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Lady Blodwynn

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PostPosted: Mon Mar 14, 2011 10:27 am


I'm not sure what the whining is about, the previous codex had most force weapons double as power weapons. Those that didn't count as power or force weapons had a healthy +2 to S modifier instead.
PostPosted: Tue Mar 15, 2011 6:28 am


Nah the thing is that they have force weapons and the GW guys say that they are power weapon and so carnifex are no longer scary. D:

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Lady Blodwynn

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PostPosted: Tue Mar 15, 2011 6:39 am


Again: Force weapons have always counted as power weapons, says so in the big blue book, page 50, unless stated otherwise.

I've changed the title of the thread to reflect the change in name for the army. I'm going to drink myself into a stupor now.
PostPosted: Tue Mar 15, 2011 8:46 am


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Omg they all have power weapons with force weapons in them damn them!

What are you, twelve? That's the impression I get off of your posts, anyway.

Winnie, I'll be promptly joining you in that stupor drinking. The new models are awful but for GM Draigo and the Paladins. Here comes a two slot 500 pt army.

Jason: D3 Wounds per the normal rules of Instant Death on those things. Used to be that Force Weapons had a special rule SEPARATE from Instant Death, but they were merged in the current edition.

Caleidah

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PostPosted: Tue Mar 15, 2011 9:43 am


I don't mind GM Draigo epic fluff behind it! To bad his lost in the warp though. sad
PostPosted: Tue Mar 15, 2011 11:21 am


Caleidah
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Omg they all have power weapons with force weapons in them damn them!

What are you, twelve? That's the impression I get off of your posts, anyway.

Winnie, I'll be promptly joining you in that stupor drinking. The new models are awful but for GM Draigo and the Paladins. Here comes a two slot 500 pt army.

Jason: D3 Wounds per the normal rules of Instant Death on those things. Used to be that Force Weapons had a special rule SEPARATE from Instant Death, but they were merged in the current edition.


well, old 3rd ed NFW were +2s on ordunary GK, +2s power weapons on justicars termies and captains, +2s force weapons on grand masters... not really that impressive in the troops department. and in power armored metagame power weapon is better than +2s... and the GK's got cheaper by 5 points to boot, have all hammerhand gaining possibly +1s, and got rhinos...
armies with no psyker deefence (Tau!) will be hurt by the plethora of psychic gimmicks
IG will run to WH dex for psyker defence
Eldar/Dark Eldar are royally screwed by rad grenades, even basic GK marines inflicts instant death on all eldar characters affected...
psycanons are bad for eldar health, and so are incinerators
T6'r'us nids are hurt too with all the force weapons
marines of all shapes feel the pain with force weapons everywhere
Demons are simply screwed
and so are Necrons

overall advice when facing GKs, handle at arms length (shoot them!) and as HK-47 puts it, set the prejudice to maximum!

Van Evok

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Lady Blodwynn

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PostPosted: Tue Mar 15, 2011 12:10 pm


You could always swamp them in close combat with expendable horde units. Chances are, Grey Knights will be outnumbered in just about every game they are fielded, so I'd say use that against them. I can see Ork players throwing a few mobs of boys at GK squads while a few Deff Koptas with their TL rokkits go after the vehicles. And the Imperial Guard has ordnance for a reason! wink
PostPosted: Tue Mar 15, 2011 1:02 pm


Rad Grenades
-1 Toughness to anything in assault with the bearer of these grenades. Yes, they do effect the Instant Death threshold. Yes, this does mean that your S10 Daemonhammer auto-rapes T5 Trygons. These little buggers change the outcome of every assault, and that's why they cost 15 points to equip on very select HQs (like Grand Masters).

WAHTEHFUUUUUUUCK?!?!?!

Jason Kharo

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Lady Blodwynn

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PostPosted: Tue Mar 15, 2011 1:42 pm


Really really awesome grenades? xp
PostPosted: Tue Mar 15, 2011 1:59 pm


Lady Blodwynn
You could always swamp them in close combat with expendable horde units. Chances are, Grey Knights will be outnumbered in just about every game they are fielded, so I'd say use that against them. I can see Ork players throwing a few mobs of boys at GK squads while a few Deff Koptas with their TL rokkits go after the vehicles. And the Imperial Guard has ordnance for a reason! wink


problem is incinerators are perfect solution for hordes
plus stormbolters en masse arent bad either
and dont start me on purifiers power - s4 hit on every enemy model at the start of the combat, and counting for combat resolution? can your 30 orks say ouch?

Van Evok

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Jason Kharo

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PostPosted: Tue Mar 15, 2011 2:01 pm


Poor Imperial Guard...
That's 6's to wound normal GKs.
Imagine a squad of 10 Paladins, falchions, with Apoth vs a platoon of IG in combat, it would be hilarious.
PostPosted: Tue Mar 15, 2011 2:41 pm


Jason Kharo
Poor Imperial Guard...
That's 6's to wound normal GKs.
Imagine a squad of 10 Paladins, falchions, with Apoth vs a platoon of IG in combat, it would be hilarious.

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no seriously, my chaos guard are up for that haha. i never play anymore, just model, but im up for a fun game like that!

plus, its not even like the "extra" Blood Hounds of Khorne, Greater Demon, etc are gonna do them any good, as its against the GK biggrin

these odds, i like them.

Darkweaver66

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Jason Kharo

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PostPosted: Tue Mar 15, 2011 3:11 pm


Bloodthirster Hunter Squad.

Paladins with 5 Falchions and 5 Daemonhammers and Apoth- 700pts
Grand Master Kaldor Draigo-275pts
925 Pts.

Vs three Bloodthirsters?
GKs won easily.

Lets make it harder.
How many Bloodthirsters can Kaldor kill before he dies?
PostPosted: Tue Mar 15, 2011 3:32 pm


Kaldor, get this, can kill, on average, 5.5 Bloodthirsters before dying.

Jason Kharo

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PostPosted: Wed Mar 16, 2011 1:51 am


So the idea is to be fast and try outgunning them as much as you can right?
All I know is that interceptor squads and the new big giant thing with a GK hooked up to it has the teleport rule of 30" but can they still move 12" like a jump infantry. I haven't read all of it yet so i don't know much.
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