Panzer Posted August 4, 2018 Share Posted August 4, 2018 Yeah, I am aware that it's not so useful when compared to falchions or hammers but they cost 2 points while the staff is free. When compared to the other free weapons (sword or halberd) the staff offers S6, which can let you wound at 3+ or even 2+ against most targets, at the cost of little AP, but armor is not so prevalent here as it is on 40k right? I wasn't necessarily talking about the Falchions or Hammers. Even just the Sword and Halberd are better than the Staff imo. You rarely need S6. Maybe against Death Guard but then you'd be struggling to punch through their armour with only AP-1 compared to the Halberds AP-2 and the Swords AP-3. The other case where S6 is of interest would be T3 but I dare say S5 AP-2 is better than S6 AP-1 there as well but even if not it's the better weapon against a bigger range of targets which would make the Staff an incredibly niche weapon against targets you shouldn't have too much trouble against thanks to Storm Bolter anyway. Link to comment https://bolterandchainsword.com/topic/349236-returning-for-kt/page/2/#findComment-5137840 Share on other sites More sharing options...
Prometheo567 Posted August 4, 2018 Author Share Posted August 4, 2018 I just ran some estimations and indeed you are right. Staff is only better than the other two against Geq (T3 Sv5+) targets. Everything else is better handled by halberds, which is the best of the three except against vehicles (which doesn't exist on KT).I stand corrected. Link to comment https://bolterandchainsword.com/topic/349236-returning-for-kt/page/2/#findComment-5137862 Share on other sites More sharing options...
Trevak Dal Posted August 7, 2018 Share Posted August 7, 2018 BattleScribe shows it to be exactly 100pts for that loadout. Either your calculations are wrong or BattleScribe is.. I'm using BattleScribe for that, but maybe I'm doing something wrong? Justicar+hammer comes at 21, gunner+psilencer at 22, and the next 3 guys with falchions at 20, so that adds 103. Am I doing something wrong? Sorry you were actually right. I updated and it seems it’s 1pt per falchion. Not 1pt for the pair.. I thought it was 1pt for the pair. Just checked the rule book as well, says “Nemesis Falchion 1pt per weapon”Why can't they just say "it costs 2 points" instead of 1 point per weapon, or if they are going that route to let us open the flood gates if we want to give guys two storm bolters and two plasma pistols. THAT would be a Purgation marine. Link to comment https://bolterandchainsword.com/topic/349236-returning-for-kt/page/2/#findComment-5140081 Share on other sites More sharing options...
jeffersonian000 Posted August 7, 2018 Share Posted August 7, 2018 Technically, an extra attack is only worth 1 point, based on the difference in stats between a Knight and a Justicar. And given that Falchions have less AP than the Sword, I’d even say Falchions are probably only worth 1 point for the pair. SJ Link to comment https://bolterandchainsword.com/topic/349236-returning-for-kt/page/2/#findComment-5140238 Share on other sites More sharing options...
Soder Posted August 7, 2018 Share Posted August 7, 2018 It could be a mistake as well?.. who knows. Hopefully we’ll find out when the faq drops. It’s not even possible to just equip 1 falchion is it? (except Apothecary & banner in standard 40k) so they should be priced as a pair anyways IMO Link to comment https://bolterandchainsword.com/topic/349236-returning-for-kt/page/2/#findComment-5140265 Share on other sites More sharing options...
Corvus Fortis Posted August 7, 2018 Share Posted August 7, 2018 Fortunately, in KT Falchions are less mandatory than in 40K. But I wonder if this point changes herald ones for original game. Then strike squads will drop one point, but falchions will cost something. Psilencers may get more cost, while psycannons get a drop. Link to comment https://bolterandchainsword.com/topic/349236-returning-for-kt/page/2/#findComment-5140370 Share on other sites More sharing options...
jeffersonian000 Posted August 7, 2018 Share Posted August 7, 2018 Given the point costing, GK really do need a 1 point option, to go with the 2 and 3 options already there. Let’s us have 100 point teams instead of 99 point team. SJ Link to comment https://bolterandchainsword.com/topic/349236-returning-for-kt/page/2/#findComment-5140545 Share on other sites More sharing options...
TheCastigator Posted August 27, 2018 Share Posted August 27, 2018 If you are taking two incinerators what is the second specialty your taking aside from demolitions? Link to comment https://bolterandchainsword.com/topic/349236-returning-for-kt/page/2/#findComment-5154431 Share on other sites More sharing options...
