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Squad leader Nemesis weapons


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Which weapons do people run on their Justicars/knights of the flame ect?
I'm in the middle of repaing my stuff and my three PA Justicars are moddled with an axe, lightning claw and sycth from before alll NFW were the same, and I'm not sure what I'd count them as if I were to keep them or where ever I should try and get the parts to convert them to the current options?
Do some people leave theres with swords to keep costs down and avoid being sniped by challenges? or pay more hoping to insure they kill?

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Teleport homers are difficult to use because it relies on your unit A: surviving at least one enemy shooting phase intact and B: it has no synergy with 'Rites' (ie they wanna DS Turn 1, but you don't even get to move your teleport homer squad out of your DZ, so it's a waste). Teleport homers are much better on Allied SM Scouts or Ravenwing, who can either Infiltrate or Scout forward far enough to make it worthwhile. 

 

Regarding nemesis upgrades, I usually leave Terminators as is (one hammer per 5 is fine, you can always drop the squad hammer if say the Librarian or Grand Master you're attaching has one). On PA squads, if they're Purifiers I don't bother (they're 2A already). On Interceptors, I take falchions on everyone except the 1 in 5 incinerator. 

GK Teleport Homers synergize with Rites and Gate. Don't let RD let you wrong.

 

No, it doesn't. Your Interceptor squad has to deploy inside your normal deployment zone. Reserves occur before the Movement phase. Ergo, your Terminators only land at best 6" further up than they would have by deploying normally. Teleport homers will only work with 'Gate' if the models being transported by Draigo are also in TDA (so for example, not Centurions, but Stormhammers would be fine). And in both cases, your teleport homer caddies risk getting murdered before your Reserves turn up (if we're assuming that you keep your Terminators back until Turn 2, likewise for a 'Gate' cast). 

Personally, I find homers jolly useful. If some of your army doesn't turn up turn 1 (which it quite often doesn't, at least for me as I don't use a comms relay (It really doesn't fit with the Grey Knight background...)) then having the homers for turn 2 onwards is awesome.

 

I was playing a game against 'Nids yesterday and used the homer on my Interceptors turn one to Deep Strike 6 inches out of my deployment zone as I didn't want to get too close to Tyranid Swarmlord and wanted to shoot him up a bit before hitting combat. Homers can be useful, especially if units come down late. 

In my game for tonight, I've removed all Homing devices, from the infantry, and the Stormraven.

 

I think it's a very difficult 'sell' to my opponents that I can use a psychic power to leverage the homing device. It feels... illegal. In gameplay mechanics it is worded similarly to a deep strike but in essense it would appear a psychic power is mimicing the deep strike.

 

As well I used the homer on the Purifiers doing the emergency drop from the stormraven to stop deviation.... that got a lot of 'are you kidding' looks from some players. Then I realized, no one else does this.... Codex astartes players... Blood Angels... all use the Stormraven but aren't using this mechanism, so instead of getting the sideways glares, I've taken the highroad until I see something concrete.

 

GK Teleport Homers synergize with Rites and Gate. Don't let RD let you wrong.

 

No, it doesn't. Your Interceptor squad has to deploy inside your normal deployment zone. Reserves occur before the Movement phase. Ergo, your Terminators only land at best 6" further up than they would have by deploying normally. Teleport homers will only work with 'Gate' if the models being transported by Draigo are also in TDA (so for example, not Centurions, but Stormhammers would be fine). And in both cases, your teleport homer caddies risk getting murdered before your Reserves turn up (if we're assuming that you keep your Terminators back until Turn 2, likewise for a 'Gate' cast).
You're just saying that you don't like them because they are inconvenient for you to use, which is wholly different from them not synergizing. The synergy is in setting up safe relay points to bounce Draigo and/or a Libby between, rather than as waypoints for arriving GKT (although Rites lets the arriving unit run-shoot/shoot-run, which can add 7"-12" to a GKT's position off of an unit of Interceptors).

 

The box does have an outside.

 

SJ

In my game for tonight, I've removed all Homing devices, from the infantry, and the Stormraven.

 

I think it's a very difficult 'sell' to my opponents that I can use a psychic power to leverage the homing device. It feels... illegal. In gameplay mechanics it is worded similarly to a deep strike but in essense it would appear a psychic power is mimicing the deep strike.

 

As well I used the homer on the Purifiers doing the emergency drop from the stormraven to stop deviation.... that got a lot of 'are you kidding' looks from some players. Then I realized, no one else does this.... Codex astartes players... Blood Angels... all use the Stormraven but aren't using this mechanism, so instead of getting the sideways glares, I've taken the highroad until I see something concrete.

