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Psilence

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Posts posted by Psilence

  1. The list looks fun. Can't go wrong with lots of TDA :)

     

    I would second the 'add some hammers' thought that white had. Halberds are cool, but without some ap 2 you'll be sad fighting other elite infantry units. Str 10 (with hammer hand) is usually adiquate vs vehicles as well.

     

    I like your 'in yo face' plan for the army. Having lots of up front pressure is a good place to be. I think you could crank it up a little though.

     

    With the turn 2 termi deep strike plan, if you flub gate the NDKs (if you stick to the plan) will be going in alone, and could suffer.

     

    If you went with the nemesis strike force detachment (turn 1 deep strike) you could send the NDKs, the pallies (hopefully) and both units of termies in at the same time. Bury the enemy in silver. Maximum threat overload and all that :)

     

    Lastly. I know the points would be tight, but finding a way to get 4 psycannons in with the Paladins (either more pallies, or 2 malleus inquisitors in TDA) will turn them into a nasty ranged beat stick, especially if you can get prescience up.

     

    Like everything though it comes down to personal preferences. If you play what you like/love you'll have fun no matter what :)

  2. Just wait for the DA codex update. Their flyers will flip from over costed and under powered, to dirt cheap and totally op.

     

    Looking at you eldar transports... ;)

     

    On topic, everyone seems to like the SW birds. They're fairly costed, and can maul units badly with their weapon load outs.

     

    I personally like their look too. They remind me of the cestus ram.

  3. Interesting at least. I'd be curious to see a list that strikes the correct balance between codex's. oh wait, it can't be done because it heresy!!! :)

     

    I've been toying around with psychic death stars (inquisition/librus conclave + GK) and had considered something similar.

     

    Not for killing my own stuff for maelstrom, but for claiming shenanagins.

    With the conclave you could drop a unit of daemons on an objective before gating off to another with draigo.

     

    Not super powerful, but could be a nice surprise out of left field if people aren't expecting it.

     

    Only problem would be if your big expensive unit failed the check and stood there for a turn doing nothing :p

  4. You have to ignore at least part of the "choose a unit that was the target of an enemy psychic power" no matter how you slice it.

    I agree, but, 'choose a unit' works nicely. ;)

     

    This is where I go to "which is more likely?" Is it more likely that GW intended it to work like everything else, but wrote it sloppily, or that they intended it to be a major exception, but didn't bother stating anywhere that it was a major exception and assumed that Players would work through a convoluted and contradictory RAW to come to the conclusion that this was different from everything else?

    GW + rules writing has been silly for a long time. I think they go a little too heavy on the beer and a little too light on the pretzels sometimes :p

     

    I agree with you that the aegis is unique, and that the rules for denying powers that don't target friendly units is a bit clunky.

     

    I disagree that the RAW is contradictory, and feel it functions in such a way to allow GK's to re-roll 1's on DTW tests. It adheres to the same no modifier restrictions as all other DTW tests, but adds another layer unique to GK's. In that regard it is different than everything else. It also seats nicely into the fluff for an all psyker army :)

     

    In any case, if someone had an issue with it in casual play I'd side with them instantly. No need to let it wreck a friendly game. In a tounement setting I would get a ruling before dice dropped, and go from there.

     

    Doesn't really matter anyway. Grey Knights never roll 1's anyway ;) unless it's a terminator save being shot by a lasgun... :p

  5. P. 96 GK codex

     

    The aegis. A unit that contains at least one model with this special rule re-rolls results of 1 when making a deny the witch tests.

     

    P. 26 main book deny the witch

     

    Paraphrased.

     

    To make a DTW test select one of your units that was a target of the enemy's psychic power. Declare how many warp charges you wish to spend. Roll dice equal to the number warp charge points you spent.

     

    Apply modifiers:

    Unit has a psyker/psychic pilot/bro-hood of psykers/sorcerer rule +1

    Mastery level higher than psyker manifesting the power +1

    Adamantium will. +1

     

    For each roll of 6 (or lower depending on mods) a warp charge has been nullified. If the number of nullified points equals or exceeds the number of harnessed warp charges the DTW roll has succeeded and the power doesn't manifest.

     

    If none of your units were the target of the enemy's psychic power ( blessings, conjurations, ect) you can still attempt a DTW. To do so follow the same process, but apply no modifiers, you will require 6's to nullify warp charge points.

     

    So

     

    By RAW to follow the same process you have to choose a unit that was the target of an enemy psychic power. Since blessings/ conjurations/ ect don't target your units, per RAW (of the "follow the same process") they could never be denied.

     

    The bit about allowing DTW vs blessing/conjurations/ect specifically is raw as well though and states that they can be denied, and that you follow the same process, but pick a unit to DTW, even though none of them were the target of a power.

     

    I.e.

    Enemy casts a blessing.

    Player chooses a GK unit to DTW.

    Player allocates points like normal, and rolls his DTW dice, applying no modifiers.

    A 1 is rolled.

    The aegis special rule allows GK's to re roll 1's to DTW. GK re-rolls the 1.

     

    Just my interpretation though. /shrug.

    • Like 1
  6. 1. Codex inquisition allows psykers to roll on the telekinesis, telepathy, pyro, divination, and sanctic psychic tables.

     

    Question is weather they can roll on malefic as well (per main rule book p.28/'the discipline of daemonology'). Or if they may not since their tables are specifically called out.

     

    2. Is a re-roll a modifier? Ref p. 11 main book and p. 96 in GK dex.

     

    Pertains to GK's aegis special rule. They re-roll 1's to deny the witch. Do they get this effect if they are not the target of an enemies psychic power?

    • Like 1
  7. Sounds like a fun weekend, neat to see some of the Internet folks floating around.

     

    List seems pretty solid.

    Having played vs lists geared for tshift (competitive minded) would/are you gonna change anything up for LVO?

    MVPs in the list?

    Lemons?

    Did the list with more psi charges give you any trouble getting powers off?

     

    Glad you had fun :)

  8. Precision strikes allow the attacking player to allocate wound placement, rather than the owning player, it is an effect, not a modification of the number needed to hit.

     

    So with the DE Knights in melee example they still need 6's to hit the invisible unit, but all of those 6's would allow for a precision strike.

     

    As for fixed numbers to hit, it's late and I can't think of any. :p Have an example besides invisibility?

  9. It uses grab-a-tahns to hold the enemy in place.

     

    ;)

     

    Someone needs to put up a casting lesson in artificers forge. You know, so we can all make or own, completely origional weaponry, that we can then mass produce... Wink wink.

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