Abaddonshand Posted July 1, 2012 Share Posted July 1, 2012 Is that right? I didn't notice that change. Also, the DK doesn't need to use the Smash to get vehicles, just use the 5 attacks with the Doomfist in your left hand. Ha :P oh, but it gets better. I don't even need to use the greatsword to do it, the wording is 'a model equipped with a greatsword gets re-rolls forever'. Bahaha. S10, all four attacks (meh, I give up one attack to re-roll everything, no biggie), re-roll the D6 for pen, and still getting that +1 to damage result due to AP2 from MC rules. Lol, DK is a beast for wrecking tanks. Apparently you're getting all 5 attacks, as neither the greatsword nor DCCW are specialist weapons. Enjoy! Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3103625 Share on other sites More sharing options...
Cmdr Shepard Posted July 1, 2012 Share Posted July 1, 2012 Is that right? I didn't notice that change. Also, the DK doesn't need to use the Smash to get vehicles, just use the 5 attacks with the Doomfist in your left hand. Ha :P oh, but it gets better. I don't even need to use the greatsword to do it, the wording is 'a model equipped with a greatsword gets re-rolls forever'. Bahaha. S10, all four attacks (meh, I give up one attack to re-roll everything, no biggie), re-roll the D6 for pen, and still getting that +1 to damage result due to AP2 from MC rules. Lol, DK is a beast for wrecking tanks. Apparently you're getting all 5 attacks, as neither the greatsword nor DCCW are specialist weapons. Enjoy! I suppose some opponent will say you have to use a weapon in order to gain its bonuses (like Inquisitor with two daemon blades) so if you use Greatsword ypu re-roll everything but on S6. No one will deny your additional attack since they are not sepcialist weapons. If the mere possess of the greatsword is enough to allow re-rolls, even while using the fist I believe it's time to use it. ;) Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3103628 Share on other sites More sharing options...
Reclusiarch Darius Posted July 1, 2012 Share Posted July 1, 2012 I suppose some opponent will say you have to use a weapon in order to gain its bonuses (like Inquisitor with two daemon blades) so if you use Greatsword ypu re-roll everything but on S6. No one will deny your additional attack since they are not sepcialist weapons. If the mere possess of the greatsword is enough to allow re-rolls, even while using the fist I believe it's time to use it. :D Oh man, so happy. And yeah, check the wording; 'A model with a nemesis greatsword re-rolls failed rolls to hit, to wound and armour penetration rolls in close-combat' Codex: Grey Knights, pg. 55 So, to summarise; I'm always S10 (due to doomfist rules), I re-roll everything, and I get all 5 attacks on the charge, as neither are specialist weapons, and due to all my attacks being AP2, I'm getting +1 to any damage result. Goodbye Landraiders B) Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3103647 Share on other sites More sharing options...
boreas Posted July 1, 2012 Author Share Posted July 1, 2012 Let me see if I read that right: DK w/2 power fists charges: 1)Using smash: 3 attacks (round up!?), St 10+d6, re-roll penetrations, +1 on the table if penetrates (AP2) 2)Not using smash: 5 attacks, St 10+d6, doesn't re-roll penetrations, +1 on the table if penetrates (AP2) Right? I skimmed the book yesterday and somehow didn't find a place where it says MC get +2d6 penetration. If so: I guess vs AV14 it's option 1 and vs AV 11-12, it's option 2? Phil Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3103648 Share on other sites More sharing options...
Reclusiarch Darius Posted July 1, 2012 Share Posted July 1, 2012 Let me see if I read that right: DK w/2 power fists charges: 1)Using smash: 3 attacks (round up!?), St 10+d6, re-roll penetrations, +1 on the table if penetrates (AP2) 2)Not using smash: 5 attacks, St 10+d6, doesn't re-roll penetrations, +1 on the table if penetrates (AP2) Right? I skimmed the book yesterday and somehow didn't find a place where it says MC get +2d6 penetration. If so: I guess vs AV14 it's option 1 and vs AV 11-12, it's option 2? Phil Yeah, MC don't get 2D6 anymore, just re-roll to the D6 if you Smash. But mate, why bother with that? For the price of a powerfist, you can have the greatsword, which means; 1) 5 attacks, S10+D6, re-roll to hit and to penetrate, +1 on table if you pen (AP2) :D Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3103655 Share on other sites More sharing options...
boreas Posted July 1, 2012 Author Share Posted July 1, 2012 Woah... cool! As a side note, are all monster attacks AP2, or only smash? I haven't go my book here at work but couldn't find the actual ruling on MC vs armour saves Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3103683 Share on other sites More sharing options...
