Tuesday, March 22, 2011
PGK Reflections
So I've been playing quite a few games with Grey Knights and I have some vital battlefield experience to share. This will be a semi-battle report in addition to a full blown analysis of the units I've played with lately.
I played a game with a all termie list last night and I wasn't too happy with their performance. Small model count and terminator armies always suffer from bad rolling. Not saying that my rolling was terribad, but it was mediocre. Mediocre is not allowed in army with only 27 models. As most of you know, 40K is a wound saturation game. You shoot something enough, force enough armor saves and no matter how amazing you are, you will die. Terminators suffer from this problem.
Last night's game was against CSM and I was playing with 2x 10x units of Terminators and a unit of 7x Paladins. The task force was led by a Grand Master w/ Psycannon and a Librarian with a bunch of skulls scattered around the battlefield. At the end of the game, I drew a pretty conclusive analysis of the battle:
Labels:
40k,
grey knights
Wednesday, March 16, 2011
PGK Battle Reports
Updated: 12:24am PST, 3-18-11, Game 2 posted!!!
This will be a collection of battle reports of me playing games with Pure Grey Knights. I will be trying out a lot of different lists over the next couple of weeks to get a better feel of the book. As always, I'll be pulling PGK lists from my tactica and playtesting my theories so I can turn them into law. Keep in mind that feedback is very important to me, as well as discussions about tactics and strategy. In terms of questions, please refer to what game you're talking about. An example would be: "In game #1, you did this.." etc.
Labels:
40k,
battle reports,
grey knights
Sunday, March 13, 2011
Pure Grey Knights Tactica
Before you read this tactica, you have to understand one key thing:
This a tactica dedicated to playing with half of the Grey Knights army book. You will not have access to any Inquisitors, Henchmen, Assassins or crazy space monkeys. If you want to play with those units, please close out of this tactica immediately.
If you're still here, that means you're ready to play a real man's game. You will play an army that's so elite that no other army can match you in the battlefield when played correctly. Whether that proves to be correct or not depends entirely on you. You will be handicapped and you will face bad match-ups time and time again. To emerge victorious means nothing, for tomorrow you will face another enemy. To suffer defeat also means nothing, for tomorrow you will walk onto the battlefield and try again. You have given your life to the Chapter and you know no fear. Be prepared to be taught the ways of pure Grey Knights.
Labels:
40k,
army list,
grey knights
Thursday, March 10, 2011
I have seen it
So I was at my LFGS today and I got a good hard look at the Grey Knight codex. I studied it, like the Art of War but in a hour's time because there was a hundred people there. I only focused on what I deemed to be the most important and that was the actual Grey Knight units. There was a lot of people looking at the book and I didn't care much for the Inquisitors and their items. Overall, the book is almost exactly like the pdf, all the way down to the costs. For more wargear info, check my previous posts.
Nemesis Force Weapons
Brotherhood of Psykers for Nemesis Force Weapon states that you take 1 psychic test for all models with a NFW. If you pass, ALL wounds caused by the unit count as Instant Death. Originally it was thought that you only get to blow up 1 guy, but now you can blow up an entire unit of Nob Bikers.
Labels:
40k,
grey knights
The sky is falling!
As expected, noobs from around the world are crying OP already at the new GK codex. This happened for every single codex release that I've seen in the last 10 years. Yes, I know, this thread comes from whineseer, but threads like this has appeared all over the net. Guess what? It's not going to stop.
Let me describe what's happening: Bad players playing other bad players automatically result in a codex being overpowered. When a veteran player analyzes a codex, several things take place inside his head that's completely alien to lesser players. For example, I'll analyze myself; not because I think I'm the greatest player to have ever lived, but I have seen the rise and fall of army books since 3rd and have played in thousands of matches both competitively and casually.
Labels:
40k,
grey knights,
random,
recommended
Wednesday, March 9, 2011
Good morning Grey Knights!
I woke up this morning and raced to my computer for one reason and one reason only: Grey Knights are available for pre-order. Without further mumbo-jumbo, here they are:
Labels:
40k,
grey knights
Tuesday, March 8, 2011
The latest GK rumors
From various sources, taken from the arrival of the GK Black Boxes from around the world:
- Nemesis Force Sword is +1 to inv save if they already have one.
- Nemesis Force Halberd is +2 to initative.
- Nemesis force stave 2+ invun to close combat wounds.
- Brotherhood Banner -25 points. +1 attack to unit, and all models in the unit automatically pass there pyschic test for there force weapon.
- Interesting factoid -Psybolt Ammo gives +1 Strength to Stormbolters,Hurricane bolters,Heavy bolters, Auto Cannons and Assault cannons.
- Warp Stabilization Field allows Librarian to transport vehicle using the Summoning Power. Servo Skulls act like mystics with extra goodies And Brain mines means affected unit cannot act that assault phase
- Psycannon: S7 AP4 Assault 2, Heavy 4, Rending
- Heavy Psycannon: S7 AP4 Large Blast Rending
- Heavy Incinerator operates like the hellhound(+12")
- Doomfist are basically Nemesis Dreadnought CCW(ie S10 powerfists)
- Nemesis Greatsword is S6 but allows rerolls to hit and wound
- DK Daemonhammer is S10 Thunderhammer
- All nemesis weapons have daemonbane which basically ignores eternal warrior for daemons and psykers.
- Psilencer? It's got: Range of 24" Strength 4 AP -Heavy 6 There's also the option for a Gatling Psilencer, which has the same stats excepts it's Heavy 12 A Psilencer always wounds Daemons on a roll of a 4+ unless the score required to wound would normally be less.
- Psyk grenades has random abilities (waiting to hear more) Rad grenades are -1T Blind grenades are defensive
Labels:
40k,
grey knights
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