boreas Posted August 19, 2014 Share Posted August 19, 2014 Viva la Unbound: No HQ, 2-3 GKT squads(1 hammer, 2 psycannons per 10 - keep 'em cheap), 3 NDK (H-Psycannon, teleporter, sword(?)). Adjust to local amount of points... Link to comment Share on other sites More sharing options...
Bionicman Posted August 19, 2014 Share Posted August 19, 2014 Soul blaze is a nice little addon. And yeah, seen that too. Lets not forget, Cleansing Flame is awesome and can be cast into CC. 2x5 puris in a rhino driven as second rank into the heat of battle will still be a nice little surprise for ork hordes and IG gunlines / blobs, even when entrenched in ruins. Viva la Unbound: No HQ, 2-3 GKT squads(1 hammer, 2 psycannons per 10 - keep 'em cheap), 3 NDK (H-Psycannon, teleporter, sword(?)). Adjust to local amount of points... Regarding that info on the warlord table I wouldn't forgo the reroll on the chart ;) Link to comment Share on other sites More sharing options...
BloodTzar Posted August 19, 2014 Share Posted August 19, 2014 I just cannot help the feeling ; that this codex was rushed into stores with little added, but a lot taken away .... to track peeps away from the hit of the 5th ed into some other books( just like I have posted in other topic) Link to comment Share on other sites More sharing options...
lt051 Posted August 19, 2014 Share Posted August 19, 2014 So now that halberds are +1 S, are falcions worth it on termis for an extra attack? Only cost 2 halberds, which isn't too crazy, not sure if throwing a couple in a squad would pay off though Link to comment Share on other sites More sharing options...
boreas Posted August 19, 2014 Share Posted August 19, 2014 Well, maybe a libby and hope to roll 4 (First in the fray) or 6 (Extra power - do you roll or choose??). The other are meh... Link to comment Share on other sites More sharing options...
ChaoticEric Posted August 19, 2014 Share Posted August 19, 2014 I still think there's hope for an interesting army in there. Plenty of NDKs with PTs, Interceptors, cheapish terminators and purifiers, all organised according to the nemesis strike force and deep striking early. For the heck of it, deliver the purifiers and a dreadnought via storm raven. Of course, if the enemy know what's waiting they'll stock up on ap3 and ap2 and table us by turn two :) Link to comment Share on other sites More sharing options...
Bionicman Posted August 19, 2014 Share Posted August 19, 2014 More rumors / confirmation found in a german speaking forum - klick spoiler in the third post. No original source. The other postings aren't worth a translation. EDIT: Most is already known, anyways.. http://www.gw-fanworld.net/showthread.php/203310-Neuer-Codex-Grey-Knights-erscheint-bald!/page74 Army wide Special rules:Aegis: a unit that contains at least one model with this special rule rerolls all rolls of 1 on deny the witch rolls.spiritual purity: cannot use malefic daemonology. only perils on double 6's when casting sanctic.Combat squads: (we all know this one)Warlord Traits:1: daemonhunter:the warlord has the hatred (daemons) special rule. when the warlord casts the banishment psychic power he succeeds in channeling on a 2+ on the warp charge rolls instead of 4+.2: hammer of righteousnes:the warlord and his unit gain the hammer of wrath USR3: unyielding anvil:the warlord and all units of codex: grey knights within 12" gain the stubborn usr4: the first in the battle:if you place the warlord and his unit in deepstrike reserve he arrives on turn 1 and can reroll the scatter dice.5: