tag:blogger.com,1999:blog-38193607244841047832024-03-06T01:11:33.680-05:00Grey Knights by XethikMichael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.comBlogger65125tag:blogger.com,1999:blog-3819360724484104783.post-47001851208001284872012-02-01T12:00:00.000-05:002012-02-01T13:55:11.877-05:00Unit Review: Ordo Hereticus Inquisitor<div class="separator" style="clear: both; text-align: center;">
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The Ordo Hereticus are the Witch Hunters, those would would seek out and kill rogue psykers and other witches, and their Inquisitors represent this well. The Ordo Hereticus Inquisitor has plenty of wargear options to represent this in addition to options open to all Inquisitors.<br />
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The Inquisitor starts out with Frag, Krak, and Psyk-out Grenades, Carapace Armour, Bolt Pistol, and Chainsword. He is also an Independent Character with Stubborn, which is conferred to his squad. While his subpar statline (aside from 3 Wounds) would make him seem like an unattractive choice, he can take a lot of extra equipment and unlocks the Henchmen choices. Henchmen are the major part of taking an Inquisitor, but I'll cover them in a later article. Let's move onto the options.<br />
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<b>Weapons</b><u><br />Power Sword</u> - With only strength 3, chances of this being a good choice are low. Even with Hammerhand, you are better off either avoiding close-combat or picking up a Power Fist/Thunder Hammer. Plus, Ordo Hereticus aren't the best close-combat option, but more on that later.<br />
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<u>Plasma Pistol</u> - While having the plasma shot is nice, I'm not sure if one shot (generally the best you will get a game, if even) is worth the points, even more so considering an Inferno Pistol is the same cost.<br />
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<u>Inferno Pistol</u> - A somewhat strong option. Melta is great, and this acts as a pistol, too! Due to low range, however, you will probably be shooting it once a game at best and thus you may be better with the longer-range, Combi-Melta.<br />
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<u>Combi-weapon</u> - Combi-Melta is probably your best choice here, if you choose to take one.<br />
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<u>Power Fist</u> - Not a horrible option. Your initiative of 4 isn't amazing, so dropping to 1 isn't blasphemous. Again, though, this Inquisitor doesn't have a lot for close-combat, so perhaps shy away from gearing to do so.<br />
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<u>Condemnor Boltgun</u> - While this is quite fluffy (and reminds me of a vampire-hunting crossbow gun), it just isn't very good. The wound has to be allocated to the psyker for the effect to occur, and therefore isn't all that likely. Plus, with the FAQ, the wound has to be unsaved; not all that likely for this to occur.<br />
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<u>Thunder Hammer</u> - A good choice for close-combat oriented Inquisitors, like the power fist. You just won't be likely building for it.<br />
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<u>Null Rod</u> - Another interesting, fluffy-inspired, and odd weapon. It stops you from using any Psychic Powers on yourself and prevents opponents powers, but it doesn't stop you from using Psychic Communion or letting a Librarian use a non-self targeted ability. At 25 points, though, it is a bit expensive for a situational weapon, especially since it stops you from using Hammerhand.<br />
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<b>Misc.</b><br />
<u>Servo-Skulls</u> - You can take up to three of these for a low point
cost. Good if you have a lot of Conversion Beamers or other blast
templates or if you plan on attempting Deep Strikes often. They do offer
scout/infiltration defense, too, so a good left-over point spending,
but they don't make you more combat effective. They are cheaper here than taking them on a Grand Master.<br />
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<u>Psyocculum</u> - Being BS 10 is amazing, even if it is only against psykers, as some armies (Grey Knights, Eldar, and Tyranids) almost always have a psyker or many more wandering about. Stick this with 4 Psycannons and suddenly you are destroying your fellow Grey Knights. It's a bit pricy and situational, though, so again, I wouldn't really take it. It's too bad so many "cool" wargear options are either too pricy or too situational.</blockquote>
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<b>Armour</b><br />
<u>Power Armour</u> - A fine upgrade, but the awkward point cost of 8
will probably mean you will have 2 points "floating" at the end of your
army list.</blockquote>
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<b>Psychic Powers</b><br />
<u>Psychic Mastery</u> - A fine upgrade if you are putting the Inquisitor into close-combat (for Hammerhand) or if you want to be able to control your reserves well with a reserve based army (with Psychic Communion). Note that you do not have to exchange your current weapon with a Force Sword due to Errata in the Grey Knight FAQ.</blockquote>
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<b>Sample Builds</b><br />
<u>Close-Combat Oriented Ordo Hereticus Inquisitor - (75)</u><br />
Power Sword, Inferno Pistol, Hammerhand<br />
Adds a bit of a punch to close-combats with an extra Hammerhand cast, a good number of attacks with a power weapon and pistol, and a melta shot to boot.<br />
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<u>Shooting Oriented Ordo Hereticus Inquisitor - (60)</u><br />
Combi-Melta, Psyocculum<br />
Great to add to a squad of Purifiers with Psycannons on foot or Purgation squads and give them that extra punch against psykers.<br />
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<u>Close-Combat Ordo Hereticus Inquisitor Two - (80)</u><br />
Power Fist, Combi-Melta, Hammerhand<br />
Very similar to the other close-combat build with a power fist instead of a power sword (and swapping the Inferno Pistol for a Combi-Melta)<br />
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Keep in mind while none of these seem particularly attractive, the main reason you take these HQs is either for a cheap HQ slot so that you can focus points elsewhere or so that you can take Henchman.<br />
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(I apologize for the copy-paste post. Blogger deleted this twice before once when I was just about done and the other half-way through. I got a bit sick of it and didn't want to keep everyone waiting even longer)<br />
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Next post will be very similar but instead covering Ordo Xeno Inquisitors.<br />
Until then,<br />
XethikMichael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com5tag:blogger.com,1999:blog-3819360724484104783.post-88765598471750389562011-12-30T00:34:00.000-05:002011-12-30T06:46:38.322-05:00Unit Review: Ordo Malleus Inquisitor<div class="separator" style="clear: both; text-align: center;">
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Each of the three major Ordos of the Inquisition have an HQ choice (along with a special character) in the Grey Knight's codex to represent them. While all three are similar, they do have different choices and thus, I'll cover them in separate (but shorter) posts. First, I'll start out with the Ordo Malleus.<br />
<a name='more'></a>Ordo Malleus Inquisitors are meant to be specialized against Daemons and can be taken in either a Radical or Puritan. However, unlike the older codex, your Inquisitor choices do not affect what units you can and cannot take; a Puritan can take Daemonhosts and a Radical can take Grey Knights in the army. Let's go onto what the Ordo Malleus Inquisitor has by default.<br />
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The Inquisitor starts out with Frag, Krak, and Psyk-out Grenades, Carapace Armour, Bolt Pistol, and Chainsword. He is also an Independent Character with Stubborn, which is conferred to his squad. While his subpar statline (aside from 3 Wounds) would make him seem like an unattractive choice, he can take a lot of extra equipment and unlocks the Henchmen choices. Henchmen are the major part of taking an Inquisitor, but I'll cover them in a later article. Let's move onto the options.<br />
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<b>Weapons</b><u><br />Power Sword</u> - With only strength 3, chances of this being a good choice are low. Even with Hammerhand, you are better off either avoiding close-combat or picking up a Daemon Hammer, and you should definitely be picking up Terminator Armour if going for close-combat.<br />
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<u>Plasma Pistol</u> - While having the plasma shot is nice, I'm not sure if one shot (generally the best you will get a game, if even) is worth the points, especially seeing how this is a close-combat oriented weapon at which point you'll be picking up Terminator Armour.<br />
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<u>Combi-weapon</u> - Combi-Melta is probably your best choice here, if you choose to take one.<br />
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<u>Power Fist</u> - Utterly worthless as the Nemesis Daemon Hammer is superior for the same cost. It's just here for modelling purposes.<br />
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<u>Incinerator</u> - Incinerators are pretty strong, and the Inquisitor is a nice spot to take it. You can't really focus on close-combat and take an Incinerator, though, so you will probably fire once and either assault or die next turn, sadly. Still a nice choice.<br />
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<u>Nemesis Daemon Hammer</u> - A good choice for close-combat oriented Inquisitors. You get this for "free" when upgrading to Terminator Armour, so you may as well just pick up the armour.<br />
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<u>Daemonblade</u> - A weapon which seems quite fun to use despite being a bit random. I'm not sure as it is very competitive, as the most likely roll of a 7 also happens to be the worst and doesn't count as even a Power Weapon without taking a specific upgrade (either as a Force Weapon or a Etherblade).<br />
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<u>Hellrifle</u> - Essentially a Strength 6, AP 3 Sniper without Pinning. Seems like it would be another fun weapon to use, but you would have to be in a squad that would be well fit for it, such as some Jokaero Henchmen.<br />
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<b>Misc.</b><br />
<u>Servo-Skulls</u> - You can take up to three of these for a low point
cost. Good if you have a lot of Conversion Beamers or other blast
templates or if you plan on attempting Deep Strikes often. They do offer
scout/infiltration defense, too, so a good left-over point spending,
but they don't make you more combat effective. They are cheaper here than taking them on a Grand Master.<br />
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<u>Psybolt Ammunition</u> - An extra strength on bolter shots is nice, but if you have Terminator Armour you will probably be taking a Psycannon and otherwise you don't have an amazing bolt-weapon anyway. A decent upgrade if you have floating points.<br />
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<u>Empyrean Brain Mines</u> - A decent option, especially if you have a Daemon Hammer so that you can attempt to stop your enemy from striking you down before you strike. It is slightly expensive, so I wouldn't say it is anywhere near an auto-include, just a point sink.</blockquote>
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<b>Armour</b><br />
<u>Power Armour</u> - A fine upgrade, but the awkward point cost of 8
will probably mean you will have 2 points "floating" at the end of your
army list and if you need the extra Armour, you might as well pick up
Terminator Armour. Not a bad choice, though. </blockquote>
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<u>Terminator Armour with a Daemon Hammer and Storm Bolter</u> - A really good choice, despite the price, as it allows you to pick up a Psycannon (a relentless one, at that) and gives you an Invulnerable Save and a good close-combat weapon. One of the main things I would look at for an Inquisitor.<br />
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<ul>
<li><u>Psycannon</u> - Psycannons are amazing weapons and are the best weapon you can pick up on the Malleus Inquisitor, warranting taking them alone. You can only take them with Terminator Armour.</li>
</ul>
<b>Psychic Powers</b><br />
<u>Psychic Mastery</u> - A fine upgrade if you are putting the Inquisitor into close-combat (for Hammerhand) or if you want to be able to control your reserves well with a reserve based army (with Psychic Communion). Note that you do not have to exchange your current weapon with a Force Sword due to Errata in the Grey Knight FAQ.</blockquote>
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<b>Sample Builds</b><br />
<u>Close-Combat Oriented Ordo Malleus Inquisitor - (105)</u><br />
Terminator Armour, Combi-Melta, Hammerhand<br />
Adds a bit of a punch to close-combats with an extra Hammerhand cast, a Nemesis Daemon Hammer, and a good armour/invulnerable save.<br />
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<u>Shooting Oriented Ordo Malleus Inquisitor - (80)</u><br />
Terminator Armour, Psycannon<br />
Great to add to a squad of Purifiers with Psycannons on foot, Purgation squads, or Terminators<br />
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<u>Non-Terminator Shooting Oriented Ordo Malleus Inquisitor - (40)</u><br />
Hellrifle<br />
A cheap Inquisitor just to grab an extra decently strong shot and when you can't afford or can't place (due to Terminator Armour) the Psycannon built Inquisitor.<br />
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Keep in mind while none of these seem particularly attractive, the main reason you take these HQs is either for a cheap HQ slot so that you can focus points elsewhere or so that you can take Henchman.<br />
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Next post will be very similar but instead covering Ordo Hereticus Inquisitors.<br />
Until then,<br />
XethikMichael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com4tag:blogger.com,1999:blog-3819360724484104783.post-16562546484574017372011-12-25T00:33:00.004-05:002011-12-25T00:38:11.257-05:00Happy Holidays!Surprisingly enough, I'm still alive! I just wanted to wish any readers out there a great holiday season. No Grey Knight with a Santa hat this year, as I'm on my cell phone, but there's always next year for my dream photoshop of a Dreadknight Santa Claus.
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Happy Holidays everyone! Best of luck with the hobby side with all those great gifts you were hoping to receive.Michael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com0tag:blogger.com,1999:blog-3819360724484104783.post-31674175980100331242011-08-31T13:49:00.001-04:002011-12-30T06:45:58.128-05:00Unit Review: Brotherhood Champion<br />
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Xethik here with the next part (delayed quite a bit by college) of the unit review of the new Grey Knights codex. This article is focusing on the Brotherhood Champion, his role in an army, and how to use him.<br />
<a name='more'></a>The Brotherhood Champion is a powerful officer of a Brotherhood who is meant to act as the bodyguard for a Brother-Captain or Grand Master. He is the only Grey Knight HQ (as in not Inquisitor) who does not have Terminator Armour but, just like the other HQs, is a very support based model. His main ability is Titan's Herald, a special rule meaning on a turn in which you charge an opponent, you can re-roll hits with the Brotherhood Champion and his squad, while the Brotherhood Champion always re-rolls failed to Wound rolls due to his Force Sword.<br />
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The Brotherhood Champion also serves another role. He is the perfect Independent Character killer. Looking at the Brotherhood Champion's stat line (Weapon Skill 7 and one Wound), he is meant to be able to hit things easily without offering too much in terms of defensive ability. If he had a higher Weapon Skill, it would be more difficult to hit him if you were Weapon Skill 4 (the average somewhat-assaulty unit weapon skill), but alas he does not. Combine this with his Perfect Warrior special rule and Heroic Sacrifice, meaning each assault phase he can only adopt one stance, and you can see this clearly.<br />
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Each assault phase, the Brotherhood Champion must adopt one of the following stances:<br />
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<b>Sword Storm</b>: He makes a single attack on every enemy model in base contact with him. (No bonus for charging other than reroll hits). These attacks seem to be against the model, not a unit, and can hit "hidden" models such as squad Sergeants.<br />
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<b>Blade Shield</b>: The Brotherhood Champion does not attack but may re-roll failed saves this phase.<br />
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<b>Rapier Strike</b>: The Brotherhood Champion makes D3 Attacks (D3+1 on the charge) at Initiative 10 against a single Independent Character or Monstrous Creature in base contact.</blockquote>
The most powerful of these is Rapier Strike, if you ask me. In most situations, you aren't going to be in base contact with more than three models, and Blade Shield means your enemy simply won't direct attacks at you if he has the option. Blade Shield does allow you to tarpit pretty well, however, it just won't save you from having only one wound. Rapier Strike, however, allows you to knock out a powerful HQ before he has the chance to act. Heroic Sacrifice will make sure of this.<br />
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Heroic Sacrifice is a psychic power which is used upon losing your wound in close-combat. If successful, you make an attack roll against one model in base contact. If you hit, that model is removed with no saves allowed. This is incredibly powerful. You are probably going to want to try to save your psychic power for this, but if you are able to take out a 250 point Land Raider or 275 point Sanguinor with your 100 point HQ, that's a great trade. That's right; from how I read the rules you can kill a vehicle in base contact with your Brotherhood Champion. And you may auto-hit if the vehicle didn't move. Just watch out for Psychic Defense, as that will stop your one-hit-kill schemes.<br />
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This all being said, the guy is a bit gimmicky. If you can't pull off a massive kill like that, he's pretty much not doing much other than giving re-rolls to hits and casting Hammerhand with Leadership 10.<br />
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As for Wargear options, there is literally no reason to purchase a Digital Weapon. Absolutely none. I mean: NONE. I've emailed GW about this but they never got back to me. The other options, Brain Mines and Psybolt Ammo. Sure, having an extra point of strength on your Storm Bolter is nice, but it isn't anything special. A nice 5 point dump if you are looking for one. Brain Mines are pretty good, as you are already focusing on killing Independent Characters. However, you'll be attacking them (and hopefully killing them) at Initiative 10, so whether or not they get to attack is not that big of a deal.<br />
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If you were to take one of these guys, I would recommend to do so on an assault oriented squad, such as Purifiers with Halberds and Daemonhammers or Terminators; turning a meh assault squad to a much stronger one on the charge. However, you are spending a valuable HQ spot and 100 points on this guy, so I'm not sure if it is entirely worth it. If you are looking to make a "Pure" Grey Knight army and you're not taking Terminators, he's pretty much your only choice, though.<br />
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That's it for the unit review. Overall, I would say this guy is a one-job-wonder and it's a job that isn't really needed. However, he does have his uses (such as sniping out Logan Grimnars, etc.) and if anyone has had any success using him in another manner, let me know!<br />
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Until next time,<br />
XethikMichael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com6tag:blogger.com,1999:blog-3819360724484104783.post-71405046605361316452011-08-02T15:59:00.001-04:002011-12-30T06:46:47.614-05:00Unit Review: Grey Knight Librarian<div class="separator" style="clear: both; text-align: center;">
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Xethik here with part 2 of the Grey Knight unit review. This time, the Grey Knight Librarian, master of psychic powers in the Grey Knight army, is up. Again, the goal of this article is to give you an idea when to take a Librarian, how to use him, and how to gear him.<br />
<a name='more'></a> Librarians offer a Grey Knight army much more than any other unit in the codex, and without costing a massive number of points, either. Starting out as a Level 2 Psyker (2 powers per player turn, that is) with the Hammerhand power, Terminator armour, a Psychic Hood, and only paying 5 points per power, he seems quite good right off the bat, even before looking at each power for his cost. A codex Space Marine player pays 150 points for a Epistolary Librarian, without Terminator armour or the +1 Invulnerable save in close combat due to the Nemesis Force Sword.<br />
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However, the real gem is the psychic powers the Librarian has. I'll go through them, in order of personal preference.<br />
<ul>
<li><b>The Shrouding</b>: A psychic test used in your opponent's shooting phase which gives all units within 6" the Stealth special rule or a 6+ cover save, whichever is better.</li>
<li><b>Might of Titan</b>: At the start of your (and only your) assault phase, you can give one unit within 6" both +1 Strength and roll an additional D6 for armour penetration. Cumulative with Hammerhand.</li>
<li><b>Sanctuary</b>: Used at the start of your opponent's assault phase, this power causes all enemies assaulting Grey Knights within 12" of your Librarian to count as moving through both difficult and dangerous terrain.</li>
<li><b>The Summoning</b>: At the start of your movement phase, you may teleport any non-vehicle unit not locked in combat to a position within 6" of the Librarian, scattering as per the Deep Strike rules.</li>
<li><b>Warp Rift</b>: A template weapon with an AP value of - which causes target unit to take an Initiative test for every model hit, killing one model with no saving throws allowed for each failed test. Vehicles are automatically penetrated (but suffer -1 on damage roll due to AP -).</li>
<li><b>Quicksilver</b>: Used at the start of your movement phase, a unit within 6" counts as Initiative 10 for the rest of the turn.</li>
<li><b>Smite</b>: Same as Codex: Space Marines, an assault 4, Strength 4, AP 2, 12" range weapon.</li>
<li><b>Vortex of Doom</b>: Same as Codex: Space Marines, a heavy 1, 12" range blast with a Strength of 10 and AP of 1. Failure of the psychic test causes it to be placed on top of your Librarian, instead.</li>
<li><b>Dark Excommunication</b>: Removes Daemonic Gifts from models from a unit in base contact with the Librarian for the rest of the turn, used in the assault phase.</li>
</ul>
Why do I think these powers are as powerful as they are? Well both the Shrouding and Sanctuary are very strong support powers that are used in your opponents turn, when you normally probably wouldn't be using any other than perhaps Hammerhand and a Force Weapon. And both of these are useful before you get into close combat, too, so their uses are usually somewhat frequent.<br />
