Gentlemanloser Posted August 21, 2017 Share Posted August 21, 2017 (edited) 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 August 21, 2017 by Gentlemanloser Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/ Share on other sites More sharing options...
Adeptus Posted August 22, 2017 Share Posted August 22, 2017 Aand, we're back to the days where the NDK is the best thing in our list. Again. Yawn. Corvus Fortis, librisrouge and Blakklist 3 Back to top Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4864416 Share on other sites More sharing options...
Waking Dreamer Posted August 22, 2017 Share Posted August 22, 2017 I don't know anyone who has that many NDKs....But the possibility of an all NDK is fine for gits and shiggles. I mean people still like to bring an all Imperial Knight army. Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4864544 Share on other sites More sharing options...
aekold Posted August 22, 2017 Share Posted August 22, 2017 I don't know if all dreadknights are that great. They only move 8" and even less when they are damaged. Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4864567 Share on other sites More sharing options...
Waking Dreamer Posted August 22, 2017 Share Posted August 22, 2017 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. Zamtro and Gentlemanloser 2 Back to top Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4864669 Share on other sites More sharing options...
Gentlemanloser Posted August 22, 2017 Author Share Posted August 22, 2017 (edited) Kaiju! Daemons? Daemonic nids?!? :D Edited August 22, 2017 by Gentlemanloser Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4864673 Share on other sites More sharing options...
aekold Posted August 22, 2017 Share Posted August 22, 2017 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 Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4864766 Share on other sites More sharing options...
Gentlemanloser Posted August 22, 2017 Author Share Posted August 22, 2017 Greatsword. Never the Incinerator. G Psi is always better than the Incinerator and half the cost. If you have the points both the G Psi and H Psy. If not, then whatever you can afford. The H Psy is decent ranged weapon. Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4864772 Share on other sites More sharing options...
Holier Than Thou Posted August 22, 2017 Share Posted August 22, 2017 I would give the Grand Master a Greathammer, I think it's worth the risk of missing on a 2 to guarantee at least 3 damage per wound. Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4864786 Share on other sites More sharing options...
Corvus Fortis Posted August 22, 2017 Share Posted August 22, 2017 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. Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4864833 Share on other sites More sharing options...
Gentlemanloser Posted August 22, 2017 Author Share Posted August 22, 2017 Greatsword, Nemesis Lord Warlord Trait. Average damage of 4.5. Roll a 2 and you're still one shotting Paladin. Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4864840 Share on other sites More sharing options...
Beams Posted August 22, 2017 Share Posted August 22, 2017 Would the great hammer with that trait have a minimum damage of 4? Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4865070 Share on other sites More sharing options...
swordofmandulis Posted August 22, 2017 Share Posted August 22, 2017 Yes it would Beams Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4865076 Share on other sites More sharing options...
Beams Posted August 22, 2017 Share Posted August 22, 2017 (edited) 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 August 22, 2017 by Beams Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4865290 Share on other sites More sharing options...
Gentlemanloser Posted August 22, 2017 Author Share Posted August 22, 2017 Sanctuary hasn't been nerfed to prevent a 2++ on the GM NDK. Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4865319 Share on other sites More sharing options...
Helycon Posted August 22, 2017 Share Posted August 22, 2017 Maybe not, but you can no longer get a 2++ on a GMNDK. Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4865326 Share on other sites More sharing options...
Gentlemanloser Posted August 22, 2017 Author Share Posted August 22, 2017 Yes you can. Exactly the same way as before. Using both Sanctuary and heed. There was no other way to do it anyway. Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4865341 Share on other sites More sharing options...
Helycon Posted August 22, 2017 Share Posted August 22, 2017 The thing is, you play Heed at the start of your turn, making you GMNDK have a 3++. Sanctuary is added the phase after, so they don't stack. The wording is there in the FAQ. Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4865395 Share on other sites More sharing options...
Gentlemanloser Posted August 22, 2017 Author Share Posted August 22, 2017 (edited) Incorrect. I've given a more in depth example in the other thread. Using heed makes the GMNDK 4++ with a plus 1 to the roll. Subtle difference to making him 3++. Which heed doesn't. Edited August 22, 2017 by Gentlemanloser Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4865454 Share on other sites More sharing options...
Danarc Posted August 22, 2017 Share Posted August 22, 2017 Nope. The wording is "add 1 to its invulnerable saving throws until the start of your next turn". This way the invulnerable is 3++ not 4++ plus 1. Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4865462 Share on other sites More sharing options...
Helycon Posted August 22, 2017 Share Posted August 22, 2017 And as stated I'm pretty sure GW meant to make sure no 2++ was on any char. It's just a poor choice of wording. As an opponent, I would take issue and argue it's just using the wording to your advantage. Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4865464 Share on other sites More sharing options...
Gentlemanloser Posted August 22, 2017 Author Share Posted August 22, 2017 (edited) 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 August 22, 2017 by Gentlemanloser Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4865470 Share on other sites More sharing options...
Helycon Posted August 22, 2017 Share Posted August 22, 2017 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. Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4865474 Share on other sites More sharing options...
Gentlemanloser Posted August 22, 2017 Author Share Posted August 22, 2017 (edited) 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 August 22, 2017 by Gentlemanloser Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4865478 Share on other sites More sharing options...
Helycon Posted August 22, 2017 Share Posted August 22, 2017 I feel it was too hastily FAQ'ed and Heed should have been included as well. Link to comment https://bolterandchainsword.com/topic/338465-supreme-command/#findComment-4865486 Share on other sites More sharing options...
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