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The Stratagems"

 

1cp Mental Focus: a GK psyker can attempt to cast an extra power this phase.

 

1cp/3cp Armoury of Titan: get a second Relic for 1cp, a third Relic for 3cp

 

2cp  Finest Hour:  Double the range of a Character's auras for a turn

 

1cp  Tactica Flexibility:  Can split a 10 man squad into two 5 man squads after the game begins

 

1cp  Wisdom of the Ancients: can re-roll to hit rolls of a 1 for units within 6" of one of your Dreadnoughts for a single phase

 

1cp  Truesilver Armour:  get a 5+ roll to ignore mortal wounds on one of your vehicles for a phase

 

1cp Only in Death Does Duty End:  a slain Character gets to Fight/Shoot back before removing the model

 

2cp  Psychic Onslaught: +1 Strength and extra -1 AP for psilencers, gatling psilencers, psycannons, and heavy psycannons for a shooting phase for a unit

 

2cp Psybolt Ammunition: +1 Strength and extra -1 AP for boltguns, storm bolters, heavy bolters, and hurricane bolters for a phase for a unit

 

2cp Heed the Prognoticars: +1 to the Inv Save of a Character until the start of your next turn

 

1cp Psychic Channeling: roll 3 dice to manifest a power

 

2cp The Aegis: roll 3 dice to deny a power

 

1cp Teleportation Boost: Interceptors can do a second Shunt during the game

 

1cp Teleportarium:  can hold a unit in Tactical Reserves and teleport it onto the table that normally doesn't have that ability (Infantry and Dreadnoughts, only)

Edited by Valerian
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I think i'll be using truesilver armour a lot on my GM NDK.

 

No cuirass for him, so this will have to do instead. :)

 

I also forsee a lot of fun and shenanigans with 'only in death'.

 

That might need a faq on how its used with a brotherhood champion.

 

I don't think I'll ever use Tactica Flexibility. Seems like a waste.

Edited by Gentlemanloser

That's my problem exactly with some of our better rules being put into cp. Why couldn't psybolts be equipment? Where are we getting the cp to use any of these stratagems?

Would tactical flexibility mostly help even more with deploying all units first to get first turn? Then after assessing the deployment and objectives choose to split to better achieve them? Seems ok but not great.

Would you be able to use Tactical Flexibility if the unit has suffered casualties?

Probably not...since they won't be able to result in two 5 man squads.

 

Tactical Flexibility could work well with Psybolt ammo. Have a 10 man squad within 12" of an enemy unit than unleash 40 S5 AP-1 shots.

 

Same for a Purgation squad with Psychic Onslaught for a devastating initial round of shooting.

Tactical Flexibility would also help with the 50% limitation to Tactical Reserves.  Teleport in one unit, then split it into two for the rest of the game.  Only requires a single unit deployed on the table to offset it, rather than the normal two.

I guess if we take a different detachment full of guard, we could get a "cheap" (≈700) Brigade to fuel our grey knights, and some bodies to put on the backfield?

 

But I don't really want to do that, and putting only GKs is going to make it tough. Your going to have a lot of Powered Armored guys, but not a lot compared to other armies, but at least you'll have a decent amount.

Every 2cp stratagem is overcosted except for the psybolt one.

 

Psybolt ammunition doubles the effectiveness of bolters if used against T4-5, and is a 50% increase otherwise, so I would suggest having at least a unit in the army that can make good use of it. A stormraven with huricane bolters works ok, but It really makes me want to play a 10-man strike squad. It can ride the stormraven for safety and shoot+assault after disembarking. That's a lot of damage, and they make good use of astral aim and hammerhand.

 

About the other stratagems, "Only in death" will be used everytime a character dies in close combat and it makes almost impossible for most opponents to trade favourably with one of your characters in melee. Pretty dirty for only 1 CP.

 

The one that let's you fight a second time for 3CP also looks extremely powerful, specially if you consolidate into a second unit after destroying the first one. It is expensive, but it can win you the game on the spot.

 

The armory of titan one... honestly, between special characters and GMNDK I'm not even sure whom I am going to give the free relic, and most of them are not very good anyway.

 

Teleportarium really only affects purgation, purifiers and dreadnoughts, and I don't think it makes purgations and purifiers playable unless something else has changed. Having the option to deepstrike your dreadnought is always nice to have, anyway.

 

I think every other stratagem is bad except for very niche situations, but it does not hurt to have them, as they can save your ass sometimes.

 

About getting CP, because of the new psychic powers and the GMNDK, it's more atractive for us to pick multiple HQ, so having 6-7 CP should be easy, and I think that's good enough.

Every 2cp stratagem is overcosted except for the psybolt one.

 

Psybolt ammunition doubles the effectiveness of bolters if used against T4-5, and is a 50% increase otherwise, so I would suggest having at least a unit in the army that can make good use of it. A stormraven with huricane bolters works ok, but It really makes me want to play a 10-man strike squad. It can ride the stormraven for safety and shoot+assault after disembarking. That's a lot of damage, and they make good use of astral aim and hammerhand.

 

About the other stratagems, "Only in death" will be used everytime a character dies in close combat and it makes almost impossible for most opponents to trade favourably with one of your characters in melee. Pretty dirty for only 1 CP.

 

The one that let's you fight a second time for 3CP also looks extremely powerful, specially if you consolidate into a second unit after destroying the first one. It is expensive, but it can win you the game on the spot.

 

The armory of titan one... honestly, between special characters and GMNDK I'm not even sure whom I am going to give the free relic, and most of them are not very good anyway.

 

Teleportarium really only affects purgation, purifiers and dreadnoughts, and I don't think it makes purgations and purifiers playable unless something else has changed. Having the option to deepstrike your dreadnought is always nice to have, anyway.

 

I think every other stratagem is bad except for very niche situations, but it does not hurt to have them, as they can save your ass sometimes.

 

About getting CP, because of the new psychic powers and the GMNDK, it's more atractive for us to pick multiple HQ, so having 6-7 CP should be easy, and I think that's good enough.

I think the +1 invul one is great for Draigo, especially if he goes up against a heavy hitter like Abby or Robby G. Combined with Only in Death, he can solo almost anything in the game I would think.

The problem is you must use the stratagem at the start of your turn, and it is very expensive. If you are going to charge with Draigo, the target will probably dead before it strikes, and even if that's not the case, a 3++ is usually good enough. In that specific case you mention, you can use sanctuary will be usually enough. If you use the power defensively, expecting the character to receive a lot of fire, the opponent will most likely  ignore it and focus on other targets and waste your 2 CP.

 

Is not that the stratagem is awful, but psychic ammunition/onslaught, Honour the chapter, Only in death and Counter-charge are far more powerful and reliable.

Just had to mention that with Finest Hour and First to the Fray we can have a 12" reroll charge bubble.

 

This is a very big area on a GMNDK because of his larger base. I think its no stretch of the imagination to say that your entire army could benefit from the ability on the first turn alpha strike

Just had to mention that with Finest Hour and First to the Fray we can have a 12" reroll charge bubble.

 

This is a very big area on a GMNDK because of his larger base. I think its no stretch of the imagination to say that your entire army could benefit from the ability on the first turn alpha strike

No, we can't. Finest's hour doubles the range of auras on the character's datasheet, which is not the case for First to the Fray.

The stratagem says specifically, "pick a Grey Knights Character and double the range of an aura abilities on its data sheet."  As Seizeman has pointed out, First to the Fray has an aura, but is not an aura ability on the Character's data sheet, so it would not apply, based on the precise language of the stratagem.  

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