Cmdr Shepard Posted July 27, 2011 Share Posted July 27, 2011 I saw you added the Vindicare to the list. He is a very valid option to counter high AV targets on first turn, especially if you have the first turn. If you have Coteaz in your army you can increase the chances to have the first turn. However fielding Coteaz for the only purpose of granting the Vindicare a first turn shot may appear impractical. However hes is a very interesting character in his own. Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2830827 Share on other sites More sharing options...
Something Wycked Posted July 27, 2011 Author Share Posted July 27, 2011 Ah! How could I forget Coteaz! He's a decent character in his own right that brings along Turn One Insurance. Thanks for that :) Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2831279 Share on other sites More sharing options...
Brother Dylan Posted July 28, 2011 Share Posted July 28, 2011 I suggest adding the humble strike squad to the list. One it fills in your troop selection for the list of units, two with a rhino they can easily open fire on a unit turn one as they have essentially a 36 threat range. Â One note I'm confused by some of the text in unit 4, are you saying the scouting interceptors are in the stormraven? Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2831605 Share on other sites More sharing options...
Cmdr Shepard Posted July 28, 2011 Share Posted July 28, 2011 Ah! How could I forget Coteaz! He's a decent character in his own right that brings along Turn One Insurance. Thanks for that :) I'm always glad to help a Battle Brother :P Â If you already had the first turn Coteaz will make extremely difficult for your opponents to sieze initiative, since they have to roll two consecutive 6! Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2831909 Share on other sites More sharing options...
Something Wycked Posted July 28, 2011 Author Share Posted July 28, 2011 I suggest adding the humble strike squad to the list. One it fills in your troop selection for the list of units, two with a rhino they can easily open fire on a unit turn one as they have essentially a 36 threat range. Funny that I didn't consider that point because I think of Strikes in a Rhino as too expensive :) Strikes make up the Troops in my lists, but I use them for home objective camping or Deep Strike support for the Interceptors. I'll add your idea in, thanks! Â One note I'm confused by some of the text in unit 4, are you saying the scouting interceptors are in the stormraven? Nope, giving Scout to the Interceptors and then plugging them into a Stormraven would do no good, since the rule wouldn't transfer to the vehicle. An Interceptor squad with Scout has a 30" assault threat range on the first turn without taking into account deployment zone sizes. Scary, eh? Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2832286 Share on other sites More sharing options...
thade Posted August 4, 2011 Share Posted August 4, 2011 So, I've noted this in two other threads already and I'm embarrassed to only do so here now. Â You want two ICs with Psychic Communion in your Zero Day list. Â Standard arrival from Reserves is determined by a d6 roll: On Turn 2, 4+ and you arrive; on Turn 3, 3+ and you arrive; on Turn 4, 2+ and you arrive; you arrive automatically on Turn 5 and beyond (1+, effectively). Here is a simple format I'll use to demonstrate the use of Communion: 4/3/2/IN Â One application of Psychic Communion allows you to choose one of two Reserve Roll Formats, as it were: either 5/4/3/2 (if you want to try and delay) or for zero-day, 3/2/IN/IN. Â Two applications of Communion stacked gives you this awesome choice: 6/5/4/3(/2/IN) to delay (for things like a Callidus when you might need to delay her arrival by a great deal) or for zero-day, 2/IN/IN/IN. Yep. With two stacks of Communion, your reserves are in on Turn 2 on a roll of 2+. Â Suddenly the GK are a Drop Pod force without the Drop Pods. :) Outflankers and DSers can arrive very reliably on Turn 2. Bam! Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2838184 Share on other sites More sharing options...
DarkGuard Posted August 4, 2011 Share Posted August 4, 2011 thade you are bang on about how useful two Psychic Communions are. The best way is two Inquisitors hiding in vehicles in the corners, but a Grand Master and an inquisitor could also work. Â However, I think you might have got the Reserve dice rolls a bit wrong. Psychic Communion allows you to add or minus one from your Reserve rolls. This only affects turns when a number would be rolled, remembering that a 1 always fails. So even with Psychic Communion Turn 4 is a 2+ as a 1 always fails and PC doesn't change it to auto. Again, 2x PCs doesn't make Turn 3 an auto, but rather a 2+, which you get with 1 anyway. So rather 2 PCs just mean you've got 2+ for Reserves until Turn 5, when they are auto. Likewise, if you want to decrease, you can still only do this from Turn 2-4, as Turn 5 is auto, and so you can't increase it or decrease it. Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2838407 Share on other sites More sharing options...
thade Posted August 4, 2011 Share Posted August 4, 2011 Does one always fail in this case? Is it ever a "one" when you roll the die and add two to it? I'm honestly unclear on that. Â Worst case, the format is then 2/2/2/IN/IN :confused: but then it means you can't delay past turn five...which I don't think is their intention. Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2838412 Share on other sites More sharing options...