Ironically, SM players can do it better, with their 5pt Locator Beacons versus our 10pt Teleport Homers, which are less restrictive for them than ours are for us.

 

SJ

The key to winning is to reduce the chances of failure. Grav-Bikes with Cpt. America CM on Bike is the overall best SM strat as it reduces failure at almost every step of the game. GKs can't do Grav-Bike gangs. What we can do is the Sanctic Shuffle.

 

SJ

The key to winning is to reduce the chances of failure. Grav-Bikes with Cpt. America CM on Bike is the overall best SM strat as it reduces failure at almost every step of the game. GKs can't do Grav-Bike gangs. What we can do is the Sanctic Shuffle.

 

SJ

Is that our counter to the chaos Time warp in the 40,000 dance off finals?? :P

 

 

The key to winning is to reduce the chances of failure. Grav-Bikes with Cpt. America CM on Bike is the overall best SM strat as it reduces failure at almost every step of the game. GKs can't do Grav-Bike gangs. What we can do is the Sanctic Shuffle.

 

SJ

Is that our counter to the chaos Time warp in the 40,000 dance off finals?? :P
"Let's do the Time Warp, again!"

 

SJ

Personally, I find homers jolly useful. If some of your army doesn't turn up turn 1 (which it quite often doesn't, at least for me as I don't use a comms relay (It really doesn't fit with the Grey Knight background...)) then having the homers for turn 2 onwards is awesome.

If you're not using Comms you might as well deploy normally. It's not worth the risk to have half your army off-table for multiple turns, or coming down piecemeal in bite-sized chunks for the enemy to obliterate.

In my game for tonight, I've removed all Homing devices, from the infantry, and the Stormraven.

I think it's a very difficult 'sell' to my opponents that I can use a psychic power to leverage the homing device. It feels... illegal. In gameplay mechanics it is worded similarly to a deep strike but in essense it would appear a psychic power is mimicing the deep strike.

As well I used the homer on the Purifiers doing the emergency drop from the stormraven to stop deviation.... that got a lot of 'are you kidding' looks from some players. Then I realized, no one else does this.... Codex astartes players... Blood Angels... all use the Stormraven but aren't using this mechanism, so instead of getting the sideways glares, I've taken the highroad until I see something concrete.

Well they have no right to judge you, because they can do exactly the same thing. It's not your fault they didn't realise the combo works. Shame on them for being petty and pathetic about a combo that isn't even that powerful (wow, my expensive infantry don't get sent back to Reserve or die because of the vagaries of the scatter dice and the Mishap chart).

You're just saying that you don't like them because they are inconvenient for you to use, which is wholly different from them not synergizing. The synergy is in setting up safe relay points to bounce Draigo and/or a Libby between, rather than as waypoints for arriving GKT (although Rites lets the arriving unit run-shoot/shoot-run, which can add 7"-12" to a GKT's position off of an unit of Interceptors).

Uh huh. And what is stopping people just murdering your teleport caddies? That's the issue. You give them an entire Shooting phase, potentially 2 Shooting phases (if you're going second) to get rid of your teleport homers. They're still just PA after all, it's not a tall order for most armies.

Ironically, SM players can do it better, with their 5pt Locator Beacons versus our 10pt Teleport Homers, which are less restrictive for them than ours are for us.

Well the Raven has the same awesome locator beacon, but yeah the squad homers only work for units of TDA. Mind you, its not normally an issue, Terminators are the only thing we're bringing in Reserve mostly.

It's so weird I haven't seen anyone do this then... .I mean really strange. But when I think about it, I don't even see most of them using the Stormraven. Everyone's gone Grav-Bike happy.

And Grav-Centurion. Neither of which use a Raven. I dunno, I still see Ravens in BA armies. Things like this can fall by the wayside when the new black comes out (ie grav weapons).

The key to winning is to reduce the chances of failure. Grav-Bikes with Cpt. America CM on Bike is the overall best SM strat as it reduces failure at almost every step of the game. GKs can't do Grav-Bike gangs. What we can do is the Sanctic Shuffle.

Take one step forward, and one step back. One step forward and you cast a lot of powers. You do some token shooting then you pass the turn. That's what it's all about!

*sad trombone*

Is that our counter to the chaos Time warp in the 40,000 dance off finals?? tongue.png

Nah, Draigo is. Aka, Jesus Christ Superstar ;)

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