Cmdr Shepard Posted July 1, 2012 Share Posted July 1, 2012 I suppose some opponent will say you have to use a weapon in order to gain its bonuses (like Inquisitor with two daemon blades) so if you use Greatsword ypu re-roll everything but on S6. No one will deny your additional attack since they are not sepcialist weapons. If the mere possess of the greatsword is enough to allow re-rolls, even while using the fist I believe it's time to use it. :down: Oh man, so happy. And yeah, check the wording; 'A model with a nemesis greatsword re-rolls failed rolls to hit, to wound and armour penetration rolls in close-combat' Codex: Grey Knights, pg. 55 So, to summarise; I'm always S10 (due to doomfist rules), I re-roll everything, and I get all 5 attacks on the charge, as neither are specialist weapons, and due to all my attacks being AP2, I'm getting +1 to any damage result. Goodbye Landraiders ;) Nice.. unless there is a general rule saying a weapons gives the bonus only if you use it. I don't remember to have read it. Now the problem is to persuade most of my opponents at my local store. Several are very reasonable but others don't listen to logic ;) When C:GK was released a couple of them complained because I told them GM made my Dreads scoring units. They saied vehicles cannot be scoring units: the FAQ proved I was right ;) EDIT: Woah... cool! As a side note, are all monster attacks AP2, or only smash? I haven't go my book here at work but couldn't find the actual ruling on MC vs armour saves It seems it's the smash rule that makes MC attacks AP2. However DK does not need it since a Dread CCW is already AP2 :( Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3103736 Share on other sites More sharing options...
WhoaDirty Posted July 1, 2012 Share Posted July 1, 2012 I think Nurgelz' dual Dreadknight Draigowing will be the new "industry standard" as opposed to Blackmoor's Draigowing. Anyone know what the profile is for the Brotherhood Banner? I don't really see anything in the new rule book describing what type of weapon it is. Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3104185 Share on other sites More sharing options...
nurglez Posted July 1, 2012 Share Posted July 1, 2012 Gotta remember, I only go dual DK's at 1750 points :D I still feel that psyrifle dread's will have their place in most all comer armies. Long range str8 is rather powerful. Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3104304 Share on other sites More sharing options...
bebe Posted July 1, 2012 Share Posted July 1, 2012 I think Nurgelz' dual Dreadknight Draigowing will be the new "industry standard" as opposed to Blackmoor's Draigowing. With Paladins as characters I'm not worried about wound allocation so just added a warding stave to my paliies and I'm using a Farseer with pathfinders as allies. This with dual DKs make a nice list for me. I'm not bothering with DSing help at all. I might add a techmarine when I want to use dreads and bolster my pathfinders. The FaQ has made DKs contenders - I just need to read the rulebook and see if my Farseer can go in a pallie squad. Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3104320 Share on other sites More sharing options...
Gentlemanloser Posted July 1, 2012 Share Posted July 1, 2012 Nope, can't attach the farseer to a unit of Pallies. Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3104331 Share on other sites More sharing options...
Reclusiarch Darius Posted July 2, 2012 Share Posted July 2, 2012 The best idea would be to hide the Farseer in a Wave Serpent, bought for a MSU Dire Avenger unit in Troops. That way he can keep up with your advance, still throw down 'Doom' and cast Runes of Warding to stuff up enemy psykers. Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3104477 Share on other sites More sharing options...
Abaddonshand Posted July 2, 2012 Share Posted July 2, 2012 Can't cast offensive powers from vehicles anymore, can only buff own squad. Therefore, doom isn't going to work inside a wave serpent, the farseer would need to stick his head above the parapet so to speak. Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3104494 Share on other sites More sharing options...
Valerian Posted July 2, 2012 Share Posted July 2, 2012 Purgators are now a viable choice, now that 'Astral Aim' has done away with the stupid 4+ cover bonus to its target. Is that right? I didn't notice that change. Valerian Darius, I just double-check and 'Astral Aim' still grants the stupid 4+ Cover Save to the target. The new FAQ/Errata/Amendment changes the fourth sentence in the description of 'Astral Aim' to: "If the Psychic test is passed, the unit (and any accompanying character chosen from Codex: Grey Knights) can shoot at any enemy unit within range, even if they do not have line of sight to it. If the Night Fighting rules are in effect at the same time their targets do not benefit from the Stealth or Shrouded special rules." All good so far, but then you have to go back to page 29 of the Codex and apply the rest of the rules, starting with the fifth sentence (which was not replaced by the Amendment), which goes on to state, "The target automatically has a 4+ cover save (which cannot be modified by any means) against this attack" and then the sixth sentence, "The squad cannot target an enemy unit that is embarked within a transport vehicle." V Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3104626 Share on other sites More sharing options...
