So, continuting my series from last week (Parts One and Two) I wanted to continute the discussion of how 6th edition affects Grey Knights.  On to Fast Attack!

 

Stormraven

Upsides of 6th:

  • Flyers are broken (at the moment), didjya hear?  Seriously, it’s messed up, but there is almost nothing more important than how many Flyers you can bring in 6th edition
  • The Stormraven is quite tough for a flyer.
  • It has a lot of guns, and can be given a fair bit of variety to it’s guns\
  • It is also a transport, with an assault ramp no less
  • If you’re worried about it crashing with your dudes inside, they can always jump out the back

Downsides of 6th:

  • It’s quite expensive, the most expensive flyer by far.
  • Using it as a transport is much harder in this edition
  • Dual Gunship/Transport function means you are wasting some of it’s capacity now.

Continue reading »

 

Following up from Wednesday’s post, I wanted to continue my break down of how 6th edition has effected various Grey Knight units.  We did troops (including Henchmen) yesterday, so I think it’s time to move on to Elites.

 

Purifiers

Upsides of 6th:

  • There will be many more hordes now!  Orks and Tyranids are back.  Cleansing Flame is one of the better anti-horde powers in the game, and you’ll have plenty of chances to use it.
  • Good Dakka.  Purifiers don’t really have the same level of dakka output Strike Squads do (per pt), but the extra psycannons can be nice, and they’re less afraid of being assaulted.
  • Free Incinerators!  Flamers will be huge in 6th ed, you watch.

Downsides of 6th:

  • Again, you’re going to be on foot a lot more, and purifiers are very expensive per wound.

Total Change (not a pure weight by bullet points): +2  I think it mostly comes down to cleansing flame and the fact you’re going to see a lot more hordes.

 

Paladins

Upsides of 6th:

  • ZOMG, wound allocation.  Wasn’t one of the main points of 6th edition to change wound allocation so that multi-wound (individually equipped) units got less silly?  And then, they make every paladin a character, complete with Look Out Sir! rolls.  An entire article can (and probably will) be written on this subject, but suffice to say it is at least as good as the old wound allocation for paladins.  It’s worse in some ways, better in others, but mostly better with a character such as Draigo to tank for the unit.
  • Related, but different, you not longer have to spend extra points making sure each model is individually equipped.
  • Precision Shots.  Hey guess what?  Every 6 you get to decide where the shot goes.  hey, at least it’s less silly than Nobz doign the same thing.
  • The Divination psychic discipline.  In almost any large squad, you’re going to dedicate a psyker to take divination and use it on this squad.  The primaris power alone is fantastic.  16 twin linked psycannon shots?  yeah, that’s goign to happen.
  • Obviously, they benefit from AP3 power weapons same as any other terminator.  Not going to help against Thunderhammer – Stormshield terminators, but again, shoot them.
  • Challenges.  Take them on any model you want, depending on the situation. Solodins can now take on a squad with a powerfist sergeant, just challenge him.  He either accepts or doesn’t, but either way you kill a bunch of dudes.
  • Overwatch?  Yeah, short of orks, these guys rock at it more than any other unit.  Especially with those Divination powers.

Downsides of 6th:

  • Uh, there will be more plasma?  Except there will likely be less melta, so even this seems good.
  • Oh, I almost forgot, Kill points.  Kill points are 1/6 of book missions now, and Draigo-wing just auto-wins at that mission type.  But who knows how often Tournaments run kill points?  I’ve been to a tournament where every single mission had kill points primary.  Feast of Blades I know is still 1/3.
  • It’s an official rule that a unit can only score one objective.

Total Change: +5!!!  These guys got a ton of benefits, almost no downside.  Kill point missions aside, you still can’t run your entire army on them, and I’d even say that the pure Draigo-wing army is a little less viable than before.  But as an individual performer, paladins have only gotten better.

Continue reading »

 

So……6th edition.  I thought I’d make my first post, in just about a year, with it, but I wanted the time to digest some of what is coming out of it. I have lots of thing to say about 6th edition itself, but I wanted to discuss the effects on various GK units more, merely because that is so high at the top of my mind.  I think there’s no where else to start but the top.

