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Posted: Wed Jun 15, 2011 8:32 am
Oooo, sounds funnier. biggrin Was thinking of having the Chimera sunged a meter or two in to the soil and the driver pointing the termies to GTFO. :pVan Evok 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... Like wise, that makes alittle more sence then a squad of termies. <.<"Sir Doober 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. I´m only a 3rth Edition player so I´ll have to go with your word on that. This is more or less open to a debate whether or not it´s possible by fluff standarts to do that.
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Posted: Fri Jul 01, 2011 8:50 pm
Creepy fact one: They never confirmed once in the old DH book termies took up 2 slots in transporting. Mostly cause old Dedicated could only hold the group they were bought with.
Creepy fact two: This has to be the biggest "Dirty trick" army I've ever seen. If you include a Librarian, for five points you can effectively summon to you the Skimmer Transport for less than twenty points more than just throwing the model in ANYWAY, which can unload on some poor group, Which also unloads a Dreadnought (with potentially 2 S6 Heavy flamers) on a second unit, while a unit of whatever infantry toasts a third. x.x Not to mention the only army I've seen yet that can, for pure "what the f---" value, include 5, yes FIVE, Conversion beamers.
Creepy Three: Try sometime, fielding two chimeras with 12 Psykers a peice, with the Culexus Temple Assassin. That's right, Assault 26!!!! x.x
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Posted: Sat Jul 02, 2011 2:00 am
DrakeSwordsbane Creepy fact one: They never confirmed once in the old DH book termies took up 2 slots in transporting. Mostly cause old Dedicated could only hold the group they were bought with. Creepy fact two: This has to be the biggest "Dirty trick" army I've ever seen. If you include a Librarian, for five points you can effectively summon to you the Skimmer Transport for less than twenty points more than just throwing the model in ANYWAY, which can unload on some poor group, Which also unloads a Dreadnought (with potentially 2 S6 Heavy flamers) on a second unit, while a unit of whatever infantry toasts a third. x.x Not to mention the only army I've seen yet that can, for pure "what the f---" value, include 5, yes FIVE, Conversion beamers. Creepy Three: Try sometime, fielding two chimeras with 12 Psykers a peice, with the Culexus Temple Assassin. That's right, Assault 26!!!! x.x my fave trick is getting flanking (via GM's strategy) dreadknight into flank of enemy formation, with teleporter it has charge range of 18 inches, and s6 flamethrower range of 42 inches (shunt plus heavy incinerator) another dirty trick is sitting scoring (again via GM's strategy) paladins onto objective in ruins hardened by techmarine with librarian deploying shrouding and sanctuary = almost unassailable position with 2++ cover and badass melee unit that you need to make dangerous terrain test to charge...
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Posted: Thu Mar 06, 2014 2:39 pm
Holy shitballs Batman! I just played a 1500pt game, my IG against Grey Knights, and I got completely slaughtered. Wiped out by turn three. He had teleporter infantry that was against my cover on turn one, dropping templates that wiped out infantry and denied cover like no tomorrow, and I couldn't make a dent in his 2+ saves that were also all in my face. Any tips for beating these guys, or at least dying with more of a fight? gonk
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Posted: Thu Mar 06, 2014 9:34 pm
Grey Knights are a tough nut to crack (probably the toughest, in my experience), but I've found that the best solution is to treat every enemy model as a Terminator. Fitting, because the Dreadknight is a terminator wearing an exoskeleton so that his armor can be armored while he goes out being armored. But I digress. You simply have to remember that the GKs are a small, elite army. Smaller and more elite than all others, but that just makes your tactics more important. I don't have an in-depth knowledge of them, but I've either played against them or watched enough games involving them to take the following insights away:
The key to taking down small, elite armies like the GKs is saturation. Their basic infantry model costs as much as an ork biker (and formerly SM bikers), and that's before they start throwing on upgrades like Halberds and Psy-cannons and so on. Guardsmen will outnumber the GK 4:1 in many cases. A single lasgun shot has a ~5.56% chance of killing a Grey Knight, but that's why you have so many of them. Wisely use your orders to pump out as many shots as possible; it may be frustrating to get past that 2/3+ armor, but they have to start failing saves eventually. Focus on one unit at a time until it's gone. Because your opponent will have so few models, he or she will have a much harder time coping with or absorbing the losses. And if you can get precision shots with ratlings or special weapon sniper squads, you can target the important-looking models first.
