T3mpl@r Crusade Posted July 16, 2012 Share Posted July 16, 2012 hey all. i had my first 6th ed game with the knights and had a solid victory over the imperial gaurd with ultramarine allies at 2000 points. this was a victory worthy of perfection. the game was seize the relic and by game end, i held the relic, made first blood. had line beaker. slayed the warlord, and the only units i lost were 2 rhinos and a few members of each squad. now im quite sure my opponents head wasnt fully in the game, and he did not have any skyfire ability. which really hurt his chances of puftting any pain on my storm ravens. he did have a competetive list otherwise but did forget his orders all the time. anyways. i thought if offer up some feedback on some of the units i chose. but below, a short summary of my list: coteaz with divination (choice 5 was rolled, yesss) and telekinisis (choice 1) was rolled inquisitor with pyschotroke and psychic communion 10 terminators with psycannons henchmen unit 3 melta wariors, 3 crusaders, 2 dca, and a mystic. joined inq in a rhino 2 storm ravens, one with mm lc and the other with hb, ac, sponsons and psybolts 9 man purgation with 3 cannons and incinerator, psybolts. joined coteaz in a rhino. dreadknight with teleport, and heavy incinerator (mvp) psyfleman since monstrous creatures are awesome now, i just had to take the dk. he did the most damage out of anything. i think ill definently have him in 2k point games. the pw change definently buffed him nicely. and smash is great at str 10. by himself he killed an executioner a chimera a heavy weapons team yarrick and his accompanying unit. i had him ds in by a skull and flame the heavy weapons team. brutal storm ravens are amazing. but looking at the psybolt raven, it is actually worthwhile to take. it definently proved effective against gaurdsmen, and while i dont believe it paid for itself just by picking on infantry. it was definently an annoyance. it also has great light armo destroying potential. coteaz paired up with a purgation squad is just deadly if you give him divination. i luckily rolled a 5 which is better then the primaris. telekinisis didnt do much. i ended up popping quite a few chimeras a rhino and slayed the marines inside. it would alao work well against flyers with those rerolls. i will probably have this combo every time i field coteaz. i hid rhem behind my 2 rhino wall and proved very resilient. smoke on tge rhinos was my saving factor. anyways just my 2 cents on some units Link to comment https://bolterandchainsword.com/topic/256703-first-6th-ed-game-with-gk/ Share on other sites More sharing options...
Cmdr Shepard Posted July 16, 2012 Share Posted July 16, 2012 and smash is great at str 10. He does not need smash to get S10. His two Dreads CCW already brings his S to 10. In 6th Dread CCW doubles the S of every model not only vehicles. storm ravens are amazing. but looking at the psybolt raven, it is actually worthwhile to take. it definently proved effective against gaurdsmen, and while i dont believe it paid for itself just by picking on infantry. it was definently an annoyance. it also has great light armo destroying potential. Obviously your opponent didn't field Vendettas Squadrons. Anyway what was his/her list? Link to comment https://bolterandchainsword.com/topic/256703-first-6th-ed-game-with-gk/#findComment-3123471 Share on other sites More sharing options...
Valerian Posted July 16, 2012 Share Posted July 16, 2012 dreadknight with teleport, and heavy incinerator (mvp)psyfleman i had him ds in by a skull and flame the heavy weapons team. brutal Why the Teleport Homer? If you thought you were going to Deep Strike, you could have saved yourself 75 points, right? V Link to comment https://bolterandchainsword.com/topic/256703-first-6th-ed-game-with-gk/#findComment-3123678 Share on other sites More sharing options...
the jeske Posted July 16, 2012 Share Posted July 16, 2012 what was the IG dudes list . how is it possible to have a compatitive IG list without valks and/or hydras ? and what stuff from marines did he take ? Link to comment https://bolterandchainsword.com/topic/256703-first-6th-ed-game-with-gk/#findComment-3123708 Share on other sites More sharing options...
T3mpl@r Crusade Posted July 16, 2012 Author Share Posted July 16, 2012 and smash is great at str 10. He does not need smash to get S10. His two Dreads CCW already brings his S to 10. In 6th Dread CCW doubles the S of every model not only vehicles. storm ravens are amazing. but looking at the psybolt raven, it is actually worthwhile to take. it definently proved effective against gaurdsmen, and while i dont believe it paid for itself just by picking on infantry. it was definently an annoyance. it also has great light armo destroying potential. Obviously your opponent didn't field Vendettas Squadrons. Anyway what was his/her list? duly noted, thank you for letting me know, I'm still lagging behind with a bit of 5th still tugging at my brain. I shall try and recall the list: at ~1500 pts, he had guardsmen led by yarrick executioner tank battle cannon leman russ plasma cannon AV12 sentinel 2 heavy weapons team squad with plasma on foot 3 chimeras, 2 with regular guardsmen, 1 with yarrick and veterans what I believe is called a company command (has a banner, medic, plasma gunner) ~500 pts of ultramarines 1 tactical in a rhino with a melta and rocket launcher a spec character that allows you to re roll a failed initiative seize. has a 2+/4+ I did notice off the bat when he did pull his stuff out that he did not have a single model with skyfire, and he seemed to be pretty well versed in the rules, so why he didn't have them probably comes down to something along the lines of $$. After the storms came on the board, I put them into hover mode since I felt kinda bad dreadknight with teleport, and heavy incinerator (mvp)psyfleman i had him ds in by a skull and flame the heavy weapons team. brutal Why the Teleport Homer? If you thought you were going to Deep Strike, you could have saved yourself 75 points, right? V Well, I decide at the beginning of the game when im deploying if it would be good to DS it in or not. Because the deployment was the 3rd choice on the table (diagonal no mans land) placing skulls to the side would allow me a good opening to hit from a flank. Even though I had the teleporter, which would essentially shunt me to almost wherever I wanted, I didn't want the DK on the field to be sniped by his HW teams or executioner off the bat, since my deployment zone didn't have a good hiding spot for him. I needed to get my other reserves in to deal with the executioner. If i always DS'ed the DK, sure, I might not give it to him, or likewise with a GM, but the ultra mobility with the flamer after hes in there is a huge threat. In this particular game, the 75 point upgrade only served its purpose one time, closing the distance on my consecutive turn to kill the executioner in CC. It made the difference in being able to reach it, and finish it off when bad rolls on the pen table with a lascannon couldn't do the job. So yea, wasn't so great this game, but could be great in others. Link to comment https://bolterandchainsword.com/topic/256703-first-6th-ed-game-with-gk/#findComment-3123815 Share on other sites More sharing options...
