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Grey Knights and Battle Missions


Marmande

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Despite the giant skeleton and the words TOMB KINGS emblazoned on the front cover, there is a reason to pick up White Dwarf this month if you play Grey Knights and use Battle Missions (or even if you just play Battle Missions - they're a great way to test yourself as a general and practice for the next funky scenario for your store's monthly tournament. There's three in all: one involving the enemy army having a possessed HQ whose stats grow over time. I'm sure my Eldar-playing friend will be excited to know his Avatar could potentially have 10s in just about every stat by turn 4. :D

 

Another gives the Grey Knights a much-reduced deployment zone but 4 free Teleport Beacons. The last one is a bit ironic; it involves the defending player being surrounded by Grey Knights, and if even a single model of his remains by the end of the game the Grey Knight player loses (essentially the Grey Knights are trying to wipe out an ally who has been tainted in some way). The reason it is ironic is that the Grey Knight player essentially benefits from the old Sustained Assault rules; any time a non-HQ unit is wiped out, they are placed back in reserves.

 

If you're a Grey Knights player or even just someone who uses the Battle Missions book, I'd recommend picking up a copy. Or at least having a friend do it and convince him to scan you a copy of the rules. :)

 

If you don't have Battle Missions already you are morally obligated to find a copy.

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N.B. Battle missions is in fact BP17.50 at the moment.

 

As with all these things, you dont realize how good they are until you have them.

 

Ditto for cities of death, this is a book that you can use several years after its initial purchase and if you play against friends you can always whip it out and say " I read this scenario the other day, fancy trying it?"

 

For the price of 4 white dwarf, i'd rather buy something useful and interesting rather than a collection of loose articles full of maxi page pictures of models I know well already. Current white dwarf as we know are hardly worth keeping these days.

 

Another favorite of mine is the warhammer fantasy Lustria Realms supplement that was released years ago. In there, they describe an absolute perfect and well thought out map-based system for a campaign which can accommodate as many players as you want. With very little work I turned this fantasy campaign into a 40K where instead of places, you went to planets, and instead of bandits attacking you as you moved across the map, daemons from the warp were the culprits. Certainly a gem for any fantasy players, and quite useful for any players who fancy new ways of playing.

Am I missing something?

 

Three extra marine missions, three special ones, and three extra missions depending on which xenos army decided to turn up that week.

 

Let's say that each mission takes a full page, and really, my group is looking at getting use out of around 9 pages of material, maximum.

 

For over £15, that's a rip off.

 

BM would have to give us *much* more, 'stuff' to be worth it's cost. And this isn't supposed to be just another gripe at GW rising prices. I'm honestly lost as to why BM would be worth purchasing.

 

Surely the whole book could either have been posted in a Wd (or sucession of WDs) or released as a PDF.

I believe the missions are 2 pages actually, plus some intro fluff for each army, if you're into that. While the missions are indeed themed around a certain army's fluff and/or playstyle in general, you can play almost every mission just as well with other armies; the missions themes are pretty generic, things like an ambush, hit and run attack, retreat, etc. Heck, it can be a lot of fun trying to make an army list that breaks away from the default playstyle for your army (i.e., focus on deep striking, fast attack, etc).

 

The book's not meant for playing competively, as a lot of the missions aren't 100% balanced for sure, but if you want to have some fun with friends and break away from the same old missions, it's a fun book, and I can heartily recommend it.

For sure, anything to break up the monotany of playing one of the same three missions over and over agian. :lol:

 

But I've been going back and using things like the old missions from the old DH/WH codex (and I'm sure GW had a few online as well).

 

I just begrude paying for nearly a Codex, while getting no where near the quantity of usable game 'stuff'.

A copy of BM in your club is an excellent resource. i wouldn't rush out and buy your own copy, but defo make sure there is one in your group.

 

the monotony of the same core missions in the BRB really needs broken once in a while and having something like Apoc, BM or CoD does that job nicely.

 

back to the topic.....

 

WD is very hit and miss these days. been that way for a loooooooooooong time though. but it is beginning to be a bit more hit than miss at the moment. maybe it can continue to improve. we'll see.

Three extra marine missions, three special ones, and three extra missions depending on which xenos army decided to turn up that week

 

Well, it quadruples the mission types you can play, for starters. That's just assuming that you don't try out a few of the not-your-army missions for the lulz.

Seems like a pretty good investment to me. I'm also glad that GKs finally got some BMs

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