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Might of Titan is simply a very powerful ability, and if used in conjunction with two Hammerhands (seeing how they stack upon each other, giving a total bonus of +3 Strength), turns any unit into a very threatening close-combat unit capable of destroying tanks with ease. Plus, you can use it on any friendly unit within 6", so perhaps a nearby Strike Squad without a Daemonhammer needs help killing a walker, and there they have it.<br />
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The Summoning is simply a nice utility power, especially when combined with Servo-skulls, to move units around to where they are needed, possibly capturing objectives you would otherwise miss out on. Especially nice for armies when you don't plan on having your Librarian move with a Troops choice as he immediately becomes somewhat scoring. Not needed for more shooting based armies, for the most part.<br />
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Warp Rift is just powerful. What else is there the say? Just keep in mind it isn't completely amazing at killing vehicles, but good for keeping them locked down.<br />
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Quicksilver is good, but not incredible. When you have Halberds, you don't really need this power, but if you take Nemesis Force Swords on a Paladin or Terminator Squad and want them to strike early, this is nice.<br />
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Smite and Vortex are just not too exciting. Both have short ranges and while Vortex is devastating, it can easily scatter onto you or end up swallowing your entire unit.<br />
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Dark Excommunication requires you to be fighting the forces of Chaos, and even then it isn't terribly exciting. More of a 'fluff' power than an actual one.<br />
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So, when should you take a Librarian in your force? Well, there are a lot of times when.<br />
If you want to play a pure Grey Knight force, especially one mostly focused on shooting, and you have a Terminator squad or a Land Raider, Librarians are amazing. You could even put a Librarian on a power armour squad as long as they are foot moving it around. Librarians just add so much utility with his Psychic Hood and support to your army, it's tough not to take one. Taking a Grand Master and a Librarian is tough points wise, and generally I would say a Librarian is a better choice. Grand Strategy barely holds a candle to what a Librarian can do, and even though a Librarian isn't as strong as a close-combat HQ, I feel that's not what most armies need. Just be sure your Librarian isn't walking around by himself, or he'll get shot down early and quickly.<br />
<br />
Let's look at some options you have.<br />
<blockquote>
<b>Close-combat Weapons</b><br />
<u>Nemesis Force Halberd</u>: While I love extra initiative, I don't feel like you really need it on a Librarian because I don't want him in the thick of close combat. Plus you lose your +1 Invulnerable save in close-combat, which you'll really need if you want to survive against a good unit.<br />
<br />
<u>Nemesis Daemonhammer and Falchions</u>: Same as the Halberd, really, but suffering a bit more as the extra initiative is better than both of these.<br />
<br />
<u>Nemesis Warding Stave</u>: Having a 2+ Invulnerable save in close-combat is amazing on a unit you want to keep around for as long as possible, but I feel it is too expensive to always take it. If you have the points and want that extra protection, I would take it over, say, Servo-skulls and a couple random weapons.<br />
<br />
<b>Misc. Upgrades</b><br />
<u>Psychic Mastery Level 3</u>: Very costly, but if you really want to be a psychic power slinger, this is a great upgrade. I just don't know if you ever really need it, to be honest. I only really see 2 powers per turn necessary, and while 3 is nice it is just expensive.<br />
<br />
<u>Psybolt Ammunition</u>: Cheap, but not needed. I would rather have another psychic power.<br />
<br />
<u>Digital Weapon</u>: As I wouldn't want this guy in close-combat often, I wouldn't take this.<br />
<br />
<u>Empyrean Brain Mines</u>: Same as digital weapons, but it isn't terrible as you can actually stop models from slaughtering you.<br />
<br />
<u>Teleport Homer</u>: Nice upgrade for Deep Strike armies, but seeing how it doesn't affect the Summoning, it's not as amazing as it could be.<br />
<br />
<u>Servo-Skulls</u>: Same as Grand Master. You can take up to three of these for a low point cost. Good if you have
a lot of Conversion Beamers or other blast templates or if you plan on
attempting Deep Strikes often. They do offer scout/infiltration defense,
too, so a good left-over point spending, but they don't make you more
combat effective.<br />
<br />
<u>Master-crafted Weapons</u>: Kind of meh on a Librarian. Again, you are taking him for psychic powers, not to shoot and whack things with a sword.</blockquote>
Well, let's look at some possible builds for a Librarian I would consider good.<br />
<b>Sample Builds</b><br />
<u>Support Librarian - 175</u><br />
Psychic Powers: Shrouding, Sanctuary, and Might of Titan<b> </b><br />
Overall a good build. Applicable with almost any army lists, but if you are completely shooting perhaps drop Might of Titan for something else or only take two powers.<br />
<br />
<u>Deepstriker's Librarian - 190</u><br />
Psychic Powers: Shrouding, the Summoning, Might of Titan or Warp Rift<br />
Wargear: 3 x Servo-Skulls <br />
If you are building a list around deep striking (something I haven't really seen) this is very nice. Combine it with an Inquisitor to add in Psychic Communion and I think you're set.<br />
<br />
<u>Close-Combat Librarian - 175 (180)</u><br />
Psychic Powers: Might of Titan, Quickening, Warp Rift<br />
Wargear: Nemesis Force Sword or Halberd<br />
This Librarian is meant to stick with Terminators and charge at the enemy. With both Might of Titan and Quickening, you use both or Might with Hammerhand, depending on if you need the initiative boost or not. Plus, you have Warp Rift to take down groups of enemy units before a charge and kill some vehicles.<br />
<br />
So that's it for the Librarian. I hope you enjoyed and found it useful. I'll be back soon with a review of the Brotherhood Champion.<br />
<br />
Until then,<br />
XethikMichael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com8tag:blogger.com,1999:blog-3819360724484104783.post-82540472962553513962011-07-17T16:14:00.002-04:002011-12-30T06:46:55.207-05:00Unit Review: Grand Master & Brother-Captain<div class="separator" style="clear: both; text-align: center;">
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<br />
Xethik here with the first part of a new series based on reviewing the units in the Grey Knights codex. The goal here is to give an idea of when you would want to take him from a gaming stand-point and how to gear him if you were to.<br />
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Before I begin, I feel that it is beneficial to quickly go over the differences between a Grand Master and a Brother-Captain.<br />
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A Grand Master comes out at 25 more points than a Brother-Captain, with the only difference with the stats is that the Grand Master has an additional point of Ballistic Skill. When it comes to upgrades, the Grand Master pays 5 more points for both the Psycannon and Psilencer and can also be upgraded to Psychic Mastery Level 2. The main difference, however, is the Grand Strategy special rule.<br />
<br />
Grand Strategy is a rule added to the army for every Grand Master in your army (including Special Character Grand Masters). According to the Grand Strategy, at the beginning of the game, before deployment, you roll a D3 and choose that many units of infantry, jump infantry, monstrous creatures or a walkers, except for Independent Characters, Inquisitorial Henchmen, or Ghost Knights. Each one of these units can gain one of the following. (Note that with the recent FAQ you may not give one unit two special rules)<br />
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<a href="http://wh40k.lexicanum.com/mediawiki/images/thumb/0/0a/Grandmaster_by_StTheo.jpg/180px-Grandmaster_by_StTheo.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://wh40k.lexicanum.com/mediawiki/images/thumb/0/0a/Grandmaster_by_StTheo.jpg/180px-Grandmaster_by_StTheo.jpg" /></a></div>
<ul>
<li>Reroll to Wound rolls of 1 for the entire game</li>
<li>Gain Counter-attack for the entire game</li>
<li>Gain Scouts for the entire game</li>
<li>Claim objectives as if they were Troops (including Walkers)<br /> </li>
</ul>
Paying 25 points for even one of these is usually worth it, as the ability to score with a Dreadnought or Scout a hard hitting unit can be game changing. But if you don't have a unit that would somehow benefit from the Grand Strategy, you can stick with a Brother-Captain and still be very happy.<br />
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Now, let's discuss when you would take a Grand Master or Brother-Captain. In a pure Grey Knights force, these two HQs are the only way to gain the Psychic Communion power, which is essential for manipulating your reserves effectively with Grey Knights. In addition, Grand Masters and Brother-Captains are very tough to kill and powerful HQs in close-combat, and can greatly add to the effectiveness of any squad they are attached to. However, since they are always in Terminator Armour, you may not want to take a Grand Master in a game where you have no close-combat squads on foot which are not Terminators, as attaching a Grand Master to a Purgation squad or having him walk on the field by himself is a bit silly and a throw away of his costs. The main reason for taking the Grand Master at all, as said, is the Grand Strategy ability.<br />
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Now, let's go over the wargear options available to the Grand Master and the Brother Captain.<br />
<br />
<blockquote>
<b>Close Combat Weapons</b><br />
<u>Nemesis Force Sword </u>- While not an option, it is the default weapon for these guys. It changed your Invulnerable save to a 3+ in close-combat instead of a 4+ and acts as a Force Weapon, like all Nemesis Force Weapons. It's also 'free' as it is included in the base cost.<br />
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<u>Nemesis Force Halberd</u> - For a cheap cost, you can improve the initiative value of your HQ from 5 to 7. Initiative 5 is higher than most non-Eldar/Slaanesh units, so do you need to be improving it even more? Generally, I would say no. If you're building this guy to be effective against other high initiative HQs, then I think you should be taking note of the fact that you are losing the 3+ invulnerable save in close-combat (4+ instead) which will be hurting you a lot of if you don't manage to take out your opponent. Not a bad option, just one I wouldn't consider automatic.<br />
<br />
<u>Nemesis Daemonhammer</u> - Same cost as the Halberd, but counts as a Thunder Hammer. While I do love hard-hitting HQs, you won't be swinging any harder than another squad member with one of these and while you may have an extra attack and some Weapon Skill on the other model, you are losing the "hidden" value of the weapon and Weapon Skill does nothing against vehicles. Power fists and Thunder Hammer on squad models cannot be targeted specifically, meaning you cannot focus the model before initiative 1 to avoid taking hits. On a Grand Master, however, enemies can focus and take you out before you can swing and you no longer have a 3+ invulnerable save. So I would say generally not worth it and you are throwing away your Initiative 5.<br />
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<u>Nemesis Falchions</u> - An extra attack is nice, but for the points I would say generally not worth it. Again, you are losing the extra protection in close-combat and paying points, so I would shy away from this.<br />
<br />
<u>Nemesis Warding Stave</u> - An upgraded version of the Nemesis Force Sword by giving you a 2+ Invulnerable save in close-combat. However, it is a large point cost. Perhaps if you are trying to build a super-powerful and hard-to-kill close-combat HQ, it is worth it, but I generally wouldn't spend the large point cost on it as knowing your luck you'll be taken out before you can even get to close-combat with it.<br />
<br />
<b>Ranged Weapons</b><br />
<u>Storm Bolter</u> - Default range weapon. Nothing special.<br />
<b> </b><br />
<u>Incinerator</u> - For a small point cost, you are getting a very nice template weapon but you have no benefit from your Ballistic Skill. However, for the same points you could put that on a Terminator (unless you have already taken a special weapon) and have the higher Ballistic Skill Storm Bolter. Good if you want the template and still have a psycannon on your Terminators, for example.<br />
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<u>Psilencer</u> - Not a huge fan of Psilencers in general and especially not at this point cost. I wouldn't consider taking it.<br />
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<u>Psycannon</u> - A beautiful Ballistic Skill 5/6 Relentless Psycannon. However, you pay a large number of points for it, almost twice of that for one on a Terminator. If you have the points, go ahead and purchase it, but just be aware of the cost.<br />
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<b>Misc. Wargear</b><br />
<u>Psychic Mastery Level 2</u> - You are able to cast an additional Psychic Power a turn, but you pay quite the cost for it. It is nice to be able to manipulate reserves and have Hammerhand activated, or have both Hammerhand and Force Weapons active, but you can cast Hammerhand from the squad you are in and still be able to cast Force Weapon with your Grand Master if you wish, or the other way around. In general, not worth it, but you can use it effectively.<br />
<br />
<u>Servo-skulls</u> - You can take up to three of these for a low point cost. Good if you have a lot of Conversion Beamers or other blast templates or if you plan on attempting Deep Strikes often. They do offer scout/infiltration defense, too, so a good left-over point spending, but they don't make you more combat effective.<br />
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<u>Blind Grenades</u> - Defensive grenades will make your opponent think twice before assaulting you. Makes your unit better able to receive charges, especially if you have Counter-attack on the unit.<br />
<u><br /></u><br />
<u>Meltabombs</u> - While I love meltabombs, I feel that someone in the squad you are in will probably have a Daemonhammer and with Hammerhand, you can probably deal with most vehicles without taking these.<br />
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<u>Digital Weapons</u> - Allowing you to reroll one failed wound per turn in close-combat is nice for the cost. If you have the points leftover and definitely think you will be a close-combat hero, this is nice.<br />
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<u>Psybolt Ammunition</u> - If you have a Storm Bolter, this isn't too bad. But otherwise useless. Not terrible, but you could always give it to an entire squad of Terminators for only four times the points and there are some other nice upgrades.<br />
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<u>Empyrean Brain Mines</u> - Decent, but I feel that anything in base-to-base with your Grand Master will probably be shortly suffering a beating and may not have the chance to attack anyways! For example, non-characters can be simply pulled off from other wounds while characters will be hopefully struck down from Force Weapons. Plus, they are decently pricy.<br />
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<u>Psychotroke Grenades</u> - A very powerful grenade that works both when you are assaulted and when you assault. While 5/6 of the results seem great, some of them won't do anything against your opponent anyway. For example, a roll of a 2 does very little against models with only 1 attack anyway, while option 4 does nothing against Fearless units and 5 doesn't do much if you are going first anyway.<br />
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<u>Rad Grenades</u> - Reducing the toughness value of an assaulting or assaulted unit by 1 is monumental, especially if that means you will be Instant Deathing when you normally wouldn't be (Toughness 4 models against Grey Knights with both Hammerhand and Might of Titan). More consistent than Psychotroke Grenades, so you can better judge the outcome of an assault before you roll for the effect, which is why I prefer them.<br />
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<u>Orbital Strike Relay</u> - A really powerful blast, but it is expensive. You also cannot move when firing it, even with Relentless, which is a bit of a downside. Plus it always scatters, meaning it is difficult to hit your target. I would rather put this on a Techmarine or Inquisitor and have fun with it that way, but it isn't an option off-limit, especially if you don't plan to always be charging at your opponent with the Grand Master.<br />
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<u>Master-crafting Weapons</u> -A low cost to reroll one failed hit a turn. Not bad, and a good place to spend those extra 5 points you have if you don't have anything else, especially on a Psycannon or the like.</blockquote>
So those are your options. Here are some sample builds I would consider taking (with the Grand Master. Most could be Brother-Captains, too).<br />
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<b>Sample Build</b><br />
<u>Close-combat Support Grand Master - 195 (240)</u><br />
Rad Grenades, Blind Grenade<br />
(Optional - Psycannon)<br />
Run this guy either on foot or in a Land Raider with Terminators or Paladins to support them in close-combat and still change your army around with the Grand Strategy. A bit expensive, but he does add quite a bit.<br />
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<u>Gunline Grand Master - 225</u><br />
Mastercrafted Psycannon<br />
Just gearing this guy to hang out with a foot squad and fire endless Psycannon rounds that don't miss too often. Again, expensive, but if you really want Grand Strategy with a shooty army, this could work as he can both soak wounds and lay down fire himself.<br />
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<u>Deep Strike Army Grand Master - 190</u><br />
Servo-skulls x 3<br />
Standard wargear but with some servoskulls to help you deep strike effectively. I would be tempted to keep this guy on the table with a small squad in order to use Psychic Communion, but he could also deep strike with everyone else.<br />
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<br />
So that's it for the Grand Master. A nice supportive HQ that adds a lot to units he doesn't even have to join, but also a close-combat specialist. While he is expensive, he is one of the best non Special Character HQs available in the game, if not the best, for being a monster in close-combat and supporting your entire army. I hope you enjoyed!Michael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com2tag:blogger.com,1999:blog-3819360724484104783.post-33679671700658425172011-06-30T21:53:00.000-04:002011-06-30T21:53:34.936-04:00Follow-Up to Wound Allocation, Part 2Hey everyone. There were some comments concerning my post yesterday and I decided that I would do another, quick, post to wrap things up rather than try to fit them in the comments section. I hope no one minds.<br />
I'm going to start by quoting myself from the comments section of the post and then work from there. Please comment away as I hope to clear this up for everyone, including myself. I'll make edits upon the original once I come to an agreeable consensus.<br />
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Quote from myself- <br />
<blockquote>Keep in mind it is very possible for me to be wrong, so please do argue with me if you don't agree! </blockquote> That being said, I'll start from the top and work my way down.<br />
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Sgt. Brisbane said -<br />
<blockquote><i>Nice read, man, I'll definitely be reading part one (and three!) asap. Just wanted to add a note to this question here, maybe it'll help your readers:<br />
<br />
You may think "why not put all the AP 2 wounds on one of the normal guys?"<br />
<br />
p26 of the BRB says, "If amongst the unsaved wounds there are some that inflict instant death, the player must first, if possible, remove one unwounded model for each unsaved wound that causes instant death, and then proceed as normal....This rule is designed to stop players avoiding single wounds by putting them on a model that has suffered instant death anyway."<br />
<br />
Basically, you can't put all the AP2 wounds on one model, in addition to all the logical reasons you've pointed out.</i><br />
<i><br />
p26 could just apply to multi-wound models, though. Honestly, I'm not sure, but it might worth a discussion ;)</i> </blockquote>As another poster pointed out, the AP of the weapon doesn't have to deal with instant death. While it would almost kill wound allocation if this was the case, you may allocate AP 1 weapons at the same time as AP -; there is no order. You can stack AP 1 weapons on one guy or spread them out, the armor penetration does not matter. Also, keep in mind this one deals with multi-wound models. If you only have single wound models, then you don't have to even think what can and cannot cause instant death while wound allocating (though it is nice to think of if you have Feel No Pain).<br />
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ServvsUmbrarum said-<br />
<blockquote><i>Hey Sgt. Brisbane, what does AP2 have to do with instant death? Only attacks that cause instant death or double out it strength would apply to what was stated there?<br />
<br />
I'm fairly new to the game so I just wanted to make sure. I think it was done to prevent you removing a model with only 1 would left instead of a fresh one against something that doubles them out...say a lascannon.<br />
<br />
If you could clarify it would be great as this article is amazing for newbies like me!<br />
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"The Initiate" - calmbeforewar.blogspot.com</i> </blockquote>ServvsUmbrarum is correct with the AP value not dealing with Instant Death. As stated above. And normally speaking, if you have a squad of 10 multiwound models, each with the same wargear, that are hit by Lascannons and boltguns, you cannot put the boltgun wounds on the models struck by Instant Deathing Lascannons. I hope there was no confusion over that.<br />
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Darth Yoda said -<br />
<blockquote><i>Sgt. Brisbane is right in that the big rulebook says instant death needs to be spread out around whole models. However, that only applies to multi-wound models and weapons that cause Instant Death.</i><br />
<br />
<i>So, for example, let's take a unit of Paladins, each with their own wargear, and let's say two of them are down a wound. They come across another Terminator squad with a Cyclone Missile launcher and storm bolters. Both missiles hit and wound from the Cyclone, and four Storm Bolter shots wound. You can't put the instant-death-causing Cyclone wounds on one of the guys with one wound left; you can't even put them on either guy with one wound. You'll have to put one Cyclone hit on two unwounded Paladins. Only then can you circle around and stack the extra Storm Bolter wound on one of the Cyclone'd guys.</i><br />
<br />
<i>It's all very confusing, and even the BRB says multi-wound models with wound allocation shennanigans gets really tricky, so you should just not worry about it if at all possible.</i></blockquote><br />
Let's take the example of 5 Paladins as Darth Yoda proposed. I think it is a very good point he brought up. You are down two wounds already on two of the models and the others are nice and healthy. Now, according to the rules, you cannot spread the instant death wounds to guys who are missing wounds, you have to remove the most number of wounds possible with unsaved rules (I'm looking on the end of page 26 of the main rulebook, by the way). Okay, but this passage is talking about unsaved wounds. This means they have had saves taken for them, and that means that the wounds were already allocated. On the same page, a couple paragraphs above, it mentions taking saves on multi-wound units.<br />
