 

I just realized that I'm arguing for the rules to fit the fluff... that's not going to happen anytime soon.

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Good for you brother! I too find myself craving the blood of knights, in my metagame I've held the assault crown for some time, and these knights dare try to usurp me? They will learn to fears the Sons of Russ and the Direwolf Great Company! AAAROOOOOOOOOOOOOOOO!
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I've been reading tiny text on my droid too long today...

 

But let me just flat out ask, will tempest wraith effect all these teleporting units that the gks have? I want to believe it does, but I have none of my books with me as I'm at work.

 

Cheers

 

Tempest Wrath affects UNIT type. So if the GK Thing-a-bob 2.0 is one of the UNIT types listed under the Tempest Wrath rules it is affected. It doesn't matter if their mode of movement is teleporting or summoned, if their UNIT type is listed and they end their movement in the Tempest Wrath bubble, they are taking the DT tests.

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Good for you brother! I too find myself craving the blood of knights, in my metagame I've held the assault crown for some time, and these knights dare try to usurp me? They will learn to fears the Sons of Russ and the Direwolf Great Company! AAAROOOOOOOOOOOOOOOO!

 

I think GK's will be pretty strong against assualts. The one thing they may have a tougher time dealing with in our list are thunderlords with Bear, Hammer, and Shield.

that said, probably will be better off softening them up with shooting before getting stuck in.

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I think GK's will be pretty strong against assualts. The one thing they may have a tougher time dealing with in our list are thunderlords with Bear, Hammer, and Shield.

that said, probably will be better off softening them up with shooting before getting stuck in.

Indeed TWC with SS may be the only thing that has a chance against them. Remember most GK units can only use 1 Psychic power per turn, which means they will need to choose between Hammerhand and activating those Force Weapons (don't let your opponent get away with both!). At T5 they will be hitting on 4's and wounding on 5's if they decide to Instant Death instead of Hammerhand (and you still get to save at 3+ of course). If you can charge them to deny them an extra attack then you're looking at 1 or 2 attacks per model, depending on the unit - those aren't really great odds. I mean, I wouldn't be continuously charging a TW Lord and Cav unit into wave after wave of them, but we shouldn't need to shy away from the assault if you need it.

 

You know what will be the best counter-assault unit, though? Dreadnoughts. Force Weapon? Don't care. Strength 5? Don't care. Init 6? Don't really care, go ahead and make your 1 Krak grenade attack, see if you can roll two 6's in a row to glance me.

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I think GK's will be pretty strong against assualts. The one thing they may have a tougher time dealing with in our list are thunderlords with Bear, Hammer, and Shield.

that said, probably will be better off softening them up with shooting before getting stuck in.

Indeed TWC with SS may be the only thing that has a chance against them. Remember most GK units can only use 1 Psychic power per turn, which means they will need to choose between Hammerhand and activating those Force Weapons (don't let your opponent get away with both!). At T5 they will be hitting on 4's and wounding on 5's if they decide to Instant Death instead of Hammerhand (and you still get to save at 3+ of course). If you can charge them to deny them an extra attack then you're looking at 1 or 2 attacks per model, depending on the unit - those aren't really great odds. I mean, I wouldn't be continuously charging a TW Lord and Cav unit into wave after wave of them, but we shouldn't need to shy away from the assault if you need it.

 

You know what will be the best counter-assault unit, though? Dreadnoughts. Force Weapon? Don't care. Strength 5? Don't care. Init 6? Don't really care, go ahead and make your 1 Krak grenade attack, see if you can roll two 6's in a row to glance me.

 

Dreads may be OK, but I know for my own GK head listing I will probably take 3 psy rifle dreads, which will mean 12 twin linked strength 8 shots. Also I think psycannons will make a mess of transports and dreads. I think LF's are still golden, probably add some las cannons, JotWW and plasma. But I think where we will really shine is taking a good compliment of Rune Priests to negate powers, I don't think one will cut it though as there is some nasty anti psyker stuff in the GK list.

 

Can't wait to play against it. Should be pretty bloody with generals of similar experience. And I love bloody.

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Watch out for Mind Strike missiles though; they'll frak your Rune Priests up (and Vindicares, too).

 

Good luck though. I'm itching to fight with my old Grey Knights army again. I finally got some free time to go by the LGS last Thursday, but everyone was playing other games.