Valerian Posted July 2, 2012 Share Posted July 2, 2012 Anyone know what the profile is for the Brotherhood Banner? I don't really see anything in the new rule book describing what type of weapon it is. It would just be a regular old close combat weapon, like a stick, baseball bat, or broken bottle. The Terminator/Paladin has to give up their real weapon (a Nemesis Force Weapon of some sort) to get to take the Banner. Valerian Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3104629 Share on other sites More sharing options...
MTMK15 Posted July 2, 2012 Share Posted July 2, 2012 Now I'm seriously considering ditching psybolt ammunition across my army list to get a stave for my librarian - don't make me choose! I'm also considering Warding Stave for my GM now.....damn. Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3104667 Share on other sites More sharing options...
bebe Posted July 2, 2012 Share Posted July 2, 2012 DKs can still be made scoring as they are now characters. And according to 6ed rules we get 5 attacks on the charge w/ greatsword and doomfist and even if using the doomfist get the reroll from the greatsword - that's pretty good. Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3104674 Share on other sites More sharing options...
Gaz1858 Posted July 2, 2012 Share Posted July 2, 2012 I guess so as isnt there a difference between a Character and an Independant Character? Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3104680 Share on other sites More sharing options...
MTMK15 Posted July 2, 2012 Share Posted July 2, 2012 It would just be a regular old close combat weapon, like a stick, baseball bat, or broken bottle. The Terminator/Paladin has to give up their real weapon (a Nemesis Force Weapon of some sort) to get to take the Banner. Valerian shame about the Brotherhood banner now since Force Weapons need 1 Warp Charge to activate. So it's either Hammerhand or Force Weapons (Guranteed activation with Brotherhood Banner) with my Paladins now. Still worth it for the +1 Attack though. Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3104686 Share on other sites More sharing options...
shortysl Posted July 2, 2012 Share Posted July 2, 2012 It would just be a regular old close combat weapon, like a stick, baseball bat, or broken bottle. The Terminator/Paladin has to give up their real weapon (a Nemesis Force Weapon of some sort) to get to take the Banner. Valerian shame about the Brotherhood banner now since Force Weapons need 1 Warp Charge to activate. So it's either Hammerhand or Force Weapons (Guranteed activation with Brotherhood Banner) with my Paladins now. Still worth it for the +1 Attack though. It was always Hammerhand or Force Weapons anyway, since activating a Force Weapon counted as using a Psychic power in 5th Edition. Might start sticking some banners in my Terminator squads though; AP3 on most Nemesis Weapons means higher numbers of attacks may be more important against heavily armoured opponents. Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3104692 Share on other sites More sharing options...
Reclusiarch Darius Posted July 2, 2012 Share Posted July 2, 2012 Darius, I just double-check and 'Astral Aim' still grants the stupid 4+ Cover Save to the target. The new FAQ/Errata/Amendment changes the fourth sentence in the description of 'Astral Aim' to: "If the Psychic test is passed, the unit (and any accompanying character chosen from Codex: Grey Knights) can shoot at any enemy unit within range, even if they do not have line of sight to it. If the Night Fighting rules are in effect at the same time their targets do not benefit from the Stealth or Shrouded special rules." Sigh B) too much to hope for I guess Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3104845 Share on other sites More sharing options...
RedemptionNL Posted July 2, 2012 Share Posted July 2, 2012 I doubt you can claim both the S10 of the Doomfist and the rerolling of the Greatsword at the same time, as the 'More than one weapon' entry states you cannot mix and match abilities from different weapons. The extra attack does seem correct though. Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3105687 Share on other sites More sharing options...
GOFADK Posted July 3, 2012 Share Posted July 3, 2012 At least all Paladin are characters. lolz Where in the rules does it say that paladins are characters? Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3107000 Share on other sites More sharing options...
nurglez Posted July 3, 2012 Share Posted July 3, 2012 In the bit where it has all the stats for all the armies (as well as the hp for vehicles). Paladins are like nobs, characters. Making them potentialy quite effective (4+ look out sir, precision strikes, challenges). My current draigowing is now 100% characters (1500 points, draigo 15 pallies 1 dk). Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3107022 Share on other sites More sharing options...
Cmdr Shepard Posted July 3, 2012 Share Posted July 3, 2012 At least all Paladin are characters. lolz Where in the rules does it say that paladins are characters? Check rulebook appendix, you will find it there ;) In the bit where it has all the stats for all the armies (as well as the hp for vehicles). Paladins are like nobs, characters. Making them potentialy quite effective (4+ look out sir, precision strikes, challenges). My current draigowing is now 100% characters (1500 points, draigo 15 pallies 1 dk). How do you plan to deal with enemy Flyers? Link to comment https://bolterandchainsword.com/topic/254955-6th-ed-faq/page/3/#findComment-3107029 Share on other sites More sharing options...
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