<br />
"If the unit includes different models, first allocate wounds suffered. Then take saves for identical models at the same time."<br />
<br />
This is where the rules lawyer in me shines. And yes, I am a bit of a rules lawyer, but don't hate me for it. In this passage, it tells you to go to the page on wound allocation and allocate as normal. This page makes no reference to having to spread out Instant Death wounds or anything like that. A bit of a cheap move, I know, and I wish they would not allow this but it is in the rules.<br />
Following this logic, you could apply both Cyclone Missile Launcher saves to even the same guys as long as you have enough wounds to wrap-around (6 in this case) and reapply a wound to one of the wounded guys. <br />
<br />
Please let me know if I have misread or misinterpreted any of the rules. What I'm going by is that all of the rules regarding multi-wound models having to spread out instant death wounds is after saves have been taken. Think of it this way: Even in a group of 5 models exactly the same, one at 1 wound, if I wanted to allocate the wounds, I could. I would put 2 Cyclones on one guy, and the rest of the wounds on the others. When I make my saves, however, I'm doing it for the entire group of models. In this case, I find I have failed 3 wounds, 1 of which is Instant Death, and I remove an unwounded model from the Cyclone, kill the wounded one from the Storm Bolter, and then wound but not kill a third. When allocating, the rules don't ever state you have to split up into different groups, they only really come into play when making saves. Wound groups, however, are very important to look at before allocating if you want to allocate in the most optimal manner.<br />
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I hope this clears things up for people and please do comment away and try to agree with you if you think otherwise. I could very easily be wrong! If I missed anything, please let me know.<br />
<br />
Thanks everyone for reading!<br />
XethikMichael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com4tag:blogger.com,1999:blog-3819360724484104783.post-41084317790637868342011-06-29T17:30:00.000-04:002011-06-29T17:30:54.672-04:00Wound Allocation, Part 2: Using it to your Advantage<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4TBQo3PIx9O3s4T8MS19qRzQwVW0H9ZaNwdkzFA1F15Y-t6BJ1ald69h5TypgJ7SW-vNZ7FL0CUQYQvmOz8X9wK67cxe1xQ3XuK4Ri8C5ykt5ZXW8F1rKrd03nDXEN1PJoE27jQ6Zn-Y/s1600/m1710146a_99120107001_GKTerminators03_873x627.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="229" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4TBQo3PIx9O3s4T8MS19qRzQwVW0H9ZaNwdkzFA1F15Y-t6BJ1ald69h5TypgJ7SW-vNZ7FL0CUQYQvmOz8X9wK67cxe1xQ3XuK4Ri8C5ykt5ZXW8F1rKrd03nDXEN1PJoE27jQ6Zn-Y/s320/m1710146a_99120107001_GKTerminators03_873x627.jpg" width="320" /></a></div><br />
Hey there, Xethik with part two of three of the wound allocation series. In this part I'm going to hopefully show you how to use wound allocation to your own advantage, given different scenarios and keeping different things in mind. To start, we'll take the same scenario I used last time.<br />
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You have a squad of five marines, with a Sergeant and a Missile Launcher. That gives you three distinct groups: Sergeant, Missile Launcher, and Tactical Marines with Boltguns - also known as the normal guys. You have taken eleven wounds. Three are AP 2 while the other eight are AP 5, so you can make armor saves against those.<br />
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AP 2 are red, AP 5 are white. <br />
<br />
Last time, I allocated the wounds like this:<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5FSZC5J17ufQzFTlMANeX-rK-6i2F8G0CnndlcIxegjeqO7wdWKXDsgOVceycdB_rUWbgLNNtmJtgcG-FS2Zy7yuFjJkWsLJKheN9yXaPqw5h1KMKAjDvAcJssc6LlrkTDnaKK5JBVnI/s1600/WoundAllocation2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5FSZC5J17ufQzFTlMANeX-rK-6i2F8G0CnndlcIxegjeqO7wdWKXDsgOVceycdB_rUWbgLNNtmJtgcG-FS2Zy7yuFjJkWsLJKheN9yXaPqw5h1KMKAjDvAcJssc6LlrkTDnaKK5JBVnI/s320/WoundAllocation2.jpg" width="313" /></a></div>As I hinted at, this wasn't really the best way to allocate the wounds, but it is something that it done somewhat often. We want to lose the least number of guys possible, right? You could argue you want the most number of useful guys, but it really depends on the scenario. If you <i>really</i> want the Sergeant and Missile Launcher, but the other guys are just extra wounds, then you could kill off three Tactical Marines, taking four AP 5 wounds with them, and then try to make your saves on your Sergeant and Missile Launcher. But let's say you are trying to hold an objective. First thing you want is to keep the squad as large as possible and you don't want to fall back. If you lose all the members, you lose the objective, simple. Next you may want to keep the Sergeant alive. His extra leadership will hopefully help you pass Morale tests. So, you decide the Missile Launcher isn't really all too important. Perhaps you have plenty more anti-tank or maybe the guy isn't even in a good position to hit things. You can kill him.<br />
<br />
Now, let's think how we can allocate. We have 11 wounds, so everyone needs two, with one guy getting three. Those three wounds can be put onto the Missile Launcher, and those can be your three AP 2 wounds. Two on the Sergeant and six on the normal guys. You have something like this.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihiTi4QHYWFOpNSYGfwYMTQoeGfExRt5joVHWVC5Esefcag600AsyLwnG1K2AJR3EoK9BafxyE_F6hobzFnc9jczTctPfEdE465AJL8fq_b8CsRAgr4JPOuZGP1e2abv2ZN5UB_yOkuvc/s1600/WoundAllocation3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihiTi4QHYWFOpNSYGfwYMTQoeGfExRt5joVHWVC5Esefcag600AsyLwnG1K2AJR3EoK9BafxyE_F6hobzFnc9jczTctPfEdE465AJL8fq_b8CsRAgr4JPOuZGP1e2abv2ZN5UB_yOkuvc/s320/WoundAllocation3.jpg" width="313" /></a></div>You may think "why not put all the AP 2 wounds on one of the normal guys?" Well, you have to remember you make the saves in groups. If you put the three red dice on a normal guy, you are effectively putting one on each guy. You take out all the normal guys doing that.<br />
<br />
So, what's a good strategy when dealing with a situation like this with single wound models? You want to find the smallest model groups and put the most threatening wounds on them. Perhaps you have Plague Marines and takes two hits from a S10 AP 4 weapon followed by a lot of S4 AP - weaponry. You'll want to put as many of the wounds that deny Feel No Pain on one model, perhaps a guy with special weaponry.<br />
<br />
Now we'll move onto a different type of unit. The "multi-wound" units. These could be Nobz, Grey Knight Paladins, Thunderwolf Cavarly, or Tyranid Warriors (doesn't work so well here as you can't mix-up wargear and biomorphs easily). Anything with more than one wound which can be found in units. There are some rule contradictions which allow you (and probably intentionally) to add a lot of survivability to your unit. Multi-wound units must "remove whole models as casualties where possible. Wounds may not be 'spread around' to avoid removing models." This is done after identifying wound groups, and this is where wound allocation comes in handy.<br />
<br />
Diagrams aren't really necessary for this one, to be honest, but there are a couple different things to keep in mind when wound allocating into multi-wound units. First thing is first, and that is getting a completely unique unit. This means no model is in a wound group with another model, which you want to achieve without sacrificing points or weapon possibilities. This means even the small things like assault grenades and master-crafted weapons should be used here and there in order to achieve a nice group without losing a lot of your weapon of choice. I won't go into any specifics, but you can feel free to ask for any unit and I'll do my best to create an example.<br />
<br />
Alright, so let's say you have a group of 5 Paladins each with different wargear so they are in their own groups. Let's run down the things you want to keep in mind.<br />
<br />
You still have to put at least one wound on every model before moving onto the next. This means you cannot stack two wounds on the same model if they are the only wounds you received. You have to spread the wounds out in that aspect.<br />
<br />
Just because a model is missing a wound, doesn't mean you have to allocate a wound to it next time you suffer wounds. This means every model can have one wound missing at the same time even if you never passed a save. This is often ideal, especially if you are only ever taking a few, armour save ignoring wounds. By doing this, you effectively keep your firepower the same while your squad takes damage.<br />
<br />
Next, if possible, you want to stack instant-death wounds on one model. If you take 11 wounds, 3 of which cause instant-death, you would probably want to put those three wounds on your least cared about model, and let him take the hits for the rest of your squad. You can also put instant-death wounds onto models that already have wounds on them, assuming you are in individual groups. This way, you avoid taking as many wounds as possible.<br />
<br />
The problem with these very unique units is that keeping track of wounds can be a large pain. It's really nice if you have something magnetized onto the model or that is removable to keep track of wounds. I've seen people use skulls on the front of a base and upon suffering a wound, a skull is removed. That way, your opponent can look and see the number of wounds on the model without having a bunch of confusing dice floating around. You could also use rings, as Fritz has posted about (I believe) or even those transparent green skulls Games Workshop sells on the <a href="http://www.games-workshop.com/gws/catalog/productDetail.jsp?prodId=prod1320001">Counter Set</a>.<br />
<br />
I hope you enjoyed the article. I apologize for there being a lack of images, but I feel that they would possibly confuse things in the second half of the article. It is my goal to help inform and explain, so I'm glad if at least a handful of people gained something from this article.<br />
<br />
Next article will be shorter and will be about how you can do your best to attempt to avoid dealing with obnoxious use of the wound allocation game while still having fun yourself.<br />
<br />
Until then,<br />
XethikMichael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com6tag:blogger.com,1999:blog-3819360724484104783.post-88609893087678673042011-06-14T16:36:00.001-04:002011-06-14T16:43:08.085-04:00FAQ RundownsHey everyone, Xethik here with some FAQ overviews. Please note that these are my opinions, and are not more "correct" or worth more than anyone elses. You can kind the new <a href="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1830601a_Grey_Knights_v1_0.pdf">Grey Knight FAQ here</a> and the <a href="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1830600a_40k_Rulebook_version_1_3.pdf">new rulebook FAQ here</a>. The quotes will be in italics.<br />
<a name='more'></a><blockquote><i>ERRATA</i><br />
<i>Page 87 – Ordo Malleus, Hereticus and Xenos</i><br />
<i>Inquisitors, Options, last bullet point</i><br />
<i>Change to “[...]psychic power. He may exchange any</i><br />
<i>one weapon for a force sword[...]”</i><br />
<i>Page 96 – Weapons, Unholy Gaze</i><br />
<i>Change the AP value from “-” to “4”</i></blockquote>Well, what does this change? It means you can choose to take a weapon upgrade for your Inquisitor and purchasing a psychic power, if you would like. Very nice if you are looking to equip Daemonswords or the such and take Hammerhand without losing a pistol or other shooting weapon.<br />
The change in the AP Value of Unholy Gaze seems to have been a mistake from within the codex to the last reference page. Nothing too big.<br />
<blockquote><i>Q: A psyker can use one psychic power per Mastery</i><br />
<i>Level, per turn. Is this per player turn? (p21)</i><br />
<i>A: Yes, otherwise it would state per game turn. </i></blockquote>Just a small clarification. This is always true but is a common FAQ question.<br />
<blockquote><i>Q: What counts as a Daemon? (p21)<br />
A: Everything in the Chaos Daemons codex, Daemon<br />
Princes, Possessed Chaos Space Marines, Obliterators,<br />
summoned greater Daemons, summoned lesser<br />
Daemons, any vehicle with the daemonic possesion<br />
upgrade, Daemonhosts, Mandrakes, Kheradruakh the<br />
Decapitator, the Avatar.</i></blockquote> This is huge. Really nice to see what is and isn't a Daemon. I mean, sure Daemon Princes seemed obvious, but without this FAQ I probably would not be using Preferred Enemy against them. I feel bad, as it is not if Chaos needs more incentive to avoid Grey Knights.<br />
<blockquote><i>Q: If a walker is the target of Unyielding Anvil, from<br />
the Grand Strategy special rule, can it claim objectives<br />
even though it is a vehicle? (p22)<br />
A: Yes.</i></blockquote>Honestly, I thought the wording to claim objectives as if it was a troop was intentional to not let walkers score. I guess I was wrong. Can be really nice to throw Unyielding Anvil onto Dreadnoughts with Autocannons to hold those rear objectives.<br />
<blockquote><i>Q: If a unit is the target of Unyielding Anvil, from the<br />
Grand Strategy special rule, and it splits into combat<br />
squads, can both combat squads claim objectives? (p22)<br />
A: Yes.</i></blockquote>I believe (and have been playing) as if all Grand Strategy powers affect both parts of the combat squad. Seems to be the logical way to play it, not sure why this question came up.<br />
<blockquote><i>Q: If a Grand Master gives a unit with personal<br />
teleporters the Scouts special rule, can they use the<br />
shunt move as a part of their Scouts move? (p22)<br />
A: No.</i></blockquote>I know this was a very debatable matter and it seems to have gone the way I think most of us expected. It works with the wording best, I think, and it most fair.<br />
<blockquote><i>Q: Can vehicles benefit from the effect of The<br />
Shrouding psychic power if they are in range? (p25)<br />
A: Yes.</i></blockquote>Not sure why this was a question, really. I don't know why they wouldn't other than it makes the power VERY strong. Which it is already.<br />
<blockquote><i>Q: Personal teleporters make the unit with them jump<br />
infantry. How does this affect a Dreadknight with a<br />
personal teleporter? (p28)<br />
A: It is a monstrous creature that moves like jump<br />
infantry.</i></blockquote>Expected and well worth the addressing. I don't think I would want any player arguing Dreadknights in Storm Ravens or them losing 2d6 to pen vehicles, so I'm just glad they got rid of the capability to.<br />
<blockquote><i>Q: Wounds caused by a Purgation Squad after using<br />
their Astral Aim psychic power get an unmodifiable 4+<br />
cover save. Can these be taken against Wounds caused<br />
by incinerators? (p29)<br />
A: No, as they ignore cover saves.</i></blockquote>Makes sense. Not modifying the given cover save, just ignoring it.<br />
<blockquote><i>Q: What effect does the Cleansing Flame psychic power<br />
have on vehicles? (p31)<br />
A: None, as vehicles can’t be wounded.</i></blockquote>Darn, still can't wound vehicles.<br />
<blockquote><i>Q. Taking Inquisitor Coteaz in your force turns<br />
Henchman Warbands into troops choices. Does this<br />
mean that they take up a force organisation slot and<br />
can no longer be taken as an elites choice? (p33)<br />
A. Yes to both questions.</i></blockquote>I don't care if you can argue this as a rule change, it was a needed and expected one.<br />
<blockquote><i>Q: Does a Dreadknight with a Nemesis doomfist strike<br />
at Strength 6 or Strength 10 in close combat? (p34)<br />
A: Strength 6, as it is not a walker.</i></blockquote>Huh. I figured that was an oversight on GW's part, but I guess it was intentional, but they wanted to give Dreadnoughts and Dreadknights the same weapon, so they wouldn't have to come up with two different names.<br />
<blockquote><i>Q: Does a Dreadknight armed with two Nemesis<br />
doomfists get an extra attack in close combat? (p34)<br />
A: Yes.</i></blockquote>Again, not sure where confusion arised, but at least they answered it logically. <br />
<blockquote><i>Q: Can Brother-Captain Stern use his Zone of<br />
Banishment psychic power if he is not engaged in<br />
combat? (p41)<br />
A: No.</i></blockquote>Not like Stern receives much love, anyway. Not a huge change, but worth the clarification. Guess you can't suicide Deep Strike him to victory.<br />
<blockquote><i>Q: If Justicar Thawn is dead at the end of a game<br />
involving kill points, does he only give away one kill<br />
point regardless of how many times he was killed?<br />
(p43)<br />
A: Yes. It is also worth noting that if he does come<br />
back, he is treated as a seperate unit from that point<br />
on and as such both he and his unit will eachbe worth<br />
a kill point.</i></blockquote> GW, did you spell separate wrong?! My god! I mean, missing a space is acceptable, but man... Oh right. Well, this doesn't come off a surprise. Dead units are kill points. Got it.<br />
<blockquote><i>Q: When are the shooting attacks from Inquisitor<br />
Coteaz’s I’ve Been Expecting You special rule fired?<br />
(p45)<br />
A: They are fired as soon as a unit that is a valid target<br />
is placed on the board. Once the shooting attacks have<br />
been resolved, the unit can complete its move. If the<br />
unit is arriving by Deep Strike, this will be after the<br />
scatter has been resolved.</i></blockquote><br />
So I can't kill Necrons off of the board to stop them from <i>We'll Be Back</i>-ing? And I can't kill transports off the table and kill their squads? Darn.<br />
<blockquote><i>Q: Does a squad disembarking from a Drop Pod, or<br />
Mycetic Spore, count as arriving from reserve for<br />
Inquisitor Coteaz’s I’ve Been Expecting You special rule?<br />
(p45)<br />
A: Yes, this means that Inquisitor Coteaz and his unit<br />
will be able to fire once at each unit.</i></blockquote>I believe this is how Mystics worked, so not much a surprise.<br />
<blockquote><i>Q: Will Inquisitorial Servitors in a squad without an<br />
Inquisitor that has been joined by a Techmarine still<br />
suffer from Mindlock? (p49)<br />
A: Yes, Inquisitorial Servitors are linked to Inquisitors<br />
and not Techmarines.</i></blockquote>Sure, it doesn't make a large amount of sense, but they are the rules, clearly stated in the book.<br />
<blockquote><i>Q: For each Jokaero Weaponsmith in a henchman unit<br />
after the first you add +1 to the Inconceivable<br />
Customisation roll. Does this mean that if you have 6 or<br />
more Jokaero in a unit that they will receive no<br />
bonuses (as you cannot roll less than a 6 and duplicate<br />
rolls are ignored)? (p50)<br />
A: Yes.</i></blockquote>Goodbye gorilla armies! Actually, this has been the way it has been played and I think most people would hope it would be changed. I guess not...<br />
<blockquote><i>Q: Can models in Terminator armour embark onto an<br />
Inquisitorial Chimera? (p51)<br />
A: Yes.</i></blockquote> This has always been the case in 3rd/4th/5th edition, so not really a surprise. Counts as two occupants, still.<br />
<blockquote><i>Q: If a Callidus Assassin chooses a unit of vehicles as its<br />
target for its Polymorphine special rule what facing is<br />
hit? (p53)<br />
A: You can choose which facing is hit, but the Callidus<br />
Assassin must then be placed within 3" of the vehicle,<br />
and in the arc of the facing that was hit.</i></blockquote> Glad they clarified that. Well worth answering, though I'm not sure how often I will be worrying about it.<br />
<blockquote><i>Q: If the unit targeted by a Callidus Assassin’s<br />
Polymorphine special rule is wiped out by it, where is<br />
the Assassin placed? (p53)<br />
A: Within 3" of where the unit used to be.</i></blockquote>I was wondering about this and I figured you could always place it within 3" of models of the unit, even if they were just removed. That wasn't clarified, however. (For example, you kill all but one model. Do you have to be within 3" of that one model or can you be where the other models died?)<br />
<blockquote><i>Q: If a model with a Nemsesis force halberd has had his<br />
Initiative reduced to a fixed number by an<br />
ability/special rule, do they still get the +2 Initiative<br />
from the Halberd? (p54)<br />
A: No.</i></blockquote>Not much of a surprise. Initiative 1 means Initiative 1, even with a fancy weapon.<br />
<blockquote><i>Q: Do Nemesis falchions count as 2 close combat<br />
weapons and thus give +2 Attacks in close combat (+1<br />
for their special rule and +1 for wielding 2 close<br />
combat weapons)? (p54)<br />
A: No, they just give +1 Attack.</i></blockquote>Saw this coming, sadly. I don't think they will be worth it with only one attack, as they were barely worth it with two attacks.<br />
<blockquote><i>Q: If an Ordo Malleus Inquisitor takes 2 Daemonblades<br />
how is this resolved? (p56)<br />
A: Roll seperately on the table for each Daemonblade.<br />
He will gain the effects of whichever Daemonblade he<br />
uses in that round of combat.</i></blockquote>I think this is pretty much said this in the rules. I may have mentioned this in an earlier post... <br />
<blockquote><i>Q: How do you work out whether a psyker is affected<br />
by the Psi-shock special rule on a mindstrike missile or<br />
a psyk-out bomb? (57, 58)<br />
A: Any psyker under the template will be effected by<br />
Psi-shock.</i></blockquote>Ouch. Means you can't 'wound allocate' out of Perils, but that was expected as it is worded this way. Either way, going to do major damage to enemy Grey Knights and Eldar (some others, too).<br />
<blockquote><i>Q: Does the entire unit need to be equipped with rad,<br />
psyk-out and/or psychotroke grenades for their effects<br />
to work or is just one model being equiped with them<br />
enough? (p60)<br />
A: One model in a unit is enough.</i></blockquote> If this wasn't the case, there would be very little point in taking them...<br />
<blockquote><i>Q: Are units with either the Stubborn or Mob Rule!<br />
special rules effected by the ‘They’re horrible’ result of<br />
the psychotroke grenade? (p60)<br />
A: Yes, such units will be reduced to Leadership 2.<br />
However a unit with the Mob Rule! special rule that<br />
has 11 or more models will still be Fearless.</i></blockquote>Didn't see affecting Stubborn units coming. Makes Psychotroke Grenades <i>even</i> better.<br />
<blockquote><i>Q: Do you take into account the strength increase from<br />
the psybolt and psyflame ammunition vehicle upgrades<br />
when working out if a weapon is a defensive weapon<br />
or not? If a vehicle has either of these upgrades, must<br />
you use them? (p62)<br />
A: Yes to both questions.</i> </blockquote>Obviously, a penalty to such things like Land Raider Crusaders, but one that makes sense. Sorry, you can't cheat out of it.<br />
<blockquote><i>Q: Does the effect of servo-skulls stack? For example<br />
would it reduce the scatter distance by 2D6 if you are<br />
within 12" of two? (p62)<br />
A: No, it would still only be 1D6.</i></blockquote>No, you still can't cheat that hard, sorry. Fits the wording, too, so can't complain of a "rule change" here.<br />
<blockquote><i>Q: Would an orbital strike relay targeted within 12" of<br />
one or more servo-skulls have its scatter distance<br />
reduced? (p62)<br />
A: No, it always scatters the full 2D6".</i></blockquote>I know many were hoping this wasn't the case, but it does say the "full 2D6" " right in the entry. Bit disappointing, though.<br />
<blockquote><i>Q: Does an enemy unit arriving by deep strike or<br />
deploying within 6" of a servo-skull count as moving<br />
to within 6" of it? (p62)<br />
A: Yes, remove the servo-skull from play.</i></blockquote>Darn. Having the Servoskulls next to where your enemy was deploying sounded like a lot of fun.<br />
<blockquote><i>Q: What counts as a plasma weapon for the Ulumeathi<br />
Plasma Syphon? (p62)<br />
A: All Plasma weapons, as well as Eldar missile<br />
launchers firing plasma missiles, burst cannons,<br />
starcannons, all Tau pulse weapons and any weapon<br />
