Guest Posted April 12, 2018 Report Share Posted April 12, 2018 Can someone doublecheck this for me? My Fallen (with cypher) could legally be fielded alongside a detachment of GK, right? Sounds really wrong, but Fallen have the Imperium Keyword in this edition... Was just thinking that I want to field fallen, but my chaos is already too large to include them. Want to field my GK, but I don't really have enough of those for a full army. Plus GK really need a cheaper unit of infantry to provide fire support and numbers. They don't really need an ally with mobility, as they have that in spades, but a decent backfield Marine squad with a lascannon would help the GK quite a bit. And the Fallen aren't bad, they just don't really benefit the CSM any. Quote Link to comment Share on other sites More sharing options...
Psilence Posted April 13, 2018 Report Share Posted April 13, 2018 If models share a faction key word they could all plug into a battle forged detachment(s). To my knowledge. Quote Link to comment Share on other sites More sharing options...
InfestedKerrigan Posted April 13, 2018 Report Share Posted April 13, 2018 Yes, fallen can be taken with Imp or Chaos, cuz who knows their true goals. Quote Link to comment Share on other sites More sharing options...
Guest Posted April 13, 2018 Report Share Posted April 13, 2018 Thanks. Quote Link to comment Share on other sites More sharing options...
Guest Posted April 15, 2018 Report Share Posted April 15, 2018 Hmm. Rather than Creating a new thread, I'll keep the army info here. Picked up Cypher yesterday, after the ordo terrain day. I have a metal one, but I modified it a long while ago, back when cypher didn't have current rules, so I needed a new one. Pictures up once I'm satisfied with how he looks. Quote Link to comment Share on other sites More sharing options...
Guest Posted April 27, 2018 Report Share Posted April 27, 2018 More of a learning game for a friend (they have 870pts), but I'm hopefully going to get my first game for this edition of GK via this list: GK Vanguard Detachment (+1 CP) HQ Brother Captain (Warding Staff, Storm Bolter) Elites Dreadnought (Twin Lascannon, Missile Launcher) Elites Dreadnought (Twin Lascannon, Missile Launcher) Elites Dreadnought (Twin Lascannon, Missile Launcher) Troops Terminators (5, 2 swords, 2 halberds, Justicar with halberd, all with storm bolters) Total 853pts, 4 Command Points I don't think my opponent will have their codex, so I don't plan to use any relics or GK warlord traits. If they do have the codex, then I'll take Fury of Deimos for relic and Hammer of Righteousness for Warlord Trait. Quote Link to comment Share on other sites More sharing options...
Guest Posted April 28, 2018 Report Share Posted April 28, 2018 Got two games in. First became a 4-way battle against the intended opponent(DA) and two others (IG and DE). Second was with the intended opponent as an ally, and was against Ultramarines. Both games featured a single, central objective. We didn't use relics, warlords, or codex stratagems. First game was a victory for DA, which was good, since it their first game of 40k. And we all had fun. Second game ended in Draw due to time. Ended turn 2, with either group having secured the objective. Also fun. Reviews of my units: GK troops Terminators: I gave them sanctuary, but they never successfully cast it. Very underwhelming unit on the defensive end. Might want to tweak them and/or give them a transport. GK Dreadnoughts: I gave them all Astral Aim, despite only one being able to cast it per turn. Astral aim was awesome, really adds to tactical options. Allowed me to set them up knowing that only 2 would have line of sight to any given target at any time, with the third being able to fire through walls. The GK modified smite also proved very useful. They were otherwise regular dreadnoughts with las/missile. GK Brother Captain. I gave him Purge Soul which worked very well once in the two games. Otherwise a regular character in TDA. Never got him into melee, so I don't know if the warding staff was worth it. Notes: One opponent in game 1 brought a Culexus assassin. That unit was a real challenge for the GK. Ended up having to charge almost every unit into melee in order to have enough attacks to kill it. We did kill it, but for the 80 or 85 points my opponent said it costs, that thing is incredibly powerful. Quote Link to comment Share on other sites More sharing options...