master of counterattack:the warlord and his unit gain the counter attack USR6: master scholar:the warlord may roll one additional psychic power when generating psychic powers. this power has to be from the daemonology: sanctic discipline.melee weapons:nemesis force sword: s user ap 3 melee, daemonbane, force.nemesis force halberd: s +1 ap 3 melee, two handed, daemonbane, force.nemesis daemonhammer: sx2 ap 2 melee, unwieldly, concussive, specialist weapon, daemonbane, force.nemesis warding stave: s+2 ap 4 melee, daemonbane, concussive, psiprotection, force.psi protection: user gains adamant will usrnemesis falchions: s user ap 3 melee, daemonbane, force, specialist weapon(you always buy these in pairs so +1A)nemesis longsword Sx2 ap 2 melee, daemonbane, specialist weapon master crafted, force.daemonbane: a unit that activates its force weapons may reroll all failed to wound and armour pen rolls on enemys with the daemon special rule.servo arm: same as marines. sx2 ap 1 melee, specialist weapon, unwieldly.ranged weapons:psycannon: 24" s7 ap 4 salvo 2/4, rending (hard nerf for PAGK )heavy psycannon: 2 fire modes:scattered: 24" s7 ap 4 heavy 1,blast 5", rendingconcentrated: 24" s7 ap 4 salvo 3/6, rendingpsylencer: 24" s4 ap- heavy 6, forcegatling psylencer: 24" s 4 ap - heavy 12. forcethat force addition might become nice but no longer wounds daemons on 4+.incinerator: template S6 ap 4, assault 1, soul blazeheavy incinerator: template S6 ap 4 heavy 1, torrent, soul blaze.psyk out grenades: enemy psyker that assault a unit with these does not gain +1 attack.you can throw psyk out grenades now:8" s2 ap - assault 1, blast 3", psy shockpsy shock: a random psyker within the unit suffers a perils of the warp if the unit is hit.brotherhood banner: allied units of codex: grey knights within 12" of model with the banner reroll failed morale tests. in additon all models in the same unit as the banner bearer gain +1 attack.reliks (suck mostly.. but are cheap..)deimos rage: stormbolter with 36" s4 ap 5 assault 3, master crafted, precision shots.domina liber daemonica:the wielder of this relik can roll for a additional psychic power. this power has to be generated from the daemonology: sanctic discipline.in addition every allied unit of codex: grey knights within 6" of the model with this relik can reroll all rolls of 1 when they try to channel daemonology: sanctic powers.bone shard of solor:the bearer gains a 3+ invulnerable save if he is within 12" of a model with the special rule daemon. this invulnerable save becomes a 2+ if a model with the special rule daemon of khorne is within 12". in addition the bearer also gains the hatred: khorne special rule.armor of martyrs:terminator armour with 2+/5++. the user gains it will not die, relentless, feel no pain, bulky and cannot sweeping advance.nemesis banner:allied units of codex: grey knights within 12" gain the fearless usr. all units in the same units as the banner gain +1 attack. all daemons with the daemon usr treat all terrain within 12" of the model with the banner as dangerous terrain. even open terrain counts as dangerous.the soulgleeve:s+ 1 ap 3 melee, daemonbane, force, soulprint(sp?), two handed.soulprint: a character that wields the soulgliev may reroll all failed channel rolls when activating the forceweapon. in addition the wielder rerolls all failed to hit, to wound and armour pen rolls when the gleeves force effect is active. (against everything, not only daemons)Psybolt ammo is gone Link to comment Share on other sites More sharing options...