described as using ‘plasma’ as its effect or in its special<br />
rules.</i></blockquote>Wow, that affects a lot. Not sure many people who plan on using these things, anyway. They are kind of a cool and interesting piece of wargear, just not very useful... Except against Tau.<br />
<blockquote><i>Q: Can you only take an Inquisitorial henchmen<br />
warband if you have an Inquisitor in your army? (p90)<br />
A: Yes, you can take a maximum of one warband for<br />
each Inquisitor (unless you take Inquisitor Coteaz).</i></blockquote>I know a lot of people were trying to say you could take Henchmen as an Elites choice without an Inquisitor, but this obviously isn't the case.<br />
<blockquote><i>Q: Are Wounds from Dangerous Terrain tests allocated<br />
in the same way as shooting attacks? (p14)<br />
A: No. Each model moving through dangerous terrain<br />
must take a test. Each model that fails takes a Wound.</i></blockquote>Makes sense, in a wound allocation sense, but now dangerous terrain will be really obnoxious to roll against with very diverse squads. No big deal, I guess, though.<br />
<blockquote><i>Q: How does Rending work if you get to roll multiple<br />
dice for the Armour Penetration roll? (p31)<br />
A: The player gets to add a D3 to the total for each<br />
dice that comes up with a 6.</i></blockquote>Not sure how this works unless somehow you have a 2D6 roll for armour pen but have been reduced to Strength 2 (perhaps by grenades, etc) as S 3 + 12 (from the double pens) would pen anything, as would S2 + 12 + 1 (minimum value for one rend). Anyone have a good idea? <br />
<blockquote><i>Q: Can a model equipped with multiple grenades use<br />
all of them in the same Assault phase? (p36)<br />
A: Yes.</i></blockquote>Huh. Interesting, I guess. Throwing Kraks and Meltas at the same time onto vehicles, perhaps. Depends on how people argue it. It was definitely intended for Frags and Psyk-Outs and Rad, which I've never thought using all of them was wrong, but I'm not sure if they intend for multiple offensive grenades to be used on vehicles.<br />
<blockquote><i>Q: Do the effects of the same psychic power cast<br />
multiple times on the same unit stack? (p50)<br />
A: Yes, unless specifically stated otherwise.</i></blockquote>I'm going to admit I thought the opposite ruling would occur. Wow. Hammerhand stacking much? Grey Knight Techmarines + 2 HQs in one super-duper Deathstar. Who needs Daemonhammers for Strength 10?!<br />
<blockquote><i>Q: Can a psyker attempt to cast the same psychic<br />
power more than once in a turn? (p50)<br />
A: No, unless the psychic power itself specifically allows<br />
it.</i></blockquote>I could have sworn this was already a rule, for whatever dumb reason, and I've been playing this way for whatever reason. I guess the Eldar codex fooled me, a bit.<br />
<blockquote><i>Q: What psychic powers count as psychic shooting<br />
attacks? (p50)<br />
A: Any psychic power with a profile like that of a<br />
ranged weapon (i.e. has a range, strength and AP<br />
value) and any psychic power that specifically states<br />
that it is a psychic shooting attack.</i></blockquote>Okay. Nothing big here. Though I believe this means a lot of powers you would think are (and I believe under previous wordings were) psychic shooting attacks now aren't. I'll confirm and comment later.<br />
<blockquote><i>Q: Do psychic shooting attacks need to roll to hit? (p50)<br />
A: Yes.</i></blockquote>Before Tyranid players flip out, I'm pretty sure (could be wrong, haven't checked yet) that all Hive Tyrant powers automatically hit. Jaws will be pretty odd if it doesn't automatically hit, as will several other powers. We'll see what happens.<br />
<br />
That seems to wrap things up, everyone. Feel free to comment away! Hope you enjoyed.<br />
XethikMichael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com2tag:blogger.com,1999:blog-3819360724484104783.post-65066060970456049002011-06-13T11:59:00.003-04:002011-06-14T15:33:16.208-04:00Grey Knight FAQ ReleasedHey everyone, Xethik here with some news. The Grey Knight FAQ was released this morning, which can be viewed <a href="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1830601a_Grey_Knights_v1_0.pdf">here</a>:<br />
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1830601a_Grey_Knights_v1_0.pdf<br />
<br />
I don't have time to look at it myself right this moment, but I will be doing a complete rundown tomorrow afternoon. Until then, take it apart yourselves.<br />
EDIT: Fixed a typo. That's what I get for blogging at work!<br />
XethikMichael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com2tag:blogger.com,1999:blog-3819360724484104783.post-37551340870016953702011-06-03T15:10:00.000-04:002011-06-03T15:10:15.052-04:00Wound Allocation, Part 1: How to<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYcLR9Wih-RsaD_u3zvWa-ap4yo2x3jUG8AXWp4Lsuv1yg1EQJWc1wG3L6wy_OLeo3pv26n0nRLlfddpdlU351-qHPvLdgGkwkb4AboPRvs0TSV05TOBv_gXcLWOXFr2V6erviUPng2uc/s1600/bikenobz.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="272" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYcLR9Wih-RsaD_u3zvWa-ap4yo2x3jUG8AXWp4Lsuv1yg1EQJWc1wG3L6wy_OLeo3pv26n0nRLlfddpdlU351-qHPvLdgGkwkb4AboPRvs0TSV05TOBv_gXcLWOXFr2V6erviUPng2uc/s320/bikenobz.jpg" width="320" /></a></div><br />
Hey there everyone, Xethik here with part one of three of a guide to wound allocation. For most experienced players, I don't think this will be that new, but for new players or players that have shied away from this for a while I have a feeling this may be massively helpful. This part is just going to be the basics of wound allocation, the abuse and disruption of it will be later articles. So, let's get started.<br />
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What wound allocations means is you declare which models are taking which wounds, before you attempt to save and ignore any wounds. In both the Shooting and the Assault phase, wound allocation occurs. However, they are treated somewhat separately than each other, so we'll start off with the shooting phase.<br />
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In the shooting phase, one player (the attacker) shoots at a defender, rolling to hit and then rolling to wound. It is now the defenders turn to allocate his wounds. What is important to note is that you must wait for all of the shots to be fired before attempting to save. This means all "special weapons", normal weapons, and blast/template weapons have rolled to hit and wound. You may receive a lot of odd wounds, some of them disallowing certain saves and others allowing saves as normal. An easy way to differentiate between the two and keep wounds tracked is to use your dice. You could have the number facing up be the AP value or use different colored dice, as long as it is clear to both you and your opponent. Now, wound allocation begins.<br />
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Before you go and declare which models are taking wounds, you should mentally think about your complex model groups. Models are in a group if they have identical wargear, special rules, and the same stat-line (I believe the name does not matter. Can anyone confirm? For example, Assault Terminator Sergeants are <i>not</i> in their own group.) What I mean by this is even though you have 10 Space Marines, one could have a Meltagun, another a Missile Launcher, and a third could be a Sergeant. So, you have four distinct groups. Your meltagun marine, your missile launcher marine, your sergeant, and then seven normal Space Marines. These are your wound groups. Now that you have those sorted, you need to allocate your wounds. In this situation, every model must receive one wound before you start giving them a second wound, and you need at least two wounds on every model to give a third. Simply put, you have to give everyone in the unit a wound, and then you start over from the beginning, giving out wounds. Be sure to keep track of different types of wounds during this phase, you don't want to forget how many AP 2 wounds there are if it is going to affect your saves.<br />
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Now, models should have dice in front of them. Pick a model group, and then start making your saves in batches. All models in the same model group make saves together. That means your seven Space Marines will take all of their wounds simultaneously. There is no way to distinguish "who" in the group is taking what wound as this point, they are just collectively doing so. Repeat until all wounds are dealt with.<br />
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So, let's do an example. You have a squad of five Space Marines. One of them is a Sergeant, and one has a missile launcher. So you have three model groups: Sergeant; Missile launcher; and three Marines.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMn1XbLTqNnwlTVIl1Fo_LMZ9lghCGl4UOzlrs_foMGgjk-i3ce1nEB-Rk-GTwOuVlWHYO9DeE-3WchePfS4s7gRLHIftzshkCyHeSu1se9wMnDX95qldButqguMgOaYRSwBGSTkiqzTU/s1600/WoundAllocation1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiMn1XbLTqNnwlTVIl1Fo_LMZ9lghCGl4UOzlrs_foMGgjk-i3ce1nEB-Rk-GTwOuVlWHYO9DeE-3WchePfS4s7gRLHIftzshkCyHeSu1se9wMnDX95qldButqguMgOaYRSwBGSTkiqzTU/s320/WoundAllocation1.jpg" width="313" /> </a> </div>You are shot at by an enemy, and you take three AP 2 wounds and eight AP 5 wounds. Seeing how you have a 3+ armor save, you can only save against eight of the attacks, so some players would immediately remove three models and then make three saves. This isn't necessarily going to be the case. Let's go into allocating the wounds.<br />
White dice are AP 5, red are AP 2.<br />
Now, let's throw a single AP 5 wound on all of them, and then the extras on the regular guys. Then, with the red dice, we'll put one on the two "special models" and then one on the final group. It looks like this. (ignore the number on the dice)<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5FSZC5J17ufQzFTlMANeX-rK-6i2F8G0CnndlcIxegjeqO7wdWKXDsgOVceycdB_rUWbgLNNtmJtgcG-FS2Zy7yuFjJkWsLJKheN9yXaPqw5h1KMKAjDvAcJssc6LlrkTDnaKK5JBVnI/s1600/WoundAllocation2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5FSZC5J17ufQzFTlMANeX-rK-6i2F8G0CnndlcIxegjeqO7wdWKXDsgOVceycdB_rUWbgLNNtmJtgcG-FS2Zy7yuFjJkWsLJKheN9yXaPqw5h1KMKAjDvAcJssc6LlrkTDnaKK5JBVnI/s320/WoundAllocation2.jpg" width="313" /></a></div>You can immediately pull off the Sergeant and the Missile Launcher, as they have died. At the same time, you take away the AP 5 wounds with them. It doesn't matter if they would have passed them or not, they are still dead. You can also take off one boltgun Marine, as you automatically fail one save. You take the rest, and fail two saves. The entire squad is gone. Darn. Well, let's say you allocate differently. You could put all of the red dice on the regular guys, or you could put two AP 2 wounds on the Sergeant, the other on the missile launcher, and then have seven savable wounds on your regular guys. How to deal with this is up to you, and I'm not going to cover some of the better ways of dealing with it until next article. To finish off, let's talk about the differences in close-combat and with multi-wound models.<br />
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In close-combat, there are very small differences. For one, Independent Characters are treated as a separate unit in the assault phase (until you check morale, etc.) and thus attacks towards an Independent Character cannot be put onto the squad he is in, unlike shooting. Also, wounds are allocated and saved at the end of each initiative step, instead of the entire unit at once. Keep this in mind when fighting close-combat, as perhaps you want to save some weaker guys to absorb the Power Fist hits at the end of the initiatives.<br />
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Multi-wound complex units can be... Complex. Rules state that multi-wound models that are the same must take away unsaved wounds that would kill the most number of whole models. However, if every model has a different profile, you would allocate each wound one at a time and would have to put a single wound on each model before adding an additional, just like above, and then roll your saves. It is with these models that wound allocation gets a bit fuzzy and abused, and it is in the next article I will go a bit deeper into this. However, it states that after rolling for saves, you must deal with instant death wounds first and they must go on an unwounded model first. So if you had a group of 3 Paladins, all of which are identical and you suffered three wounds, one of which caused instant death, you can't do a normal wound, then the instant death, and then a normal wound, removing one model and removing another. You have to do the instant death and then the other two wounds, meaning you would kill off two whole models.<br />
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I hope the diagrams help explain wound allocation a bit better for those of you who didn't before. Next two parts is where the meatier information is, so expect a lot more diagrams then.<br />
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Hope you enjoyed!<br />
XethikMichael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com0tag:blogger.com,1999:blog-3819360724484104783.post-12595771378061137572011-05-19T21:54:00.000-04:002011-05-19T21:54:28.576-04:00Updates, Go!Just some quick updates for anyone who cares. I promise I'll get some serious posts up, any day now! I actually am working an article <i>set</i> on Wound Allocation, and I plan on emailing some of that to Fritz in a day or two, so that should be popping up soon. I also have put some thought into a Grey Knight codex review, I just have to put things to paper (or digital paper). Without further delay, here are some said updates.<br />
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I've recently finished assembling majority of my Warriors of Chaos army and have played a few games with them, going 1 for 1. Not great, but I'm not playing an amazing list or army, so it is not too surprising. Perhaps I'll throw my pictures on the blog sometime soon.<br />
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I have also finished gluing/posing my Grandmaster conversion. He is pretty close to being ready for painting, I just have to throw some more bitz and green stuff a bit to hide Ultramarine symbols and make him even fancier.<br />
Here is a picture.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBD4O64BGTWxVwhRBoGDi3fK-qirx61iSOnLNXyBzbBStxJ4211CnJXTTnS0RoDfMFXysxwew-uR5OSjBxLLFpQPLQ54SS5Yn6inqaJ6Nj9s7Q9wr8gObLENXKBe5AtFDgIze_LooHMbg/s1600/IMG_0707.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="223" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBD4O64BGTWxVwhRBoGDi3fK-qirx61iSOnLNXyBzbBStxJ4211CnJXTTnS0RoDfMFXysxwew-uR5OSjBxLLFpQPLQ54SS5Yn6inqaJ6Nj9s7Q9wr8gObLENXKBe5AtFDgIze_LooHMbg/s400/IMG_0707.JPG" width="400" /></a></div><br />
I've also put up a <a href="http://www.screamingheretic.com/">Screaming Heretic</a> banner on the right side of the blog. It's a great site to check out, with a podcast. I recommend subscribing or at least viewing the page every now and then.<br />
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Lastly, I just wanted to mention a bit more about this upcoming Wound Allocation series. It is intended to be a bit of a "teaching"/tips post, so it obviously won't be great for everyone. I do hope that anyone who is familiar still finds it somewhat worthwhile, and because of this I will be going quite in-depth after the first post. The first post will be a general overview on what would allocation is, how you do it, and mention how it can be beneficial/detrimental. Next post will be about kitting squads for wound allocation and how to use wound allocation to your advantage and finally the last post will be how to combat wound allocation "shenanigans".<br />
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I hope to get back soon with some more updates.<br />
XethikMichael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com1tag:blogger.com,1999:blog-3819360724484104783.post-43090423409031453202011-05-08T11:53:00.001-04:002011-05-08T14:09:19.548-04:00Grey Knights "Kind of" FAQ from GW on B&C<div class="separator" style="clear: both; text-align: center;"><a href="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1350063_Daemonhunters_Army_Background_" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="285" src="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1350063_Daemonhunters_Army_Background_" width="320" /></a></div><br />
Grey Knight players have started receiving some answers about some big codex questions. From what it looks like, someone spent the time to email GW-AU for answers about the new codex, which can be found <a href="http://www.bolterandchainsword.com/index.php?showtopic=229114">here</a>. For convenience's sake, I'm going to be pasting this on my blog for reference, but all of it comes from the poster on the Bolter and Chainsword post. Here they come:<br />
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<blockquote><i>Dear Brock</i><br />
<i> </i><br />
<i>Thanks for your email. Let's see if we can't tackle this long list of questions about the new Grey Knights (please bare in mind that there is a good chance that the studio might bring out an FAQ for the Grey Knights but until then please go by this email clarification) :</i><br />
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The first one is Falchions. They state that they are a pair of close combat weapons that grant the bearer +1 attack. Is this cumulative with the +1 attack for having two close combat weapons, giving a total of +2 attacks to a model with Falchions, or is the +1 attack already the bonus for a pair of weapons? The pricing to equip a model with the weapons is quite costly if it only gives one more attack, especially in an army that is almost always outnumbered, and where maxing out squads can hurt the army's effectiveness badly.<br />
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<i>It's +2 attacks in total; +1 for arming the model with a pair of Falchions and +1 for being armed with two close combat weapons.</i><br />
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--Can Interceptors and Dreadknights with personal teleporters use their 30" shunt move during heir scout move, if it's granted to them by the Grand Strategy?<br />
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<i>No they cannot use their personal teleporters while making a scout move. It states in the scout rules section that it must be a normal move. Pg 76</i><br />
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--If a stubborn unit is assaulted by (or assaults) a unit with psychotroke grenades is their leadership modified by the 'They're Horrible' result? How does this interact with Ork Mob rule? Does the psychotroke grenades' 'The world is spinning' override Eldar Banshee masks? If 2 units, both with Psychotroke grenades assault a single unit do the results stack?<br />
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<i>The stubborn units maintain their leadership as the stubborn special rule states that the unit always ignores negative modifiers when taking a morale tests (Pg 76) The same goes for the Ork Mob rule effected models as it says they too may always choose to substitute their leadership value with the number of Orks in their mob. As for the Banshees, they would be effected by the 'The World is Spinning' result in that they would have their initiative reduced (this effect is trumped by the psychotroke grenades) but the Banshee masks ability to negate any initiative bonus conferred by cover would still remain. As for stacking results, yes they do but if you roll up the same result it only applies once.</i><br />
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--Is the Initiative test for the brain mines taken on unmodified Initiative or do we factor in modifiers like Furious Charge, Psykout Grenades etc?<br />
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<i>This would be tested on whatever their initiative is including modifiers as it does not state that it must be tested on unmodified initiative.</i><br />
<i> </i><br />
--Since there are wargear items that modify leadership, is the leadership used for the psychic hood unmodified?<br />
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<i>No, modifiers would not come into effect beacuse the psychic test as stated in the rulebook in the psykers section, are made on the models own leadership value. Pg 50 Paragraph 2.</i><br />
<i> </i><br />
--Are Pintle mounted Storm Bolters with Psycannon Bolts, main or defensive weapons? Their strength makes them main, but the rules list them as 'an additional defensive weapon'. Is the Basic storm bolter on the rhino considered to be pintle mounted?<br />
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<i>No, a pintle mounted storm bolter with psycannon bolts is no longer a defensive weapon. As stated in the defensive weapon section, onl weapons of strength 4 or less are considered to be defensive. The increased strength from the pysbolt ammunition makes the storm bolter no longer a defensive weapon. Pg 48</i><br />
<i> </i><br />
--When making a sweeping advance test, do you take into account any Initiative increases from Nemesis Force Halberds? Do opponents take reductions from Psyk-out grenades into account?<br />
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<i>No, the initiative test made by a model who is sweeping advanced is always made on the initiative value on the model's profile according to the sweeping advance rules in the rulebook . Pg 40</i><br />
<i> </i><br />
--When an Ordo Malleus Inquisitor has two Daemonswords, do they get the +1A for two cc weapons? Basically, if you roll different abilities for the Daemonswords, do they still count as being "the same special weapon" for extra attack purposes?<br />
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<i>No, this an impossible scenario, an Ordo Malleus Inquisitor can only take one Daemonsword as the option is only offered once in their entry in the Grey Knight army list section. The power fist, incinerator, nemesis daemon hammer, daemon blade, or hellfire for 15 points each is only offered once as one option (the 15 points pertains to the cost of each item as opposed to 15 points collectively). Pg 87</i><br />
<i> </i><br />
--If you have multiple Grand Masters (including Mordrak and Draigo) in your army, can you use multiple 'The Grand Strategies'? Or are you limited on only one, regardless of how many Grand Masters you have?<br />
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<i>Yes, each Grand Master would generate different grand stratergies. However, you may only assign one grand stratergy to a unit maximum, as the units effected by a grand stratergy must have the same grand stratergies as the other units selected to have the same role. Pg 22</i><br />
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--As the Dark Eldar Crucible of Malediction forces a Leadership test, are Grey Knight vehicles effected by this? If they are and they fail, are they removed from play? If the vehicle is also a Transport, what happens to any embarked units? Are they also removed from play?<br />
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<i>No, vehicles would not be effected. They only have leadership values for the purpose of psychic tests as stated in the Psychic Pilot rule in the Grey Knight codex. Pg 21</i><br />
<i> </i><br />
--If the brotherhood champion is in close combat with a unit of monstrous creatures and chooses the Rapier Strike stance can he only kill 1 model from the unit or are wounds allocated as normal? Can he use this ability to snipe out monstrous creatures out of units?<br />
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<i>No, he must allocate all the attacks to one independent character or monstrous creature in base contact as stated in the Rapier Strike rules. Any additional wounds caused if the target is killed are disregarded. Pg 26</i><br />
<i> </i><br />
--Can the grand master's grand strategy affect assassins, Crowe, and Mordrak (if he doesn't take any ghost knights), who are listed as characters but not Independent ones? What about allies?<br />