Guest Posted June 6, 2018 Report Share Posted June 6, 2018 Working on a list. Picked up the BA codex because I wanted to try some of the new shiny models that keep beating me. Also broke down and bought many plastic models. This mostly metal kick is killing my army creation. Fallen Vanguard Detachment (+1 CP) HQ Cypher Elites Fallen (5, 4x Plasma Guns) Elites Fallen (5, 4x Plasma Guns) Elites Fallen (5, 4x Plasma Guns) Subtotal 476pts Grey Knights Vanguard Detachment (+1 CP) Undecided HQ Elites Purgation Squad (5, 4x Psilencers, Storm Bolter, Hammer) Elites Purgation Squad (5, 4x Psilencers, Storm Bolter, Hammer) Elites Purgation Squad (5, 4x Psilencers, Storm Bolter, Hammer) Subtotal 378pts Blood Angels Vanguard (+1 CP) HQ Primaris Captain (Mastercrafted Auto-Boltrifle, Power Sword) Elites Reiver Squad (5, Pistol+CCWs) Elites Aggressor Squad (3, Auto-Boltstorm Guantlets, Fragstorm Grenade Launchers) Undecided Elites Subtotal: 296pts Total 1150 of 2000pts (6CP) Quote Link to comment Share on other sites More sharing options...
Guest Posted June 18, 2018 Report Share Posted June 18, 2018 Made a minor discovery. Okay, I usually think about GK Incinerators as being +1 strength Heavy Flamers. What I failed to notice is that Heavy Flamers are Heavy weapons in this edition, while Incinerators remain Assault weapons. Doesn't matter hugely, but I should consider it as one of the advantages that GK have over marines, and therefore, should look to take advantage of it. Meh, just a minor discovery. Quote Link to comment Share on other sites More sharing options...
InfestedKerrigan Posted June 19, 2018 Report Share Posted June 19, 2018 5 minutes ago, paxmiles said: Made a minor discovery. Okay, I usually think about GK Incinerators as being +1 strength Heavy Flamers. What I failed to notice is that Heavy Flamers are Heavy weapons in this edition, while Incinerators remain Assault weapons. Doesn't matter hugely, but I should consider it as one of the advantages that GK have over marines, and therefore, should look to take advantage of it. Meh, just a minor discovery. I'm damn sure we have a thread about this Quote Link to comment Share on other sites More sharing options...
Guest Posted June 19, 2018 Report Share Posted June 19, 2018 4 hours ago, InfestedKerrigan said: I'm damn sure we have a thread about this A recent one? I believe you, but I only just noticed it when I was making that list of bits. EDIT: In any case, it's a discovery for me, the first time I notice it, even if others have noticed it before me. Quote Link to comment Share on other sites More sharing options...
Guest Posted June 20, 2018 Report Share Posted June 20, 2018 Finally noticed that Sanguinary Guard have 2 wounds each. Don't seem to be very swift in my perception, lately. Quote Link to comment Share on other sites More sharing options...
Guest Posted June 20, 2018 Report Share Posted June 20, 2018 Hmm...I think I'm going with this one. 2k Imperium GK Spearhead HQ Chaplain (Warlord, Inspiring Presence, Fury of Deimos, Purge Soul,) Elites Venerable Dreadnought (Multi-Melta, Dreadnought Close Combat Weapon, Heavy Flamer, Astral Aim) Heavy Purgation Squad (4x Psilencers, Storm Bolter, Sword, Sanctuary) Heavy Purgation Squad (4x Psilencers, Storm Bolter, Sword, Gate of Infinity) Heavy Land Raider Crusader BA Vanguard HQ Sanguinary Priest Elites Aggressor Squad (6, Boltstorm Guantlets, Fragstorm Grenade Launchers) Elites Reiver Squad (10, Grav-Chute, Pistols and CCW) Elites Sanguinary Guard (4, 2 Angelus Boltguns, 2 Plasma Pistols, 4 Power Fists, Death Masks) Fallen Vanguard HQ Cypher Elites Fallen (5, 4x Plasma Guns, Bolter) Elites Fallen (5, 4x Plasma Guns, Bolter) Elites Fallen (5, 4x Plasma Guns, Bolter) Total 1997pts, 105 PL, 6 Command Points Quote Link to comment Share on other sites More sharing options...
