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CP are hard for us, usually we look at the Vanguard types and thier +1.

 

And the 'new' GM NDK are beasts.

 

The Supreme Command detachment also gives +1 CP and only requires 3 HQ.

 

/evil grin

 

We can have 2 footslogging GM NDK for 500 points.

 

HQ. GM NDK, Greatsword, H Psy (255)

HQ. GM NDK, Greatsword, H Psi (245)

 

At 1K, that's 4. At 1.5K 6.

And 2K 8 GM NDK, +2CP and 96 wounds.

 

Add a few GoI in there for some mobility.

 

Ah, a pure NDK list that should hopefully beat faces of anything not in upper level ruins, or supersonic! :P

 

Or for around 750 points, three of these beasts and +1 CP to add to your normal lists!

Edited by Gentlemanloser
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I don't know if all dreadknights are that great. They only move 8" and even less when they are damaged.

Yeah it's hardly OP, just spammy. It would be a sight to see against MC spam. The makings for Pacific Rim 2 right on your table.

What do you people think is the best way to equip the NDKGM??

 

Dual fists for the additional attack of greatsword for the D6 damage?

 

What kind of ranged weapon would you give him? In my eyes the gatling psilencer is the most point efficient, but the incinerator is nice as well

I'd say, GMNDK is the only unit on which greathammer is worth to be taken on. Swords just more versatile. You need guaranteed 3 damage only against models with a lot of hp, or against 3 wound infantry like custodians, where a roll of 2 for damage will completely waste an attack. Hammer is -4 rend too, so better against things like LRs. Take hammer, take hammerhand, take Draigo, and an Imperial Knight should be really afraid of you GMNDK.

 

But if you doubt, sword is always better.

So, that seems pretty good then.

Min damage 4, Max damage 7. Avg: 5.

Youre hitting 16% ish less though

 

That said, I used that trait and the sword and 1 hitko'd a gravis captain, and quickly destroyed a Redemptor Dreadnought, so that's also good. I didn't miss a single melee attack and used his ranged weapons to cull the little dudes. Granted this was before sanctuary was nerfed to prevent a 2++, and he was easily a monster.

 

But I would just use whatever you have modeled at this point.

Edited by Beams

Nope.

 

The wording had changed to

 

"The invulnerable save of the unit is improved by one (to a maximum of 3+)"

 

Not what you are quoting Danarc.

 

It was changed in the FAQ.

 

Again it was changed on purpose. As you cannot limit a plus to a dice roll.

 

But you can limit how high a unit stat goes.

 

 

Please guys. This is not up for debate. The rule is clear.

Edited by Gentlemanloser

And yet I feel that it's not, so it is a debate.

 

I feel it's just a wording issue. 2++ saves should not be in the game, unless it's very specific circumstances. I believe Eldar or Dark Eldar have a save of 2++ that lasts until you fail. This one can be done every turn, until you run out of CP, which in larger games, could be never.

Which the FAQ *did not change* for Draigo using Heed.

 

So it still exists.

 

Or BC using Heed and Blade Shield.

 

2++ is easily available to us.

 

Any mini can get it in CC with Heed and a Warding Staff.

 

You might not like it. But that doesn't change the rules...

Edited by Gentlemanloser

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