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<i>The power would affect Crowe and the Assassins (though chances are this may change in the FAQ) Mordrak is also affected by Grand Stratergies, it just spefiies that his retinue of Ghost Knights are not affected (However if the Spear of Light Stratergy is taken and Mordrak couldn't take it as he can't leave the unit and the Unyielding Anvil as it would make the entire squad a troops choice, the other Grand Statergies would be fine as they can be restricted to just Mordrak). Allies are not affected by Grand Stratergies. Pg 23</i><br />
<i> </i><br />
--If an IC is joined to a unit with the brotherhood banner and the banner activates the force weapons, does the IC have to activate his? At what Initiative step is this performed, the IC may have a higher or lower Initiative? What happens if the IC has run out of powers he can cast for that turn?<br />
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<i>Yes, the independent character would have to activate the with the unit the only exception would be if he has run out of psychic powers that turn. However, his activation is still resolved seperately as stated in the Force Weapon special rule in the Nemesis Force Weapon section. Pg 54</i><br />
<i> </i><br />
--If Mordrak is embarked in a Storm Raven, that is nominated to enter play by Deep Strike, does the Storm Raven benefit form Mordraks "First in the fray" rule? If so, would this be possible if the Storm Raven carries a Dreadnought in addition to Mordrak?<br />
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<i>No, the Storm Raven is a seperate unit for all intents and purposes. It's only if he and his unit of Ghost Knights enter play via deep strike through teleporting in.</i><br />
<i> </i><br />
--When a squad activates their force weapons, do all Nemesis Force Weapons in the squad inflict Instant Death, or is it one per squad, chosen by the owning player?<br />
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<i>All nemesis force weapons are subject to the Force Weapon special rule. Pg 54</i><br />
<i> </i><br />
<i>Well, we hope that provides some clarity on these rules concerning Grey Knights. Again bare in mind that that future FAQ updates may provide alternative intepretations and in the event of this happening follow the FAQ. So please make sure that you keep an eye out for regular FAQ updates. Thanks once again for your email and if you have any further questions regarding Games Workshop hobby, product, games or events please feel free to get in touch with us again.</i><br />
<i> </i></blockquote><blockquote><br />
<i>Dear Brock<br />
<br />
Thanks once again for your email. Let's see if we can't provide clarity on yet more Grey Knight questions:<br />
</i><br />
What happens if you Master Craft a Template weapon, such as a Grandmaster Master Crafting an Incinerator? Currently, there are no rules for this so it would seem that MC has no effect on template weapons, and the purchase would be wasted. Is this correct?<br />
<i><br />
Yes, you can master-craft a template weapon however, it has no real effect on the weapon as the rule grants the weapon to re-roll one single roll to hit. As a template weapon does not need to roll to hit this re-roll in turn becomes redundant. Pg 57 Grey Knight Codex<br />
</i><br />
How do Nemesis Doomfists work for the Nemesis DreadKnight? Not being a Walker, do these double the NDK Strength? If a Nemesis DreadKnight equipped with both a Nemesis Doomfist and Greatsword chooses to use the Doomfist, does it follow the DCCW rules and gain an extra attack for having an additional weapon? <br />
<i><br />
The Nemesis Doomfist as it states it it's entry in the Nemesis Force Weapons section of the Grey Knights Armoury in the Grey Knights Codex, states that it works in the same way as a Dreadnought Close Combat Weapon with the additional rules of the Nemesis Force Weapons (because it is one). If a Nemesis Dreadknight were to be equipped with a Nemesis Doomfist and a Nemesis Greatsword he wouldn't be able to gain the additional attack because even though they're both Nemesis Force Weapons they're different types of close combat weapons as detailed in the Fighting With Two Single Handed Weapons section of the Warhammer 40,000 rulebook. Pg 42<br />
</i><br />
Do Servo Skulls reduce the scatter distance for Orbital Strike Relay blasts that land within 12" of them?<br />
<i><br />
Yes because all three options are blast weapons according to their entry in the Grey Knights Codex. Pg 58<br />
</i><br />
If an enemy unit deep strikes onto a servo skull is it a mishap or does the servo skull retreat? What about friendly units?<br />
<i><br />
In the instance of an enemy unit deep striking and landing on top of the Servo Skull, the Servo Skull would be destroyed as according to it's rules in the Wargear Section of the Grey Knights Codex. As the models have moved within 6" of the Servo Skull causing it to self destruct. As for a friendly unit that land on top of it, you would just place the models around it as best you can so they're as close to the landing point as possible.<br />
</i><br />
Can you Master Craft an Orbital Strike Relay? Silly, I know, but it says it's treated as a weapon. And listed with the rest of the Weapons.<br />
<i><br />
Yes you can master-craft the Orbital Strike Relay as the option is there. However, just like the template weapons in the earlier question it will have no effect. As the Shooting section of the Warhammer 40,000 rulebook explains a roll to hit is a roll of D6 for each shot fired. Because ordinance weapons roll a scatter and 2 D6 for each shot you cannot re-roll one single shot of a D6 as their aren't any single D6 rolled in the process of firing an ordinance weapon. Pg 15<br />
</i><br />
Is the Orbital Strike weapon a Barrage weapon?<br />
<i><br />
No, if it was it would say so in it's profile.<br />
</i><br />
Can a unit with a Null Rod cast psychic powers providing they don't affect there own unit? eg Smite<br />
<i><br />
Yes, if a unit with a Psycher wants to cast a psychic power and a member of the same unit (or potentially the psycher himself) is armed with a Null Rod they can cast psychic powers so long as they have no affect on the unit itself as the rules for the Null Rod state in the wargear section of the Grey Knights Codex. Pg 57<br />
</i><br />
If a unit is firing plasma weapons at a unit with a psyker in it using the psyocculum within 12" of a plasma syphon, what's it's BS?<br />
<i><br />
The model firing the plasma weapon would be considered BS 1 as the effects of the Ulumeathi Plasma Syphon would trump the effects of a Psyocculum.<br />
</i><br />
If an Ordo Malleus Inquisitor has a Nemesis Daemon Hammer and a Force Weapon does it get the +1 attack for 2 CCWs? Are Nemesis Daemon Hammers, force weapons or thunder hammers (or both) for working out whether they get an additional close combat attack?<br />
<i><br />
No he would not gain +1 attack. Just like in your question before about the Nemesis Dreadknight with Nemesis Doomfist and a Nemesis Greatsword, the Nemesis Daemon Hammer and the Force Weapon are two different types of close combat weapons. A Nemesis Daemon Hammer whilst yes is a Force Weapon due to it being a Nemesis Force Weapon, it is also a Thunder Hammer as stated in it's rules in the Nemesis Force Weapons section of the Grey Knights Armoury in the Grey Knights Codex. Seeing as though the other Force Weapon is not a Thunder Hammer it cannot be combined to gain an extra attack again as stated in the Fighting With Two Single Handed Weapons section of the Warhammer 40,000 rulebook. Pg 42 <br />
</i><br />
If an Inquisitor is armed with a Daemonblade but is not a psyker what is the effect of an 11-12 on the chart? If a model is armed with a Daemonblade and a special weapon (eg force weapon) do they still have to use the special weapon in close combat?<br />
<i><br />
Yes, he would gain mastery level one and be able to cast one psychic power a turn. If the model is armed with a Daemonblade and a special weapon then you mush choose which weapon to use that turn as per the Fighting With Two Single Handed Weapons - Two Different Special Weapons rule in the Warhammer 40,000 rulebook. Pg 42<br />
</i><br />
If Heroic Sacrifice or Cleansing Flame used against any Grey Knights, is the Psychic Test to cast them subject to the Aegis special rule?<br />
<i><br />
Yes they do as it effects any enemy psycher trying to cast a psychic power on a unit with the Aegis special rule. Pg 21 Grey Knights Codex<br />
</i><br />
If a psyker has mastery level 2 or more can they cast the same power more than once per turn, assuming they aren’t shooting attacks, if the first casting was unsuccessful?<br />
<i><br />
No, as it says in the Psyker Mastery special rules in the Grey Knight Codex he may use one psychic power per mastery level per turn. So when you use the psychic power whether it's successful or not you've used it for that turn. Pg 21<br />
</i><br />
Does the shrouding psychic power affect vehicles and/or monstrous creatures? Currently vehicles need to be obscured to get a cover save which the power doesn't state, and it doesn't appear to override the 50% rule for MCs.<br />
<i><br />
Yes, as both can receive cover saves like their non-vehicle (as it states in the Vehicles and Cover - Obscure Targets section of the Warhammer 40,000 rulebook) and non-monstrous creature counterparts, they could have those saves improved upon. Pg 62<br />
</i><br />
What initiative value do you use for the warp rift psychic power, is it the majority or the best?<br />
<i><br />
You're doing it model by model basis. So each model would test on their own respective initiative (modifiers would apply if there are any).<br />
</i><br />
With Mindstrike missiles, are the models under the blast marker the ones who suffer Perils of the Warp, or is it only if the opposing player allocates wounds inflicted onto a psyker in the squad? Also, is each Grey knight squad hit with a Mindstrike missile only counted as a single psyker for the purposes of the Perils of the Warp, or is one Perils inflicted for each Grey Knight under the marker?<br />
<i><br />
Only Psykers hit by the template from the Mindstrike Missile suffer the addition Psi-Shock effect and suffer the effects of Peril of the Warp. The other models who aren't psychers in the unit who are under the template only suffer the regular hits. As for the Grey Knights, as per their rules they're only treated as a single psyker so they'd only take one Perils of the Warp for the unit.<br />
<br />
Thanks once again for your email. Again this is subject to update from future Grey Knights FAQ. It might be a good idea to have both your Grey Knights Codex and Warhammer 40,000 rulebook on standby during your games so that you can reference it if a rules query pops up. Remember that the Most Important Rule of All on page 2 of the Warhammer 40,000 rulebook takes precedence over all. Thanks once again for your email and we hope this inspires you and your friends to play more exciting games of Warhammer 40,000!</i><i><br />
<br />
</i></blockquote><br />
Alright, long post. Hope you guys found this useful. Big thing for me is the Falchion part. +2 attacks when equipped with them, which is very nice. I doubted it, but just goes to show how wrong I am. Keep in mind this would be overwritten by an official FAQ, which will hopefully be coming soon.<br />
<br />
Planning on doing a post on Wound Allocation soon, so keep your eyes open here and on Fritz's blog for that.<br />
<br />
Xethik<br />
<br />
<b>POST EDIT</b>: This post is getting a lot more hits than I expected it to. Let me make myself clear: This is not an official FAQ and should not be viewed that way. I really should have made that more clear initially. This is an unofficial FAQ from GW, just like if I made my own FAQ. I do not agree with all of the answers given nor am I affiliated with the question asker, all credit goes to him. What is important is to realize that it is valid to consider these question and answers (not accept them, but to consider them) as we wait for an official FAQ.Michael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com2tag:blogger.com,1999:blog-3819360724484104783.post-80533952847208065592011-05-04T21:25:00.001-04:002011-05-04T21:27:41.827-04:00Grey Knights List: 2,000 pts Take Two!<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://i21.servimg.com/u/f21/16/11/49/71/img_0711.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="223" src="http://i21.servimg.com/u/f21/16/11/49/71/img_0711.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>(Grey Knight Grand Master conversion I'm working on. Moving arms/hands I think)</i></td></tr>
</tbody></table>Well, after reflecting on the list and slamming my head between what I want and what is under 4,000 points, I came up with yet another list. Big (and possibly only...) changes are dropping of the Grand Master and Land Raider for more Purifiers and Dreadnoughts. I also swapped the Purifier Rhino for a Razorback. I'll explain a bit more in just a moment. Here's the list.<br />
<a name='more'></a><br />
<blockquote>Librarian<br />
Might, Shrouding, Sanctuary, 3 x Servo Skulls<br />
<br />
10 Purifiers<br />
4xPsycannon, 5xHalberds, 1xDaemonHammer<br />
Razorback with Psybolt Ammo<br />
<br />
10 Purifiers<br />
4xPsycannon, 5xHalberds, 1xDaemonHammer<br />
Razorback with Psybolt Ammo<br />
<br />
10 Strike Squad Marines<br />
2xPsycannon<br />
Rhino<br />
<br />
10 Strike Squad Marines<br />
2xPsycannon<br />
Rhino<br />
<br />
5 Terminators<br />
4xHalberds, 1xDaemonhammer, Mastercraft Justicars Halberd<br />
<br />
Dreadnought<br />
Two Twin-linked Autocannons, Psybolt Ammo<br />
<br />
Dreadnought<br />
Two Twin-linked Autocannons, Psybolt Ammo<br />
<br />
Dreadnought<br />
Two Twin-linked Autocannons, Psybolt Ammo</blockquote><br />
Not going to go too much into the details, but here is a quick rundown. Librarian goes with Terminators. Servoskulls allow for Deep Strike if preferred, but keeping Shrouding up around the middle of the force would be nice. Purifiers combat squad, 4 psycannons and Knight of Flame with Halberd in one squad, four halberds and Daemonhammer in the other. I would recommend not sticking Daemonhammers on Justicars and equivalents. If the squad Perils, the Justicar suffers and thus you would lose your one Daemonhammer. Master-crafting them would be nice, so it is a bit of a toss up. Close-combat Purifiers jump in Razor while the Psycannons move beside it, using it for cover. Strike Squads all sit in the Rhino like good boys and are mainly fire support, using Warp Quake if it is helpful. Terminators all have Halberds and a non-Justicar has the Daemonhammer. Master-crafted the Justicar's weapon out of lack of better ideas for point spending. Possibly pick up another psychic power on the Librarian... Dreadnoughts follow behind Razorbacks/Rhinos getting a 4+ cover save (3+ with Shrouding) and destroying enemy armour and tough infantry alike. I know all you 'Nid players love your Hive Guard, and the Dreadnought is pretty comparable. Sure, no shooting through cover, a bit more "one-shottable", and more expensive by a tad, but that range and twin-linked shots really helps.<br />
<br />
Sorry for not being up to date. Exams are almost over, leaving me a lot more time for blogging. I do have a couple hobby updates I'll try to get up these next couple days. Criticize this list to the ground. It does have a bunch of weaknesses, but it seems like a lot of fun. I really couldn't deny Terminators, I just love those guys. No Land Raider is kind of a pain, but I think there are enough other threats to keep the Terminators where I need them and use them as a counter-assault unit, not a hammer to smash against the enemy.<br />
<br />
Comments? Suggestions?Michael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com1tag:blogger.com,1999:blog-3819360724484104783.post-68264846944287442952011-04-16T12:07:00.000-04:002011-04-16T12:07:51.770-04:00Busy busy busy, and then suddenly more BusyHey readers,<br />
Still alive, and I've done a couple segments of my upcoming unit review for the new codex on paper, but I've been much too busy to blog. With finals coming up and a week-long trip I'm going on, I won't be blogging for a bit longer. But once mid-May rolls around, I plan on being much more active (on Fritz's blog, too) and hopefully painting more than ever. Just wanted to give everyone a head's up I'm still alive.<br />
I hope everyone is having a blast with the new Grey Knight codex,<br />
XethikMichael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com1tag:blogger.com,1999:blog-3819360724484104783.post-71066839041807658002011-04-01T15:14:00.000-04:002011-04-01T15:14:51.870-04:00Building a GK List: Unit Composition Tips and Tricks<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-OAr6DyyTxRw/TZXdvu83KkI/AAAAAAAAOBc/55BlzYPn6sY/s1600/034.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="http://1.bp.blogspot.com/-OAr6DyyTxRw/TZXdvu83KkI/AAAAAAAAOBc/55BlzYPn6sY/s320/034.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>(From Fritz's blog. You can find this same post there!)</i></td></tr>
</tbody></table>Hey all, Xethik from the Grey Knights blog here with some suggestions for everyone out there hoping to start up a Grey Knight army. I will not be going into detailed list building, but I will be touching upon different weapon and squad layouts that have really peaked my interest and even some small tactics here and there.<br />
<br />
<a name='more'></a><br />
<br />
First off, let's touch upon some HQ's. We'll start with the Grand Master.<br />
<br />
He has a great statline, but you're giving up a lot to buy a Psycannon. For Nemesis Weapon choice, I think I would stick with the sword. You will probably want to get as good of an invulnerable save as you can get without putting too many points in, so I think the sword is the winner here of the warding staff. Same concept for ranged weaponry. You are giving up BS6 when picking up the Incinerator, but a Psycannon is just too expensive. Plus, Incinerators are quite expensive on power armour squads and so you will probably be lacking them in general. For miscellaneous wargear, I recommend Rad and Blind grenades. Why? Well, psychotroke are nice (read: incredible) but they are also random. I think that Rad grenades give results that are constant and you can expect and Blind can really put the hurt on the enemy if they attempt to charge you, especially Orks and other horde infantries. There are some other nice upgrades, like Servo-skulls, but you will probably want to consider building your list with these in mind (decreasing Summoning scatter and preventing infiltrators from blocking a long scout move, for example) while I think Mastery level 2 is not needed unless you are really depending on reserves in your army.<br />
<br />
A bit of a mention on Grand Strategy, first. I see a lot of people neglecting troops as much as possible because they can make whatever unit they want scoring. This is wrong! Flat out bad. It is bad enough to only have 10 scoring bodies by default, but having those not be in power armour? This game is about getting objectives, and if you roll a D3 on that dice to see what can score, you don't want to look at a 1 or 2 and forfeit. Troops are an integral part of this game. I like to have at least 20 bodies minimum when it comes to power armour, which means you could have a troops of 10 and then a 10 man squad you will always make scoring if it comes down to it, but I think having 30 marine bodies scoring and a couple Terminators if you need it is a really strong number. Plus, if you have enough troops (which are strong in this book) you can give out those Space Marine Scything Talons (re-roll ones to Wound instead of to Hit) or counter-attack and really lay down some powerful hits.<br />
Also, you can take a ten man squad, give it a bonus, and then combat squad it to get that bonus on two small squads, but casting psychic powers will most likely be more difficult. Just keep that in mind, but it is a sound idea. I know I'll be using that every now and then, for sure, so be sure you can twist the game to your advantage before it begins!<br />
<br />
Next up is the Librarian. He's a Epistolary Librarian with Terminator Armour for you normal Space Marine players, but has to buy his powers. My top picks? Shrouding, Sanctuary, Might of the Ancients, Summoning, and Warp Rift. I'd only pick 3 of the 4 unless you have a spare 5 points, and one of them is pretty much guaranteed to be Shrouding. Why? I can use it in my opponents turn, so I can get maximum use out of the powers I buy. Plus, it is fantastic. Sanctuary is actually a near-top on my list for that very reason, too. Quickening is great, but it isn't listed because I expect most people to be putting Halberds in their Terminator squad, making Quickening a bit less necessary. It's tough! A lot of options and it really depends on how you build the guys your Librarian would be with. Keep in mind Librarians are squishy and while they really do increase strength of all types of units, perhaps you should try to keep him out of close-combat. For this reason, just in case, keep the sword on him so he has a bit better if that does happen to him. You could even put a Warding Stave on him if you were determined for him to lead a charge. The three powers a turn is a bit overkill as you have some powers for your opponents turn, so I would shy away from it.<br />
<br />
Brotherhood Champions I'm going to skip over as they don't have much going for them. You can reroll one failed wound a turn when you already reroll all failed wounds... Right. Nice one, Games Workshop!<br />
<br />
Inquisitors are actually fairly strong. I have two builds I like on them, both on Ordo Malleus. One is Terminator armour with a Psycannon while the other is an Inquisitor with Power Armour, Hammerhand, and two Daemonblades. Not sure if the rolls would be unique to each weapon or the wielder (could you have +6 attacks or can you only get that once?), but it seems like a badass conversion. You can give these guys Psychic Communion if you plan on messing with reserves a lot, but I think they are suited to sitting out of the thick of fights and just unlocking Henchmen.<br />
<br />
I'm going to skip over Paladins as I haven't had much time to mess with them, sorry! They are just so expensive, I'm not sure what to think. Anything my normal Terminators are going to die to, these guys will just as quickly. Let me know what everyone thinks, I'm very curious what wound shenanigans everyone has come up with.<br />
<br />
Purifiers. I love these guys. Really, I do. For four more points, you get cheaper weapons and an additional attack. Plus you pick up Cleansing Flame over Warp Quake. These guys are beasts. I've been making squads of 5-8 with 2 Psycannons, a Master-crafted Daemonhammer, and the rest Halberds. Packs a strong shooting firebase and has close-combat potential. You could swap master-crafted for an additional Daemonhammer, but it is tough to say which is better.<br />
Another option is a squad of 10 with 4 psycannons. You can fill in some Halberds, too, but you are getting a very strong shooting base (like Purgation without the Astral Aim) while still packing a stronger close-combat punch than most units. You could even combat squad the Psycannons out so that you have a close-combat focused 5 man squad and a shooting powerhouse squad that holds midfield. It's tough to say what is best, but Purifiers being amazing is a no brainer.<br />
<br />
Terminators are now Troops and have some pretty big bonuses. For one, they have a 4+ invulnerable save if they keep their swords, but they can also swap for Daemon Hammers and Halberds for free, making them a very versatile close-combat squad. With relentless, you can give them "Assault 4" Psycannons and really ruin your opponents day, but you do pay for it. Incinerators are really good on these guys for that reason; the are dirt cheap. Plus, if you are going to be going for close-combat, you will probably be in range for the Incinerator shot anyway. I'll probably be running either a 5 man squad with an Incinerator, a Master-crafted Daemon Hammer, and 3 Halberds (1 sword for a better invulnerable save) or swapping the Incinerator for a Psycannon.<br />
<br />
