The 40k Tactic's board official Tweedledee to Prignle's Tweedldum.
True, but the options always there! OoOoOoOo *spirit fingers*
I'd rather just him be around to support units, or suicide himself to kill something bothersome.
Commission Painting and Airbrushing PM Me
He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you.
Link to a post I did regarding designing the list I'm going to test and hopefully use for competitive play:
http://kirbysblog-ic.blogspot.com/20...sion.html#more
You might want to look for Kirby his articles about his armylist too as my list is kinda related to it. (not in the sense that I stole it, they don't look thát similar either) He posted it on page 20 or 21 I think...(the link to it that is)
Don't forget, Psycannons are Str7 AP4 rending.
My friend is currently writing the battle report and posting it on Dakka. You can see his list:
http://www.dakkadakka.com/dakkaforum...st/354103.page
Sabr - that board is extremely light on terrain. The average is around 25% I think, but that board looks like it's almost 10%, with almost no LOS blockers. Shooty armies would have a field day.
The lack of terrain on that board terrifies me, regardless of what army I'm playing![]()
Grey Knights: W4-L0-D1
Space Marines (Salamanders): W22-L17-D3
Chaos Daemons: W5-L2-D0
Since June 2009
I think this list would benefit from a few techmarines bolstering defences and adding crazy grenades to a few units.
Something I'd like to test out is some unit of power armoured GKs all with psybolt stormbolters. No psycannons or incinerators - just basically functioning as a heavy bolter fire team.
Their Justicar's can take teleport homers too, which is only otherwise available from henchmen groups. If you fill out your troops choices with terminators you want to teleport in, a purgation squad or two would be solid for getting those terminators where they need to be.
Those two henchmen warbands are just begging to have mystics in them. Once again, a teleporting list would benefit greatly for having the option of teleporting somewhere 100% safely.
I hope GW allows henchmen squads in normal elite spots along with the free units for inquisitors. As it stands, I feel handcuffed by needing to take Coteaz for any real quantity of henchmen.
What are the thoughts of Warrior Acolytes?
Is it ever worth it to take a storm bolter? If accompanied by two or three jokaero there's a fair chance you'll get 36" and/or rending stormbolters. Is carapace still worthless, or are there certain matchups where it's helpful? Is there any henchman squad that functions well enough at 6 men to take an assaultcannon razorback with them?
Are there particular combinations of henchmen that have synergy (perhaps 5 crusaders/5 assassins?)
I imagine crusaders or assassins would always benefit from having 3 flamer acolytes to support their charge.
The potential of the henchmen and the general shootiness of GK's has inspired me on a hi-tech cyborgs and powersuits armylist.
Originally Posted by philbrad2
I think 1 pt bolters are preferable to 3 pt stormbolters, personally.
Right now my favorite henchmen builds are 3 mg acolytes, 5 dca, 4 crusaders. the other is 5 dca/5 crusaders joined by a gm with psycannon + psychotroke grenades, both in chimeras.
For 6 man units or less it has to be 3 mg acolytes + 3 crusaders for durability, or simply 3 acolytes, 3 mgs.
Hail to Allornone, black crusader, lord champion of the long war, eviscerator of light, warlord of chaos..
Thats my biggest pet peeve in 40k actually, the rulebook says use 25% terrian, so *****' use it! Its my belief where loads of people base their opinions on playing on their crap no terrian tables or on the same terrian every week.
Its utterly amazing what happens when you play the game properly.
Commission Painting and Airbrushing PM Me
He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you.
So, finally managed to get a read over the new codex, and it seems the GK Stormraven can pull pretty good anti-horde/Infantry duties.
Being fast it can move 12" and fire 1 weapon and all defensives, plus machine spirit allows for another weapon. The interesting thing though, is Mindstrike missiles are strength 4 and are thus defensive.... So, Multi-melta fires at a tank via Machine spirit, assault cannon and missiles (and hurricanes if you wanted them and didn't take psybolts) fire at a juicy infantry blob or the like....
I know hordes probably aren't a huge fear for the GK's, but its a nice little bit of flexibility I thought...
Mindstrike S4? Must have missed that, please tell me they're blast of some type as well?
Can someone confirm that Psilencers are Assault 6 for me as well?
Hmm 4 small blasts are slightly less useful than 4 S8 AP1 bloodstrikes but still usable.
Heavy 6 for the Psilencers? Is anyone actually going to use these in an army of Assault 2 guns? My plan of dsing Interceptors is now cancelled please ignore any stupid comments I've made.
Looks like it's psycannon spam on the interceptors as well then, so much for mixing up the units![]()
Mindstrikes however cause automatic perils when they HIT psykers, not wound, hit.
So Tervigons, Trygon primes, Hive Tyrants, Zoans, Meph, seer councils, Eldrad, other grey knights etc, etc.... take auto wounds.
Commission Painting and Airbrushing PM Me
He who fights with monsters might take care lest he thereby become a monster. And if you gaze for long into an abyss, the abyss gazes also into you.
Which is very nice indeed! Really chuffed, feels like I've just won the the Forge World lottery - 2 twin auto cannon arms fo my Psyfleman arrived less than a week after I ordered them!
Winner!
Last edited by IAMNOTHERE; 19-03-2011 at 14:56.
okay so ive been working on a few "grey wing" lists and ive come up with this
Mordrak 200
5 ghost knights 200
1 hammer
4 halberds
librarian 185
halberd
teleport homer
1 servo skull
summoning
shrouding
sanctuary
10 terminators 470
2 psycannons
2 hammers
8 halberds
psybolts
10 terminators 470
2 psycannons
2 hammers
8 halberds
psybolts
5 terminators 225
1 psycannon
4 halberds
1 hammer
that comes to 1750
basically the rough plan is as follows. depending on mission decides whether or not terminator squads are combat squaded for the sake of argument we will say that this is killpoints
both ten man terminator squads deploy on board hidden or in cover. 5 man terminator squad deploys in reserve
libby joins mordraks unit teleports in on turn one in enemy lines, libby casts summon and drags a ten man squad into enemy lines aswell, the teleport homer stops them scattering (NEEDS URGENT CLARIFICATION).
they immediatley take out any dangerous target (demolisher, vindicator ect).
turn two libby summons other 10 man squad and mordrak uses communion to help bring in the 5 man squad. so at the begining of turn two there could be 32 terminator armoured models in the opponents deployment zone.
thoughts?
does this seem competitive. anything you would change. how do you think it would fare at tourneys?
I really fancy doing a grey wing and this seems like the best way of doing it :/
if the worst thing that happens today is you lose a game of pretend war with your toy soldiers your having a damn good day
The Libby has to cast Summoning at the beginning of his movement phase and therefore is not able to use it the turn he arrives.
Horror has an ancient name: Nekrodamus