
Been browsing the Grey Knights book over the past couple days (in between moving, etc); here are a few interesting little oddities that I've come across that someone doing more extensive testing/analysis might find a use for. Undoubtedly most of them are pretty non-good, but maybe one or two?
-Stormravens can get Psybolt Ammunition. They can also get a TLHB (a reason to take it!), a TLAssCan, and two Hurricane Bolters. And they move 6" and shoot them all. That's up to twelve S5, three S6, and four S7 Rending hits, all of them BS4 twin-linked. Oh, and you can throw the missiles in as well if you want (they're defensive weapons.) So yeah, maybe the GK Stormraven has a place as a gunboat. Having it in the FA slot means you can have it carry a Psyfleman if you want, too...
-Been pointed out before, but Mordrak's unit always arrives first turn. If you can find some ICs you wanna cram onto his squad, this could be handy. Another GK dude would be kinda pricey, but if you're doing a reserve list, an Inquisitor with Communion can be reasonably cheap. (Note that you'll need to give him Terminator armor so he can DS with the squad.)
-Rad Grenades and Psychotroke Grenades on Grand Masters are ridiculous.
-The Librarian's Teleport Homer only works on squads teleporting in from Deep Strike (Strike Squads, Terminators, Interceptors.) It doesn't work with The Summoning, etc, unless they FAQ it; likewise the Stormraven's Homer.
-Ordo Malleus Inquisitors can get Incinerators and Hellrifles (in addition to the usual melee stuff and Combi-weapons), making them the shootiest of the Inquisitors. They're also the only ones with access to Terminator armor, which unlocks a Psycannon.
-Ordo Hereticus gets the Inferno Pistol, which is kinda fancy. Psyocculum could be amusing if they hang with a squad full of Storm Bolters/etc, as making the whole squad BS10 is nice.
-Ordo Xenos get fancy grenades, but are otherwise unimpressive. I guess if you want to cram even more Conversion Beamers into a list? Hrm, Xenos + a bunch of Death-Cult Assassins diving out of a Stormraven? Probably not worth it, but you get a pretty dangerous payload for ~110pts or so...
-Techmarines get tons of fancy guns, but no Terminator armor so Relay and Conversion Beamer are less useful. Five Relays is a lot, though, and as ICs they can bring their fancy grenades or whatever to any squad. Ordo Xenos does it cheaper, though.
-Culexis is always going to be getting a lot of shots with his gun, the only question is if you can deliver him in order to use it; 12" range is pretty limiting.
-Servitors ignore Techmarines, lol. But a 10pt Multimelta is more than acceptable if your Inquisitor is going to be hanging with the squad. Put those bitches in a Chimera and go to town.
-Jokaero and Warrior Acolytes can both have Rending flamers if you roll the upgrade for them. Seems like monkey squads are going to be really random, but potentially awesome?
-Justicar Thawn lets his squad use two powers each turn. Does he make them Fearless? Stupid upgrade characters and lack of rules for them. :\
-Grey Knight Strike Squads are a fantastic value for what you get out of them; no other MEQ troop can even begin to stand up to them in a fight, and they will tear down MCs and even most dedicated assault troops as well. Justicars can't take Psycannons, stop doing that. Psybolt seems useful, but how often are you going to be on foot to use it?
-Halberd. Halberd halberd halberd. Halberd. The 'e' comes before the 'r' goddamn you.
-Interceptors are kinda too expensive to get heavy weapons on them. Maybe just aim for a rapid assault force?
-Purgation Squads are confused and don't realize they're supposed to be fire support, because they get cheap Incinerators and Nemesis weapons. Maybe as something to fall out of a Stormraven and cause problems?
-Psybolt Land Raider Crusaders? Maybe not as sexy as a Stormraven, but still a ridiculous gun platform. Obv you glue the Storm Bolter onto it as well. Summoning Land Raiders could be a lot of fun, except for that whole scattering thing. Damn, is there not a single Locator Beacon in the whole codex? Mystics, I guess. Your Libby may end up spending a lot of time hanging out with henchmen...
