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Posted: Sun May 22, 2011 1:26 am
Jason Kharo Can we establish Matt Ward is a complete wanker who can't write a codex to save his ******** ******** YES PLEASE You haven't seen the other forums yet, those are full of the rage that only a certain deranged developer can produce. sweatdrop
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Posted: Sun May 22, 2011 2:49 am
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Posted: Sun May 22, 2011 3:16 pm
Railing the thread back, what you guys think about the codex?
Having few matches myself, I think the codex is somewhat balanced, but that´s probably because the army I played isn´t that well thougthed out nor not yet having mastering it yet. <.<"
The force weapon isn´t that big of a deal, unless you actually have several multi-wound units in your oppoments army and/or your oppoment is smart enought to know which one is better to use for the situation, force weapon or psy-power, not the mention being lucky with dice-rolls with handful of attacks.
Psy-hood´s on vehicles is insane. :O I had 3 dreggies on one match and they nullified my friends librarian powers constantly. xD Makes having Rhino´s in your army a must. :3
Also, brain-mine is a fun toy to play with, makes those annoying monsterous creatures and characters kneel before you for mercy. smile
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Posted: Sun May 22, 2011 3:48 pm
Asmondai Railing the thread back, Makes having Rhino´s in your army a must. :3
So you can watch them all die to psycannons?
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Posted: Sun May 22, 2011 4:06 pm
Sir Kyle Aziz Asmondai Railing the thread back, Makes having Rhino´s in your army a must. :3
So you can watch them all die to psycannons? Maaaaaaaaaybe? :3 And mess around with oppoments psychers. :p
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Posted: Sun May 22, 2011 7:26 pm
from actual experience: 1. imho rad grenades are better than brain mines - they dont rely on rolls and affect ID which means your basic marine does it to eldar even without succesful psychic test... and with hammerhand on you wound MEQ on 2+ 2.psyfleman dreads are simply bane of mech armies, each sending 4 re-rollable shots at s8 a turn - and cheaper than the devastator squad 3. and even better are venerable psyflemans, with bs5 they almost guarantee 4 s8 hits on anything they target, and they can reroll destroyed result (i never reroll any other result for the fear of rolling destroyed...) 5.even without psychic tests basically every GK has power weapon with options for upgrades to i/a/s... they unofficial motto is "and they shall know no armor save" 6. and then there are psycanons, combining highest rate of fire in the game (save some lucky d6 rolls on some exotic weapons) with strength of autocanon and rending... 7. good psychic defence really helps against GK, librarians/farseers are almost mandatory against them, pity the Tau, Necrons and DE for not having any... and if forthcoming Sisters dex eliminates them as allies to IG, IG will feel the pain too
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Posted: Mon May 23, 2011 2:09 pm
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Posted: Sat Jun 04, 2011 4:08 am
Tojju The only reason that I give Daemon Hunters any credit at all is because they ca stand up to Greater Demons of chaos and win...I can;t even do that with my army... i through the grey nights was formed to be the Ellet chaos space marine hunters after the events of the horus herracy just before the emperor was put onto his golden throne ... yeah they aint many troop types but they are goon in close combat and ranged just be careful though there are some armies that could beat them if you don't use a good startagy....
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Posted: Sat Jun 04, 2011 8:31 am
GK were designed to be demonslayers first and foremost... seeing as it was the demons that tainted and corrupted renegade marines, Emperor sought to remove source rather than effect.
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Posted: Tue Jun 14, 2011 7:40 am
For long I have waited and it´s finally here:
FAQ for Grey Knights
There goes the monkey-minion and endless hencmen army. sad
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Posted: Tue Jun 14, 2011 8:19 am
also gone: scouting shunt razz surprise daemonhood ascension: posessed marines, obliterators razz royally screwed: Tau by ulmeaanthi plasma syphon still possible but not so overpowered: monkeylord Coteaz and 50 lascanons
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Posted: Tue Jun 14, 2011 2:14 pm
Van Evok also gone: scouting shunt razz surprise daemonhood ascension: posessed marines, obliterators razz royally screwed: Tau by ulmeaanthi plasma syphon still possible but not so overpowered: monkeylord Coteaz and 50 lascanons Never realised that was possible. <.< Then again, I haven´t played that much to know these tricks. o.o"
And Nids booger-spit I mean bio-plasma apperently aswell. <.< Wrap your head around that. o.o
+Melta and Flamer. They do have the option of swapping what weapon they shoot with, but has to be the same one in a unit that chooses that weapon. surprised
And termies can ride Chimera´s? o.o I smell a funny diorama! biggrin
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Posted: Tue Jun 14, 2011 4:02 pm
Asmondai Van Evok also gone: scouting shunt razz surprise daemonhood ascension: posessed marines, obliterators razz royally screwed: Tau by ulmeaanthi plasma syphon still possible but not so overpowered: monkeylord Coteaz and 50 lascanons Never realised that was possible. <.< Then again, I haven´t played that much to know these tricks. o.o"
And Nids booger-spit I mean bio-plasma apperently aswell. <.< Wrap your head around that. o.o
+Melta and Flamer. They do have the option of swapping what weapon they shoot with, but has to be the same one in a unit that chooses that weapon. surprised
And termies can ride Chimera´s? o.o I smell a funny diorama! biggrin Clown car?
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Posted: Tue Jun 14, 2011 4:49 pm
mind you, inquisitor in terminator armor riding his own chimera is perfectly fitting in my book... thats why I am for DEDICATED transports to be transporting only parent unit...
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Posted: Tue Jun 14, 2011 6:45 pm
Termies could ALWAYS ride in Chimera's, since the old DH codex, probably before that as well, they just take up two slots. Kinda makes sense when you can shove an Ogryn in there with a fair amount of persuasion.
That said, Chimera's aren't the best thing for lugging them around, due to the lack of assault ramps, the door being at the back, and the fact that they have to queue up to get in on Turn 1.
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