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Culexus assassin with Grey knights


angrom

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Looking on the Culexus assassin which is known to be one of our nemesis

I'm just wondering if it works to use him at our advantage.

As this nasty thing is draining all psychic dice in 12" and that we have a lot of them don't you think that loosing 1 or 2 psychic phase worth a 15-20 shoot S5 Ap1 18" range with a BS of 8?

Then when contact and melee are going to happen it is still possible to move away with the assassin and be able to use our psychic phase to boost our melee abilities and Force when it matter the most.

 

 

My personal feeling is he screws too much with our game plan to be an effective Ally. We profit a lot more from our psychic powers being active, over some more shooting. His gun is great, but the things we have to give up to make it happen...

 

It's why he's such a fantastic hard counter to us, Daemons and Eldar. He completely turns off all your blessings, he can't be affected by psychic powers and most normal shooting fails to hit or even hurt him (Snap Shots and a 4+ invul is pretty annoying). 

I love my Culexus but using GK to power his gun with warp charge is tricky. Cheap warp charge from an inquisition detachment seems to work better but it still creates a big area on the table where my GK don't want to go and a smart opponent can take advantage of that.

 

It feels like a combination that should work but I have not found a way as yet.

 

Culexus are also vulnerable to mech of any kind and will be squished by Imperial Knights so a multi-Culexus list looks like fun but has a common counter in the current meta.

I've used him as a loner solo force with some success. To further Darius' point, we pay a lot for our guys simply because they have psychic ability, and those points take in to account that you'll be using those powers every turn.  Powering up the Culexus at the expense of your own troops is very situational at best.  It might surprise someone for one game, but I wouldn't count on it in a tournament. 

Wondering, would taking a vindicare be more beneficial at the points cost than taking an inquisitorial detachment of about 300pt (w/ relay) ?

 

The problem the Vindicare suffers from is that he still doesn't allocate his shots, unless you roll a 6 to hit. GW's inability to properly FAQ their own rules is why. If he functioned as intended, I'd take him. 

The updated rules in the data slate say that each HIT is a precision shot. So you have to hit first. Therefore all HITS wither a 2 or a 6 are precision shots because he only measures the hits nit the roll.

Mine still has the dodgy "...precision shot rule" wording. Maybe I need to learn how to pick up updates in iBook.

I have the epub version which states "all successful to hit rolls have the precision shots rule" as it must be a SUCCESSFUL to hit roll it triggers the choice. Deadshot modifies the precision shot rule in codex over basic. I don't see how it can be interpreted any other way.
I have the epub version which states "all successful to hit rolls have the precision shots rule" as it must be a SUCCESSFUL to hit roll it triggers the choice. Deadshot modifies the precision shot rule in codex over basic. I don't see how it can be interpreted any other way. 

 

The issue is that GW don't know how to FAQ. The way they've worded it, its functionally useless. Yes, every hit is a Precision Shot, but the Precision Shot rule clearly states you only allocate on a roll of a 6 to hit. GW just had to make a bit more of an effort and state point blank (like they have always done for Vindicare) 'you allocate wounds, not your opponent'. Apparently that was too hard to just spell out in plain English, so we're left with a useless FAQ that doesn't settle the issue. 

I think only someone who is a WAAC gamer would make that argument in a game... and tbh I wouldn't want to play someone who would make that argument. The precident is there and the intent is there and the RAW is there if you take Codex>BRB.

 

Be that as it may, in a tournament setting they won't let you allocate unless you roll a 6 to hit. I'm telling you that not because I'm the fun police, but its how it works. 

Yea, I agree that the dataslate would trump the BRB explanation. Does it spell out that it cannot be effected by "Look Out, Sir" rolls still? 

 

No, which is yet another issue with the Vindicare. Like I said earlier, they should've just said 'you get to allocate shots from a Vindicare always, ignore Look Out Sir and the normal allocation rules'. 

I'm pretty sure the Assassin dataslate had a FAQ.  Which would trump any Codex wording (which I still think says has the precision shot *rule*).

 

Sure, folk can play however they want, but RAW, the Vindicare only allocates on a 6, as GW have written the rule badly.

 

Thing is, checking just now, there's no Assassin FAQ on the BL site.

 

There's also no GK FAQ anymore.

 

Potential update coming?

  • 2 weeks later...

In Oz we have a FAQ put together by a group and it says all hits are precision. Thats how we will be playing it in our tourneys.

 

Staying on topic as others have said its a dangerous gambit using the culexus. There are better ways to spend his points that dont reduce our WC

This is an interesting idea...

 

I think on something like this.

 

Librarian ML3

Purifiers x10 combat squaded (keep the heavy weapons in a group, and combat weapons in the other and Join the librarian to the assault group)

Culexus assasin

 

This way you can get 10 (7 + 3) shots with S5 AP1.

 

Plus all the shoots from purifiers (maybe Incinerators or Psycannons)

 

Then you can assault and leave the 12" bubble zone easily ( as culexus has 18" this is not a problem, just leave him behind)

Next turn if you can cast some spells just move away the culexus and your'e OK...

This is an interesting idea...

 I ran this before with 2 x 10 purifiers CS in rhinos (2000pt list).

 

Infiltrated the culexus, ran my rhinos up turn 1 to power his shooting with 8 shots on top of the 3 from wc (and 3 more from the enemys HQ), and then powered through turn 2 out of the bubble into the 9" range for cleansing flame. the squads are flexible enough to leave behind or move up as needed, the only sucky bit is the effect on leadership.

 

its a nice play, but it still requires quite a bit to build an effective army around. i doubt i'd run it again unless i knew i was facing psykers on the opposing side.

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