Mr. Pickels · 732 weeks ago
abusepuppy 121p · 732 weeks ago
Desc440 · 732 weeks ago
abusepuppy 121p · 732 weeks ago
JOE MAMA · 732 weeks ago
Mr. Pickels · 732 weeks ago
Dezzo · 732 weeks ago
my oddity observation is the lack of the drop pod in the dedicated transport section.
abusepuppy 121p · 732 weeks ago
Drop Pods would make them awfully strong, I think; T2 assaults with an army full of power weapons? Yes please.
TheWolfsLunch 61p · 732 weeks ago
Favourite bit right there. Otherwise it's a lot of food for thought. Don't forget that the Xenos Inquisitor can take a Plasma Syphon.
artemi7 78p · 732 weeks ago
Also, more a nitpick then anything, but... when an inquisitor takes psychic powers, they also MUST take a Force Weapon. Why, exactally? That jacks the price, and potentially jacks my demonhammer.
Also, another interesting thing of note is how Force Weapons and Brotherhood of Psykers works together. Suffice to say, even a single halbERd is a pretty good investment for that reason in squads. One guy (likely the Justicar, as he gets two attacks and thus two tries) goes first. He hits and wounds, then casts his Force Weapon power. Brotherhood of Psykers makes everyone else in the squad now deal Instant Death attacks, meaning when they do wound, they need to be split up to kill as many models as possible, throwing wound allocation tricks completely out the window. Even with 1 wound guys, this forces the opponent to spread the death like some plague. Meanwhile, poor Draigo can only, at best, kill a single model a turn with his Force Weapon ID strike. Not that he needs to worry about that a ton, though.
TheWolfsLunch 61p · 732 weeks ago
Another thing I was wondering about is what happens say, if my Grey Knights with Halberds are attacking something like Ork Nobz or Thunderwolves and I wound three times (get's spread out as normal). Do I take one test and all three die?
abusepuppy 121p · 732 weeks ago
snugger 43p · 732 weeks ago
Gramps · 732 weeks ago
Most importantly, my understanding of Force weapons is that the wounds are not Instant Death causing until AFTER saves are failed, because you don't make the Psycic check until the wounds go unsaved. Even as a GK player, I call shenanigans on this.
RayJ · 732 weeks ago
The problem comes from the fact that you remove whole models first when removing casualties on multiple-wound models with instant death weapons, but people forget that this statement doesn't override the rest of the rules for complex units.
wisdom like silence · 732 weeks ago
snugger 43p · 732 weeks ago
abusepuppy 121p · 732 weeks ago
Adeptus · 732 weeks ago
Sword Storm: This is a pretty nice ability, if the Champion is alone in combat he can be in base to base contact with up to seven models after the defender reacts move or the pile in move. The way the ability is worded it also lets you “snipe” models, as you make a single attack against each enemy model in base to base contact with the Champion. Potentially this lets you eliminate enemy power fist or power weapons. If you assaulted and successfully cast Hammer Hand that could be a single W7 S5 hit that re-rolls to hit and to wound (against W4 T4 models that's a 79% chance of killing that PF). Or if you are fighting multiple wound models a single W7 S4 instant death hit that re-rolls to hit and wound (against a W4 T4 model that's a 66.6% chance of killing that PK nob).
I am doubtful, but the way the Perfect Warrior rules are worded Sword Storm could potentially be an out of sequence attack I.e. before other blows are struck, though this is most likely wishful thinking. If this were the case this ability would be even more terrifying.
Blade Shield: When you wipe out your opponent in your own assault phase it tends to be a short lived victory as you often find the large part of your enemies ranged weaponry pointed at you. With Blade Shield fret no more! Again this works best when the champion is alone. This will prevent him from winning combat as he will not make any attacks, however he will benefit from a 2+ armour save that can be re-rolled (97.2% chance of passing) and a 3++ (Thanks to his anointed blade/Nemesis Force Sword) invulnerable save that can also be re-rolled (88.9% chance of passing). That's 143 W4 S4 attacks, 36 W4 S4 PW attacks or 21 W4 S4 PF attacks on average to kill the Champion! The ultimate tar-pit?
