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Van Evok

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PostPosted: Sun Aug 26, 2007 8:46 pm


yes, thru allies rule, up to 1HQ, 1 elite, 2 troops, 1 fast attack...
PostPosted: Mon Aug 27, 2007 5:35 am


Van Evok
yes, thru allies rule, up to 1HQ, 1 elite, 2 troops, 1 fast attack...


That's not strictly true. Infact, I'm inclined to say you're wrong.

There's some fine print that sums up that Malleus can't use Hereticus allies, and Hereticus can't use Malleus allies.

Although there is a way to get all 3 arms of the Inquisition (Malleus, Heretiucus and Xenos), Imperial Guard, and Space Marines into one army Force Organisation Chart, it requires very strenuous reading of the Witch and Daemonhunter Codecies.

Although with Apocalypse, it might just be that little bit easier.


-Mykal

A.R.G.U.S Mykal


Van Evok

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PostPosted: Mon Aug 27, 2007 12:32 pm


actually, fine print says INQ armies CAN use allies from other Ordos, and even example armies shown in the codices prove it...
PostPosted: Tue Aug 28, 2007 6:23 am


Van Evok
actually, fine print says INQ armies CAN use allies from other Ordos, and even example armies shown in the codices prove it...


I can't remember the page, I think 27 or thereabouts, it says something about Ordos not being interchangeable. It only says it in one of the books though, and suggest it in the other, due to updates.

You *can* have a Space marine army with Grey Knights, Sisters of Battle and inducted =][= Stormtroopers using the allies rule, and then Zenos as a HQ using the Chapter Approved, but you can't have a Daemonhunter list with Witch Hunter's allies.[/color]


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Van Evok

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PostPosted: Tue Aug 28, 2007 1:58 pm


page 26 of codex:WH states that WH can be used as allies by: SM including variants, IG including variants and DH armies... neither inducted guard nor allied marines units can be used as allies, only inquisitorial stuff or sisters.
no other allies are allowed when fielding WH allies, exception being other orders of INQ.
PostPosted: Tue Sep 04, 2007 5:32 pm


I'm trying to create a balanced list for my daemonhunter army for 3 different points scores.

I want to make a 500pt, 1000pt, and a 1500pt army and to be honest I'm not certain where to start.

for the 500pt army Ive presumed that it would be wiser to take an inquisitor lord and retinue as the HQ choice as a brother capt seems to cost a bit more and every little helps for 500pts.

Thanks for any help you might give.

Renaise


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PostPosted: Tue Sep 04, 2007 10:28 pm


Renaise
I'm trying to create a balanced list for my daemonhunter army for 3 different points scores.

I want to make a 500pt, 1000pt, and a 1500pt army and to be honest I'm not certain where to start.

for the 500pt army Ive presumed that it would be wiser to take an inquisitor lord and retinue as the HQ choice as a brother capt seems to cost a bit more and every little helps for 500pts.

Thanks for any help you might give.


It alittle depends on what the 500ps is?

If it is for a Combat Patrol rules in Game Nights at GW, then I would
suggest taking Grey Knights with psycannons.
They are brutal in such small games and you don´t have to worry too
much for a deamons to appear. wink

If it´s just a pure 500ps with no Combat Patrol rule involved, then take
Inquisitor, arm him and his 3 henchmens cheaply and spend remaining
points on Inquisitor Stormtroopers. 3nodding

I have a fair sized and moderated Inquisitor army that is 1350ps.
It has a fully bumped, 8 henchmanned Inquistor Lord,
Deathwatch Kill-team with 9 marines and 1 librarian,
Vindicare Assasin, 3 deamonhost and 2 Scout Squads as allies.
It also have´s a WH Inquisitor (Lord or not), but if it is true that I cannot have IG´s or SM if WH are choosed, then the army list I have is incorrect. emo

As for the 5k.......
Simpliest way to make it that big would purchaces all of one for
each units/characters and fill all of the FO-charts choices.
That´s how I managed to grow my Dark Angel army into 7000ps
chapter company. :3
(DA´s: 3535ps, DW: 2030ps and RW: 1515ps.)
PostPosted: Wed Sep 05, 2007 6:52 am


Basically the 500pts army needs to be a little flexible I joined a club and they use 500pt armies to get through a number of games in a night with different themes. My main opponent and the person I've had most problem with so far is the guy who plays speedfreaks. His WAAGH! seems to always go off and its nasty XD

I kinda thought of the following set up for a 500pt army, please let me know what you think.