Strike Squads are your primary power armour troops. They get Warp Quake, which keeps suicide melta and drop pods away from your force, and can also take a bunch of weapons. Sadly, the only things worth looking at, in my opinion, are the Psycannons and the Daemon Hammer. Psybolt ammo is great and all, I just don't think it is worth the 20 pts., even on a squad of 10. If you have extra points, by all means take it, but it isn't necessary if you ask me. How would I kit these guys? Either a squad of 5 with a Psycannon or a squad of 10 with two Psycannons and a Daemon Hammer (possibly Master-crafted). Again, you can combat squad, but unless you plan on going into a Razorback, I think you are better off sticking as one big squad for the higher Leadership value.<br />
<br />
The last power armour variant is the Interceptor squad. I'm not exactly sure how I feel about these guys, but they are definitely a viable choice. Incinerators are good, but expensive. I'm not sure if it is worth it, but a squad of 5 with nothing but an Incinerator jumping or shunting (30" move) towards an enemy squad which you just happened to tank shot into a line and laying down a template just seems too good to give up. (Kudos to Stelek for convincing me that this is worth it). You can also put on some Psycannons for the same price as a power armour squad and hit side armour of vehicles a bit easier than other Strike Squad variants. A squad of 10 with two Psycannons and a squad of 5 with an Incinerator (squad of 10 combat squad-ed so that you can benefit from Grand Strategy in both parts. Otherwise, go two squads of 5) seem like the only options worth taking. Throw a Daemon Hammer if you want to keep Dreadnoughts/Monstrous Creatures off, but I think your speed will do that just fine.<br />
<br />
Before I touch upon vehicles, I want to mention the Techmarine. He is a bit of a unloved guy in the Elites section that has access to great wargear like Conversion Beamer and Orbital Strike Relay, both of which require you to stand still for nearly the entire game. Stick him with a bunch of Henchmen with long range weaponry and I think he can perform pretty well. He also has access to Rad and Blind grenades, in case you want to make a mini-deathstar without taking up your HQ slots or squeezing the squad into a Rhino. This guy can also fix vehicles if he has the chance, but he is a bit pricey nonetheless. I'll have to do some experimenting with this guy before I give a final word, but definitely a fun unit to toy with.<br />
<br />
Dreadnoughts are at their best in this codex. By taking two twin-linked Autocannons with Psybolt ammunition, you are pretty cheap and have Fortitude to keep you shooting. Plus, you can hide this guy behind Rhinos and Razorbacks pretty easily, getting a 4+ cover save (or a 3+ if a Librarian with Shrouding is near by!). Best of all, Autocannons have a 48" range, giving you almost double the effective range of a Terminator with a Psycannon (including movement, it is 54" vs 30"). This is important for keeping your opponent stunned while you advance to midfield or into their line, and the shear number of slots nearly guarantees that. I recommend at least two of these guys if you have the points. Perhaps my favorite thing in the codex.<br />
<br />
Lastly, we have Razorbacks. There are three options which are worth considering, in my mind. The first is a Razorback (Heavy Bolter) with Psybolt ammunition. This gives them S6, able to glance many vehicles effectively and wound most infantry on a 2+. Throw a Storm Bolter on for more high strength shooting, and you have one cheap shooting transport. The next option is a Twin-linked Assault Cannon Razorback with Psybolt ammunition (AKA Twin-linked Psycannon). I love Psycannons, a lot. But I have one problem with this setup. You aren't adding anything to your army. Psycannons have a 24" range, you aren't making that better by putting it on more of your units. A couple of these vehicles are fine, but spamming them as hard as possible seems a bit silly. You really need the range to get to midfield (where 24" matters) alive, and these guys just help lay down fire once you already get to your strong zone. Lastly, Lascannon and Plasma gun Razorbacks. Grey Knights don't get anything special here other than Fortitude, but these vehicles shouldn't be scoffed at. Not too much to say about these, I'm sure Jawaballs and every Space Wolf player can give you a run down on why they are great. Joking aside, Lascannons are always nice to have. Not only does it help kill vehicles from a range, but you can also cause instant death to T4 models, unlike Psycannons.<br />
<br />
Well, that's it for this post. A bit lengthty, but I had a lot of things on my mind I wanted to spill out. And thus, it isn't very organized. I hope no one hates me for that. I don't want this to be an article to refer to copy and paste units out of, but one to look at and think about how you can take your own spin on things.<br />
<br />
I hope you readers out there get a lot of from this, and I do plan on doing unit by unit breakdowns in a much more formal manner in the following weeks as I scour through and test out the new codex.Michael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com2tag:blogger.com,1999:blog-3819360724484104783.post-26565738521457859632011-03-19T15:46:00.000-04:002011-03-19T15:46:21.300-04:00New Grey Knights: A 2,000 Point List of My Own - Mech<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/_-HZLorI1B0w/S5LaKA7Ih2I/AAAAAAAAK3I/DeiQQtIqj2E/Mortis%20pattern%20dreadnought.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="300" src="http://4.bp.blogspot.com/_-HZLorI1B0w/S5LaKA7Ih2I/AAAAAAAAK3I/DeiQQtIqj2E/Mortis%20pattern%20dreadnought.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>(Mortis Pattern Dreadnought made by Ron from From the Warp/Black Dot Barrel Studios)</i></td></tr>
</tbody></table><br />
Hey everyone, Xethik here with a list of my own. I've been a bit too busy to get to deep into the new codex, but to say the least I'm very excited. I'm sure most readers will have some ideas of their own or have seen some other bloggers post their lists, but I haven't seen much like this list I'm messing around with. It isn't the most competitive (as those seem to be spamming Coteaz+Henchmen, sadly) and I didn't really get into anything too new, so I will be posting up some more lists soon, I hope. Anyways, onto the list.<br />
<a name='more'></a><blockquote>HQs:<br />
Grandmaster - [240]<br />
Psycannon, Blind and Rad Grenades </blockquote><blockquote>Librarian - [165]<br />
Summoning, Shrouding, Quickening (perhaps Might instead) </blockquote><blockquote>Troops:<br />
5 man Grey Knight Terminator Squad - [230]<br />
Psycannon, Master-crafted Daemonhammer, and 3 Halberds </blockquote><blockquote>10 man Grey Knight Strike Squad - [275]<br />
2 Psycannons, Master-crafted Daemonhammer<br />
Rhino </blockquote><blockquote>10 man Grey Knight Strike Squad - [275]<br />
2 Psycannons, Master-crafted Daemonhammer<br />
Rhino </blockquote><blockquote>Elites:<br />
8 man Purifier Squad - [272]<br />
2 Psycannons, Master-crafted Daemonhammer, 5 Halberds<br />
Rhino </blockquote><blockquote>Heavy Support:<br />
Dreadnought - [136]<br />
Two Twin-linked Autocannons, Psybolt Ammunition, Searchlights</blockquote><blockquote>Dreadnought - [136]<br />
Two Twin-linked Autocannons, Psybolt Ammunition, Searchlights</blockquote><blockquote>Land Raider Crusader - [271]<br />
Multi-melta and Psybolt Ammunition, Searchlights</blockquote>Total: 2,000 points on the head<br />
<br />
Terminators go in the Land Raider Crusader with the Grandmaster and Librarian while everything else follows in their own transport. Everything is mech'd up. Grandmaster can use his Grand Strategy to make Purifiers scoring if needed or to give some reroll 1's to wounds. Scout on all the Rhino-units wouldn't be terrible, either. Anyways, there are 9 "Psycannons" in the army and 8 Twin-linked Strength 8 Autocannon shots, which is nice for demeching and killing infantry. A bit of a lack of anti-horde in the list, but I think the Storm Bolter shots and S5 Hurricane Bolters will gun down large groups somewhat easily.<br />
<br />
If positioned correctly, the Librarian should be able to give stealth to almost every vehicle, meaning 3+ cover saves or 6+ if they don't normally have one. Quickening/Might of Titans are both used on your own turn, meaning I won't be trying to use too many psychic powers in my opponents turn to have to make tough choices, for the most part.<br />
<br />
Strike Squads keep away deep striking meltaguns and drop pods as well as act as a really strong midfield squad. With the Land Raider ahead of their Rhinos, they would be at the back left and right corners of it keeping up a large Warp Quake area while Purifiers are snug between the two Rhinos, but hopefully with enough space to move around any immobilized vehicles. I could swap one Strike Squad for another Purifier, but I would like the scoring without having to rely on Grand Strategy, which can give the nice re-roll or Counter-assault/Scout.<br />
<br />
Dreadnoughts follow being the two Strike Squad Rhinos, most likely, shooting at your opponent as they move up.<br />
<br />
I really like the way the list looks like it would play, but I do want to try out Razorback with Twin-linked Psycannons and Interceptor squads, so I may kill two birds with one stone in my next list.<br />
<br />
PS: Yes, Grey Knight still have to buy Searchlights. It's as if they are so brave that they forget their flashlights at home...<br />
<br />
What do you guys think? Any major flaws? Any quick improvements?Michael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com11tag:blogger.com,1999:blog-3819360724484104783.post-47630860176929341682011-03-09T20:42:00.000-05:002011-03-09T20:43:13.665-05:00Codex: Grey Knights - New Model Images and Advanced Order<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8yQQ0aoFv_Ze897qRgX2p_wb1MZncbOo6afr0IkCSTQHlGNkZMJ8OGrFAROJ6eZKH3j1cGZg_puvIRKILiDtoU4XuCXYur50OSJrwIcujeAUaEFUpZKzs90fxYlPJDavYTrZGRhJp_V8/s1600/m1730001a_Blog090311_Header.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="226" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8yQQ0aoFv_Ze897qRgX2p_wb1MZncbOo6afr0IkCSTQHlGNkZMJ8OGrFAROJ6eZKH3j1cGZg_puvIRKILiDtoU4XuCXYur50OSJrwIcujeAUaEFUpZKzs90fxYlPJDavYTrZGRhJp_V8/s400/m1730001a_Blog090311_Header.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>(All images belong to Games Workshop. I hold no rights)</i></td></tr>
</tbody></table>Well, as most of you know, Games Workshop has put up the <a href="http://www.games-workshop.com/gws/catalog/armySubUnitCats.jsp?catId=cat440160a">advance order</a> for all Grey Knights. They also split a lot of previous Inquisitor retinue packs into individual blisters so that you can grab what you need instead of hunting on eBay. Smart move on their part, as they probably also make a bit more.<div class="separator" style="clear: both; text-align: center;"></div><div>This post is just going to be image spam after this line, sorry guys. I'll get to my comments (hopefully) soon, really excited about these new models. They are quite beautiful. Well, here they come:<a name='more'></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPIKvI1tpWgkU7uGnz3wBjate7j_Bs0r384XCzDo3IonHmPGI-P5guxLgr9A7cvbTQwD9WUgtwk7XnT0ojfe4Gz8NYA6e-_ZUaJ-IBQfA4p6G26nt1HmehdrY6TXQ5Y-L3Xlv1ipknz5Q/s1600/m1700119a_99120101088_GKStormraven01_873x627.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="229" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhPIKvI1tpWgkU7uGnz3wBjate7j_Bs0r384XCzDo3IonHmPGI-P5guxLgr9A7cvbTQwD9WUgtwk7XnT0ojfe4Gz8NYA6e-_ZUaJ-IBQfA4p6G26nt1HmehdrY6TXQ5Y-L3Xlv1ipknz5Q/s320/m1700119a_99120101088_GKStormraven01_873x627.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjV8ZkZXvVK2MmhRxtDscUP_cOgsRUaaBc5SzJD8H-rsmFFmOGPRw_pp1ky4xFSRt2oFpU20Cf55UWZ69Qa0r5rftjnvacSPanN4nKan9t7ScJ864WrA8JCfsFRAXKHmf3ABT5XmMMBurY/s1600/m1710136a_99120107001_GKTerminators01_873x627.jpg" imageanchor="1" style="margin-left: 1em; 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text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhudUnPfx92nYXpOHHAKCPmoauf0gy1lnkSH_tMGbWoupyCRv2q7TkrkMIh8_3CiqnDYGe2MmGQXTWW4TG9ZUzzlQIkO5QzV855TGHN0Fc-EIK0dWJ_Pkyccwoc4mxpmA1OnbFLMni4kAQ/s1600/m1710145a_99120107001_GKTerminators03_445x319.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="229" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhudUnPfx92nYXpOHHAKCPmoauf0gy1lnkSH_tMGbWoupyCRv2q7TkrkMIh8_3CiqnDYGe2MmGQXTWW4TG9ZUzzlQIkO5QzV855TGHN0Fc-EIK0dWJ_Pkyccwoc4mxpmA1OnbFLMni4kAQ/s320/m1710145a_99120107001_GKTerminators03_445x319.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNNJX0FN6jd-m3xsJB32tLgOtWeJZZqdo8kJ8QoRu0soCdnsUBzhHN0QRgaQ_mfZRsN5GfCUx0bNgTEINq-byeRJKGym431Cq29MuHWVC8PRFfDnmCRSLMOuqhYtapAioFHCrWC9OFWsg/s1600/m1710156a_99120107002_GreyKnights01_873x627.jpg" imageanchor="1" style="margin-left: 1em; 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text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiY1rt1pIyZyxjeSxnUYCRrn0csBt54tMR_pXHYq1fo1bEZv_8hvUqzUqjTzTxGPPw8rpvxgPpGfKLDPD62yMLvvGH5DhFZUwxl7JzrZHBqtheBL-R1eQT3Fer9lfSF7oSrPdFFYhUMAxU/s1600/m1720477a_P3Mb6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiY1rt1pIyZyxjeSxnUYCRrn0csBt54tMR_pXHYq1fo1bEZv_8hvUqzUqjTzTxGPPw8rpvxgPpGfKLDPD62yMLvvGH5DhFZUwxl7JzrZHBqtheBL-R1eQT3Fer9lfSF7oSrPdFFYhUMAxU/s320/m1720477a_P3Mb6.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh813ju9oLjVN9K0LtHixLR7e7DaI77FbBBswj5n0OVzsMiJeHQjEKdGL0ZGMg4vefNFis-ljXq8M8IByVRZ6of4ap5eBS_3UTYV_VvBtdL-_NOGNTVdDpU_vUU0JutU-OyJPO9NnHOi3Q/s1600/m1720478a_P3Mb7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh813ju9oLjVN9K0LtHixLR7e7DaI77FbBBswj5n0OVzsMiJeHQjEKdGL0ZGMg4vefNFis-ljXq8M8IByVRZ6of4ap5eBS_3UTYV_VvBtdL-_NOGNTVdDpU_vUU0JutU-OyJPO9NnHOi3Q/s320/m1720478a_P3Mb7.jpg" width="320" /></a></div><div><br />
</div>Michael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com2tag:blogger.com,1999:blog-3819360724484104783.post-51169282927260476082011-03-08T22:18:00.000-05:002011-03-08T22:18:45.690-05:00Grey Knights: Incoming! Cover and Prices<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuM6xz0ujeYkcNFclNrpgWsrxaNv3RuZDv0MxjF_1WEHX9E5x-ExjTK0TUGISl2pQYZxy38VrMQIb6F5tWomdwyaK0AJs9J6cF7njpVq7gpsuVPCttTx4R6s0uAcMWGXG8ulghWY9RZGA/s1600/Grey-Knights-codex-2011.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuM6xz0ujeYkcNFclNrpgWsrxaNv3RuZDv0MxjF_1WEHX9E5x-ExjTK0TUGISl2pQYZxy38VrMQIb6F5tWomdwyaK0AJs9J6cF7njpVq7gpsuVPCttTx4R6s0uAcMWGXG8ulghWY9RZGA/s400/Grey-Knights-codex-2011.jpg" width="291" /></a></div>The cover art on what I think we all hope is the best codex Games Workshop has ever dreamed of. That's right, this is the Grey Knights cover for the new codex, apparently showing up at random stores in this past day. Along with it are coming the kits. A bit too expensive, as always, but I'm sure with reason! Even in blurry pictures these models are beautiful. Be sure to read more to see prices and releases, from <a href="http://www.bolterandchainsword.com/index.php?showtopic=221828&st=1025&start=1025">Bolter and Chainsword</a>.<br />
<br />
<a name='more'></a>Source comes from TableTopTyrant<br />
<span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;">The First wave has been confirmed!</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;">Grey Knight Codex Softback – £17.50 RRP</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;">Grey Knights Boxed 5 man Set -£20.50 RRp</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;">Can be built as;</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;">* A Grey Knight Squad</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;">* Interceptor Squad (Can teleport 30″ once per game)</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;">* Purgation Squad (Heavy Support can have psy-cannons, psilencer or incenerators. Have psyk-out grenades and can fire at targets the can not see due to Astral Aim.</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;">* Purifier Squad (Elite Squad with 2 attacks and the cleansing flame psychic attack)</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;">The Grey Knight Nemesis Dreadknight – £33 RRP</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;">Grey Knight Terminators / Paladins – £27.70</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;">(Paladins are two wounded ws5 terminators with apothecaries)</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;">Lord Kaldor Draigo – £13.80 RRP</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;">(HQ choice that makes Paladins troops and grants D3 universal special rules)</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;">Castellan Crowe – £10.25</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;">(Makes Purifier Squads Troops)</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;">Jokaero Weaponsmith – £7.70 RRP</span><span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><br />
<span class="Apple-style-span" style="font-family: Verdana, Tahoma, Arial, 'Trebuchet MS', sans-serif, Georgia, Courier, 'Times New Roman', serif; font-size: 12px; line-height: 19px;"><br />
</span><br />
<span class="Apple-style-span" style="line-height: 19px;"><span class="Apple-style-span" style="font-family: inherit;">Also, under <a href="http://www.games-workshop.com/gws/content/blogPost.jsp?aId=15800038a">What's New Today</a>, for the US site, it is implied we will see some Daemonhunter information/pictures tomorrow.</span></span><br />
<span class="Apple-style-span" style="line-height: 19px;"><span class="Apple-style-span" style="font-family: inherit;">"</span></span><span class="Apple-style-span" style="color: #666666; font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif; font-size: 13px; line-height: 16px;">Actually, there's quite a lot of Daemons in today's post, let's hope there's not some kind of infestation about to occur, there's nothing worse than Daemons appearing all over the place. Come to think of it, I had noticed the nasty tang of ozone in the air and little arcs of lightning sparking off all the electrical equipment. Quick, call in the Imperial Guard, call in the Space Marines. No, wait, even they can't handle this many daemons! If you have a Daemon problem, if no one else can help, and if you can find them, maybe you can enlist...</span><br />
<div style="color: #666666; font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif; font-size: 13px; line-height: 16px; margin-bottom: 10px; margin-left: 0px; margin-right: 0px; margin-top: 5px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;">+++Communication terminated, pending investigation by the Inquisition+++"</div><span class="Apple-style-span" style="line-height: 19px;">US prices are roughly 1.6 times the prices shown. Sorry guys, GW likes taking everything they can.</span>Michael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com0tag:blogger.com,1999:blog-3819360724484104783.post-8618666976817121592011-03-03T21:59:00.002-05:002011-03-03T22:11:58.498-05:00Rumors: Some Dates for Your Calendar<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsYk-zK9woqwhQy1c8FDoV6b6t49wjJEXTPktBq_JpdB-C4HediYjhbMZtY4JSvs1jNqiTSV69iheukeoFPrUEkakfIL2EoVCQhrotgoQ1_N8D1E-Iiks8TzflvXcBcuIP4KF-n4_7ens/s1600/GKMarch.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="206" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsYk-zK9woqwhQy1c8FDoV6b6t49wjJEXTPktBq_JpdB-C4HediYjhbMZtY4JSvs1jNqiTSV69iheukeoFPrUEkakfIL2EoVCQhrotgoQ1_N8D1E-Iiks8TzflvXcBcuIP4KF-n4_7ens/s400/GKMarch.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>(Thanks Google Translate!)</i></td></tr>
</tbody></table>Well, there you have it, ladies and gentlemen. At least for Germany (where this was taken from, hence the translation), Grey Knights will be available for preview on the 25th. Rumors have it that on the 9th of March, Games Workshop stores will be receiving the black box, which feels a bit early for this. Perhaps it is just on-time, I'm sure others know more than I. So mark up your calendars, and be sure to scour the codex for every detail before it is officially released. A bit more after the break...<br />
<div><a name='more'></a></div><div>While these models will be in stores the 25th, I have a feeling pre-orders might be a bit before then. Perhaps even a week. So expect some new shopping options and previews by the 18th.</div><div><br />
</div><div>Also: Original text, for those who care. Have at it at the comments!</div><div class="header pngfix" style="background-attachment: initial; background-clip: initial; background-color: white; background-image: initial; background-origin: initial; border-top-left-radius: 5px 5px; border-top-right-radius: 5px 5px; color: #666666; float: left; font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif; font-size: 13px; line-height: 15px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 5px; padding-left: 20px; padding-right: 20px; padding-top: 13px; width: 755px;"><div class="breadcrumbs" style="background-attachment: initial; background-clip: initial; background-color: initial; background-image: none; background-origin: initial; background-position: initial initial; background-repeat: initial initial; border-top-left-radius: 5px 5px; border-top-right-radius: 5px 5px; display: inline; float: left; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; overflow-x: hidden; overflow-y: hidden; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; width: 755px;"><ul class="trail" style="color: #7e282a; display: inline; float: left; font-size: 11px; list-style-image: initial; list-style-position: initial; list-style-type: none; margin-bottom: 7px; margin-left: 0px; margin-right: 0px; margin-top: 7px; overflow-x: hidden; overflow-y: hidden; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; width: 500px;"><li style="float: left; line-height: 1.1em; list-style-image: initial; list-style-position: initial; list-style-type: none; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;">25. März: Grey Knights im Fokus!</li>
</ul></div><h1 style="clear: left; color: #7e282a; font-family: 'Times New Roman', Times, Georgia, serif; font-size: 30px; font-weight: normal; margin-bottom: 13px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; width: 620px;">25. März: Grey Knights im Fokus!</h1></div><div class="content pngfix" style="background-attachment: initial; background-clip: initial; background-color: white; background-image: initial; background-origin: initial; border-bottom-left-radius: 5px 5px; border-bottom-right-radius: 5px 5px; color: #666666; display: block; float: left; font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif; font-size: 13px; line-height: 15px; margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 30px; padding-left: 20px; padding-right: 20px; padding-top: 0px; width: 755px;"><div class="hero" style="float: right; margin-bottom: 10px; margin-left: 10px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px; position: relative;"><img src="http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1720321a_Ger_GK_Image_4" style="border-bottom-width: 0px; border-color: initial; border-left-width: 0px; border-right-width: 0px; border-style: initial; border-top-width: 0px; display: block; margin-bottom: 0px; margin-left: auto; margin-right: auto; margin-top: 0px;" /></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;"><div style="font-size: 13px; line-height: 16px; margin-bottom: 10px; margin-left: 0px; margin-right: 0px; margin-top: 5px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;">Am Abend des 25. März hast du in allen Hobbyzentren die Möglichkeit, in Ruhe den neuen <em style="font-style: italic; font-weight: normal;">Codex: Grey Knights</em> zu inspizieren und natürlich die neuen Modelle im Einsatz zu erleben.<br />
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<strong style="font-style: normal; font-weight: bold;">Komm vorbei und überzeuge dich selbst von der Macht dieses außergewöhnlichen Ordens!</strong></div><div style="font-size: 13px; line-height: 16px; margin-bottom: 10px; margin-left: 0px; margin-right: 0px; margin-top: 5px; padding-bottom: 0px; padding-left: 0px; padding-right: 0px; padding-top: 0px;"><strong style="font-style: normal; font-weight: bold;"><br />
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</b></div></div></div>Michael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com1tag:blogger.com,1999:blog-3819360724484104783.post-79947768306138317712011-02-27T19:50:00.001-05:002011-02-27T19:56:41.403-05:00Blog Update: Still Alive<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://www.blogcdn.com/www.joystiq.com/media/2010/01/portalstillalive580.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="191" src="http://www.blogcdn.com/www.joystiq.com/media/2010/01/portalstillalive580.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>This was a triumph.. (image used without permission from joystiq).</i></td></tr>
