TheMostGood Posted May 13, 2015 Share Posted May 13, 2015 I just had this idea, and I might need some help in coming up with a use. My friend and I have been trying to figure out how best to defeat Eldar and their Ds. One solution that I am going to try and test will be a completely decked out Void Shield. It's large enough to cover most of my Tau that I play and keep my Riptides safe for a turn or two with minimal point investment. But why not use a Void Shield for Grey Knights too? IIRC, fortifications can be used anywhere on the map. A GK player could put a Void Shield on the map in an area he expects to teleport / shunt to. This would really be effective if the GK player goes first, but the generator can still be used for preventing alpha strikes as well. Now, like most fortifications, the shield *should* help everyone underneath it from shooting. So I would argue that all shooting attacks against models under it would get the save. However, CC attacks are not protected by the shield, and our shooting isn't all that hot anyway. Basically, we're using the shield as a bubble to make sure all our shunting and DS guys land and survive a turn or two. Using a shield generator in this way could prove extremely useful. What do you guys think? Assuming I have the rules right. Link to comment https://bolterandchainsword.com/topic/307536-void-shields-and-gks/ Share on other sites More sharing options...
Reclusiarch Darius Posted May 13, 2015 Share Posted May 13, 2015 We're not an army that camps and shoots. So that's strike 1 against it. Strike 2 is that glancing (and that's all they have to do) AV12 isn't difficult for Eldar or Tau. Every glancing hit drops a void shield, and at best you'll have like 3-6 of them (assuming you drop a lot of points into pure defensive tech). Strike 3 is that it's only going to matter for Turn 1. Turn 2, you should be in their lines eating them alive in melee. Bunkering down in your DZ is just a delay, it's not going to stop them winning late-game. More Grey Knights is actually a better investment. Link to comment https://bolterandchainsword.com/topic/307536-void-shields-and-gks/#findComment-4040876 Share on other sites More sharing options...
TheMostGood Posted May 13, 2015 Author Share Posted May 13, 2015 I wasn't suggesting to camp and shoot. I might have the rules wrong, but I'm suggesting that we put the Void Generator close to or in their deployment zone for the purpose of shunting / DS into it our turn one. So when it is their turn one, they have an entire GK army in their face protected under a Void Generator. Even if they to get in it, it won't matter because we suck at shooting anyway. We want to get into CC, and CC doesn't get any benefits to the Void Shield. It's only ~100pts for a 3 Stack Void Shield, and attacks against the VS are resolved on the Void Shield itself. AFAIK, no attacks "spill over" to the models underneath. Link to comment https://bolterandchainsword.com/topic/307536-void-shields-and-gks/#findComment-4040934 Share on other sites More sharing options...
jeffersonian000 Posted May 13, 2015 Share Posted May 13, 2015 I've tried out the Void Shield Generator strat when Stronghold Assault first came out, and found the if your opponent gets under the void shield, you are now shooting your own shield to wound the enemy. Not a good setup when it's your VSG, but quite fun when it's your opponent's VSG. Right now, I only use them in Apoc to survive going second. SJ Link to comment https://bolterandchainsword.com/topic/307536-void-shields-and-gks/#findComment-4041169 Share on other sites More sharing options...
TheMostGood Posted May 13, 2015 Author Share Posted May 13, 2015 I talked it over with my friend and he said that the rules only let you deploy the Fortification in your own deployment zone. So it kind of shoots that idea, although it might be worth it to give your DKs first turn security against D weapon alpha strikes. Just the other night I played my Eldar friend with my Tau and he one shot my riptide turn one. A Void Shield may have saved it. Link to comment https://bolterandchainsword.com/topic/307536-void-shields-and-gks/#findComment-4041392 Share on other sites More sharing options...
Rurik the blessed Posted May 13, 2015 Share Posted May 13, 2015 With the actual meta for Grey Knights, i don't think this wuold be of much use to us. Our army will never remains in the DZ. We will make use of our teleporters and Deep Strike hability. Link to comment https://bolterandchainsword.com/topic/307536-void-shields-and-gks/#findComment-4041418 Share on other sites More sharing options...