Generally:  Grey Knights were generally considered at the top of the heap at the close of 5th.  Personally, I think Necrons were probably right up there with them, but I think this fact was in general underappreciated–mostly due to Necrons needing a fair bit of finesse and synergy between units, while GK units tend to be a lot more general purpose, self-sufficient, and of course they’re marines (they didn’t use to be, dammit!) which makes them a fair bit  fail-proof. Well, that’s gone now, at least to a degree.  Which is good!  Grey Knights certainly got their boosts in 6th, but so did most other codexes, some to a far larger degree than GK.  Again, I say this is good.  I’m sure there are some power gamers out there who want their “I win” button (it was never really there) but personally, I get tired of people assuming I’m beating them just because I brought Grey Knights.  I think most players are similar.

General Upsides of 6th for GK:

  • Psychic powers are far more important now, and Grey Knights have a ton of psykers, and possibly the  most powerful on average, in the game.  Only a few models can switch out their power for basic rule book powers, but it’s still more than most armies get.
  • Massive nerf to psychic hoods means that GK will get their powers off far more often. Most of our native powers are buffs, meaning Deny The Witch and Psychic Hoods are inapplicable.
  • Conversely, we’re now one of the best psychic defended armies in the game.  Because of how Deny The Witch works, a GK unit (not henchmen) will almost always get a 5+ save against powers, very often 4+ (if they include a Psychic Mastery level 2 IC, which is going to happen a lot), and this is on top of The Aegis. That’s pretty powerful, and unlikely to change through FAQs or new codexes (which you should expect with Space Wolves and Eldar, eventually)
  • Generally speaking infantry Dakka is much more important, and Grey Knights, particularly Strike Squads, are really good at Dakka.
General Downsides of 6th for GK:
  • Fortitude is much weaker now.  This is part of the general nerf to vehicles, but we had really good vehicles, and Fortitude was a little broken.  Still, the change hurts us more than some others.
  • You no longer win the shooting match quite as definitively with rapid firers like Tac Squads, as they can at least hit you at the same range, and are much cheaper.
So, that sounds like a much larger upside to downside, but keep in mind almost everyone else got a similar list.  Much was given in 6th, very little (besides vehicles was taken away).
So let’s look at it unit by unit, shall we?  We’ll start with Troops.
 

Well, first of all, here are the Ard Boyz Semi-final Missions.

I was starting to wonder when they would post them, but then we were all wondering that for the Qualifiers.

Look them over, then let me share my thoughts:

Continue reading »

 

 

Let’s go on to the game by game battle report, shall we?  40k Preliminary Ard Boyz missions are here.  I should mention that our T.O. had ruled, ahead of time, that Infiltrate and Scout were universal rules that were active in all missions.

Game 1:

So, I hope the kid never finds this blog, because I don’t want to hurt his feelings, but my round 1 opponent was a 17 year old puppy we’ll abbreviate as J.  And I stomped the puppy.  Nothing noble in it, but I took it for the opportunity it was to get full battle points.

Continue reading »

 

So, I went down to my local store this past weekend, where I am in fact a paying club member, to play in the 40k Ard Boyz preliminaries.  I came in second, out of a fairly small 13 people, just narrowly missing first with a 61-58 battle points ratio.  Two other folks tied for 3rd at 48 pts.  I think the day mostly went pretty well, and I’m ok with coming in second, since it qualified me for the semi-finals……but in the semi-finals I need first, so I know I have a little work ahead of me.

 

 

 

 

 

Here’s the list I took:

Continue reading »

 
purifiers_by_lynxc-d3j7o9u

OK, I’m going to make this pretty quick, as there are only a few options that make sense for Grey Knight Strike Squads, and while they’re actually a very versatile unit that can be used with a fair degree of finesse, their basic application is quite simple.  I also want to establish a baseline of what I’m talking about when I say “Basic GKSS Squad” because I see some funny thoughts out there on the forums that don’t necessarily make any sense.

 

First of all, and I’m actually kinda curious as to how much push-back I’m going to get on this, there’s only one decent way to to equip your GKSS squad.