</tbody></table>Hey everyone, just wanted to let you all know I still am alive and blogging, just was out for a week due to illness and then another due to... Well, too many other things to do.<br />
Not much to update, but I do have a couple things on the hobby side to touch base one.<br />
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For one, I got my Calgar and managed to tear him into pieces. I have to cover up things still, find a head, and wait for the new codex before adding arms. Oh boy (no, really!). Here is a quick picture.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-a0hOjszkGQO5KaNgZU4r3K9T8zm64R1p8XEdtFnPPxvyr7142LD-2mQQi13fXHYMeWf9fUWAj0cciO1JL2kxAgvRjiJBqk8wyzIi_yfZ1KbRENK2XEmvsg2G2c5ymtehi7da_9EbCdY/s1600/IMG_0699.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="223" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-a0hOjszkGQO5KaNgZU4r3K9T8zm64R1p8XEdtFnPPxvyr7142LD-2mQQi13fXHYMeWf9fUWAj0cciO1JL2kxAgvRjiJBqk8wyzIi_yfZ1KbRENK2XEmvsg2G2c5ymtehi7da_9EbCdY/s400/IMG_0699.JPG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>(How... untouched.)</i></td></tr>
</tbody></table> For anyone who cares, removing that head was a huge pain. If you are going to try this conversion, either hope it is unbuilt, hope the glue is weak, or do something better than just brute forcing it. I ended up scraping the side of his armor a bit (seen just left of the head-"socket"). Hopefully no big deal, I'll see how it looks after priming.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7bWx9u-J4Eq8HT7oHhBcTk7EXQ9Hh7LIo6E40O2H80x75Fb1xFBuTOQZ6sF157CBeZW9uW6PPIoPNaDZjpfng4Rp6cjYVdsBTr_6DnpMx_wbppVoAILNqWaQc6NvhZZv0sZLRbKLly2U/s1600/IMG_0700.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="223" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj7bWx9u-J4Eq8HT7oHhBcTk7EXQ9Hh7LIo6E40O2H80x75Fb1xFBuTOQZ6sF157CBeZW9uW6PPIoPNaDZjpfng4Rp6cjYVdsBTr_6DnpMx_wbppVoAILNqWaQc6NvhZZv0sZLRbKLly2U/s400/IMG_0700.JPG" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">And an awesome model for my Warriors of Chaos army I am soon to start up. Mwhaha. Quite opposite from Grey Knights fluff-wise, though they do seem a bit weak on the tabletop as current Grey Knights do. Soon to be changed, I hope.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">I won't touch my upon Fantasy army often, maybe a couple hobby things.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">I hope to soon cover some of the more recent rumors, including dates!</div><div class="separator" style="clear: both; text-align: left;">Stay tuned,</div><div class="separator" style="clear: both; text-align: left;">Xethik</div>Michael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com0tag:blogger.com,1999:blog-3819360724484104783.post-4695630595578799942011-02-13T15:21:00.001-05:002011-02-16T13:06:12.001-05:00Rumors: More Rumors from B&C's Commissar Ciaphas<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRZnenEiadVyzmV3G_6I6wMwBT9klpk3lAoyvxTlwz2NQuycL_NQmAUrG7M5vpe3Cz83GQVNo4ezsBxFcUSXz6tP20DXfZYWwseeOu8FJsThD0omyVc1h-VX0mRbGrOOE1foKmySPpoas/s1600/m1251769_99110107006_INQGKTrmmain_873x627.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="228" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRZnenEiadVyzmV3G_6I6wMwBT9klpk3lAoyvxTlwz2NQuycL_NQmAUrG7M5vpe3Cz83GQVNo4ezsBxFcUSXz6tP20DXfZYWwseeOu8FJsThD0omyVc1h-VX0mRbGrOOE1foKmySPpoas/s320/m1251769_99110107006_INQGKTrmmain_873x627.jpg" width="320" /></a></div><br />
Hey everyone, Commissar Ciaphas recently posted up some rumors on Bolter and Chainsword. I just went through and attempted to compile everything that he posted, I hope I didn't miss anything.<br />
Instead of commenting on each of the rumors, I will attempt to get another post up later on my overall thoughts, this is just a list. Also, be sure to check my last posts on the rumors, as I didn't cover things I already posted there, sorry.<br />
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<b><u>HQ:</u></b><br />
<b>Brother-Captain Stern</b> - 200 points:<br />
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+<br />
Wargear:<br />
-Terminator Armour; Iron Halo; Nemesis Force Weapon and Storm Bolter<br />
<br />
Special Rules:<br />
-Strands of Fate: Stern can reroll one to hit, to wound, or saving throw die PER PHASE. However, for every one you chose to roll, your enemy can reroll one of his own later in the game.<br />
-Zone of Banishment: Psychic Power used in the assault phase in place of his CC attacks. ALL models within 6" (Friendly and enemy, and himself!) must take a Strength test. Those that fail are dragged into the Warp and removed from play. Daemons must reroll successful saves.<br />
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<b>Castellan Garran Crowe</b> – 150pts:<br />
WS8 BS4 S4 T4 W2 I6 A* Ld10 Sv2+<br />
-Head and Brotherhood Champion of the Purifier Order<br />
<br />
Wargear:<br />
-Wielder of The Blade of Antwyr, a super daemon sword that not only attracts heretics and daemons like flies, but tries to corrupt and possess the wielder, thus it was entrusted to the Purifiers to keep safe. Crowe is the only one with the fortitude to keep it under control. <br />
-Artificer Armour; Frak, Krak, and Psyk-Out Grenades, Storm Bolter; Iron Halo<br />
-The Blade of Antwyr: Close Combat Weapon, but the turn his unit GETS assaulted they gain Furious Charge and re-roll all failed to hit rolls for that Assault Phase<br />
-Master Swordsman: His CC attacks are Rending and Rend on a 4+<br />
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Special Rules:<br />
-All the rules a regular Brotherhood Champion has<br />
-Purifiers are TROOPS with Castellan Crowe<br />
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Psychic Powers:<br />
-Hammerhand, Cleansing Flame, Heroic Sacrifice<br />
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<b>Grand Master Mordrack</b> – 200pts:<br />
WS6 BS6 S4 T4 W4 I5 A4 Ld10 Sv2+<br />
-He has the usual GM equipment plus a MC Daemonhammer<br />
Special Rules:<br />
-Usual GM rules<br />
-First to the Fray: If he deploys via Deepstrike, he and his unit arrive first turn and does not scatter<br />
-Ghostly Bodyguard: These be Ghost Knights. They count as Terminators (Regular, not Paladin) but have Stealth, one unit only. Mordrak acts as an upgrade character for them until such point as they are all dead. If Mordrak suffers an unsaved wound, at the end of the phase roll a d3. If the result is equal to or greater than his remaining wounds a Ghost Knight appears. You place it in coherent with him and it counts as part of his unit. Default wargear, no upgrades. Placed in B2B contact with the enemy unit Modrak is fighting or within 1" of him otherwise. If you don't have a GK on hand, or there's no room, they don't materialize. It's possible to materialize mid assault apparently, and if the GK does, he can make an attack if the wound was caused by an attack of I5 or higher. If not, he just appears. If Mordrak dies, the Ghost Knights disappear.<br />
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Ghost Knights are 32 pts each and can be upgraded.<br />
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Psychic Power:<br />
-Hammerhand, Psychic Communion<br />
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<b>Lord Draigo </b>– 275pts.: (Mephiston-like)<br />
WS7 BS6 S5 T5 W4 I5 A5 Ld10 Sv2+<br />
Wargear: <br />
-Titan Sword (str 10 vs demons and psykers), Storm Shield, Frag, Krak, Psyk-out grenades<br />
Special Rules: <br />
-Psychic Mastery 2, Eternal Warrior<br />
-Lord of Titan (take Paladins as troops)<br />
Psychic Powers: <br />
-Hammerhand, Psychic Communion, Cleansing Flame<br />
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<b>Brotherhood Champion </b>– 100 pts.:<br />
Wargear:<br />
-Artificer Armour; Nemesis Force Weapon; Iron Halo<br />
<br />
Special Rules: <br />
The Perfect Warrior: In the assault phase, after the move but before the hits, the Brotherhood Champ MUST select a stance from the following list:<br />
-Sword Storm - The BC makes an attack on all models in B2B contact with him (But he doesn't get the bonus for charging)<br />
-Blade Shield - Can't attack, but gets to reroll ALL failed saves until the end of the phase<br />
-Rapier Strike - Champ makes D3 (Or D3+1 if he charged) attacks at I10 that MUST be directed at an MC or Independent Character in B2B contact.<br />
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Psychic Powers:<br />
-Hammerhand, Heroic Sacrifice<br />
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<b>Grandmaster</b> – 175 pts.: <br />
WS6 BS6 S4 T4 W3 I5 A3 Ld10 Sv2+<br />
Wargear:<br />
-Terminator Armour; Iron Halo; Nemesis Force Weapon and Storm Bolter<br />
<br />
Special Rules:<br />
-Psychic Mastery Level 2<br />
<br />
The Grand Strategy is the ability of the Grand Master to give one of four special rules to D3 units (Infantry, Jump Infantry, MCs, or Walkers, NOT Inquis. Warbands, ICs, or Modrak's Ghost Knights). The rules are:<br />
-Hammer of Righteousness: Nominated unit re-rolls to wound rolls of 1 for the duration of the game<br />
-Shield of Blades: Target unit gets Counter Attack<br />
-Spear of Light: Target unit gets Scouts<br />
-Unyielding Anvil: Target unit gains Scoring<br />
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Psychic Powers:<br />
-Hammerhand, Psychic Communion<br />
<br />
Options:<br />
-Psycannon, Incinerator, Psilencer, Servo Skulls (Up to 3), Blind Grenades, meltabombs, digital weapons, psybolt ammo, empyraen brain mines, psychostroke or rad grenades(?), an Orbital Strike Relay, and Master Crafted Weapons<br />
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<b>Brother Captain</b> – 150 pts.:<br />
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+<br />
Wargear:<br />
-Terminator Armour; Iron Halo; Nemesis Force Weapon and Storm Bolter<br />
<br />
Special Rules:<br />
-Psychic Mastery Level 1<br />
<br />
Psychic Powers:<br />
-Hammerhand, Psychic Communion<br />
<br />
Options:<br />
Psycannon, Incinerator, Psilencer, Servo Skulls (Up to 3), Blind Grenades, meltabombs, digital weapons, psybolt ammo, empyraen brain mines, psychostroke or rad(?) grenades, an Orbital Strike Relay, and Master Crafted Weapons<br />
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<b>Librarian</b> – 150 pts.:<br />
WS5 BS4 S4 T4 W2 I4 A2 Ld10 Sv2+<br />
Options:<br />
Upgrade to Level 3 for +50 points. Add Psychic Powers for +5 points each<br />
<br />
Psychic Powers:<br />
-Hammerhand<br />
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<b>Inquisitor Valeria of the Ordo Xenos</b><br />
W4 BS4 S3 T3 W3 I4 A3(5) Ld10 Sv3+<br />
Special Rules:<br />
-Stubborn<br />
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Wargear:<br />
-Power Armour; Frag, Krak, & Psyk-Out Nades; Laspistol<br />
-Graviton Pistol: Range: 12" Strength: 10 AP: 1 Type: Pistol, One Shot<br />
-Runes of Destiny: ALL (Armour or invul) Successful saves against her shooting or CC attacks must be rerolled.<br />
-Dagger of Midnight: Grants +2A (Included in profile) that MUST be rolled with different colored dice (Or separate I suppose) because if she rolls doubles with them, the attacks hit her instead.<br />
-Hyperstone Maze: Can be used once per game in lieu of her CC attacks. Must be directed towards a character or MC in B2B contact. Target must roll a d6 and roll equal to or below their remaining wounds or be "trapped in the maze forever" AKA removed from play.<br />
-Forceshield: 4+ Invul save<br />
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<b><u>Elites:</u></b><br />
<b>Grey Knight Purifier Squad </b>– 120 pts. for 5, inc. Knight of Flame (+1 Attack/Ld), 24 points per model<br />
WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv 3+<br />
Options:<br />
-For every five:<br />
-Psycannon – 20 points<br />
<br />
-Incinerator – Free<br />
-Psilencer – Free<br />
-Halberds (+1 I) – 2 points/model<br />
Psychic Powers:<br />
-Hammerhand, Cleansing Flame<br />
<br />
<b>Grey Knight Paladin</b> – 55 points per model<br />
WS4 BS4 S4 T4 W2 I4 A2 Ld9 Sv 2+/5++<br />
Options:<br />
-For every five:<br />
-Psycannon<br />
-Incinerator<br />
-Psilencer<br />
-Warding Staves<br />
<br />
-Apothecary - +75 points (so 130)<br />
Psychic Powers:<br />
-Hammerhand<br />
<br />
<b>Venerable Dreadnought</b> – 175 pts.<br />
As C:SM but with Fortitude and the option for Reinforced Aegis Armour (-4 Ld on Psychic Tests for nearby enemy psykers)<br />
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<b>Daemonhosts: </b><br />
WS3 BS3 S4 T4 W1 I3 A1 Ld8 Sv-<br />
-Fearsome Claws and Runic Chains (CC weapons)<br />
-Warp Shield : 5+ Invul Save<br />
-Daemonic Power: Roll a d6 on the start of each of YOUR turns, all Daemonhosts in your unit gain one of the following until your next turn unless otherwise stated:<br />
-1: Re-Knit Host Form - Feel No Pain<br />
-2 Warp Grasp: No Armour saves against Daemonhost's CC attacks<br />
-3 Daemonic Speed: Fleet & I10<br />
-4 Warp Strength: Strength 6<br />
-5 Energy Torrent: Shooting attack: 24" S4 AP3 Assault 1, Blast<br />
-6 Unholy Gaze: Shooting Attack: 24" S8 AP- Assault 1<br />
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<b>Assassins:</b><br />
WS8 BS8 S4 T4 W2 I7 A4 Ld10 Sv 4+<br />
Move Through Cover, Fleet, Fearless, Uncanny Reflexes (4+ Invulnerable)<br />
<br />
<b>Vindicare:</b><br />
-Stealth, Infiltrate<br />
-Deadshot: The Vindicare's player picks who he hits, not the opposing player.<br />
-Blind Grenades<br />
-Exitus Pistol: 12" S: X AP:1 Pistol, Sniper<br />
-Exitus Rifle: 36" S:X AP: 1 Sniper, Heavy 1<br />
-Rounds: Must Declare which round before rolling to hit<br />
-Hellfire: 2+ to wound<br />
-Shieldbreaker: Takes no damage, but PERMANENTLY removes Invul saves granted by items or wargear<br />
-Turbo-Penetrator: Inflicts 2 wounds on any non-vehicle model wounded. Has penetration of 4D6 against vehicles!<br />
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<b>Cadillus:</b><br />
-C'Tan Phase Blade: Power Weapon. Instant Death against unsaved wounds regardless of Toughness<br />
-Neural Shredder: Template S8 AP 1 Pistol Hits are resolved against Leadership not Toughness. Can't hurt vehicles.<br />
-Polymorphine: When the assassin arrives from reserve, choose an enemy unit. Chosen unit immediately takes D6 S4 AP 2 hits. Then the assassin is placed anywhere within 3" using Deepstrike rules but does not scatter.<br />
-Hit and Run and Stealth<br />
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<b>Cullexus:</b><br />
-Psyk-Out Nades, Psyocculum<br />
-Animus Speculum: 12" S5 AP1 Assault 2. For every psyker within 12" of the assassin, add 2+ to the Speculum's assault value<br />
-Etherium: Any unit wishing to shoot or use a psychic power on the Cullexus must pass an LD test on 3d6 (Vehicles count as LD10). If the test is failed they can't target the assassin but can target others.<br />
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<b>Eversor: </b><br />
-Neuro Gauntlet: Counts as Lightning Claw<br />
-Frenzon: Gain d6 attacks on the turn they charge instead of 1<br />
-Meltabombs<br />
-Furious Charge<br />
-Executioner Pistol: 12" S4 AP2 Pistol, Poisoned (2+)<br />
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<b><u>Troops:</u></b><br />
<b>Grey Knight Strike Squad</b> – 100 pts. for 5, inc. Justicar (+1 Attack/Ld), 20 points per model<br />
WS4 BS4 S4 T4 W1 I4 A1 Ld8 Sv 3+<br />
Options:<br />
-For every five:<br />
-Psilencer - Free<br />
-Psycannon – 20 points<br />
-Incinerator – 10 points<br />
<br />
-Personal Teleporters – 6 pts/model (Count as Jump Infantry, may move 30” once but no assaulting)<br />
-Halberds (+1 I) – 5 pts/model<br />
<br />
Psychic Powers:<br />
-Hammerhand, Warp Quake<br />
<br />
<b>Grey Knight Terminator Squad</b> – 200 pts. for 5, 40 points per model<br />
WS4 BS4 S4 T4 W1 I4 A2 Ld9 Sv 2+/5++<br />
Options:<br />
-For every five:<br />
-Psycannons/Incinerators<br />
-Warding Staves<br />
<br />
Psychic Powers:<br />
-Hammerhand<br />
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<b><u>Heavy Support:</u></b><br />
<b>Grey Knight Purgation Squad</b> – 100 pts. for 5, inc. Justicar (+1 Attack/Ld), 20 points per model<br />
WS4 BS4 S4 T4 W1 I4 A1 Ld8 Sv 3+<br />
Options:<br />
-Psilencer – 10 points<br />
-Psycannon – 20 points<br />
-Incinerator – Free<br />
<br />
Psychic Powers:<br />
-Hammerhand, Astral Aim<br />
<br />
<b>Dreadknight </b>– 135 pts.<br />
Wargear:<br />
-Two Nemesis Doomfists as default.<br />
-Also, Dreadknight Armour: 2+/4++<br />
<br />
Options:<br />
-Heavy Psycannon - 40<br />
-Gatling Psilencer - 35<br />
-Heavy Incinerator - 30<br />
-Nemesis Daemonhammer - 10<br />
-Nemesis Greatsword - 25<br />
-Personal Teleporter – 75<br />
<br />
<b>Dreadnought</b> – 115 pts.<br />
As C:SM but with Fortitude psychic power.<br />
<br />
<b><u>Wargear:</u></b><br />
-Storm Bolter: Counts as a pistol in close-combat<br />
-Nemesis Halberd: +1 Initiative <br />
-Nemesis Daemonhammer: +1 Strength<br />
-Nemesis Falchions: Force Lightning Claws<br />
-Nemesis Warding Stave: Power weapon that conveys a 2++ Invulnerable save. They're 25-20 points per depending on the squad.<br />
-Daemonhammer - This entry confuses me. There's both a Nemesis Daemonhammer and a regular Daemonhammer, but as far as I know, this one is a Thunderhammer with Daemonbane.<br />
<br />
-Psyk-Out Grenades reduce morale of the unit attacked<br />
-Psybolt Ammo ignores invulnerable saves<br />
<br />
That's everything. Big thanks to Commissar Caphias and everyone who asked questions. Anything seem super ridiculous or good? Comment away.<br />
XethikMichael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com13tag:blogger.com,1999:blog-3819360724484104783.post-15813479029972635952011-02-10T18:56:00.004-05:002011-02-10T19:03:58.132-05:00Rumors: Exciting Update from Heresy Online; Pictures!<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLJTKs4fK1vjI4FMOyO5FAAkaZU1KsFkTdzbbGQgzr6sSYbP9J98q2TPssAAoHeeVMnEWOb1LmWjNkJ8Jx4OycpSUVcJxv7v9QyoEHaDHptJcBne9qZQ1Q-FtMtuNs1P4LQHrrp-uqPz0/s1600/CodexCoverforHeresy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="238" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjLJTKs4fK1vjI4FMOyO5FAAkaZU1KsFkTdzbbGQgzr6sSYbP9J98q2TPssAAoHeeVMnEWOb1LmWjNkJ8Jx4OycpSUVcJxv7v9QyoEHaDHptJcBne9qZQ1Q-FtMtuNs1P4LQHrrp-uqPz0/s320/CodexCoverforHeresy.jpg" width="320" /></a></div>Sorry if I'm a bit slow on this, but this is new to me. I just got home from work and saw these images in front of me. Oh man, I'm so excited! Make sure to hit read more to get all of the pictures. Obviously these come from <a href="http://www.heresy-online.net/forums/showthread.php?t=65065&page=327">Heresy Online</a>.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjB5TblSCoJyM8yhagF-qvtoXA3tp8wHWcdeIdkNRB2W4g4hF-lCYKETaye7Nayir9h7r-8hlFdRD217Y3NdQi4NjpVWgIXuP69_YqFy6-M-IfcWX9PVcwaWYdc08C23v9VNIYlaLSQv1I/s1600/DreadknightforHeresy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="297" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjB5TblSCoJyM8yhagF-qvtoXA3tp8wHWcdeIdkNRB2W4g4hF-lCYKETaye7Nayir9h7r-8hlFdRD217Y3NdQi4NjpVWgIXuP69_YqFy6-M-IfcWX9PVcwaWYdc08C23v9VNIYlaLSQv1I/s400/DreadknightforHeresy.jpg" width="400" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqIjWf_0s28qddv1RvaCekS8t8J9Trqr_EMppLEJwmH2gSWORrlpBvEtjtJhKqndbe99q1KO_XdJldpMYtjogCttgVZ35xS_BmrbHaWzzmWqwbX0H9pm2S3E-cJucQEWtPpHykR4af-HQ/s1600/GreyKnightArmyPicforHeresy.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhqIjWf_0s28qddv1RvaCekS8t8J9Trqr_EMppLEJwmH2gSWORrlpBvEtjtJhKqndbe99q1KO_XdJldpMYtjogCttgVZ35xS_BmrbHaWzzmWqwbX0H9pm2S3E-cJucQEWtPpHykR4af-HQ/s400/GreyKnightArmyPicforHeresy.jpg" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Dreadknights are massive and awesome (they do look a bit awkward holding that sword...). Look at them! Also, it appears that there are so new and awesome dynamic poses with Power Armor Knights, with more tabardish looking things on them. Incinerators in the back look the same, but just (if you squint hard enough) looking at that front right squad you can see new poses and the way the swords are held is completely new and dynamic. It looks like one guy has two hilts on his back and is holding a two-handed gun. Tough to see with such a small picture.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">The Grand Master and his retinue is about as cool as they get. I'm assuming the left most member of that squad is an apothecary (looks like he has something just above his head) while there are some Standards and perhaps a Librarian. There appears to be an Incinerator-Terminator in the back, too.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">I'm. So. EXCITED!</div><div class="separator" style="clear: both; text-align: left;"><br />
</div>Anyone spot anything particularly exciting?<br />
I give it about one month before these pictures on GW's website with clarity and more beautifulness. March will be the omens of great things to come.<br />
<br />
See any rumors I missed? Shoot me an email and I'll update my running list.<br />
Thanks again everyone,<br />
XethikMichael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com2tag:blogger.com,1999:blog-3819360724484104783.post-4883145920431596332011-02-09T12:30:00.001-05:002011-02-09T12:30:00.739-05:00Rumors: Quick Updates; PAX East 2011<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjA4_2Vllt-Y5YZF1IIt1dS0vY2SA06bzZzxfos7v1rQ_fJMWtTyfs440YU_5SqE-O_YJHgCU6B0fDjtVm_LqzptQWK_peL-BNtPj_KhZIE-Wy-rkKi8Dl3lGELDue1BQsW-WzS9PfrmU/s1600/PAX.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjA4_2Vllt-Y5YZF1IIt1dS0vY2SA06bzZzxfos7v1rQ_fJMWtTyfs440YU_5SqE-O_YJHgCU6B0fDjtVm_LqzptQWK_peL-BNtPj_KhZIE-Wy-rkKi8Dl3lGELDue1BQsW-WzS9PfrmU/s1600/PAX.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>(Used without permission)</i></td></tr>
</tbody></table>Hey everyone, I received an email recently asking if I knew anymore about some of the Grey Knight special characters. Sadly, there isn't much, but I completely forgot to mention this earlier, so look for it below.<br />
Also, I'm wondering if any one is heading to PAX East this year. Is there usually a large 40k crowd going to PAX? Anyone bringing their army with them? Anyways, special character info after the break.<br />
<a name='more'></a><br />
Well, first let's go for Lord Draigo. There is actually a decent amount on him, but remember to take this with a grain of salt.<br />
<br />
Lord Draigo: WS 7 BS 6 S 5 T 5 W 4 I 5 A 5 Ld 10 Sv 2+ Points - 275<br />
Wargear: Titan Sword (S 10 vs Daemons and Psykers), Storm Shield, Frag and Krak Grenades, Psyk-out grenades<br />
Special Rules: Lord of Titan (Allows you to take Paladins as troops), Psychic Mastery 2, Eternal Warrior<br />
Powers: Hammerhand, Psychic Communion, Cleansing Flame<br />
<ul><li><span class="Apple-style-span" style="color: #cc0000;"><i>Amazing stat-line, but very costly. Strength 10 against Daemons and psykers isn't anything too exciting for me, but Paladins as troops is awesome if Grand Masters in general don't bring that upgrade. He has a decent power selection, with the Purifier power and Grand Master ones. I'm assuming he is an Independent Character, but he may not be. I really don't think he warrants a super-one man unit with that point cost, but I could be wrong.</i></span></li>
</ul>Mordrack is looking like this:<br />
Mordrack: WS 6 BS 6 S 4 T 4 W 4 I 5 A 4 Ld 10 Sv 2+ Points - 200<br />
Allows you to take Ghost Terminators<br />
Deeps Strikes first turn like a drop pod.<br />
Has the ability to give out upgrades like a Grand Master<br />
<br />
<ul><li><span class="Apple-style-span" style="color: #cc0000;"><i>Tough to take this one with too much accuracy, as it is just a bunch of other rumors applied to one model. Also, having four wounds with only WS/BS 6 seems a bit odd, but I guess not everyone should have 7 or higher.</i></span></li>
</ul><div>With Stern, it seems like he too has Eternal Warrior. I haven't found anything related to his stats and wargear, but I hope this is something for you guys.</div><div><br />