jeffersonian000 Posted July 18, 2012 Share Posted July 18, 2012 and smash is great at str 10. He does not need smash to get S10. His two Dreads CCW already brings his S to 10. In 6th Dread CCW doubles the S of every model not only vehicles. NDK Doomfists now count as DCCW in 6th? Where is that change listed? SJ Link to comment https://bolterandchainsword.com/topic/256703-first-6th-ed-game-with-gk/#findComment-3125694 Share on other sites More sharing options...
thade Posted July 18, 2012 Share Posted July 18, 2012 NDK Doomfists now count as DCCW in 6th? Where is that change listed? Dreadnought Close Combat Weapon entry, BGB. The wording is very clear. :) For once. Link to comment https://bolterandchainsword.com/topic/256703-first-6th-ed-game-with-gk/#findComment-3125725 Share on other sites More sharing options...
Reclusiarch Darius Posted July 18, 2012 Share Posted July 18, 2012 hey all. i had my first 6th ed game with the knights and had a solid victory over the imperial gaurd with ultramarine allies at 2000 points. this was a victory worthy of perfection. the game was seize the relic and by game end, i held the relic, made first blood. had line beaker. slayed the warlord, and the only units i lost were 2 rhinos and a few members of each squad. Nice, that's a pretty comprehensive slaughter :D coteaz with divination (choice 5 was rolled, yesss) and telekinisis (choice 1) was rolled Dude, never roll anything but Divination. Telekinesis is terrible. Good work rolling 5 for him, but his other power should always be the Divination Primaris, 'Prescience'. Re-rolls to hit is just so powerful. inquisitor with pyschotroke and psychic communion Alright choice. I like to take additional Divination, either for another 'Prescience' to spread around or if you roll another good Divination power ('Scryers Gaze' is amazing for Reserve lists). 10 terminators with psycannonshenchmen unit 3 melta wariors, 3 crusaders, 2 dca, and a mystic. joined inq in a rhino I'd go plasma Henchmen next time, they're better against non-AV13 vehicles and everything else non-vehicle. Good unit though. 2 storm ravens, one with mm lc and the other with hb, ac, sponsons and psybolts Interesting. With the new Flyer rules, the DakkaRaven is actually useable now. I'd run mine both with MM+twin LC, but I fight more mech than infantry in my local meta. 9 man purgation with 3 cannons and incinerator, psybolts. joined coteaz in a rhino. Urgh, please replace them with Purifiers next game, and get another psycannon over the incinerator. Trust me, they cost exactly the same, but the difference in combat ability is huge. Also, taking Coteaz with 'Prescience' makes Purifiers insanely potent, especially with quad psycannon. dreadknight with teleport, and heavy incinerator (mvp)psyfleman Good choices. I'd always take the greatsword over the incinerator (re-rolls are so handy on DK's), but the incinerator is a nice upgrade. Link to comment https://bolterandchainsword.com/topic/256703-first-6th-ed-game-with-gk/#findComment-3125918 Share on other sites More sharing options...
BrotherWasted Posted July 19, 2012 Share Posted July 19, 2012 and smash is great at str 10. He does not need smash to get S10. His two Dreads CCW already brings his S to 10. In 6th Dread CCW doubles the S of every model not only vehicles. NDK Doomfists now count as DCCW in 6th? Where is that change listed? SJ Doomfist ALWAYS were Dreadnought Close Combat Weapons. It's in the freaking GK codex. In 5th, DCCWs only granted double strength to walkers. In 6th, DCCWs have strength of "x2", meaning it's twice the user's strength, regardless of model type. Link to comment https://bolterandchainsword.com/topic/256703-first-6th-ed-game-with-gk/#findComment-3126006 Share on other sites More sharing options...
T3mpl@r Crusade Posted July 19, 2012 Author Share Posted July 19, 2012 yea i really had no idea about the sr10 for the dk being an all the time thing. definently taking him always. and yea, reading some of the purgator purifier comparisons, a 10 man purgator is not on par with a 10 man purifier. from now on ill only take a max of 6 purgators and not bother with psybolts. ill save 80 to 100 points which is enough for another rhino and henchmen squad to increase target saturation and scoring units. i only took the incinerator so that i could save 20 points to make room for the dk :) thanks for the feedback on the list. next time im definently making those changes. my purifiers are almost done too, so they could make it in, and coteaz will camp with plasma servitors. rerollable scatter is attractive. Link to comment https://bolterandchainsword.com/topic/256703-first-6th-ed-game-with-gk/#findComment-3126620 Share on other sites More sharing options...
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