Zeratil Posted August 19, 2014 Share Posted August 19, 2014 So pretty much the whole dex including points costs are out in the wild now so I thought I'd start a thread for people to start throwing some ideas around. Some initial thoughts Dreadknights seem to be the goto heavy slot now as we can get dedicated transport Land Raiders, all the guns and jump pack got cheaper and better, he can give himself a 4++ save and add a Force weapon for cheap. The NFW seem a lot closer in parity, personally I can see myself going with a mix because hammers get expensive quickly. Falchions and Halberds both seem okay for their cost so a mix of all 3 doesn't seem too bad, 1 hammer, 1 falchion and 3 halberds is a nice round 20 points. Brother Captain Stern seems and okay buy to me, same cost of a GM, trading some loadout flexibility and an attack for guaranteed Sanctuary for one of your unity. Combo him with a Librarian with divination (hoping for forewarning) and suddenly your termies or paladins are wandering around with a 3+ inv. Quite convoluted to do this though, and expensive. Anti-tank is a problem, with PAGK seeing a significant nerf as well as no more psybolts and more expensive razorbacks and dreadnoughts it is much harder to get psycannons or their equivalents on the table in significant numbers to chew through hull points. However with the change to the Stormraven's missiles it becomes a much better tank hunter than before and is also our only source of skyfire within the codex. Terminators seem to be the go to troops choice, much cheaper than before (except with hammers) and lots of way to deploy them - objective secured land raiders, Storm Ravens, interceptors with teleport homers etc. Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/ Share on other sites More sharing options...
IndigoJack Posted August 19, 2014 Share Posted August 19, 2014 I'm thinking default setup for dreadknights will be 2x heavy psycannons. That comes at 200pts and provides a lot of firepower (add other options to taste). I don't think whole terminator armies will be the way to go. Definitely an excellent support unit, but I wouldn't take more than 10. Interceptors. These are the new strikes. Not much more expensive, and their speed means that the can put incinerators where they need to be (since psycannons on strikes aren't exactly amazing). Servo-skulls are almost a must when it comes to deep striking, since teleport homers don't work on units in power armor for some reason (seriously, why?), and that means inquisitorial allies. Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783381 Share on other sites More sharing options...
Rurik the blessed Posted August 19, 2014 Share Posted August 19, 2014 Nobody talks about Purifiers, they are ML2 now...so one or two units per army would be a must! Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783391 Share on other sites More sharing options...
Zeratil Posted August 19, 2014 Author Share Posted August 19, 2014 I'm thinking default setup for dreadknights will be 2x heavy psycannons. That comes at 200pts and provides a lot of firepower (add other options to taste). I don't think whole terminator armies will be the way to go. Definitely an excellent support unit, but I wouldn't take more than 10. Interceptors. These are the new strikes. Not much more expensive, and their speed means that the can put incinerators where they need to be (since psycannons on strikes aren't exactly amazing). Servo-skulls are almost a must when it comes to deep striking, since teleport homers don't work on units in power armor for some reason (seriously, why?), and that means inquisitorial allies. Dreadknights can't take two of the same weapon I don't think, or at least the info I have says they can't. Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783409 Share on other sites More sharing options...
IndigoJack Posted August 19, 2014 Share Posted August 19, 2014 Didn't notice that. Wow, so that sucks a bit, eh? So much for having at least one ranged firepower beast in the army. Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783411 Share on other sites More sharing options...
Exile Noctis Posted August 19, 2014 Share Posted August 19, 2014 With the loss of Psybolts too, I may just equip my Stormraven with anti tank/air instead of infantry and keep them on the cheap. Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783417 Share on other sites More sharing options...
Slayer94 Posted August 20, 2014 Share Posted August 20, 2014 Running Libby lv 3 all day now, my only question is what relic to put on him ? do i have an extra power on our powers and rerolling ones for every in 6" for them(handy for hammer hand and the flame power) or give up the staff (gives AM will) and have the spear thing that rerolls force and give him or his unit reolls hit/wound and armor pen..... I see one as more support and the other as more aggressive Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783422 Share on other sites More sharing options...
Valerian Posted August 20, 2014 Share Posted August 20, 2014 Didn't notice that. Wow, so that sucks a bit, eh? So much for having at least one ranged firepower beast in the army. Still one Psycannon arm and a Heavy Incinerator on the other is worth considering. Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783447 Share on other sites More sharing options...
Brovius Posted August 20, 2014 Share Posted August 20, 2014 Nobody talks about Purifiers, they are ML2 now...so one or two units per army would be a must! I can confirm this, I skimmed past that part of their entry thinking they'd be just like before. For the cost of a Land Raider you can combat squad Purifiers and get four warp charges! NDK weapon upgrades are Specialist Weapons (as are Powerfists) so they still get the +1 attack Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783448 Share on other sites More sharing options...