You can increase your chances by carefully deploying your forces to maximize fire-power. Because a GK army is so small, it can use the size of your army against you. If they focus on one part of your formation, then the bulk of your army may prevent you from bringing all of your firepower to bear on them. Strive to avoid this! Set up kill-zones, and bowl your center line inward so that every unit has a clear shot at any point along the front line. Deploy on every level of ruined buildings so that not only can all models in a squad see a unit, but blasts and templates can only take out troopers on one level at a time. The GK may be able to teleport around and not have to walk through the fire-zones, but they have to end their turn there. Make like Captain Nero and fire everything until nothing remains of the target but a pink mist and SoB-blood-coated armor fragments.
Keep your cool if you start losing troops. Not only should you expect to lose a lot of Guardsmen, but plan on it. Sometimes, you have to willingly sacrifice a couple of squads to your enemy to save the rest of the army: keep a ready supply of fresh meat for the grinder on hand! Send an Infantry Squad or two out into the open... or, even better, Whiteshields. For added bang for your buck, take Chenkhov so that the feast will never end. They'll go down fast, but their sacrifice means that you have control over where your opponent is going to focus his attention and even move his troops. Make it so that, to fire on your sacrificial unit, he or she has to move his troops into the maw of your crossfire.
If you're feeling particularly ballsy, consider Ogryns, or attaching Ministorum Priests and Commissars to Infantry Squads and sending them out to tie the GKs down in melee. Stubborn, Summary Execution, Righteous Fury, and/or T5 will keep your Guardsmen/Ogryns in assault for an annoyingly long time, and will hopefully prevent the GKs from either shooting or teleporting around on their next turn. It gets even more frustrating for your opponent when the assault's happening within range of one of your banners. You will lose the assault in time, but you're going to take down a couple GKs along the way and nullify the unit as a threat for a long while. While the unit is thus distracted, focus your gunline on other targets. Spend their lives wisely-enough, and your opponent will literally run out of time to kill your men.
Whew! That too longer than I thought it would to write. I hope that's helpful to you; I've both used this approach against other elite armies and had it used against my White Scars (another small, elite army) and, while it's not foolproof, it definitely kept the game going for a long, long time, and at least made things a lot closer than the elite player (either side of the table) thought it would be.
~Oci out
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Posted: Thu Mar 06, 2014 10:09 pm
Sir Kyle Aziz Caleidah You guys keep mentioning "Tainted Grey Knights." I only want to have to say this once. THAT. DOESN'T. HAPPEN. They are peeled open physically and psychically and have HEXAGRAMMIC AND PENTAGRAMMIC WARDS CARVED INTO THEIR BONES. If they so much as THINK about going rogue, they get hit with a mental equivalent of a hard flogging. If they actually go rogue, THEY ******** EXPLODE. HARRUMPH! GOOD DAY TO YOU ALL! *adjusts monocle and relights pipe* I hope you know what was in the Grey Knights codex. D: From what I hear, it is disheartening. My only comment to the rant above Chaos the chaos gods dont give a flying fisherman's wife about the grey knights if they want to corrupt them they will point in case A friend specifically made a single model declaring that the model was once a grey knight until corrupted by slaanesh and he had "******** you matt ward" painted on the base lol slaanesh... so much lols
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Posted: Thu Mar 06, 2014 10:28 pm
To add up;
Teleportations happens either deep striking or using the personal-teleporter unit to beform "Shunting", which gives the unit a single-use 30" jump on the battlefield, still following deep strike rules.