  • Full ten men
  • Two Psycannons
  • Swords all around
  • Psybolts
  • Rhino
  • If you really want to, it’s acceptable to give the justicar a NFW hammer, though honestly, in my experience it never gets used.
 

“ZOMG, Halberds are so awesome!” The Internet raves.  ”It should be like, all Halberds, all the time!”   Hokay, now, calm down.  Yes, NFW Halberds are good.  Going at Initiative 6 puts you before the whole wide world of MEQs (like 60% of 4ok, at least), even before those with furious charge.  Since they’re power weapons, that are often at a boosted strength, you are really fairly likely kill a lot of the enemy before they get a chance to swing. But, of course, not everything is a MEQ (just as not every vehicle is a rhino), and even against a MEQ (Marine EQuivalent) there are times when the the +2 initiative isn’t going to be helpful. Perhaps, more importantly, all the other Nemesis Force Weapons can be pretty awesome, though costs and cost effectiveness for all of them vary widely by unit.   So let’s talk about when to use NFW halberds, and what the real cost/benefit of them is.  First, let’s get two things out of the way.

  1. Yes, you are pretty much alway going to get them on Purifier Squads.  2 pts (!!!) is stupid cheap, and it’s not just that low cost alone, it’s that it’s augmenting 2 attacks, so you’re really only paying 1pt per attack to make it Init 6.
  2. No, you should pretty much never get them on Strike Squads.  5pts isn’t so cheap, especially for a unit that only has 1 attack, and wants to fighting in CC as a distant second to using it’s ranged firepower.
So with it being a pretty much auto-include on Purifiers, and a never-include on strike squads, and therefore interceptor squads, as well, (can we all admit that people don’t really use purgation squads?) what we’re really talking about is when to take them on Terminators squads (including paladin’s) and how much.  And that’s what has really been making me pull my hair out, people saying termies should have all halberds, all the time.  Well, no, they shouldn’t, and I’ll tell you why. Continue reading »
 

So, another round of GW FAQ updates is out, fixing various problems, clearing up questions, most of which shouldn’t have been asked, ALL of which shouldn’t have needed to be asked.

They very noticeably come much faster now, for which, many would argue, I should be grateful.  The last Grey Knights and Main Rule Book FAQ was only a month ago.  And I do, in way, feel grateful, but as soon as that feeling wells up, I grow bitter, because truth be told, these FAQs should largely be unnecessary.  If Games Workshop play-tested in any sort of reasonable manner, most of these ambiguities wouldn’t exist.  Unleash your average cynical gamer on something like the new Grey Knight Codex, and inside an hour, I think most of them would have had at least 80% of the questions I finally compiled.  Only about half of which were answered by the original FAQ, and only a tiny fraction more were answered by the recent update.  The fact that the original codex had so many ambiguities, and the FAQ only answered half the questions, is reflective of a fundamental un-seriousness in Games Workshops rules process.  Don’t they care about rules, balance, a game that works?

 

No, they do not.  Games Workshop is simply un-serious about rules.  They design their rules around 12 year-old boys, and older gamers drinking beer and eating pretzels.  You want a tight game, a game that cares about rules, what they mean, and how they can affect the outcome of two adults competing with each other in game of wits, that also happens to involve prettily painted toy soldiers?  Go play warmachine.  I’m serious, that’s GWs answer.

You know how I know?  First new bit in the Main Rule Book FAQ: “Q: When two special rules or effects contradict each other how is this resolved? (p2) A: Roll off using ‘The Most Important Rule!”

Fuck off, GW.  You plan to fail.  If you wrote rules like they mattered, as if the game, which sells your models, was based upon them, you wouldn’t put forth answers like this.  You’d seek to resolve the inconsistencies, ambiguities, and outright conflicts one by one until there simply weren’t anymore.

If you’re not aware of how much better and more logical a system warmachine is, you simply haven’t read the rules.  Oh, I’m not saying you have to like the game, overall, aesthetics certainly has a lot to do with it, but the fact that rule system is tight, barely ever open to interpretation, and balanced, is unquestionable.  If you are familiar with the system, how many times can you think of that people were unsure of how a rule worked, even in a complex interaction with another rule?  How much and how long was somethign strongly unbalanced allowed to persist for?  Oh, it has happened, I can think of a few instances.  Count on one hand kinda “few”.  How many can you think of has happened with Games Workshop rules?