IndigoJack Posted August 20, 2014 Share Posted August 20, 2014 Didn't notice that. Wow, so that sucks a bit, eh? So much for having at least one ranged firepower beast in the army. Still one Psycannon arm and a Heavy Incinerator on the other is worth considering. more than considering, I've already modified mine for that load-out. I'm going to start playtesting next Tuesday, but I'll post my list friday night in the list section for feedback. I've got some ideas to make my list work, but honestly, PAGKs took a huge blow with this codex. Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783459 Share on other sites More sharing options...
thraxdown Posted August 20, 2014 Share Posted August 20, 2014 What's the cheapest way to get a comms relay? Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783476 Share on other sites More sharing options...
Brovius Posted August 20, 2014 Share Posted August 20, 2014 Didn't notice that. Wow, so that sucks a bit, eh? So much for having at least one ranged firepower beast in the army. Still one Psycannon arm and a Heavy Incinerator on the other is worth considering. more than considering, I've already modified mine for that load-out. I'm going to start playtesting next Tuesday, but I'll post my list friday night in the list section for feedback. I've got some ideas to make my list work, but honestly, PAGKs took a huge blow with this codex. I think you mean PAGKs that aren't Purifiers or Interceptors. Inties don't pay the mobility tax anymore, so they buy Incinerators for 1/4 of a GK Strike marine. I didn't notice a Comms Relay in the book and I'm at work now, so I'm running off what I can remember for a few hours. Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783488 Share on other sites More sharing options...
SCOTT_FRANCIS Posted August 20, 2014 Share Posted August 20, 2014 I noticed the Interceptor thing, my 15 magnetized GKPA just lost their standard back packs. Good job I got 10 GKT I for one will be adding Falchions to my GKT now Halberds got stumped. S+1 with Hammerhand is still nice, but I will go for extra attacks. Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783493 Share on other sites More sharing options...
Valerian Posted August 20, 2014 Share Posted August 20, 2014 Initial thoughts: I want to run the Nemesis Strike Force Detachment (at least initially) to play with the Deep Strike via Teleportation goodness that I've always dreamed about - I am super stoked about the Teleport, Run and Shoot feature (or Shoot and Run feature!) To really enable that, I'm going to want to attach an Inquisitor with 3x Servo Skulls to help with the safety of the first wave I'm going to want to sprinkle some Teleport Homers around to guarantee safety of the second and later waves I'm maximizing units with Deep Strike, so 2x Nemesis Dreadknights, 2x Squads of Interceptors, then as many Terminator Squads as I can fit. ML3 Librarian with the Domina Liber Daemonica gets 4 powers off of the Sanctic table, plus the Primaris - I'm bound to get some goodness Grand Master Valerian with a Soul Glaive looks like a lot of fun (but he might just stick with a Daemon Hammer) Spam Psycannon on Terminators and Incinerators on the few PAGK (Interceptors and any Purifiers I can fit in) Interceptors for the pinpoint accurate, 30" 'Shunt 'n Burn' maneuver Leaving Strike Squads at home, for now; I'm already forgoing Objective Secured, so no point in filling out Troops choices. Also leaving Dreadnoughts at home; they're 30 points more expensive than regular Dreadnoughts, but don't have the special rules to justify the cost Leaving Paladins out, too; with significantly decreased and reasonable cost for the Apothecary now, I really wanted to take them, but still can't justify the cost over GKT - they should have been given a commensurate reduction in cost, too, but weren't. Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783587 Share on other sites More sharing options...
Brovius Posted August 20, 2014 Share Posted August 20, 2014 Strikes just aren't worth it anymore. Paladins are iffy, if they went up to ML2 like Purifiers they'd be a much more attractive option. I might make a squad of them with 4 Psylencers as a force-happy soulsucker blob though. Just for fun, and rolling 24 S4 shots (and then the 12 Storm Bolter shots afterwards) is a lot of dice to throw at a unit, and if you're close enough to get the charge then you're in for a fun time. To scare the enemy even more, get a BC or GM with a Psylencer in the unit as well.Gimmicky, but scary when you have 30 S4 shots with instant death flying at you, meaning no FnP. Better not fail a save ;) Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783602 Share on other sites More sharing options...
L30n1d4s Posted August 20, 2014 Share Posted August 20, 2014 @Brovius Great idea, even better yet, combine those 30 Psilencer shots with casting Misfortune (from the Divination discipline) on the target unit... then those 30 S4 shots have Rending, so they can ignore armor on 6s and can auto wound high T models (like Wraithknights) that would normally be immune to S4 shooting... One 6 To Wound and a failed Invul save and you multi wound MC goes poof!!! Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783607 Share on other sites More sharing options...
