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Posted: Thu Feb 09, 2006 1:43 pm
Are assassins still allowed in any imperial army? or only the WH and DH?
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Posted: Thu Feb 09, 2006 2:53 pm
well you would have to take a Inquisitor as an ally
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Posted: Fri Feb 10, 2006 10:23 pm
Yes, DaemonHunters and WitchHunters even have to do that. Sometimes an Inquisitor really isn't worth it though for an assassin, especially because sometimes the assassins aren't even worth it. Also, in many games Inquisitors are a waist of points. I'd think before you jump on assassins in your Imperial army.
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Posted: Wed Feb 15, 2006 5:17 pm
I was wondering if anyone has ever tried an ALL Grey Knights army? I plan on building one myself, and while I realise if we can make it into assault, the Grey Knights will tear anyobdy else a new belly-button, the fact that my 1,500 point list has only 24 actual models in it (Not including a the Land Raider tank and a Grey Knight Dreadnought) frightens me more than a little. Two rounds of massed firing can easily knock the army out, which would be very unfortunate.
Still, as my main opponents are a Khorne army and a very close combat focused Black Templars army, I shouldn't have to worry about too much shooting. I have play tested the army, and it has had it's fair share of wins. So now, I just want to know what you all think. Has anyone else ever toyed with the idea of an all Grey Knight army? How did it work out? What are your thoughts, you know, all that jazz.
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Posted: Thu Feb 23, 2006 6:12 pm
Wow, have all the Daemon Hunters players up and left on me..? o.o; I feel so alone in here...
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Posted: Thu Feb 23, 2006 6:16 pm
All though my DaemonHunters army isn't intentionally made with only Grey Knight units, I do not stray away from setting up point sheets that conscern 'pure' Grey Knight armies. I hate radical armies, and play DaemonHunters mostly for their Grey Knights, so often in games where I am not teamed up with Dart's space marines, I will head into battle with only the famed Grey Knights at my command. To worry about such things is natural, for it is supposed to be a hard way of going about the army, even harder than DaemonHunters are already supposed to be, but as long as you don't go off and do something stupid, and you end the battle with most of your models still in tact, nothing will ever look cooler or be more fun to play (in my opinion at least).
If you are fighting Black Templar and Khorne, you should generally have no worries. Grey Knights will eat other Close-Combat armies up and spit them out, because nothing in the game compares to Grey Knights amazing skill in Hand to hand, and those who even start to look like they may be a bit of a challenging lack to much shooting to back it up. Orks will be great to use 100% Grey Knights on if you ever get the chance, make a Stormbolter fire line that the Orks will get eaten up at, and then by the time they get into assualt there is no where near enough of them to do anything.
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Posted: Fri Feb 24, 2006 1:46 am
Daicon Wow, have all the Daemon Hunters players up and left on me..? o.o; I feel so alone in here... Pardons brother. A whole Grey Knight army is a very cool idea and if thats what you like then dont let anyone stop you. Just be warry of 2 things: 1. Numbers. Grey Knights are awfully expensive and are easy to outman. Most Daemon Hunters just put in a few inquisitorial storm trooper squads, but your wanting a full greyknight army so.... hmmm..... i suggest taking greyknight fast attack squads with incenerators. A very plain tactic but effective non the less. Ambush and burn. Other than that i cant really suggest much. 2. Tanks and other armour higher than 12. You strike with str6 so you can take down a dread and other light tanks without to much trouble. but for vehicles with armour over 12 you have a problem..... equipt your justicars with meltabombs might help especially if your opponent doesnt know he has them, but you do need a better solution, well lets look what you can use: dreads, landraiders, and crusaders. since you are greyknights your prolly gonna be pressed for points so most likely your not going to be able to afford more than one land raider which isnt really gonna help to much since you opponet is gonna know thats your only anti armour you have. I suggest taking 2 or more dreads. equipt them with lascannons and thier powerfist and march them with your forces. Personal note: DONT BE TEMPTED BY ORBITAL STRIKES! Whie they are powerful no doubt, they are very difficult to use since they are very random and your opponent will be expecting them. Those are your two problems and how i solved them, note that they are only suggestions. They worked for me, but might not work for you. Goodluck Fellow Grandmaster.
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Posted: Fri Feb 24, 2006 12:13 pm
That's the beautiful thing about my opponents, I don't need to really worry about armour at all.
My main opposition will come from a Black Templar force that has only one Dreadnought within it, while the other is a Khorne World Eaters army completely devoid of any armor at all. It makes my job a lot easier.
As far as a current army list goes, I've got two squads of seven Grey Knights in power, a squad of five Grey Knight Terminators, a Grandmaster with a four termy retinue, a Land Raider and a Dreadnought.
For 1,500 points, I don't have to buy very much at all, and get a force more than capable of dealing with the armies my friends have chosen to play. I plan on expanding the list two a 2,000 point army where I can take a more Grey Knights in power armor, as well as another Dreadnought. *Shrugs* Either that, or excluded Dreadnoughts from the 2,000 point list for an additional Land Raider to transport some troops around faster.
Thank you all for your input, I look forward to many glorious victories in my near future. 3nodding
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Posted: Fri Feb 24, 2006 4:17 pm
Its just my opinion, but lose the Land Raider. Every army that I played against just see a huge shoot me sign on my Raiders when I used to field them. I use the extra points from the Raider to field more troops and up my dreads w/assault cannon to 2 in number. I'm starting to get better at getting those rending results with the assault cannon, just the other day I rended 2 tau flyers into immobilization death and massacered the HQ with rending results alone. Made that Tau player think twice before not paying attention to flanking dreds in city fight.