Reclusiarch Darius Posted May 14, 2015 Share Posted May 14, 2015 I wasn't suggesting to camp and shoot. I might have the rules wrong, but I'm suggesting that we put the Void Generator close to or in their deployment zone for the purpose of shunting / DS into it our turn one. So when it is their turn one, they have an entire GK army in their face protected under a Void Generator. Even if they to get in it, it won't matter because we suck at shooting anyway. We want to get into CC, and CC doesn't get any benefits to the Void Shield. It's only ~100pts for a 3 Stack Void Shield, and attacks against the VS are resolved on the Void Shield itself. AFAIK, no attacks "spill over" to the models underneath. It has to be placed in your DZ. So no, that won't work at all. I talked it over with my friend and he said that the rules only let you deploy the Fortification in your own deployment zone. So it kind of shoots that idea, although it might be worth it to give your DKs first turn security against D weapon alpha strikes. Just the other night I played my Eldar friend with my Tau and he one shot my riptide turn one. A Void Shield may have saved it. Nah, would've stopped a little of their firepower, but glancing AV12 isn't difficult for Eldar. With the actual meta for Grey Knights, i don't think this wuold be of much use to us. Our army will never remains in the DZ. We will make use of our teleporters and Deep Strike hability. Exactly. And I think in general terms, VSG have proved to be pretty ineffectual even for shooty armies. They're only good if you're bringing Titans, for void shield stacking cheese. That's what Escalation is largely about ie 'who brings a Warhound and ruins it for the other guy'. Link to comment https://bolterandchainsword.com/topic/307536-void-shields-and-gks/#findComment-4041767 Share on other sites More sharing options...
Everon Posted May 14, 2015 Share Posted May 14, 2015 I talked it over with my friend and he said that the rules only let you deploy the Fortification in your own deployment zone. So it kind of shoots that idea, although it might be worth it to give your DKs first turn security against D weapon alpha strikes. Just the other night I played my Eldar friend with my Tau and he one shot my riptide turn one. A Void Shield may have saved it. Just a question, since I notice every one saying that the Wraithknights guns are one shotting everything with 4+ wounds... How is this so when the weapon in question falls under the "D weapon - 1" table? Most it can do is d3 wounds with invul saves allowed....Unless my wifes dex is a misprint? Link to comment https://bolterandchainsword.com/topic/307536-void-shields-and-gks/#findComment-4041779 Share on other sites More sharing options...
Reclusiarch Darius Posted May 14, 2015 Share Posted May 14, 2015 Just a question, since I notice every one saying that the Wraithknights guns are one shotting everything with 4+ wounds... How is this so when the weapon in question falls under the "D weapon - 1" table? Most it can do is d3 wounds with invul saves allowed....Unless my wifes dex is a misprint? The heavy wraithcannon on a WK doesn't suffer that penalty dude. The -1 is only for D-scythes. So, on a 6, they can one-shot pretty much anything in the game. Link to comment https://bolterandchainsword.com/topic/307536-void-shields-and-gks/#findComment-4041780 Share on other sites More sharing options...
Captain Coolpants Posted May 14, 2015 Share Posted May 14, 2015 It wouldn't work. D weapons actually auto drop the sheilds. Plus av12 isn't even that hard to deal with for then anyway. Also they could just flat out/turbo boost under the sheild and get protected themselves, then next turn jump out and Flamer template everything dead. Speaking of which, If their D-scythes template hit multiple overlapping sheilds, would it knock them all down? Or just the first one it touches? Link to comment https://bolterandchainsword.com/topic/307536-void-shields-and-gks/#findComment-4041958 Share on other sites More sharing options...
Captain Coolpants Posted May 14, 2015 Share Posted May 14, 2015 I talked it over with my friend and he said that the rules only let you deploy the Fortification in your own deployment zone. So it kind of shoots that idea, although it might be worth it to give your DKs first turn security against D weapon alpha strikes. Just the other night I played my Eldar friend with my Tau and he one shot my riptide turn one. A Void Shield may have saved it. Just a question, since I notice every one saying that the Wraithknights guns are one shotting everything with 4+ wounds... How is this so when the weapon in question falls under the "D weapon - 1" table? Most it can do is d3 wounds with invul saves allowed....Unless my wifes dex is a misprint? Only weapons with the "distortion scythe" rule get - 1 on the D table. So only the Flamer templates on the wraithguard and the small blasts on the hemlock wraithfighter get - 1. Everything else with D uses them as normal. Link to comment https://bolterandchainsword.com/topic/307536-void-shields-and-gks/#findComment-4041962 Share on other sites More sharing options...
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