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Van Evok

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PostPosted: Wed Mar 16, 2011 6:41 am


x-InsigNia-x
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.

idea is rather to create multiple small units that get wiped out or broken easily in melee, leaving victorious GK to the avenging firepower of the rest of your army...
I am not sure about the 30 inches shunt move and scout move (gained by Grand Masters strategy rule) combo, and if you can charge after the shunt move... this would set up both Dreadknights and Interceptor squads for a first turn devastating charge... I can see already WAAC rules lawyers arguing that they can charge if they did the shunt as scout move hence before turn 1 and they did only normal jump move on turn 1...
Though, probably more useful would be do the shunt late in the game to contest objectives or even control them by another use of Grand Masters strategy (making units scoring). Try to move dreadknight from an objective in 1 turn!
also shunt can be used to place incinerators in perfect position for mass horde kills - or wiping out stormtrooper equivalents (t3 4+save)
PostPosted: Thu Mar 17, 2011 4:19 am


Van Evok
x-InsigNia-x
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.

idea is rather to create multiple small units that get wiped out or broken easily in melee, leaving victorious GK to the avenging firepower of the rest of your army...
I am not sure about the 30 inches shunt move and scout move (gained by Grand Masters strategy rule) combo, and if you can charge after the shunt move... this would set up both Dreadknights and Interceptor squads for a first turn devastating charge... I can see already WAAC rules lawyers arguing that they can charge if they did the shunt as scout move hence before turn 1 and they did only normal jump move on turn 1...
Though, probably more useful would be do the shunt late in the game to contest objectives or even control them by another use of Grand Masters strategy (making units scoring). Try to move dreadknight from an objective in 1 turn!
also shunt can be used to place incinerators in perfect position for mass horde kills - or wiping out stormtrooper equivalents (t3 4+save)


The "leak" codex itself states that if you do a shunt move you cannot assault, but shoot and run as normally.

As for the 12" move, since they "would" be counted as Jump Infrantry,
they can move 12" inches, so states the rule book.

Suddenly that unit became quite scary. surprised

Indeed, just throw enought bolters and blast weapons at them
and they´ll go down faster then an orkz vehicle with red paint job. :p

Asmondai
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Van Evok

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PostPosted: Thu Mar 17, 2011 5:29 am


Asmondai
Van Evok
x-InsigNia-x
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.

idea is rather to create multiple small units that get wiped out or broken easily in melee, leaving victorious GK to the avenging firepower of the rest of your army...
I am not sure about the 30 inches shunt move and scout move (gained by Grand Masters strategy rule) combo, and if you can charge after the shunt move... this would set up both Dreadknights and Interceptor squads for a first turn devastating charge... I can see already WAAC rules lawyers arguing that they can charge if they did the shunt as scout move hence before turn 1 and they did only normal jump move on turn 1...
Though, probably more useful would be do the shunt late in the game to contest objectives or even control them by another use of Grand Masters strategy (making units scoring). Try to move dreadknight from an objective in 1 turn!
also shunt can be used to place incinerators in perfect position for mass horde kills - or wiping out stormtrooper equivalents (t3 4+save)


The "leak" codex itself states that if you do a shunt move you cannot assault, but shoot and run as normally.

As for the 12" move, since they "would" be counted as Jump Infrantry,
they can move 12" inches, so states the rule book.

Suddenly that unit became quite scary. surprised

Indeed, just throw enought bolters and blast weapons at them
and they´ll go down faster then an orkz vehicle with red paint job. :p


plasma canons FTW!
PostPosted: Thu Mar 17, 2011 4:48 pm


2000 pts army list Vs Daemonic Khorne Army

HQ
Grand Master Kaldor Draigo- 275pts

Elites
5 Paladins--330pts
3 Falchions
1 Daemonhammer
1 Warding Stave
Brotherhood Banner

5 Paladins--330pts
3 Falchions
1 Daemonhammer
1 Warding Stave
Psybolt Ammunition

Troops
Gray Knight Strike Squad-260pts
10 Members
All have Personal Teleporters

Gray Knight Strike Squad-260pts
10 Members
All have Personal Teleporters

Gray Knight Strike Squad-260pts
10 Members
All have Personal Teleporters

Heavy Support
Nemesis Dreadknight-160pts
Heavy Incinerator

2005 Pts.

Jason Kharo

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Van Evok

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PostPosted: Fri Mar 18, 2011 1:22 am


check the final codex, GK teletubbies, erm, teleporting squad is fast attack
PostPosted: Fri Mar 18, 2011 2:21 pm