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Posted: Fri Feb 24, 2006 6:07 pm
Well, although you are right about the all Grey Knigh problems, most of the time I wouldn't even count numbers as a disadvantage. Grey Knights are expensive because they're worth every point, and taking that few units doesn't drag you down much when their as powerful as a Grey Knight.
Also, I wouldn't agree with whoever said "do not use orbital strikes." All though true, they are unpredictable, they will throw you enemy horribly off track. Wherever you put the Orbital strike, that piece of terrain as well as a large 12" circle around it will there on be unoccupied by the enemy, place it right and you can make perfect game winning traps. Great on tau.
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Posted: Sat Feb 25, 2006 9:19 am
Can anyone tell a good way to take down a good world eaters player with Daemon Hunters? Those freakin axes just chew through everything and I can't get any spell of what so ever with all the Collars of Khorn everywhere. Naturaly if I play Daemon Hunters the World Eaters player just completely ignores his Daemons and swarms me with Berzerkers. Honestly it seems like to me that the Daemon Hunters ultimate weekness is the World Eaters force, which ironicaly enough happen to be chaos =.
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Posted: Sat Feb 25, 2006 1:38 pm
Zizzle Can anyone tell a good way to take down a good world eaters player with Daemon Hunters? Those freakin axes just chew through everything and I can't get any spell of what so ever with all the Collars of Khorn everywhere. Naturaly if I play Daemon Hunters the World Eaters player just completely ignores his Daemons and swarms me with Berzerkers. Honestly it seems like to me that the Daemon Hunters ultimate weekness is the World Eaters force, which ironicaly enough happen to be chaos =. Lots of Grey Knights... Honestly, in the few games I've played so far with test run armies, the Grey Knights slap around Khorne Berzerkers like a pimp slaps his hoe. All Grey Knights have at least two attacks at strength six in close combat, and hit the 'Zerkers on 3+. So you're out-hitting and greatly out-wounding them.
Not too mention Storm Bolters. Let the 'Zerkers come to you, and blast them apart every step of the way. All they're equipped with as far as ranged combat goes is pistols, they have nothing to really shoot back with. Which is the perfect reason to take a Dreadnought or two, with Assault Cannons and Incinerators. Mmmm, I love the smell of cooked Khornate warriors in the morning.
Having trouble with Daemon Princes that can pop off 8 or more attacks in a round? Grey Knight Grandmaster with Sacred Incense'll and a Grimoire of True Names will teach that pesky Daemon a nice lesson in what dieing feels like.
Now, naturally those are just my opinions, so feel free to alter them as you see fit.
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Posted: Sat Feb 25, 2006 1:56 pm
Daicon Lots of Grey Knights... Honestly, in the few games I've played so far with test run armies, the Grey Knights slap around Khorne Berzerkers like a pimp slaps his hoe. All Grey Knights have at least two attacks at strength six in close combat, and hit the 'Zerkers on 3+. So you're out-hitting and greatly out-wounding them. yeah until they hit back and with chain axes reduce your save, thats the main problme people have with them, its all well and good wounding them but dont forget they have 3 attacks standerd and chain axes Daicon Not too mention Storm Bolters. Let the 'Zerkers come to you, and blast them apart every step of the way. All they're equipped with as far as ranged combat goes is pistols, they have nothing to really shoot back with. Which is the perfect reason to take a Dreadnought or two, with Assault Cannons and Incinerators. Mmmm, I love the smell of cooked Khornate warriors in the morning. dont forget the 3+ save they have same as your guys, also dont forget they can take dreds and tanks as well, or that with blood rage you cant gaurrente more than one turns worth of storm bolter fire my advice from the perspective of someone whos used khorne aggainst grey knight armies, is love the transports, get as many as you can, the beserkers cant hurt you unless they take fists, and if they blood rage they have to charge aggainst them if you postion them right, thats the best way to crack korne, just exploit them blood frenzying, so that you can make them charge where you want them too and can then spend time picking them off rather than have them charge you enmass, it works even better if you opponent takes the talismen that makes it more common
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Posted: Sat Feb 25, 2006 9:42 pm
I don't know maybe it's just my bad luck, but yah Khorne is really hard to go against with a Daemon Hunter froce. I've tried just taking troops but the problem is that they get more troops AND more attacks per troop so in the end I'm fighting a losing battle. If there are anyother suggestions I would love to know, one of the people I mainy play against is a World Eaters player so it can get kind of annoying.
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Posted: Sat Feb 25, 2006 10:10 pm
To be honest Zizzle, I don't see what your having a problem with, Khorne armies are practically worthless against any DaemonHunters player with half-a-brain.(No offense)
One thing that works very well, As Daicon pointed out Grey Knight Heros have the option of taking Grimore of True Names, and Sacred Incense, for a low cost to top it off. I would bring a Grey Knight Hero(preferablly Grand Master if you have the points), with a medium to large squad of Terminators. If you rush some of them out at those Khorne Berzerkerz, 3+ hit, 2+ wound while striking first, you'll have no problem. Also, although they do lower armour saves, it's not all that much to worry about. If you get a good shooting round in on them, they'll already be at a disadvantage. Go behind cover, now your striking first, and their 4+ hit 4+ wound will more than make up for your reduced armour save.
I don't see how you could be having the problem your having really...
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