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Hoxtalicious

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PostPosted: Wed Apr 13, 2011 11:37 am


cheese_whine
PostPosted: Wed Apr 13, 2011 7:54 pm


Got a peak at the codex today, gotta say on paper the new Grey Knights are really intimidating as an opponent preparing to fight them. They have a lot of nasty tricks up their metal sleeves... but on a plus side, I proved today that Orks can beat the sense out of them in close combat! (Disclaimer: so you as you throw enough at them all at once!)

My one real complain with the book so far is that while they buffed up most of the assassins.... the Eversor got nerfed to being almost pointless. Wtf? lol

DarkReaper40k

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PostPosted: Thu Apr 14, 2011 2:08 am


eversors aura is gone because GK are no longer fearless all - though imagine eversor riding in borrowed rhino with 10 GK running behind - 12 bs8 s5 ap1 shots anyone? can you say ouch?
PostPosted: Thu Apr 14, 2011 2:40 am


x-InsigNia-x
Hahahaha Abaddon is more hardcore than a daemon. if he was he would be screwed against Draigo. so he stayed as human, his so smart. biggrin


That or Dark Gods decided to leave him as a human.
Hey, he has failed 13 Black Crusades,
he doesn´t deserve to be a deamon. > biggrin


Hahahaah 13 black crusades and failed them all! wow he does suck and he failed 10 armour saves from my ork boys! biggrin

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Van Evok

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PostPosted: Thu Apr 14, 2011 3:55 am


x-InsigNia-x
x-InsigNia-x
Hahahaha Abaddon is more hardcore than a daemon. if he was he would be screwed against Draigo. so he stayed as human, his so smart. biggrin


That or Dark Gods decided to leave him as a human.
Hey, he has failed 13 Black Crusades,
he doesn´t deserve to be a deamon. > biggrin


Hahahaah 13 black crusades and failed them all! wow he does suck and he failed 10 armour saves from my ork boys! biggrin
remeber he has only limited resources of the Eye of Terror versus entire Imperium... also, to paraphrase certain RL insurgent, Imperium may have all the wristwatches in the galaxy, but chaos has all the time in the universe...
PostPosted: Thu Apr 14, 2011 9:21 am


Van Evok
x-InsigNia-x
x-InsigNia-x
Hahahaha Abaddon is more hardcore than a daemon. if he was he would be screwed against Draigo. so he stayed as human, his so smart. biggrin


That or Dark Gods decided to leave him as a human.
Hey, he has failed 13 Black Crusades,
he doesn´t deserve to be a deamon. > biggrin


Hahahaah 13 black crusades and failed them all! wow he does suck and he failed 10 armour saves from my ork boys! biggrin

remeber he has only limited resources of the Eye of Terror versus entire Imperium... also, to paraphrase certain RL insurgent, Imperium may have all the wristwatches in the galaxy, but chaos has all the time in the universe...

Thats true! damn daemons. But we won't go down without a fight!

x-InsigNia-x


Lady Blodwynn

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PostPosted: Thu Apr 14, 2011 2:36 pm


Lads, this is for shiny beakies, not spiky beakies.
PostPosted: Tue Apr 19, 2011 11:13 am


Honestly, I like the fact that these guys have super beefed up units and characters and what have you. Fluff wise, they fight the most challenging foe for the Imperium and game wise, they're damn expensive so it's about time they were worth fielding three models for a million points.

My only real gripe with the Codex is those apes up at GW decided that Inquisitorial Storm Troopers were too mainstream for the Malleus. Inquisitorial Henchmen are cool and all, I guess, but the closest thing to using a Storm Trooper has pretty much the same stats as a regular Guardsmen. Sorry, but unless you're fielding a 50 man platoon or dozens and dozens of Orks, any BS below 4 just isn't worth it.

Preliat Militis

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Jason Kharo

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PostPosted: Tue Apr 19, 2011 1:57 pm


Coteaz with a 1500 pts of Plasma Servitors and Jokaero (sp?).

Nuff said.
PostPosted: Tue Apr 19, 2011 7:06 pm


Jason Kharo
Coteaz with a 1500 pts of Plasma Servitors and Jokaero (sp?).

Nuff said.

servitors need inquisitor in the unit to prevent mindlock... other than that pretty much valid

some other slightly less cheese builds I went for:

I say we nuke them from the orbit. It is only way to be sure. - Inquisitor Ripley at the cleansing of LV-426

2 brother-captains,
3 techmarines
all with orbital strike relays
5d3 pie-plates of doom per turn, thank you!

I love the smell of promethium! It smells like victory!- Grand master Kilgore,

Grand master
3 Storm Ravens
3 strike squads/terminator squads
3 dreads/ven dreads

mount up, flat out speed and second turn charge by 6 units, 7 if GM goes solo

Get the fustest with the mostest - Grand Master Nathaniel Bedford Forrest

3 teleporting dread knights
3 maxed out interceptor squads

second turn charge with 6 units

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PostPosted: Tue Apr 19, 2011 8:03 pm


I just realized that they put out a lot of fire power in shooting and own in combat. They almost put the Tau to shame. But I love the halberds +2 initiative cool.
PostPosted: Wed Apr 20, 2011 2:51 am


x-InsigNia-x
I just realized that they put out a lot of fire power in shooting and own in combat. They almost put the Tau to shame. But I love the halberds +2 initiative cool.

some people argue GK are more of a mid-range shooty army - (possible) s5 stormbolters across the board are scary, as is the 2 psycanons per squad spam - which is leveraged by all the goodness being assault allowing to move 6 inches and fire, and gives you flexibility of advancing versus defensive enemy and retreating while firing against offensive enemy...
actually a basic squad of 10 GK with 2 psycanons and psybolt ammo does more damage per turn shooting than in melee vs MEQ...
4,44 meq/turn shooting, 2,5 meq/turn melee (assuming firing is stationary and there is no charge from them)

Van Evok

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PostPosted: Wed Apr 20, 2011 3:08 am


Van Evok
x-InsigNia-x
I just realized that they put out a lot of fire power in shooting and own in combat. They almost put the Tau to shame. But I love the halberds +2 initiative cool.

some people argue GK are more of a mid-range shooty army - (possible) s5 stormbolters across the board are scary, as is the 2 psycanons per squad spam - which is leveraged by all the goodness being assault allowing to move 6 inches and fire, and gives you flexibility of advancing versus defensive enemy and retreating while firing against offensive enemy...
actually a basic squad of 10 GK with 2 psycanons and psybolt ammo does more damage per turn shooting than in melee vs MEQ...
4,44 meq/turn shooting, 2,5 meq/turn melee (assuming firing is stationary and there is no charge from them)


They maybe outnumbered but they do put out a lot in combat and shooting. Go GK!
PostPosted: Thu Apr 21, 2011 1:41 am


Right, I have a question about the GK's special rules.

When they cause a wound, does the Justicar take a psychic test, and the whole enemy squad, who is in combat, die, or just one model?

Jason Kharo

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PostPosted: Thu Apr 21, 2011 3:25 am


Jason Kharo
Right, I have a question about the GK's special rules.

When they cause a wound, does the Justicar take a psychic test, and the whole enemy squad, who is in combat, die, or just one model?


lol it works other way - when you inflict an unsaved wound on a multiwound model you take psychic test (one per squad, at ld of justicar, autopassed if you have brotherhood baner), and it inflicts instant death... so unless you fight a squad of multiple wound creatures - eg ogryns or thunderwolf cavalry - it is only useful against characters or monsters. when applied against squad of multiwound models, each wound unsaved inflicts 1 model killed - oh and in any case you ignore armor saves...
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