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Your must take units of the new codex?


Brother Lavis

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For me, it's psybolt riflemen and scoring paladins. The riflemen, like everyone else has already said, throws some amazing transport killing fire power down field and the paladins can soak up massive amounts of fire. Make them scoring with the grand strategy and sit them on an objective and they have to be dealt with. With two psycannons, they also have an impressive amount of fire power.

 

Some others that have impressed me is an eversor with scout from the grand strategy and a dreadknight with a personal teleporter and a great sword.

vindicare assassin... Kinda fragile... but he can get rid of just about any tank/power weapon guys in squads, remove inv save on those irritating independat characters

 

Also Rifleman dreads are fantastic (know alot of people mentioned them already)

 

Crowe (Purifiers... They are so much better than normal squads... cleansing flame... 2 points for a halbeard... one extra attack... I also like the fact that they are fearless) Crowe himself ain't that good...useable... but way to easy to kill

I like the Librarian quite a bit, most of my games have been with him instead of the grand master. Quicksilver with falchions and might of titan means whatever you're fighting in assault is dead, no questions. I've also found vortex of doom to be quite handy. Put him with paladins and that unit can throw done two large blasts and two psycannons, plus some storm bolters :blink:: . And we haven't mentioned summoning redeployment shenanigans and his other must take power, shrouding.

 

But he doesn't make the must take because the HQ section is one of the best balanced that any codex has seen in a long while. The grand master has one of the coolest special rules in the game, inquisitors unlock some pretty fun and deadly henchman squads and, with really one exception, the special characters are all unique and fit perfectly into any army and all change the style of the rest of the army. There aren't any Vulcans in this list, or Blood Angle Captains. Thats why no one has probably mentioned the Librarian yet, because there isn't really a must take HQ in this codex.

vindi , rifle man , grand master . rest is either taste/fluff [like someone wanting to play a terminator army] or a special build[like puris one . which still will run a vindi and rifle man] .

 

GK are one of those dex that dont realy have unplayable options [ok. they do but they still have more then one option per each slot which is huge . and grand strategy is a rule second only to ATSKNF in the whole game].

where does it say you cant give your stormraven scout. its a unit isnt it?

 

but for me its always a vindicare 145pt 8 8 unlimited ammo is just worth the points in any list i build right now he makes his worth just chilling in a renforced building.

where does it say you cant give your stormraven scout. its a unit isnt it?

 

Ah, but Grand Strategy doesn't say you can nominate any unit. It says "Roll a D3 and choose that many infantry, jump infantry, monstrous creature, or walker units in your army". So, no Stormraven.

where does it say you cant give your stormraven scout. its a unit isnt it?

 

Ah, but Grand Strategy doesn't say you can nominate any unit. It says "Roll a D3 and choose that many infantry, jump infantry, monstrous creature, or walker units in your army". So, no Stormraven.

 

 

thx for clearing that up.

Am i the only person who doesn't use Rifleman dreads?

 

Me too! Can't stand them being over used in an army whose warriors don't like being put in them. I plan on 2 dreadnights, ten terminators, twenty strikes, ten interceptors and a librarian at 2000pts

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