Van Evok
Asmondai
Van Evok
x-InsigNia-x
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.

idea is rather to create multiple small units that get wiped out or broken easily in melee, leaving victorious GK to the avenging firepower of the rest of your army...
I am not sure about the 30 inches shunt move and scout move (gained by Grand Masters strategy rule) combo, and if you can charge after the shunt move... this would set up both Dreadknights and Interceptor squads for a first turn devastating charge... I can see already WAAC rules lawyers arguing that they can charge if they did the shunt as scout move hence before turn 1 and they did only normal jump move on turn 1...
Though, probably more useful would be do the shunt late in the game to contest objectives or even control them by another use of Grand Masters strategy (making units scoring). Try to move dreadknight from an objective in 1 turn!
also shunt can be used to place incinerators in perfect position for mass horde kills - or wiping out stormtrooper equivalents (t3 4+save)


The "leak" codex itself states that if you do a shunt move you cannot assault, but shoot and run as normally.

As for the 12" move, since they "would" be counted as Jump Infrantry,
they can move 12" inches, so states the rule book.

Suddenly that unit became quite scary. surprised

Indeed, just throw enought bolters and blast weapons at them
and they´ll go down faster then an orkz vehicle with red paint job. :p


plasma canons FTW!

Las cannons for life!

jeremyu

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PostPosted: Fri Mar 18, 2011 3:49 pm


Says they are Troops, but can take Personal Teleporters.
PostPosted: Fri Mar 18, 2011 11:24 pm


Jason Kharo
Says they are Troops, but can take Personal Teleporters.

are you sure you have original dex?

Van Evok

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PostPosted: Sat Mar 19, 2011 2:32 am


Oh sorry, I'm using the leaked codex for that list.
PostPosted: Sat Mar 19, 2011 3:02 am


a strategy concept has appeared in my mind for the GK
Grand master
3x strike squad
3x (venerable) dreadnought
3x chibihawk

you use d3 scouting from the Grand Masters strategy on the chibihawks carrying the army
you use the scout move to end within 12 inches of enemy, then on turn 1 move into charge range, disembark , fire away whatever weapons you can to open transports
with a lucky roll you have 6 units - possibly 7 with GM acting solo - charging on turn 1 really hard
even if you get jumped upon with initiative stealing enemy, you have all units inside melta resistant transports that get 3++ cover for scout move boosting
and should you go second, just reserve everything and use scouting to flank, with psychic communion to help with reserve rolls
any thoughts?

Van Evok

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PostPosted: Sat Mar 19, 2011 6:11 am


jeremyu
Van Evok
Asmondai
Van Evok
x-InsigNia-x
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.

idea is rather to create multiple small units that get wiped out or broken easily in melee, leaving victorious GK to the avenging firepower of the rest of your army...
I am not sure about the 30 inches shunt move and scout move (gained by Grand Masters strategy rule) combo, and if you can charge after the shunt move... this would set up both Dreadknights and Interceptor squads for a first turn devastating charge... I can see already WAAC rules lawyers arguing that they can charge if they did the shunt as scout move hence before turn 1 and they did only normal jump move on turn 1...
Though, probably more useful would be do the shunt late in the game to contest objectives or even control them by another use of Grand Masters strategy (making units scoring). Try to move dreadknight from an objective in 1 turn!
also shunt can be used to place incinerators in perfect position for mass horde kills - or wiping out stormtrooper equivalents (t3 4+save)


The "leak" codex itself states that if you do a shunt move you cannot assault, but shoot and run as normally.

As for the 12" move, since they "would" be counted as Jump Infrantry,
they can move 12" inches, so states the rule book.

Suddenly that unit became quite scary. surprised

Indeed, just throw enought bolters and blast weapons at them
and they´ll go down faster then an orkz vehicle with red paint job. :p


plasma canons FTW!

Las cannons for life!