GK are Medium range specialists 1st, close combat second, so GK players will tend to shorten the gap quickly to bring down heavy firing on the enemy-lines to soft them up before assaulting to close combat. Even thou every single model has a power weapon, the main weapon to use is the storm bolters due to tactical-squad-ish statline that majority of the units posses. Changes are if you throw a very tought unit or numerous unit that rarely breaks from the fight, they´ll stay there for a long time.
GK costs alot, so having multi-firing weaponry to concentrate firing or armour craking weapon like melta and lascannons, they´ll go down pretty fast.
Even though GK do have large weapons in their arsenal, the majority of the weapons range is 24" by 70% of the time, 48" weapons are attached to vehicles then anywhere else so seeing long-range supports will be rare, unless of course they compensate with an Ally army.
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Posted: Fri Mar 07, 2014 12:53 am
Ah! Thanks for the info! I never actually got a chance to read through the codex in detail, so that's a lot of information that I didn't know. ~Oci out.
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Posted: Fri Mar 07, 2014 8:19 am
Ociluce Ah! Thanks for the info! I never actually got a chance to read through the codex in detail, so that's a lot of information that I didn't know. ~Oci out. No problem. cool Oh and the GK are anti-psykers and Anti-Deamon. Not in a sense that they would take down psychers easily, but more on the lines of having de-buff that reduces enemy Ld on psychic tests by 1, -4 if there´s a dreggy nearby.
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Posted: Fri Mar 07, 2014 9:14 am
Thanks for the advice guys. Unfortunately the 'outnumber them and drown them in lasfire' didn't work. He ran infantry with teleporters, Draigo with two termy squads, and two Dreadknights, and was about 3" from my deployment zone in his first turn. He dropped a half-dozen Flame templates on my massed infantry before I could decompress from my deployment zone, and adding more models to try to swamp him with fire would only make that problem worse.
I will be trying to switch to more armor-piercing weaponry, possibly a squadron of Russ Demolishers to try and hit his Terminators as soon as they deepstrike. For all his templates, he seemed to be lacking in a lot of anti-vehicle.
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Posted: Fri Mar 07, 2014 3:27 pm
DarkElf27 For all his templates, he seemed to be lacking in a lot of anti-vehicle. Like I mentioned, bigger guns are on the vehicles. Even thou the Psycannon has a S7 and Rending attached to it, with 24" range he would have to come damn close to fire it and with a low AP value most IG heavy-tanks would be save from it, that is unless he would try deep-striking behind your lines. Maybe deploy on a terrain that would force a deep-strike mishab for valuable units?
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Posted: Sat Mar 08, 2014 2:17 am
Asmondai DarkElf27 For all his templates, he seemed to be lacking in a lot of anti-vehicle. Like I mentioned, bigger guns are on the vehicles. Even thou the Psycannon has a S7 and Rending attached to it, with 24" range he would have to come damn close to fire it and with a low AP value most IG heavy-tanks would be save from it, that is unless he would try deep-striking behind your lines. Maybe deploy on a terrain that would force a deep-strike mishab for valuable units?Right, that makes sense. I think I can lean more on mid/low range weaponry since he needs to come so close. I'm going to run Demolishers and an Executioner next time, S10 AP2 pie plates will be good at hitting his Terminators hard after they deep strike. For my Eldar Allies, I'm going to bring in some Wraithguard with D-scythes; if he gets close enough to hit me with templates, I'll return fire with S4 AP2 templates that should do well against clustered Terminators fresh from deepstrike. With Draigo, there's no real risk of a Deep Strike mishap with the first unit unfortunately.
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Posted: Sat Mar 08, 2014 4:47 am
DarkElf27 Draigo with two termy squads, and two Dreadknights, and was about 3" from my deployment zone in his first turn. Wait..... that shouldn´t be possible. :/ The dreadknights I can understand if the got the "Shunt"-teleporters on them, but terminators on 1st turn? Codex has no rules to support this, nor can I find one in the erratan. Spear of Light in Grand Strategy gives a unit a Scout rule, but that would only take effect in flanking rolls instead of deep striking, and GK have no access to Drop-pods.DarkElf27 With Draigo, there's no real risk of a Deep Strike mishap with the first unit unfortunately. DPM can always occur if the unit would drop into impassable terrain, on top of his own unit, come 1" close to enemy units or model being placed outside the games border. Draigo has no rules to support deep striking and the Psychic Communion power only effects on result of a Reserve-rolls, even then only if he is on the table.
