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I made a Huge Mistake (Grey Knights)


savion47

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Personally, I think WH40k players as a subset of war gamers in general, spend way to much time worrying about this mythical, utopian "balance."

Sometimes your a rock and you'll smash scissors; sometimes you're a rock and will get covered by paper. Only instead of the threeway simplicity of R-P-S, it's a game with forty-thousand moving parts...

I'm not saying imbalance doesn't happen. We've all seen units that are clearly too good for their cost (e.g., early Heldrakes) or too poorly suited for their intended role (e.g., Pyrovores). But rather than treat these as odd hiccups in an otherwise reasonably functioning game, too many of us react like a crazed Flagelleant who has witnessed an act of HERESY!

 

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2 hours ago, Zorcon said:

Rules say you can only trade in a single promethium cache.

I should have clarified, I meant spend 2 caches over the course of a league to help purchase remaining GKs. Current plan is to spend one after game 2 and one after game 3. My current starting list is leader and 2 specialists. If one of them dies... well that is a whole other story.

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2 hours ago, Zorcon said:

Since the vast majority of SW:A was copy/pasted from Necromunda, I looked through the old Necromunda rules to see if I could find clarification. The following section appears on the 3rd paragraph of pg 96 under the heading of New Recruits of the collected hardbound book:

"New fighters are recruited in the same way as the original gang. Refer to the Recruiting a Gang section. New recruits may be armed with any of the weapons described in the Gang Recruitment list, but cannot be given other equipment until they have fought at least one battle."

There is no fighter type of "New Recruit" in Necromunda (they are called Juves). So I think this is a case where the terminology was overlooked and not properly changed in SW:A. Every other reference to New Recruit in SW:A appears to be referring to the type of fighter, but in this one case, I think it is meant to refer to any newly hired fighter.

Excellent call. That does seem to settle the issue.

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I have set up my first game against Rhuntar today. This is going to be the place where I officially track my roster for everyone to see. I will update after every game.

Here is my starting roster:

Justicar              250
    Stave               25

GK Gunner         200
    Psilencer        150

GK Gunner          200
    Psycannon       175

Total:                  1000

(I am currently looking for a good way to put all the information like stat increases, skills, stc.)

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First match vs. Rhuntar's Guard.

We rolled the. Scavenger Mission and had 4 objectives on the table. This is the mission I feared most, one where I actually have to move instead of sitting back. I set up on the ground to move forward towards the caches. Slowly moving forward and picking off guard as they came into sight, things were going well. I took enough guard out to make him start taking bottle tests. I was trying to close in on one of the objective markers when my leader got shot by a sniper in overwatch. He of course failed his armor save and went down. Next turn I bottled which gave  Rhuntar all 4 objectives. he rolled 2 6s and got an extra cache. Luckily there was no injury on my leader. Rolled double 6s for his advance and took +1 BS. Purchased 2 CCWs for my Guunners so I can begin the great weapon swap game after buying my 4th knight post next game.

Justicar              250 (+1 BS)
    Stave               25

  • GK Gunner         200
  •     Psilencer        150
  •     Pair of Falchons 30

    

  • GK Gunner          200
  •     Psycannon       175
  •    force sword        60

 

 

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31 minutes ago, VonVilkee said:

Are the falchons really cheaper than just the sword? What makes the difference?

The sword hits WAY harder. +2S, and then another -3 Sv modifier on top of what your S would normally provide. Even without any other boosts, that's putting Wounds through on even Terminators more than 2/3 of the time. The Falchions give the extra Attack for two CCWs, and an extra Parry, but they just hit at base S and Sv Mod.

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Got in my game 2 on Tuesday. Rolled the Hit and Run scenario. It took us a bit to read through everything and make sure we were playing it correctly. I had to try and punch a Necron to death with ym 2 GK that could participate. My leader and my gunner with the Psilencer to part. My gunner was laying down good cover fire as my leader moved toward the necron that needed to go down in HtH. Unfortunately there was a long open walkway the had to try and get across. He began to sprint, when all of a sudden he slipped on some acid, and fell off the walkway to a building below. The gunner kept firing and took out the target with shooting (thus failing the mission. The Gk ended up running away due to a failed bottle test. Another loss for them.

Leader is missing the next mission due to his little tumble. Bought my 4th GK though, so there is a silver lining. Oh, and my Gunner got scavenger, so that should help out a great deal going forward.

Justicar              250 (+1 BS) MNG
    Stave               25

  • GK Gunner         200
  •     Psilencer        150
  •     Pair of Falchons 30
  • Scavenger

    

  • GK Gunner          200
  •     Psycannon       175
  •    force sword        60

 

  • GK                       175
  •     Staff                   25

Caches: 1

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32 minutes ago, WestRider said:

Any of the Hit & Run sub-missions can be tough if your Team isn't suited to them. Bummer about the fall.

Getting Scavenger is huge for GK or Nids if you're not house-ruling the campaign system. Probably worth having your Leader out of action for a Mission.

Oh I feel I came out good in the end. It was hilarious to watch all the rolls work out for him to fall on his face and go out of action. 

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