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How to arm Justicars?


thecapn226

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I was just wondering how people are arming justicars in regards to special weapons, for instance in a GKSS with a hammer. Do you give the hammer to the Justicar to get extra attacks, or another model to keep it from being lost due to Perils of the Warp?

 

Generally I think most people don't bother to give the Justicar any special toys as they're the ones that get it in the neck if you suffer a PoW

I was just wondering how people are arming justicars in regards to special weapons, for instance in a GKSS with a hammer. Do you give the hammer to the Justicar to get extra attacks, or another model to keep it from being lost due to Perils of the Warp?

 

Generally I think most people don't bother to give the Justicar any special toys as they're the ones that get it in the neck if you suffer a PoW

Correctamundo Extremis.

I would only take a daemonhammer on a Justicar in the power armor squads for the bonus attack, except purfiers I would never give the knight of flame a daemonhammer. Mastercrafting is alright on other squads but I think its a safer bet to place it else where in the squad.
Being able to master-craft that Daemonhammer is a good enough reason to do it, however.

For my GKSS I do this as well. A MC Daemonhammer is arguably almost, kinda, like three normal guys with Daemonhammers (assuming you don't get the charge, if you do its more like just two) because of 2A base and the reroll of a single miss that would usually happen on average. Makes for a very reliable blow to the face.

I would only take a daemonhammer on a Justicar in the power armor squads for the bonus attack, except purfiers I would never give the knight of flame a daemonhammer. Mastercrafting is alright on other squads but I think its a safer bet to place it else where in the squad.

 

Yea, especially considering all the models have the same number of attacks.

I would only take a daemonhammer on a Justicar in the power armor squads for the bonus attack, except purfiers I would never give the knight of flame a daemonhammer. Mastercrafting is alright on other squads but I think its a safer bet to place it else where in the squad.

Agreed; it's worth doing for Strike Squads and Interceptors where the extra attack makes a big difference, but otherwise it should go on a normal model.

Every Justicar in my armies wield Hammers, more for fluff reasons than anything else. I have a narrative that goes with my force which i may get around to posting some day.

 

PotW is a pain but it's not a strong enough reason to not give the Justicar a shiny.

Well on Strike and Interceptors I run MCHammers but on GKT and Purifiers I take a different tack.

 

MC Halberds with Digiweapons make certain guys golden. As I use Purifiers and GKT as asault units they tend to face characters a lot,; allocating those 3 attacks with rerolls to hit and wound at I6 tends to swing it for me :)

I take a MC Hammer and one on a normal guy just in case his head pops. In most Codexes the price of those 2 hammers and the mastercrafting is the cost of 1 lesser hammer. It's not bad.

 

Hammers are cheap as dirt for Grey Knights (compared to 25 point Power Fists in my other Marine armies); I see no reason not to have 2 in each unit. Sure, put a Master-crafted one on the Justicar, and another on a regular Knight. For Purifiers, or Terminators, however, just put them on two regular guys, as they have the same number of attacks anyway.

 

Valerian

I take a MC Hammer and one on a normal guy just in case his head pops. In most Codexes the price of those 2 hammers and the mastercrafting is the cost of 1 lesser hammer. It's not bad.

 

Hammers are cheap as dirt for Grey Knights (compared to 25 point Power Fists in my other Marine armies); I see no reason not to have 2 in each unit. Sure, put a Master-crafted one on the Justicar, and another on a regular Knight. For Purifiers, or Terminators, however, just put them on two regular guys, as they have the same number of attacks anyway.

 

Valerian

Exactly, I just don't really have anything other than GKSS. But if I did!!!!

Mastercrafting in most armies, like the sisters of battle, is proven to be worth the points every time for a weapon like an eviserator, and it costs 15 points.

 

Mastercrafting in the greyknight book, however, is a different animal. As others have stated, perils on the justicar is a big deal if he is the only one with the hammer. If I were running an alphastrike squad, either Interceptors or Strikes in a rhino, given scout of course, then I would have 2 hammers on regular models and nothing on the justicar.

 

The 2 hammers on regular models will of course cost 20 points, compared to the 15 points the mastercrafted hammer costs on the justicar. If you are alphastriking a vehicle, then for 20 points you get 4 s8 (10 with hammerhand) auto hits, or 5 upgrade points per hit. With the justicar option you have 3 s8 (10 with hammerhand) autohits, BUT if you try for hammerhand (which you always should if hunting vees) then there is a 1/18 chance that you kill your justicar. It goes without saying that if you kill your justicar during your attempt to alphastrike a vehicle, not only will your alphastrike probably fail, but your squad will now almost be a non-threat to dreads.

 

Also, 2 hammers can hit 2 seperate vees.

Being able to master-craft that Daemonhammer is a good enough reason to do it, however.

I've never found Master Crafting to be worth its points. Never take it.

 

It can be a pain and a half to roll the dice for each guy separate but I've found the MC on my Sang Guard has shifted the tide of battle for them quite a few times. For how few points it is I don't see why you'd ever pass it up on characters or the truly elite killy parts of your army.

 

On Grey Knight Justicars I just haven't gotten over my irrational fear of Perils when you are (possibly) rolling so many psychic tests a game.

It's not irrational at all, it happens and when it does it can hurt a lot.

 

 

The chance of perils happening is slim vs the effectiveness of the hammer doing its thing.

 

It does happen but more often than not, it doesn't. Where as the benefit of a MC Hammer

working its magic is that much greater.

 

 

Been irrationally paranoid about perils is akin to worrying about getting hit by a bus, it

happens to people, but you have to get over the fear and make the best of what you have.

Otherwise, you just won't get on that bus.

Slightly off topic but I've always found it incredibly irritating that GK can even get a perils of the warp. The fluff behind perils is that using the powers gives an open window to the warp to try to get to the user. GK are protected against the warp on several levels... so I was rather hoping in this codex they would either remove the chance entirely or make it harder to get, like if you perils you can take a 3+ save or something.

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