Many hundreds, at least.  You know it’s true.

Yes, the new FAQs come much faster.  Yes, that’s progress.  I’m reasonably sure they’ve been driven to this by Warmachine’s rise in popularity, and the acknowledgement that a lot of that is probably driven by a sensible ruleset.

And even with these changes brought about by Privateer Press eating their lunch, still they’re so lackadaisical?  I am almost literally disgusted.

Rules are important.  Rules matter.  Rules lead to a system in which “tactics” can flourish.  And as a intellectual, macho gamer — I basically play this game to measure my brain against my opponents — tactics are far and away what I care about.

And games workshop, which just happens to own the most popular war game system at the time, does not.  And it pains me.

 

Let’s look at what the recent changes brought, shall we?  Nothing momentous at all, but yes, it is good they’re making efforts.

Continue reading »

 

So, I guess my first post became at least partly a rant about my painting score, not really what I meant it to be, so let’s move on to what I really care about:  Tactics. For reference, my full list that I brought can be found here:  Draigo and Stormraven List.   First, some general thoughts:

  • People targeted the Land Raider Redeemer much more aggressively than I was expecting.  I thought they would be going after Stormraven first in all cases, since it was faster, more fragile, and had a much more nasty payload.  Maybe people didn’t realize just how nasty that payload (Draigo, Paladins w/ psycannons and a BroBanner, and a dreadnought) really was?  Didn’t seem like it, though.
  • The converse of this has to be that I was using the Stormraven too conservatively.  I was always turbo boosting it, but often up the side.  I probably should have sent it right up the middle, since I had designed the paladins and dread to be able to fight well if it crashed and left them center of board.  In the end, I probably just need more practice with this list.
  • Draigo and the Paladins, were the absolute MVPs, they performed fantastically.  Of course, they have to be, they cost like 625 combined.  Still, they were just awesome to behold, and were durable as all hell.  I think I lost a paladins twice to Str 8 Instant Death, but by and large Draigo did manage to keep them safe.  Even though they often had a lot of ground to cover, they made it across open terrain, and just bashed the enemies face in.  Game 1, all else was lost, they straight up ekked out a win for me.  Game 2, I lost, but Draigo, by himself, came so close to making it a tie.  Game 4, Draigo happily fought basically her entire demon army.  Nearly died, and all the paladins did, but he pulled through.  Very thematically appropriate.  I didn’t actually get to use their psycannons as much as I hoped, I wonder if I should re-balance things between them and the terminators, weapon load-out wise.
  • GKT underperformed, a little, mostly because they got their Redeemer shot out from under them.  But, that meant their lack of a psycannon was painful.  I had meant the paladins to get shot down far from the battle line, not them.
  • Yeah, kinda like I thought, I really wish the psycannon dread in the Stormraven was a venerable dreadnought.  He performed OK, he was in a lot tough situations, often contributed, but the durability would have been super, super useful.  He almost always did die, eventually, at least twice got knocked on his butt almost immediately.  I would say from experience a venerable dread is something like twice as durable, and BS 5 never hurts.  Problem is, I just cannot see how to fit the extra 50 (it’s 60, but I’d ditch the heavy flamer, too) in this list.
  • My Grey Knight Strike Squad was kinda “meh.”  I suppose that was to be expected, they were the average guys in an other wise all-star list.
  • Psyfleman worked great, did what I wanted, though I guess he was never really needed; the first time I fought rhinos, he got knocked on his ass before he had a chance to fire, the second time, his fire output was just gravy on an otherwise slaughter fest.
  • I had some heavy metal in there–an LR, SR, rhino, 2 dreads, and all those termie models, but apparently target priority was too clear for my enemy.  I could use with more, or harder, targets.  Which leaves us right back the dual LR list, unfortunately, because I don’t know how to fit more metal into this current list.
Review of the list by item: Continue reading »
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