Panzer Posted August 27, 2018 Share Posted August 27, 2018 Keep in mind that Gunner != specialist. You can have Gunner that aren't specialists and you can have specialists that aren't Gunner. So with that in mind I wouldn't make the second Incinerator Gunner a specialist at all to be honest. None of the specialisms aside from Demolition are particularly useful to him at level 1. Better use your other two specialist slots for a Combat and a Zealot specialist if you go with two Incinerators. That being said I'd probably go with either a Psilencer or a Psycannon over a second Incinerator so you have something to reach out and make better use of the Comms or Heavy specialism. One melee guy and one flamer guy should be enough close range for a Grey Knight Kill Team. Especially since every non-Gunner already has a Storm Bolter and force weapons already anyway. Link to comment https://bolterandchainsword.com/topic/349236-returning-for-kt/page/2/#findComment-5154493 Share on other sites More sharing options...
Corvus Fortis Posted August 27, 2018 Share Posted August 27, 2018 You can take incinerator gunner as Veteran. Before playing actual game, Veteran seemed to me worthless on paper, but now he is critical for gk. His stratagem allows him free move before the first round. Incinerator can move+advance and move+advance again, so he can be in range t1. You can do the same trick to smite something important t1 or get in rapid fire range. You cannot advance if you want shoot, though. Link to comment https://bolterandchainsword.com/topic/349236-returning-for-kt/page/2/#findComment-5154528 Share on other sites More sharing options...
Panzer Posted August 27, 2018 Share Posted August 27, 2018 That's true and definitely a viable idea. Tho keep in mind that it's all about a single 4+ roll (after the to-wound roll and after the save roll) to decide whether you just wasted your Incinerator guy or not. Just one of your opponents models has to make a charge even if it suffers a flesh wound before he can pile in with even more without having to fear overwatch and your Incinerator guy would be all alone without proper support from the rest of your team in range. Or even worse you just rushed within half range of all his dangerous stuff so he just has to ready his models to take care of the Incinerator. Link to comment https://bolterandchainsword.com/topic/349236-returning-for-kt/page/2/#findComment-5154535 Share on other sites More sharing options...
Kilofix Posted August 27, 2018 Share Posted August 27, 2018 How are your teams faring in practice? I’m still concerned about only 5 models, 1 wound ea. at 3+, especially against something like Thousand Sons or IG Specials/Scions with AP on everything. Link to comment https://bolterandchainsword.com/topic/349236-returning-for-kt/page/2/#findComment-5154721 Share on other sites More sharing options...
Corvus Fortis Posted August 27, 2018 Share Posted August 27, 2018 I haven't been in town for a month, but before I departed, I haven't lost a single game against SM. I'm not concerned about thousand sons, because they are low model count too, and we have a couple of things that negates their 2+ save (psybolt, psilencer, psyammo). On other forum people say that GK is powerful, if not broken. Link to comment https://bolterandchainsword.com/topic/349236-returning-for-kt/page/2/#findComment-5154862 Share on other sites More sharing options...
Panzer Posted August 27, 2018 Share Posted August 27, 2018 Against TSons just try to get into melee. GK have the huge advantage that all their melee weapons do multi-damage. Halberds should do the trick and make TSons cry. Just don't roll crappy against flamer overwatch lol Link to comment https://bolterandchainsword.com/topic/349236-returning-for-kt/page/2/#findComment-5154934 Share on other sites More sharing options...
Kilofix Posted August 27, 2018 Share Posted August 27, 2018 Not doubting ( I have no experience myself ) but is the single Halberd attack enough? Link to comment https://bolterandchainsword.com/topic/349236-returning-for-kt/page/2/#findComment-5154940 Share on other sites More sharing options...
Panzer Posted August 27, 2018 Share Posted August 27, 2018 It's better than a single S4 AP0 D1 attack which other Marines would have in their place. If you want more attacks take a Combat specialist or a Zealot specialist. Falchions are good as well but imo the S5 of the Halberd really pays off against other Marines here. Zealot specialists could go either way ... Halberd for S6 against T3 models or Falchions for one more S5 attack. Link to comment https://bolterandchainsword.com/topic/349236-returning-for-kt/page/2/#findComment-5154985 Share on other sites More sharing options...
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