Valerian Posted August 19, 2014 Author Share Posted August 19, 2014 I might as well do a quick Gains versus Losses summary, like I did for the Space Wolves codex: Gains Nice new Detachment (Nemesis Strike Force) Decent Formation (Grey Knight Brotherhood) Nice selection of Relics of Titan Warlord Traits based on The Grand Strategy New Faction-specific Tactical Objectives Techmarines don't really take up FOC slots (HQ choice, but don't take a slot per each other HQ choice taken) Cheaper base-cost Terminators Much cheaper base-cost Librarians, with cheap ML3 upgrade cost Grand Masters now come with ML2 Psilencers are ranged 'Force' weapons Incinerators gained 'Soul Blaze' Much cheaper upgrade options for Nemesis Dreadknights Crowe gained Independent Character Status Brotherhood Champtions ganied a Wound Both Crowe and Brotherhood Champions gained base Attacks stat and special Challenge-advantages (reroll Saves or a Smash attack) Much cheaper Apothecary upgrade Cheaper Venerable upgrade for Dreadnoughts Purifiers' melee attacks have 'Soul Blaze' Nice new 'Nemesis Banner' option for Paladins Can throw Psykout Grenades for a mindstrike effect now The Titansword is now S+3 AP2 Land Raiders as Dedicated Transports for Paladins and Terminators Teleport Homers are now available for almost every character (Justicars and up) Losses Inquisitorial units in Codex Inquisition Temple Assassins now in a Dataslate Lost Grand Master Mordrak Lost Justicar Anval Thawn No more The Grand Strategy (moved to Warlord Traits) No more Psychic Pilot vehicles, except the Dreadnoughts Crowe lost Rending No more Psybolts No more specialty grenades (e.g. Psychotrope and Rad, etc.) Psycannons became Salvo weapons Nemesis Force Swords lost +1 to Invulnerable Save Nemesis Force Halberds went from +2 Initiative to +1 Strength, but price reduced Nemesis Warding Stave lost the 2++ Invulnerable Save in CC, but price drastically reduced. No more Mindstrike Missiles on Stormravens Nemesis Doomfists are now just Power Fists (Dreadnoughts and Dreadknights) Brotherhood Champions lost 'Herald of Titan' special rule Nemesis Greatsword now just grants Master-crafter to the Dreadknight, but price drastically reduced. Kaldor Draigo now just base S4 and T4 Dreadnoughts now just have regular Aegis (no more Reinforced) ------------------------------------- I'm sure that there are bits that I've overlooked, and of course, perspective and context matter. I'll update this as we continue to get new information. V Link to comment Share on other sites More sharing options...
Madmaardigan Posted August 19, 2014 Share Posted August 19, 2014 I need clarification, the rule for a teleport homer states "model must have been on the table at the start of the turn" so shunting forward and then deep striking with 6" of the shunter satisfied this requirement does it not? Link to comment Share on other sites More sharing options...
lt051 Posted August 19, 2014 Share Posted August 19, 2014 I'm pretty sure deepstrike comes in before any movements Link to comment Share on other sites More sharing options...
Scolas Posted August 19, 2014 Share Posted August 19, 2014 Pretty sure Deepstriking happens before shunting.. Link to comment Share on other sites More sharing options...
HardCoil Posted August 19, 2014 Share Posted August 19, 2014 I can't figure out if I like the new Psilencer. I guess it depends on the target with the AP -. It's a lot of dice, esp for the heavy version, but even there it's: 12 dice, 8 hits, 4 wounds, ~3 of which are saved against marines :-/ ID is nice but it isn't going to generate a lot of unsaved wounds against most target types. Link to comment Share on other sites More sharing options...
Silverson Posted August 19, 2014 Share Posted August 19, 2014 Except that it says "Note you MUST first roll for all reserves, and then move any arriving reserves, before any other units can move" on page 135 of the brb So you would need to do your deep strikes before your shunt move Link to comment Share on other sites More sharing options...
IndigoJack Posted August 19, 2014 Share Posted August 19, 2014 If the psilencer is still heavy 6, it isn't going to be much good on anything but TDA, and on TDA I'd rather have psycannons. The heavy version, while spiffy, also falls into the same problem. I'd rather have 12 S7 rending shots (from 2 heavy psycannons) instead of the gatling psilencer. Additionally, the psilencer can't even touch wraithknights/lords, and is going to have a hard time scratching riptides, broadsides, and centurions, and any characters that you might want to ID with it still have their LOS that they can pass the wound off with. All in all, I think it's a great daemon killing weapon, but not a good weapon against other armies. Just my two cents, and of course, absolutely no play testing has happened yet, so we'll see how it fairs in a few weeks. Link to comment Share on other sites More sharing options...