Combine with inquisitor Karamazov's “By any means necessary” for extra fun.
abusepuppy 121p · 732 weeks ago
Charging in with just the Champion and Blade Shielding could be a really good trick, I think.
sirbiscuit 81p · 732 weeks ago
SneakyDan · 732 weeks ago
KingCronan · 732 weeks ago
abusepuppy 121p · 732 weeks ago
I dunno, maybe it's just me being dumb, but I like the idea.
Kirby 118p · 732 weeks ago
SneakyDan · 732 weeks ago
Tratchenberg · 732 weeks ago
Rob40K · 732 weeks ago
wisdom like silence · 732 weeks ago
Also, Daemon. Not deamon. A before e, damn it!
pattison · 732 weeks ago
I mean, come on, there should be some kind of limits for common sense's sake.
sirbiscuit 81p · 732 weeks ago
pattison · 732 weeks ago
and I mean... the Psyfledread is SICK. (good bye arguments that GK is lacking at long range)
would I pay 10 pts for S8 on my Rifledreads? hell yeah!
Kirby 118p · 732 weeks ago
Yes in terms of scaling, 4 points more than a marine for a force weapon, storm bolter and warp quake (+ other GK goodies compared to combat tactics) is rocking. But across the list it adds up.
pattison · 732 weeks ago
tournaments here in Hungary are also mostly of this point size.
I see your point that it adds up and you don't have to introduce GHs.
mentioning this, I've just checked the forthcoming 1850 tourney's participant list and it's 60% SW...
and it's just because the new GK codex is not yet allowed. :D I'm expecting them to fill up 30% soon to leave 10% for "other armies". I've recently switched from Imperial Fists to Heresy-era Imperial Fists (aka. BT...), as I run 6 Typhoons normally in 1850 and that makes difference. I ran Rifledreads with SM - I don't painfully miss them. If they were Psyfledreads though...
yea I know "why don't you change to GK then".
I'm simply a friend of diversity. ;-)
TheWolfsLunch 61p · 732 weeks ago
sirbiscuit 81p · 732 weeks ago
Tecumseh Sherman · 732 weeks ago
Another thing I realized, something I missed because it doesn't come up very often, but...
Assassins are WS/BS 8. That means the Vindicare, even with one shot, still has a very good chance to hit the target, with 2+ on the first shot, and a 4+ re-roll if he misses.
With the Culexus, same thing but he also has that BS 10 thing, so (also in the above), if he is firing at a psyker, that's a 2+ with a 2+ reroll. Time to die, Swarmlord.
It's a pity that Grey Knight squads count as a single psyker, or you could be busting out an insane amount of shots with the aminus speculum. Here's a question though. If a grey knight squad is in a rhino (the rhino counts as being a psyker as well), and it is within 12 inches to the culexus, does he get +2 shots for the rhino and the squad inside? If so, three rhinos and three squads, with a libby or other HQ within 12 inches means +7 shots. If he is firing at a psyker, that's even more.
Really crazy, but again, very short range.
abusepuppy 121p · 732 weeks ago
artemi7 78p · 732 weeks ago
abusepuppy 121p · 732 weeks ago
jfunkd · 732 weeks ago
This is very important if a dark eldar player busts out a crucible, but also means you cant count them as a psyker for a Culexus' gun.
Saramoff · 732 weeks ago
abusepuppy 121p · 732 weeks ago
You cannot do so on "sarges" in squads, as they are not allowed to take the Psycannons. Note the wording: "One GREY KNIGHT in the squad may...", as opposed to the other upgrades which say "Any member of the squad may..."
artemi7 78p · 732 weeks ago