HQ - Brother Capt

Troops - Gk's in PA (justicar +7) = 225pts Inquisitorial Storm Troopers x8 (+ Plasma Gun + Veteran) = 100pts

Heavy - GK Dreadnought (Assault cannon + CC weapon + Smoke Launcher) = 113pts

Total = 499pts

Also I could technically lower the amount of men in the IST to 7 and upgrade the dred CCW to a missle launcher instead for a little more vehicle stopping power.

Renaise


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PostPosted: Sat Sep 08, 2007 9:32 am


Renaise

...Also I could technically lower the amount of men in the IST to 7 and upgrade the dred CCW to a missle launcher instead for a little more vehicle stopping power.


Looks alright, althou there aren´t much of an anti-tank nor many anti-infrantry weapons.
Againts orcs, exspecially speed-freaks, you don´t want to get stucked in close
combat. 3nodding
Choppas are nasty, exspecially to your Grey Knights since you can only throw
4+ COVER save againts orcs armed with Choppas. eek
PostPosted: Mon Sep 24, 2007 5:08 am


here is my grey knights list i hop you 1500 guild members like it!
the assassins will vary, so my army is about 2,000 points

screaming_hawk


screaming_hawk

PostPosted: Mon Sep 24, 2007 5:16 am


G r e y K n i g h t s A r m y L i s t
HQ
Torquemada + retinue (2 familiars, gun servitor, acolyte)
Points: 215

Brother Captain Stern
Points: 141

ELITES
Inquisitor + retinue (sage, familiar)
Chain sword (close combat weapon)
Bionics
Artificer armor
Digital weapon
Points: 57

Vindicare assassin
Points: 110

Eversor assassin
Points: 95

5 man grey knights terminator squad
Incinerator
Power fist
Points: 275

TROOPS
5 man grey knights squad
Psycannon
Incinerator
Power weapon
Plasma pistol
Points: 230

5 man grey knights squad
Incinerator
Power weapon +2
Points: 200

5 man grey knights squad
Incinerator
Power weapon
Points: 170

5 man grey knights squad
Power weapon
Points: 165

Chimera
Multi-laser
Heavy flamer
Extra armor
Points: 90

HEAVY SUPPORT
Dreadnaught
Lascannon (twin linked)
Extra armor
Searchlight
Smoke launchers
Points: 139

Land Raider
Extra armor
Psycannon bolts
Smoke launchers
Searchlight
Points: 269
PostPosted: Mon Sep 24, 2007 11:37 am


only one assassin can be fielded, so either eversor or vindicare

Van Evok

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PostPosted: Tue Sep 25, 2007 10:17 pm


He probably marked it as an mental note to himself that he has 2 assasins.
That´s what I did with my Dark Angel army,
gives me options to choose one or two from the list easily. sweatdrop

The Power Weapon +2.....
is that a referring to 2 grey knights with power weapons
or that it has a justicar?
All Grey Knights, exept those who are armed with incinerator and psycannons
have power weapons as their basic close combat weapon.
Nemesis-weapons only changes by strength value of type,
depending of the model example: Justicar´s and Terminators gets +2 to S,
and Brother Captains gets +2 to S from power and force weapon.
It´s alittle messed up system, I can´t figure if it means that Grey Knights have BOTH power- and force-weapon, or just either one. :-/

Other then those little details, all seems fine to me. :3
PostPosted: Wed Sep 26, 2007 2:48 am


well, justicars cant take other weapons than their ordained nemesis/stbolter combo...

Van Evok

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PostPosted: Thu Sep 27, 2007 10:32 pm


Van Evok
well, justicars cant take other weapons than their ordained nemesis/stbolter combo...


I had a match yesterday at the local GW and met a player who
is experienced with Grey Knights.
Apparently the Nemesis weapon rule goes as follow:

Normal Grey Knights Nemesis weapon is NOT an power nor force weapon,
it is counted as an normal close combat weapon with no modifiers.

Justicars and Terminators have Power weapons WITH the +2 S modifier
and Brother Captains have Force Weapon with the +2 S modifier.

Rather odd and interesting, don´t you thing? @.@

Also, he claimed that the D6 victory movement works on ALL rounds on close combats,
only on that you actually kill all members in the squad on that turn.
He also said that this can be found IN the rulebook, can anyone clarify
this claim?
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