DarkGuard Posted August 4, 2011 Share Posted August 4, 2011 You are indeed correct about the 1s thade. For some reason I thought it was a general rule, but upon closer inspection it seems that rule is only on rolls to hit and wound, and so you could effectively get an auto in early turns through PC. However, I'm standing by what I said about auto. PC allows a modification of the dice rolls made. On Turn 5 you don't roll dice, so you can't modify them. I also feel that GW would have intended this, as otherwise you've got Terminators dropping on objective on Turn 7 with your opponent not having much chance to stop them. Plus, Turn 5 could be the last turn, so with the exception of mishaps, I feel that GW would prefer all forces on the table by Turn 5, hence the automatic entry of Reserves. Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2838448 Share on other sites More sharing options...
thade Posted August 4, 2011 Share Posted August 4, 2011 You are indeed correct about the 1s thade. For some reason I thought it was a general rule, but upon closer inspection it seems that rule is only on rolls to hit and wound, and so you could effectively get an auto in early turns through PC. However, I'm standing by what I said about auto. PC allows a modification of the dice rolls made. On Turn 5 you don't roll dice, so you can't modify them. I also feel that GW would have intended this, as otherwise you've got Terminators dropping on objective on Turn 7 with your opponent not having much chance to stop them. Plus, Turn 5 could be the last turn, so with the exception of mishaps, I feel that GW would prefer all forces on the table by Turn 5, hence the automatic entry of Reserves. I'd like to throw this to the OR board before we get too mired in it here; need my rule book first though. If you have it, feel free to start the OR topic yourself. :) Â My feeling is that the reason they said "auto-in on turn five" is that by the implicit progression (roll 4, roll 3, roll 2) you'd have to roll a 1...which you can't fail. Nothing says you can't modify this implicit die roll, and that adds a nice degree of control. Granted, the chances of delaying a Reserved unit at Turn 5 even with two stacks of Communion isn't perfect (3+) but it's better than no chance at all. Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2838452 Share on other sites More sharing options...
DarkGuard Posted August 4, 2011 Share Posted August 4, 2011 A good idea, if you haven't already I'll start it soon, and include the quotes etc. Sorry to derail this Something Wycked, please forgive me :unsure:. Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2838534 Share on other sites More sharing options...
thade Posted August 4, 2011 Share Posted August 4, 2011 A good idea, if you haven't already I'll start it soon, and include the quotes etc. Sorry to derail this Something Wycked, please forgive me :). I mean, it's legit; it does change my little contribution there. ;) Â If it's me, I won't get to it until reeeaally late; going to the club after work (where I'll ironically have my rule book but be otherwise engaged). Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2838552 Share on other sites More sharing options...
Something Wycked Posted August 4, 2011 Author Share Posted August 4, 2011 Not a derail at all fellas, this is certainly a viable strategy, especially when it can be done for 110 points :) Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2838589 Share on other sites More sharing options...
DarkGuard Posted August 4, 2011 Share Posted August 4, 2011 Not a derail at all fellas, this is certainly a viable strategy, especially when it can be done for 110 points :D Â Fair enough, if you want to comment I have now created the new thread, hope it's not too hard to read: C:GK Psychic Communion and Turn 5. Â Obviously what you take from that thread will help you with how well you think that tactic would work. Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2838599 Share on other sites More sharing options...
thade Posted August 5, 2011 Share Posted August 5, 2011 Well, actually, insofar as this thread is concerned, my mistake is more or less irrelevant. The idea is "zero day" here, so you'll want basically everybody in on Turn 2, no? :lol: 2+ ! Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2838793 Share on other sites More sharing options...
DarkGuard Posted August 5, 2011 Share Posted August 5, 2011 Well, actually, insofar as this thread is concerned, my mistake is more or less irrelevant. The idea is "zero day" here, so you'll want basically everybody in on Turn 2, no? :) 2+ ! Â Very true, but it's also an interesting debate for people who would prefer to delay certain elements of their army. Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2838870 Share on other sites More sharing options...
Something Wycked Posted August 5, 2011 Author Share Posted August 5, 2011 Absolutely, both uses are viable. Get the units you want in your opponent's face ASAP, and hold back the ones you'd like to use for late game contesters/grabbers. Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2839552 Share on other sites More sharing options...
Something Wycked Posted August 16, 2011 Author Share Posted August 16, 2011 Updated the OP with a couple of the newer additions and reorganized the format. Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2849507 Share on other sites More sharing options...
Something Wycked Posted October 18, 2011 Author Share Posted October 18, 2011 After a long hiatus, I've done my last bit of work on the article. I'll start to format it for article submission- in the meantime, I'm certainly open to more ideas ;) Link to comment https://bolterandchainsword.com/topic/234643-zero-day-grey-knights/page/2/#findComment-2903096 Share on other sites More sharing options...
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