 

V

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Watch out for Mind Strike missiles though; they'll frak your Rune Priests up (and Vindicares, too).

 

Good luck though. I'm itching to fight with my old Grey Knights army again. I finally got some free time to go by the LGS last Thursday, but everyone was playing other games.

 

V

 

Grey Knights AND Space Wolves?!

They'll flame you in their rage!

:)

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It shouldn't be too difficult to adapt our Wolves list and tactics to give the GK a kicking, low AP will still insta-kill marines after all and a few pie plates will not go wrong here either ;) But pity those BA with DoA lists that rely on getting in FC and FNP bubbles :D

 

BA really are not as bad as some may thing against GK. They can't just blast into CC like normal, but BA do have the ability to lay down some ap1/ap2 short range firepower with Infernus/Plasma Pistols to the point that they could wipe up the remaining GK in close combat.

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If a GK player is using a Storm raven in a 1K list, you already won that game. 1 easily fragged model is 20% of those points.

 

If you see Grey Knights... probably

 

Crowe

Vindicare

2x Purifier Squads with 2x Psycannons in Rhinos

Psyriflemen dread

maybe more

 

At that low a level, you'd probably be seeing Coteaz/Henchmen over that. Very Cheap and VERY Flexible.

 

 

Looks like you didn't get too bogged down in the new thing hate that you forgot about the other armies.

 

While a balanced list might suffer slightly against GK's, it will decimate lists designed to only take out GK's.

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If a GK player is using a Storm raven in a 1K list, you already won that game. 1 easily fragged model is 20% of those points.

 

If you see Grey Knights... probably

 

Crowe

Vindicare

2x Purifier Squads with 2x Psycannons in Rhinos

Psyriflemen dread

maybe more

 

At that low a level, you'd probably be seeing Coteaz/Henchmen over that. Very Cheap and VERY Flexible.

 

 

Looks like you didn't get too bogged down in the new thing hate that you forgot about the other armies.

 

While a balanced list might suffer slightly against GK's, it will decimate lists designed to only take out GK's.

 

I see this list, later. Shiny toy syndrome is going to hit every LGS with DK, Storm Ravens, Paladins, and MOAR TERMIES that only the truly good generals are going be fielding the strong well thought out lists at 1k, 1.5k, and 1750.

 

The same thing happened with SW, BA, and DE. I had a blast decimating new shiny lists because it was all about what was powerful and looked good versus what was powerful by working together.

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Watch out for Mind Strike missiles though; they'll frak your Rune Priests up (and Vindicares, too).

 

Good luck though. I'm itching to fight with my old Grey Knights army again. I finally got some free time to go by the LGS last Thursday, but everyone was playing other games.

 

V

 

Grey Knights AND Space Wolves?!

They'll flame you in their rage!

:lol:

 

AND about 4,000 points worth of Orks, although they haven't seen a battle in years.

 

Grandmaster Rune Lord Warboss Valerian

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I think GK's will be pretty strong against assualts. The one thing they may have a tougher time dealing with in our list are thunderlords with Bear, Hammer, and Shield.

that said, probably will be better off softening them up with shooting before getting stuck in.

 

Oh yes, I plan to shoot them all back to the warp. I was more commenting on my general irritation on no longer being the strongest assault army in my personal meta game. With so many force weapons i think thunderwolves wont be terribly useful against them. Might need to bring my skyclaws back as a counter-charge/ problem solving unit. I imagine a geared out unit with priest could give any assassin pause.

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Again, I think the Thunder lord with bear is the TWC you want to run. And since most GK non special IC's won't have Eternal warrior getting hit with a Strength 10 hammer and failing one save is not going to be good. In this case they are probably better off shooting us or using one of their JoTWW like powers (IMHO).

 

That said, small TWC may still be a good idea as a "feed" unit. Also, some GK players may take heavy henchmen list, where TWC would have more viability.

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With GK I am sitting in cover with my units and firing, firing, and firing until they are about 8-10" away, the falling back to reset and fire, fire, and fire more.

 

When they do finally get close enough, counter assault with TWM/TWC/Dread to wipe up whatever is left over.

 

I am not going to let GK pull me into the game they want of mass NFW insta death assaults. They have to play my game and pray for a draw if anything.

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