Brovius Posted August 20, 2014 Share Posted August 20, 2014 @Brovius Great idea, even better yet, combine those 30 Psilencer shots with casting Misfortune (from the Divination discipline) on the target unit... then those 30 S4 shots have Rending, so they can ignore armor on 6s and can auto wound high T models (like Wraithknights) that would normally be immune to S4 shooting... One 6 To Wound and a failed Invul save and you multi wound MC goes poof!!! Wait. Waaaaaaaaaaaaaait. That's insane! Great thinking, and the rest of the Divination discipline is great as well (If you get Prescience as well, you'll be laughing). Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783610 Share on other sites More sharing options...
IndigoJack Posted August 20, 2014 Share Posted August 20, 2014 I think you mean PAGKs that aren't Purifiers or Interceptors. Inties don't pay the mobility tax anymore, so they buy Incinerators for 1/4 of a GK Strike marine. I meant all PAGKs that aren't interceptors. Interceptors will fulfill the same role they always have; precisely placing incinerators where they belong. Otherwise, all other PAGK took a hit with the nerf to psycannons. While it's great that purifiers are ML2 now, most GK armies are already going to have sufficient warp charge dice without them. IMO, the biggest advantage they had before was that they were both a solid counter-attack unit, and a good shooting platform. Now they're a mediocre shooting platform, and with the change to halberds, are a bit more susceptible to dying in combat. Like I said, I've got some play testing next week, so we'll see how bad the changes to psycannons really are. I'm going to want to sprinkle some Teleport Homers around to guarantee safety of the second and later waves Not sure what exactly your deep striking, but as a heads up, the GK teleport homers on work on models in TDA. Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783612 Share on other sites More sharing options...
Brovius Posted August 20, 2014 Share Posted August 20, 2014 They work on PT-armed models too, as well as Gate of Infinity (when used on models with TDA or PTs) Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783613 Share on other sites More sharing options...
ChaoticEric Posted August 20, 2014 Share Posted August 20, 2014 @Brovius Great idea, even better yet, combine those 30 Psilencer shots with casting Misfortune (from the Divination discipline) on the target unit... then those 30 S4 shots have Rending, so they can ignore armor on 6s and can auto wound high T models (like Wraithknights) that would normally be immune to S4 shooting... One 6 To Wound and a failed Invul save and you multi wound MC goes poof!!! Wait.Waaaaaaaaaaaaaait. That's insane! Great thinking, and the rest of the Divination discipline is great as well (If you get Prescience as well, you'll be laughing). Prescience is the primaris so if you only take divination, it's guaranteed? :) Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783617 Share on other sites More sharing options...
Brovius Posted August 20, 2014 Share Posted August 20, 2014 Good point! You'd probably throw all your dice at Divination anyway since all the powers are useful to some extent. Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783618 Share on other sites More sharing options...
IndigoJack Posted August 20, 2014 Share Posted August 20, 2014 They work on PT-armed models too, as well as Gate of Infinity (when used on models with TDA or PTs) Didn't notice it worked on models with the PT also, good catch. Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783624 Share on other sites More sharing options...
the jeske Posted August 20, 2014 Share Posted August 20, 2014 GK libby Mantis warrior libby 5scouts GK terminators GK terminators NDK sword of choppyness, psylancer of doom NDK hammer of swag, psylancer of doom 1 Raven of the Storm 5 grav centurions Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783635 Share on other sites More sharing options...
AnImA8 Posted August 20, 2014 Share Posted August 20, 2014 Amusingly Anti-Tank isn't as much a problem now that things have been relegated to the appropriate slots. You can have MM-equipped Land Raiders carrying Terminators, TL-MM Stormravens, MM Dreadnoughts, and Dreadknights all in the same list. Figuring out the points and the number of each unit is another question, but it is permissible by the FoC. The lack of real ranged-AT is of concern, but honestly all of the above listed units are fast and durable as well.Let's also not forget that if you forego the Deepstriking detachment then we now have access to Objective Secured Land Raiders that are dedicated transports for Terminators. This is a huge buff imo. Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783651 Share on other sites More sharing options...
Gentlemanloser Posted August 20, 2014 Share Posted August 20, 2014 Initial thoughts Bin your strikes Ignore the useless Nemesis Formation, take Space Wolf Drop Pods instead Use as Many NDK as you have/can afford some minimal Purifier Squads are nice for WC Link to comment https://bolterandchainsword.com/topic/295464-new-codex-thoughts-and-ideas/#findComment-3783710 Share on other sites More sharing options...
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