Bionicman Posted August 19, 2014 Share Posted August 19, 2014 I can't figure out if I like the new Psilencer. I guess it depends on the target with the AP -. It's a lot of dice, esp for the heavy version, but even there it's: 12 dice, 8 hits, 4 wounds, ~3 of which are saved against marines :-/ ID is nice but it isn't going to generate a lot of unsaved wounds against most target types. Guess it is meant for MCs with >1 wounds and a low armor save. Like demons. Will see how this works out for wraithknights and that kind (Edit: errrr yes. Its late). Read other MCs, tyranids and stuff. Link to comment Share on other sites More sharing options...
lt051 Posted August 19, 2014 Share Posted August 19, 2014 Looks like we got better against nibs and maybe orks, probably the only armies we didn't need to improve over.... Link to comment Share on other sites More sharing options...
Quozzo Posted August 19, 2014 Share Posted August 19, 2014 I need clarification, the rule for a teleport homer states "model must have been on the table at the start of the turn" so shunting forward and then deep striking with 6" of the shunter satisfied this requirement does it not?only if you're deepstriking on turn 2 as DS comes before moving. Link to comment Share on other sites More sharing options...
casb1965 Posted August 19, 2014 Share Posted August 19, 2014 Read all the changes but one thing I may have missed, does Crowe still allow us to take Purifiers as Troop choices? Link to comment Share on other sites More sharing options...
Deamon Wolf Posted August 19, 2014 Share Posted August 19, 2014 Cheers V for the gains and losses section On balance we have gained some ok bits , other bits have changed , and some bits are in their own publication so we can gain access to them The only real losses are 2 named marines a serious nerf to our lord of war and psy bolts and if bolts are gone then so will be flame Now regarding models well space wolves and Orks needed cool new models as they are OLD OLD codexes so they needed the shiny shiny where as our dex is a 5th 6th crossover dex that has some of the most spangly models GW makes, I'm not going to make my final judgement on our new dex until I see it on Friday night at which point I am sure I will be happy sad confused ambiguous cheesed off all at once but that is an old grizzle led vet talking as I have gone through 3 Sw dex changes 3 BT changes and now 3 GK dex changes Let's hope we do get something good in our dex and not just a wet fish slapped around our faces Come on GW don't let the side down Link to comment Share on other sites More sharing options...
Deamon Wolf Posted August 19, 2014 Share Posted August 19, 2014 Read all the changes but one thing I may have missed, does Crowe still allow us to take Purifiers as Troop choices? Not anymore but it is looking like a formation may be created around him, don't forget if you want a purifyer army then it can be made better using unbound but no crow Link to comment Share on other sites More sharing options...
Valerian Posted August 19, 2014 Author Share Posted August 19, 2014 Alright, while Brovius is sleeping, let's come up with a new consolidated list of questions to present him with when he wakes up in the morning. What else to we *need* to know that hasn't been answered yet? Link to comment Share on other sites More sharing options...
boreas Posted August 19, 2014 Share Posted August 19, 2014 You are the most positive person on the Internet, V! Link to comment Share on other sites More sharing options...
lt051 Posted August 19, 2014 Share Posted August 19, 2014 Delete this if it's against forum rules* A simple google search will reveal a /tg/ thread where all the crunch of the codex is typed out in entirety Link to comment Share on other sites More sharing options...
Captain Coolpants Posted August 19, 2014 Share Posted August 19, 2014 Delete this if it's against forum rules* A simple google search will reveal a /tg/ thread where all the crunch of the codex is typed out in entirety Should add links! :-P Link to comment Share on other sites More sharing options...
IndigoJack Posted August 19, 2014 Share Posted August 19, 2014 I got the images emailed to me. If anyone has any questions I can try to answer them. Link to comment Share on other sites More sharing options...
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