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VVolf

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Don't get me wrong, I love purifiers, but if your whole goal of using them as troops is to just essentially table your opponent, then they could do that just as easily already. My whole point was saying they got better cause of scoring is a little odd, since so did literally every other non-troop unit in the game. They are still amazing though, not trying to detract from that :)
As much as people are talking about purifiers being scoring, I think Crowe will almost be required to really make that work against a battle forged army, objective secured just seems to good, but will take a few games to see how it plays out.

The thing is though, Purifiers rarely suffer from being tarpitted or ninja'd (which is what 'Objective Secured' is designed to solve, those annoying last turn Bikers-turbo-onto-objective shenanigans). If the enemy are on the same objective as them, they're either getting wiped out or the Purifiers are dead anyway.

Our Terminators and Strikes are a different story. Both can be tied up by cheaper chaff, whereas now the enemy is forced to not just flood the objective with their guys, they have to also kill every last Knight to take it (which could be a problem).

I think Crowe is still too expensive. Coteaz makes your henchment (and their transports!) able to seize objectives. Purifiers can kill the opponent's troop units or seize/contest other objectives without opposing troops. As long as you have at least a few "objective secured" units, purifiers can afford not have the rule.

Pretty much. We have excellent Troops choices already, no need to make Purifiers Troops anymore

Don't get me wrong, I love purifiers, but if your whole goal of using them as troops is to just essentially table your opponent, then they could do that just as easily already. My whole point was saying they got better cause of scoring is a little odd, since so did literally every other non-troop unit in the game. They are still amazing though, not trying to detract from that smile.png

I haven't tabled opponents in some time. I did with early Nids when they first released, but my local players have gotten gud and things generally end in draws or close wins for either side.

The reason Purifiers are amazing is because they do everything you want out of an Elites choice + more. Unlike say Sternguard (who are only really good at being Tacticals +1) or Chosen (who are the closest thing Astartes get to IG Veterans), Purifiers can and will beat other units in both a firefight and in melee. Their only real dangers are I7+ MC's/characters, ranged AP3/2 (the bane of all MeQ anyway), and 2+ armour infantry. Everything else either dies before it can swing, or gets chewed apart by massed psycannon+storm bolter/'Cleansing Flame' novas. Seeing as you have plasma cannon Servitors for 2+ saves and DK's for MC's/characters, you can keep problem units off Purifiers and they can get to work on everything else.

 
How would people run their purifiers these days? Azrael plus swords for 3++, hlaberds and hammers etc. 
 

 

Nah, we don't need those heretics. Besides, you wanna take the PFG Librarian anyway, he's more easy to abuse with 'Sanctuary' from a Raven or Land Raider. 
 
4 psycannons, 5 halberds, 1 hammer. This was the pretty standard way, not super optimized for cc/shooting but pretty solid at either 
 

 

Yeah, that's how I've run them since 5th edition. Never had a problem with it, they can take on pretty much anyone with that setup. 
 
~sigh~ Here we go again...I say in the fluff you're too obsessed with daemons to worry about witches, you come back with anti-psycher wargear from the tabletop wargame. As if a lasgun had a 1/6 chance to kill a terminator in the fluff. As if there were no daemons with psychic powers. You can't refute fluff with game rules. ~eyeroll~

Heh fluff justification in a mechanics desire. msn-wink.gif

You yourself has said the fluff has very little representation in game.

I'm more interested in the in game mechanics. Just like Daemonbane effects Psykers, so should Banishment.

That's all. (It's too niche as a Primaris otherwise...)

Here is a link to a post that I made over in the Space Wolves FAQ discussion thread, where I crafted and sent an email to the GW Errata and FAQ team (Gamefaqs@gwplc.com) to ask them to sort out a few lingering issues (they actually reacted within about 18 hours and posted one fix and an updated FAQ as of this morning!).  I highly encourage y'all to gather up the lingering Grey Knights issues (such as, for example, do Aegis and Reinforced Aegis re-rolls to Deny the Witch apply when units aren't specifically targeted, such as when an opponent is casting a Blessing or Conjuration) and send your own notes in to ensure your concerns are being voiced and heard.  In fact, I'd be happy to gather and create a similar email for Grey Knights as I did for Space Wolves if y'all can help me determine what needs to be pointed out and/or asked.

 

 

Valerian

I don't suppose the wording/ruling has changed to stop Vindicares from ignoring LoS!?

 

 

Doesn't need to, by RAW you always allocate the wound to the mode you want to take it. Even if they make a LoS! roll, its meaningless, as you always get to allocate, not your opponent. 
 