Colossus ftw! Or a Deathstrike missile launcher biggrin
PostPosted: Sat Mar 19, 2011 7:57 am


x-InsigNia-x
jeremyu
Van Evok
Asmondai
Van Evok
x-InsigNia-x
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.

idea is rather to create multiple small units that get wiped out or broken easily in melee, leaving victorious GK to the avenging firepower of the rest of your army...
I am not sure about the 30 inches shunt move and scout move (gained by Grand Masters strategy rule) combo, and if you can charge after the shunt move... this would set up both Dreadknights and Interceptor squads for a first turn devastating charge... I can see already WAAC rules lawyers arguing that they can charge if they did the shunt as scout move hence before turn 1 and they did only normal jump move on turn 1...
Though, probably more useful would be do the shunt late in the game to contest objectives or even control them by another use of Grand Masters strategy (making units scoring). Try to move dreadknight from an objective in 1 turn!
also shunt can be used to place incinerators in perfect position for mass horde kills - or wiping out stormtrooper equivalents (t3 4+save)


The "leak" codex itself states that if you do a shunt move you cannot assault, but shoot and run as normally.

As for the 12" move, since they "would" be counted as Jump Infrantry,
they can move 12" inches, so states the rule book.

Suddenly that unit became quite scary. surprised

Indeed, just throw enought bolters and blast weapons at them
and they´ll go down faster then an orkz vehicle with red paint job. :p


plasma canons FTW!

Las cannons for life!


Colossus ftw! Or a Deathstrike missile launcher biggrin


Launch zeee second Deffstrike!

Van Evok

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Asmondai
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PostPosted: Sat Mar 19, 2011 9:12 am


Van Evok
x-InsigNia-x
jeremyu
Van Evok
Asmondai


The "leak" codex itself states that if you do a shunt move you cannot assault, but shoot and run as normally.

As for the 12" move, since they "would" be counted as Jump Infrantry,
they can move 12" inches, so states the rule book.

Suddenly that unit became quite scary. surprised

Indeed, just throw enought bolters and blast weapons at them
and they´ll go down faster then an orkz vehicle with red paint job. :p


plasma canons FTW!

Las cannons for life!


Colossus ftw! Or a Deathstrike missile launcher biggrin


Launch zeee second Deffstrike!


User Image - Blocked by "Display Image" Settings. Click to show.
PostPosted: Wed Mar 23, 2011 1:05 pm


got my hands on the dex, here is the mad stuff:
all GK have hammerhand power making them +1s for the assault phase, counted before applying demonhammer bonus S10 anyone?
all GK have on start NF sword and stormbolter
all GK have demons as favored enemy

coteaz can have henchmen as troops
henchmen dont take slots
servitor with multimelta, 3 per squad
add 3 warrior acolytes to prevent mindlock
together they cost 42 points
x20
60 multimeltas for 840 points anyone?
add jokaero, grey knights, vehicles to the taste

draigo can have paladins as troops, and as a GM make d3 units of infantry/jump infantry/walkers/monstrous critters
either:
scoring
rerolling 1 to wound
scout
counterattack

paladins have 2 wounds and ws5, otherwise standard termies
can have apothecary
they can have free halberds or demonhammers

nemesis weapons
all - force weapon, one test for entire squad to activate, all wounds caused that turn are ID, oh and ofc power weapon
daemonbane - wounded demons and psykers must take ld test or be banished if they arent killed outright

specialized:
sword = +1 ward in hth, if you have ward already
halberd = +2i
demonhammer - thunder hammer and NFW, doesnt strike last if on dreadknight
falchions - +1a
doomfist - dread ccw, dreds and dreadknights only

heavy support squads aka purgation have up to 4 incinerators free
they are s6 ap4 flamers
elite power armored squads aka purifiers have them free too, 2 per 5,
also fearless and 2 attacks
fast attack teleporting squads aka interceptors are jump infantry, once per game can do 30 inch shunt

dreadknight is ws5 bs4 s6 t6 w4 i4 a3 ld10 sv2+/5++inv
monstrous critter
can always deepstrike
basic 2 NF doomfists and imho its enough to go to town
can buy teleport gear to do 30 inch shunt

Van Evok

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PostPosted: Wed Mar 23, 2011 2:18 pm


At least the Grey Knight units and Dreadknight are expensive options, right? sweatdrop
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