Guest Posted June 20, 2018 Report Share Posted June 20, 2018 A few angles with the above list. Primarily, it's a volume fire army, which I don't typically run. Then I have the Purge Soul combo, where my GK HQ has Ld 10 (due to Inspiring Presence) and my BA have two units that can lower leadership (up to -2). Regarding Volume fire, since @DisruptiveConductwas asking regarding necron Warriors in blocks of 10. Assuming everything is able to fire to maximum effect (rapid range, doesn't move, and all Die 'x' shots are maximum result), this army has: Chappy Warlord with Fury of Deimos has 6 shots, 5 hit, 3.66 wound, 2.44 dead necrons warriors. Venerable Dreadnought's multi-melta is negligible against necron warriors Venerable Dreadnought's heavy flamer has 6 shots (d6), 6 hit, 4 wound, 2.66 dead necron warriors Purgation Squads have 24 Psilencer shots, 18 hit, 9 wound, 4.5 dead necron warriors per squad, so 9 dead for both purgation squads. Purgation Squads also have 2 Storm bolter shots which deal negligible damage LR Crusader has 24 Hurricane bolter shots, 18 hit, 9 wound, 4.5 dead necron warriors LR Crusader also has 12 assault cannon shots, 8 hit, 5.33 wound, 3.55 dead necron Warriors Sanguinary Priest's 1 pistol shot deals negligible damage Aggressor squad has 72 Boltstorm shots, 48 hit, 24 wound, 12 dead necron warriors Aggressor Squad also has 72 (12d6) Fragstorm Shots, 48 hit, 24 wound, 12 dead necron warriors Reiver Squad has 10 heavy bolt pistol shots, 6.66 hit, 3.33 wound, 2.22 dead necron warriors Sanguinary Guard deals negligible damage Cypher has 3 shots with his bolt pistol, 3 hit, 1.5 wound, 1 dead necron Warrior Cypher also has 2 plasma pistol shots, 2 hit, 1.83 wound, 1.83 dead necron warriors Fallen squads have 8 super charged plasma shots, 6.66 hit, 5.55 wound, 5.55 dead necron warriors. All three Fallen squads fell 16.65 necron warriors. So, in total, 65.41 necron warriors in the shooting phase. Quote Link to comment Share on other sites More sharing options...
Guest Posted June 29, 2018 Report Share Posted June 29, 2018 Can't seem to get an answer regarding number of detachments allowed in the GW store's escalation league, so here's a mono-detachment list of GK with 60 PL: GK Vanguard Detachment HQ Chaplain (Warlord, Inspiring Leader, Purge Soul, Fury of Deimos) 8 PL Elites Dreadnought (Las/ML, Astral Aim) 8 PL Elites Dreadnought (Las/ML, Astral Aim) 8 PL Elites Dreadnought (Las/ML, Astral Aim) 8 PL Elites Venerable Dreadnought (DCCW+HF/MM, Gate of Infinity) 9 PL Heavy Purgation Squad (4 Incinerators, 1 Hammer+SB, Astral Aim) 7 PL Heavy Purgation Squad (4 Psilencers, 1 Hammer+SB, Gate of Infinity) 7 PL Dedicated Transport Razorback (Twin Las) 5 PL Total: 60 PL Incinerator Purgation squad is in the razorback and the psychic power is for use on their transport. List is what it is because my GK are no where near finished, or even intended to be fielded as a solo force, but they are doing better than my Fallen or BA, and I wanted to run my Imperium this week. Quote Link to comment Share on other sites More sharing options...
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