My list of things to FAQ:
- Clarify whether breaking a Grey Knight unit into combat squads causes both combat squads to generate a Warp Charge, or if both combat squads are still only considered one unit of psykers for the purpose of generating Warp Charges
- Make Crowe an Independent Character. Just do it. 
- Clarify what bonus 'Unyielding Anvil' grants to units, given that everything scores now
- Add 'Heroic Sacrifice' back to Brotherhood Champions and Crowe
- Clarify whether multiple castings of 'Hammerhand' on the same unit stack or not
- Give Brother-Captains the ability to use 'Grand Strategy', but instead of D3 the bonus is applied to only one unit
- Change Tech-Marines to have 2 wounds
- Change the 'Venerable' special rule to force the enemy to re-roll any successful armour penetration roll, but the second result stands (re-rolling glancing or penetration damage rolls means precisely nothing with Hull Points)
- Reduce the point cost of Venerable Dreadnoughts to 150 points
- Paladins have either T5 or the Eternal Warrior special rule. T4 multi-wound is unplayable so long as Riptides exist. 
- All Assassins have the Infiltrate and Scout special rules.
- The Everor's Neural Gauntlet wounds is a Poisioned (4+) AP2 melee weapon. Frenzon grants D6 extra attacks in close-combat every turn
- The Eversors Executioner pistol is Assault 2
- The Culexus and Vindicare both gain a power sword
- The Culexus has Preferred Enemy: Psyker and Daemon (ie if the enemy unit has either special rule he recieves the bonus)
- The Culexus cannot be the target of any psychic power. If he is caught in the area of effect of a psychic power (ie a blast or nova), ignore any and all effects it would cause. 
- The Animus Speculum has 18" range and is S5 AP1 Assault 3 by default. Psykers hit by the Animus Speculum automatically suffer a Perils of the Warp attack
- The Vindicare's Shieldbreaker causes the target to lose any invulnerable save they have until the end of your turn
- All Assassins cost 130 points
- Arco-Flagellants have the Rending special rule on their melee attacks. In addition, their Feel No Pain is a 4+
- The Mindlock special rule ceases to be in effect if either an Inquisitor or Tech-Marine from Codex: Grey Knights is attached to the unit
- Reduce the point cost of Justicar Anval Thawn to 50 points
- Psilencers are S4 AP6 Assault 6, gatling psilencers are S4 AP6 Assault 12. All psilencer weapons wound Daemons and Psykers on a 4+ regardless of Toughness, and if a Psyker unit suffers an unsaved wound from a psilencer, they may not cast psychic powers for a game turn
- Reduce the cost of psilencers to 5pts and psycannons to 10 points on Purgation squads. 
- Change the range of the Ulumeathi Plasma Syphon from 12" to 18"
smile.png Is there a Nobel Prize for optimism?

Haha, Valerian just told me to make a list. I'm not saying they'll even implement a single one of those changes/answer those questions, but it's worth asking. The FAQ and 7th edition totally upended our codex, whole swathes of it have to be ignored or radically modified to work now.

RD, unfortunately, much of that list is a wish-list - requesting a change, rather than asking for clarification.  Although I agree that there are many, many ways to improve and fix the codex (and I've even gone through the trouble of creating multiple versions of my own FanDex to do it myself), I'm not going to bother sending those types of recommendations in.  Those would, perhaps, be best served by sending in to Jervis and the Studio team for consideration by whomever is working on the 7e version of our Codex.  I will, however, collate the actual questions where an issue requires clarification (or at least validation of our understanding) to send in.

 

Keep them coming, though, if there are more points of contention to ask about.

 

V

I could see our venerables getting a slight points reduction. Back in 5th the faqed Black templar venerables to be bs5 to bring them in line with everyone elses, maybe we'll see something like that. Not sure I'd bother sending that question in though.

 

Hammerhand stacking is another point which could be addressed. It's much less of an issue now that every character doesnt have it by default, but I could see the issue coming up occasionally for people. Other than that wouldnt actually expect any unit changes.

 

And combat squading & warp charges. I'd just been assuming you'd get an extra one since that was the equivalent affect in 6th, but don't think I've actually read that anywhere in the rules

 

I don't suppose the wording/ruling has changed to stop Vindicares from ignoring LoS!?

 

 

Doesn't need to, by RAW you always allocate the wound to the mode you want to take it. Even if they make a LoS! roll, its meaningless, as you always get to allocate, not your opponent. 
 
 

Thanks! 

 

 

I could see our venerables getting a slight points reduction. Back in 5th the faqed Black templar venerables to be bs5 to bring them in line with everyone elses, maybe we'll see something like that. Not sure I'd bother sending that question in though.

Remember how we still had Force Weapons that circumvented Eternal Warrior right up until our new codex came out? ;)

Also, the FAQ's definition of combat squads says to treat both 5-man units as separate for all game purposes, meaning they'd generate Warp Charges separately too.

 
Librarians and GMs can roll for hammerhand :/ but the BRB says that blessings by the same name don't stack, only different blessing that give the same benefit do. 
 

 

That sucks if you roll 'Hammerhand' on someone taking Sanctic powers. Guess I'll be going Telepathy or Divination on my Librarian then. 

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