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Posted: Sat Mar 08, 2014 5:21 am
Asmondai DarkElf27 Draigo with two termy squads, and two Dreadknights, and was about 3" from my deployment zone in his first turn. Wait..... that shouldn´t be possible. :/ The dreadknights I can understand if the got the "Shunt"-teleporters on them, but terminators on 1st turn? Codex has no rules to support this, nor can I find one in the erratan. Spear of Light in Grand Strategy gives a unit a Scout rule, but that would only take effect in flanking rolls instead of deep striking, and GK have no access to Drop-pods.DarkElf27 With Draigo, there's no real risk of a Deep Strike mishap with the first unit unfortunately. DPM can always occur if the unit would drop into impassable terrain, on top of his own unit, come 1" close to enemy units or model being placed outside the games border. Draigo has no rules to support deep striking and the Psychic Communion power only effects on result of a Reserve-rolls, even then only if he is on the table.His infantry squads shunted 30" on the first turn, his Dreadknights had a scout move and weren't quite as close, but didn't need to be because they had torrent weapons. I was led to believe Draigo had a rule or piece of equipment which allowed him to arrive by deep-strike on Turn 1 without scatter (and if no scatter, no risk of mishap), and modified any other reserve rolls by +1 (so his second Terminator squad didn't arrive until Turn 2). Does the codex support this? I didn't think to challenge him on it, friendly game and whatnot.
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Posted: Sat Mar 08, 2014 7:59 am
DarkElf27 His infantry squads shunted 30" on the first turn, his Dreadknights had a scout move and weren't quite as close, but didn't need to be because they had torrent weapons. This is true, The Grand Strategists gives D3 units a special rules from 4 choices, which one of them was giving Scout-rule. Shunting unit would be the Interceptor Squad which are fast attack choice, so no problems there.DarkElf27 I was led to believe Draigo had a rule or piece of equipment which allowed him to arrive by deep-strike on Turn 1 without scatter (and if no scatter, no risk of mishap), and modified any other reserve rolls by +1 (so his second Terminator squad didn't arrive until Turn 2). Does the codex support this? I didn't think to challenge him on it, friendly game and whatnot. No, Kaldor Draigo does not have special equipment nor special rules that would allow him and his unit to deep strike on turn one. Neither does the current Erratan (v1.5) points to a rule change of this nature and it´s very rare for GW to update a new rule for a special character, unless it would conflict with the current rulebook in some way.
The closest item that would prevent scattering would be the Teleport Homer, which removes the scattering to units deep striking near it. But since the 3 closest units that would be on your line is; - Interceptors, who have no access to a teleport homers in their wargear-listing. - Nemesis Dreadnights, who Scout-ruled themself into table edge and also have no access to TeleHome in their wargear-listing. - Draigo himself, who doesn´t posses TeleHome in his wargears and being a special character, has no access to additional wargears, not the mention not being able to deep-strike in 1st turn.
Infact, the only model that has access to TeleHome is the Librarian.
As I mentioned earlier, Psychic Communion is the psychic power that grands the player an ability to change the Reserve-rolls result by 1 (+or-), but that only would work IF the model itself who is making the psychic-test, is on the table. As far as I know, while a model is in Reserve, he is counted as being out of the game untill he arrives, so no special rules, psychic powers nor shooting from space is allowed, unless otherwise stated.
It would seem that who is playing the GK army doesn´t know all the details or is deliberatly playing dishonestly and therefore lying. Unless he can pinpoint the exact page or an erratan that allows this, I have to draw a conclution to a dishonest gamer.
Even thou I havent´played with the GK-codex for long time now, I still own the copy of the current book (2nd edition during 5th Ed -era) and I have confirmed these points several times to be incorrect.
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