</div><div>To finish off this update, I want to once again ask you guys out there: any of you attending PAX East? I know I'm looking forward to going.</div>Michael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com4tag:blogger.com,1999:blog-3819360724484104783.post-90515529698113914312011-02-07T21:51:00.001-05:002011-02-07T21:56:49.111-05:00Rumors: Grey Knights from Various Sources<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://stillfrostyconversions.com/wp-content/uploads/2010/11/dc31.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="285" src="http://stillfrostyconversions.com/wp-content/uploads/2010/11/dc31.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><i>(Stolen from Stillfrosty conversions)</i></td></tr>
</tbody></table><br />
Hey everyone,<br />
I was content this morning to hear that another wave of rumors just came out of nowhere. With the codex so close to release, I'm surprised an entire summary of points/stats or at least some images haven't flooded the internet, but these are better than enough. You're going to want to read through this a couple times!<br />
<a name='more'></a><br />
Oh, and just a heads up. I have no clue exactly where and from whom these rumors come from, as I'm just stealing them from Nemesis Force over at the Grey Knights forum, which you may need to be logged into to see. For your convenience, I'll have everything posted up here, but that forum is great and I recommend you check it out. I get most of my painting help over there, and they have tons of fluff, tactics, and overall fun spirited conversations going from all over the globe.<br />
<br />
My comments will be in a reddish color and italicized, for easier reading.<br />
<br />
Army Wide Rules:<br />
Aegis: Psykers targeting a squad with Aegis suffer -1 Ld. Psykers within 12" of a dreadnought with Reinforced Aegis suffer -4 Ld.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">A -1 Leadership is pretty annoying to all psykers, and when you consider the 12" of a Dreadnought rule on top of that, psychic defense before Psychic Hoods (if the army has them) is pretty top notch. A bit worse than the old rules, but it is nice.</span></i></li>
</ul><br />
And They Shall Know No Fear<br />
Combat Squads<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">A bit depressing to lose Fearless. I hate taking extra wounds, but I know I would hate to fall back and then take them again anyways. It would be nice if everything was Ld 9/10, but that doesn't seem to be the case. A bit upsetting, but nothing I'll cry over.</span></i></li>
</ul><br />
Psyker Pilots<br />
Brotherhood of Psykers<br />
<br />
<br />
<ul><li><span class="Apple-style-span" style="color: #cc0000;"><i>I'm assuming these are the rules that give psychic powers to vehicles and... well, everyone. Not much to comment here but I'm really glad GW went this route.</i></span></li>
</ul><br />
Psyker Mastery Levels: Character can use 1 psychic power per turn for each level (so 2 powers per turn at level 2).<br />
Preferred Enemy: Demons<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Preferred Enemy against Daemons is a huge help, seeing how Force Weapons won't be of any use against them. Well done on GW's part, once again, as I hadn't even thought of this. It will help out a lot in Close-combat, where Daemons are usually winning.</span></i></li>
</ul><br />
<br />
Wargear:<br />
Nemesis Force Halberds: +1 Initiative.<br />
Psycannon: Str 7 AP 4 36" Assault 2/Heavy 4, Rending<br />
Incinerator: Str 5 AP 4 Template, Rending<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">The weapon profiles are very, very, very awesome looking. I can't wait to try out mass Psycannons. Psycannons > Autocannons and Assault Cannons, combined! Halberds could be a new standard if they are cheap, but we'll have to see.</span></i></li>
</ul><br />
<br />
Psychic Powers: (seems like Librarian only unless mentioned otherwise in unit descriptions)<br />
Hammer Hand: +1 strength in Close Combat<br />
<br />
<ul><li><span class="Apple-style-span" style="color: #cc0000;">Having this on every unit is nice, but psychic defense will probably stop it from going off all that often, especially seeing how the highest Ld in your Troop squads is looking to be 8, but hopefully with the Justicar it will be 9. Anyways, this makes up for being WS 4 now, instead of 5. Against WS 4, T 4 opponents, WS 4 S 5 is just as good as WS 5, S 4, and going up against WS 5+, the Strength is almost always better.</span></li>
</ul><br />
Warp Quake: Any deepstriking unit that lands within 12" suffers automatic mishap.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">A very interesting power that it seems Power Armour troops are getting. I wish it was passive, to help against turn 1 deep strikes, but we can't have everything! This will be great to try to stop suicide melta and the such, and will kill Daemons.</span></i></li>
</ul><br />
Holocaust: S5 AP - Large Blast 12"<br />
<br />
<ul><li><span class="Apple-style-span" style="color: #cc0000;"><i>Nothing huge here, but I enjoy it has a range now. A nice anti-horde blast is appreciated.</i></span></li>
</ul><br />
Quicksilver: Unit becomes Initiative 10<br />
<br />
<ul><li><span class="Apple-style-span" style="color: #cc0000;"><i>Seems to be a Librarian only power that can be cast upon a nearby squad, which is awesome. Striking at Initiative 10 will be of huge help against almost any army that has close-combat units. Will be a good power to look at in the sea of available ones.</i></span></li>
</ul><br />
Warp-Rift: Template that auto removes models from play<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Rumors have this looking likes Jaws of the World Wolf, meaning you test Initiative or be remove from play, but in template form. I hate powers like this because they get a ton of hate and are a bit too punishing with bad dice, but they are great against Tyranids and good at trying to get lucky against HQs.</span></i></li>
</ul><br />
The Summoning: A single friendly unit that is anywhere on the table is placed within 6" of the librarian and counts as deepstriking.<br />
<br />
<ul><li><span class="Apple-style-span" style="color: #cc0000;"><i>Awesome, to say the least. Reverse deep striking allows you to pull a Troop squad out of danger or to an objective to score last minute. Definitely one I'll be taking if I take a Librarian.</i></span></li>
</ul><br />
Smite: As C:SM<br />
<br />
<ul><li><span class="Apple-style-span" style="color: #cc0000;"><i>Smite is just kind of... meh. Not good, not terrible. Just meh.</i></span></li>
</ul><br />
Might of Titan: Beginning of librarians assault phase. Unit within 6" gains +1 str and extra D6 armour pen vs vehicles. Bonus is cumulative with hammerhand.<br />
<br />
<ul><li><span class="Apple-style-span" style="color: #cc0000;"><i>This will be of great help against vehicles, especially seeing that it can be cast a) on an entire unit and b) on a unit within 6".</i></span></li>
</ul><br />
The Shrouding: Opponents shooting phase. All units within 6" gain stealth (minimum 5+ cover in the open).<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">The only way this would be better is if every squad had it. This doesn't eat powers up as it is in your opponents turn, and it is just fantastic. Again, I just wish more units had it. Seems like Librarian only.</span></i></li>
</ul><br />
Mind Blades: Start of any assault phase. One enemy unit within 6" loses 1 toughness for the rest of the assault phase.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Wow, just wow. Makes Hammerhand that much better. Again, amazing power, but we'll have to see if it is limited to a Special Character or for Librarians/Grand Masters, too.</span></i></li>
</ul><br />
Vortex of Doom: As C:SM<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Again, meh. Sorry Codex: Space Marines. The only great thing in there is Null Zone.</span></i></li>
</ul><br />
Sanctury: Enemy assault phase. Enemy units wishing to assault any Grey Knight within 12" of librarian must make a difficult AND dangerous terrain test.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Very cool. It's the old rule "Rites of Exorcism", but even better. The old Sanctuary I never used, so this is nice.</span></i></li>
</ul><br />
Psychic Communion (Grandmaster and Captain only): Take a psychic test. If passed, you may modify any reserve rolls by + or -1.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Awesome, seeing how all Grandmasters and Captains get this. This seems to be for both you and your opponent, which only makes it that much better. Need a unit in later? Delay it. Opponent wants to get that squad in? Push that back, too.</span></i></li>
</ul><br />
Heroic Sacrafice (Champion only): During any assault phase and when the "chaplain" dies. If the psychic test is passed, make one attack against any one model that is in base to base with the champion. If the attack hits, the model is removed as a casualty with no saves. If it misses, there is no effect.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">This ability seems a bit like Lukas the Trickster, but possibly a bit stronger. I don't know if the Champion is all too attractive to me, though.</span></i></li>
</ul><br />
Cleansing Flame (Purifiers only): Start of any assault phase. All enemy models that are part of the same assault suffer a wound on a 4+ before any blows are struck with saving throws allowed. Casualties count towards combat resolution.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">This is the Holocaust-like ability that we saw, similar to many other abilities in game. It's great, but I'm not sure if Purifiers will be. This all banks on their statline, wargear, and cost, so hopefully it will be as promising as I hope.</span></i></li>
</ul><br />
Astral Aim (Purgation Squad only): Shooting Phase. Unit and attached characters may fire at any unit in range and regardless of line of sight. Target automatically gets a 4+ cover save that cannot be modified.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Hive Guard might get a bit jealous. Not amazing seeing how it guarantees a 4+ cover, but that is almost expected these days. Not game breaking, but seeing through terrain or vehicles can't be bad.</span></i></li>
</ul><br />
Reconstruction (techmarines only): Beginning of techmarine's movement. Re-roll any repair roll.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">I know someone said Techmarines would be nice, and this might be making them happy. Rerolling repair rolls is nice, but again, not game breaking. </span></i></li>
</ul><br />
Fortitude (Vehicle only): At the start of Grey Knight player's turn, removes any shaken or stunned results.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">This is just perfect. Better than Possession and can out-perform extra armour. Problem is it can be canceled, so don't assume it will happen every turn.</span></i></li>
</ul><br />
Zone of Banishment(Captain Stern only): During Stern's assault phase. All models (friend and foe, but NOT stern) within 6" make a strength test or are removed from play. Demons must re-roll successful tests.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Very cool power, I'm just afraid of it killing my own units. Use it right, though, and all you'll hit is the enemy and hopefully you won't be seeing them again. Strength tests are pretty good, as you'll expect 3's and 4's for the most part.</span></i></li>
</ul><br />
Grey Knight Retinue:<br />
Apothicary: ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? 75 Points<br />
Wargear: Reducter, Narthecium<br />
Options: ?<br />
Special Rules: Feel No Pain.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Command Squads for Grey Knights. I can't say that Command Squads have been popular as of late, but I'm not sure if this is a Command Squad or more of a unit upgrade. Tough to tell as of right now, but it will definitely be one to toy with.</span></i></li>
</ul><br />
HQ<br />
Special Characters:<br />
Lord Draigo<br />
Grand Master Mordrack<br />
<br />
Brother Captain Stern: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?<br />
Wargear: ?<br />
Options: ?<br />
Special Rules: Psychic Mastery 2<br />
Psychic Powers: Hammer Hand, Zone of Banishment, Psychic Communion.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Not much to say after seeing his special power, but I hear he is Mephiston like.</span></i></li>
</ul><br />
Castellan Crowe: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?<br />
Wargear: ?<br />
Options: ?<br />
Special Rules: Psychic Mastery 1<br />
Psychic Powers: Hammer Hand, Heroic Sacrifice, Cleansing Flame<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">A Purifier meets a Chaplain? He doesn't seem superb in theory, but again, what we don't know could make this guy amazing.</span></i></li>
</ul>Inquisitor Corteaz: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points 100<br />
Wargear: ?<br />
Options: ?<br />
Special Rules: Psychic Mastery 2<br />
Psychic Powers: Hammer Hand, Sanctuary, Mind Blades<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">100 points seems cheap for a Special Character, especially one who can cast two psychic powers a turn. He definitely close-combat based, just like previously, so I hope his statline reflects that, too.</span></i></li>
</ul>Inquisitor Karamazov<br />
Inquisitor Valeria<br />
<br />
Standard:<br />
Grand Master: ?<br />
Wargear: ?<br />
Options: ?<br />
Special Rules:<br />
Psyker Level 1<br />
Make Paladins troops.<br />
Pick D3 Units and give them a special rule:<br />
1) Makes them scoring (kinda neat for dread and or elite paladins)<br />
2) Makes them re roll 1s to wound all game<br />
3) Makes them have counter attack USR.<br />
4) Makes them Scout<br />
Note: All these units are affected by the one choice.<br />
Psychic Powers: Hammerhand, Psychic Communion<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Paladins being troops? Sounds like a Warboss. The D3 unit ability is pretty cool, especially Counter attack and reroll 1 on to wound (especially if it is shooting and close-combat). Only one power a turn is a bit sad, but he may not have many options anyways.</span></i></li>
</ul><br />
Brother Captain: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?<br />
Wargear: ?<br />
Options: ?<br />
Special Rules: Psyker level 1.<br />
Psychic Powers: Hammer Hand, Psychic Communion.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Can't say much, but definitely feels like a cheaper Grand Master.</span></i></li>
</ul><br />
Brotherhood Champion: WS 7 BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ? (chaplain)<br />
Wargear: ?<br />
Options: ?<br />
Special Rules: Psyker Level 1<br />
Psychic Powers: Hammerhand, Heroic Sacrifice.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">A Chaplain with a very neat power. It depends what he will give the squad for me to consider him a good choice.</span></i></li>
</ul><br />
Librarian: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? 150 Points<br />
Wargear: ?<br />
Options: Upgrade to Psyker Mastery 3 +50 points. Take additional psychic powers for +5 points each.<br />
Special Rules: Psyker Mastery 2<br />
Psychic Powers: Hammer Hand<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Having a Librarian is a bit odd and 'unfluffy' in a codex of psykers, but it wouldn't be completely illogical for them to have Grand Masters who specialize in Psyker powers over close-combat. 5 points a power is cheap, so I hope that is right.</span></i></li>
</ul>Ordo Malleus Inquisitor<br />
Ordo Hereticus Inquisitor<br />
Ordo Xenos Inquisitor<br />
Inquisitor: WS 4 BS 4 S 3 T 3 W 3 I 4 A 3 Ld 10 Sv ? 25 Pts<br />
Wargear: Something exactly like a Dijin Blade, Forcefield, enemy takes save vs wound or die (like lucas the trickster)<br />
Options: Psycher Mastery 1?<br />
Special Rules: Stubborn, Independent Character, Henchmen Retinue (3-12)<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Not being psykers off the bat is a bit odd, but they are dirt cheap, too. 25 Points for a W 3 HQ? Huh... Well, they don't seem to be great in anything, so I'm guessing the Retinue will make them what you take them for.</span></i></li>
</ul>Inquisitorial Henchmen:<br />
Arco Flagelant: ?<br />
Wargear: Close Combat Weapon<br />
Special Rules: Feel No Pain<br />
<br />
Banisher: ?<br />
Wargear: ?<br />
Options: Eviscerator<br />
Special Rules: Demons within 6" re-roll successful invulnerable saves.<br />
<br />
Crusader: ?<br />
Wargear: Power Weapon, Storm Shield.<br />
Options:?<br />
Special Rules: ?<br />
<br />
Demonhost: ?<br />
Wargear: ?<br />
Options: ?<br />
Special Rules: ?<br />
<br />
Deathcult Assassin: WS? BS ? S ? T ? W ? I ? A ? Ld ? Sv 5++ ? Points<br />
Wargear: 2 Power Weapons.<br />
Options: ?<br />
Special rules: ?<br />
<br />
Servitor: ? Cheap<br />
Wargear: Heavy Bolter or Multi-melta<br />
Options: Up to 3 can be armed with Plasma Cannons<br />
Special Rules: Mindlock without inquisitor<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">A bit of a barrel of options. Crusaders could be awesome with Coteaz while Banishers bring Null Zone to the field against Daemons. What Daemonhosts do remains to be seen.</span></i></li>
</ul><br />
Weaponsmith: ?<br />
Wargear: Creates weapons like oblitorater (Lascannon, multi-melta, heavy Flamer)<br />
Options: ?<br />
Special Rules: Roll D6 each turn and add +1 starting at second turn. Bonus applies to squad:<br />
1) no effect.<br />
2) +12? range to all guns.<br />
3) Armor saves improved by one.<br />
4) All shooting weapons become rending<br />
5) All models gain a 5+ invuln<br />
6) "The Works": Roll twice on the table and apply both results. No result can be taken twice.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">The heavily controversial and rumored Jokaero. They seem very powerful, both buffing the squad and carrying powerful weaponry of their own. I'm interested to see their points cost.</span></i></li>
</ul><br />
Mystic: ?<br />
Wargear: ?<br />
Options: ?<br />
Special rules: Teleport homer.<br />
<br />
Psyker: ?<br />
Wargear: ?<br />
Options: ?<br />
Special Rules: Same as blast in IG Psyker Battle Squads.<br />
<br />
Warrior Acolyte: Basic Guardsman?<br />
Wargear: ?<br />
Options: ?<br />
Special Rules: ?<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Nothing too exciting here.</span></i></li>
</ul><br />
Elites:<br />
Techmarine: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?<br />
Wargear: ?<br />
Options: ?<br />
Special Rules: Psychic Mastery 1<br />
Psychic Powers: Hammer Hand, Reconstruction<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">I mentioned most of what I could in this psychic power. I don't feel like I will be fielding too many vehicles, so not the best pick, but I know having the option is nice.</span></i></li>
</ul><br />
Purifier Squad: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?<br />
Wargear: ?<br />
Options: ? Anti-horde<br />
Special Rules: Psyker level 1<br />
Psychic powers: Hammer Hand, Cleansing Flame<br />
<br />
<ul><li><span class="Apple-style-span" style="color: #cc0000;"><i>Again, as above, their cost is going to determine their power. Also: are they Terminators or Power Armour? I imagine Power Armour, but I could be wrong.</i></span></li>
</ul><br />
Venerable Dreadnought: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv ? Points ?<br />
Wargear: ?<br />
Options: ?<br />
Special Rules: Psyker<br />
Psychic Power: Fortitude<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Venerable Dreadnoughts are a very powerful and resilient anti-tank unit. Throw in the Fortitude/The Aegis power and I'm one happy Grey Knight.</span></i></li>
</ul><br />
Paladin Squad<br />
Paladin Terminator: WS 5 BS 4 S 4 T 4 W 2 I 4 A 2 Ld 10 Sv 2+/4++<br />
Weapons: Storm Bolter, Frag Grenades, Krak Grenades, Nemesis Force Halberd<br />
Options: Psychout grenades, Brotherhood Banner, Nemesis Demon Hammer, Pair of Nemesis Falchions, Nemesis Warding Stave, Psycannon, Incinerators, Psylencers, Apothecary, Banner of Brotherhood, Psybolt Ammo, Master craft any weapon +5 points.<br />
Special Rules: Psyker Level 1<br />
Psychic Powers: Hammer Hand, Holocaust<br />
<br />
<ul><li><span class="Apple-style-span" style="color: #cc0000;">THE<i> Paladins. What everyone was drooling and raging over when they first appeared in rumors. Seems like a lot of options and I have no clue what half of them do, and I can only guess on the others. Falchions will probably act as Lightning Claws, Warding Stave possible as a Psychic Hood/Runic Weapon of Space Wolves... I'm sure 85% of Grey Knight players will take these. (Rumored cost is 55 per model).</i></span></li>
</ul><br />
Callidus 145 Points<br />
<br />
Eversor 130 Points<br />
<br />
Vindicare 145 Points<br />
Wargear: Exodus Rifle<br />
Options: ?<br />
Special Rules: Choose any model as target (not just unit), 4d6 armor penetration, always wounds on a 2, remove invulnerable save from target for rest of game.<br />
<br />
Culexus 135 Points<br />
<br />
Assassin Profile: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv 6++ Points: See temple<br />
Wargear: ?<br />
Rules: Feel No Pain, Dodge Save<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Other rumors say WS 8 BS 8 S 4 T 4 W 2 I 7 A 4 Ld 10, 4++ and 6+ FNP. (As posted by Bigred from Bell of Lost Souls). Very exciting stats/point costs. I want to try out the new Vindicare.</span></i></li>
</ul><br />
Inquisitorial Henchmen Warband<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Probably just the Henchmen from above.</span></i></li>
</ul><br />
<br />
Troops:<br />
Grey Knight Terminator Squad<br />
Grey Knight Terminator: WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 LD 9 Sv 2+/5++ 40 Points<br />
Wargear: Storm Bolter, Nemesis Force Weapon, Frag Grenades, Krak Grenades.<br />
Options: Psybolt ammo<br />
Special Rules: Psychic Mastery 1<br />
Psychic Powers: Hammer Hand<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Troop Terminators all around! They have the standard Terminator cost, but Nemesis Force Weapons instead of Power Fists and grenades. I'm excited to try these guys out. I wish Nemesis Force Weapon/Storm Shield was an option.</span></i></li>
</ul><br />
Special Upgrade Character - Justicar Thawn: WS ? BS ? S ? T ? W ? I ? A ? Ld ? Sv2+/ ?++ ? Points<br />
Wargear: ?<br />
Options: ?<br />
Special Rules: 4+ will be back.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Seems very strong, as long as the points are low. Pretty much gives out Feel No Pain.</span></i></li>
</ul><br />
Grey Knights Strike Squad (the regular GK's)<br />
Grey Knight: WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 LD 8 Sv 3+ 20 Points<br />
Wargear: Storm Bolter, Nemesis Force Sword.<br />
Options: Psybolts, Personal Teleporters<br />
Special Rules: Psyker Level 1<br />
Psychic Powers: Hammer Hand, Warp Quake.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">A bit depressing to see only 1 attack and no True Grit (as of yet), but I assume Personal Teleporters allow them to re-deep strike. Awesome. At 20 points, they seem pretty good.</span></i></li>
</ul><br />
[Transports]<br />
Rhino<br />
Wargear: ?<br />
Options: ?<br />
Special Rules: Psyker<br />
Psychic Power: Fortitude<br />
<br />
Razorback<br />
Wargear: ?<br />
Options: ?<br />
Special Rules: Psyker<br />
Psychic Power: Fortitude<br />
<br />
Chimera<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">I haven't been a fan of transports on Grey Knights, but they are just so cheap I may have to try them out. Rhinos that ignore Stun/Shaken? Awesome. Probably for the cost of two Grey Knight troops? Even better.</span></i></li>
</ul><br />
Fast:<br />
StormRaven: 205 Points<br />
Wargear: ?<br />
Options: ?<br />
Special Rules: Psyker<br />
Psychic Power: Fortitude<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">I haven't been a huge fan of the Stormraven, but I can see why many are. Speeding transports and multi-meltas at 200 points is awesome, but they are large targets without the Av 14 of Land Raiders. Missile Launcher spam (the new rage) will be able to pelt one down pretty quickly, even with a 4+ cover save. I'll be sure to test one out when the time comes.</span></i></li>
</ul><br />
Heavy Support:<br />
Purgation Squad<br />
Grey Knight:WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 LD 8 Sv 3+ 20 Points<br />
Wargear: Storm Bolter, Nemesis Force Weapon, 4x Incinerators, Frag Grenades, Krak Grenades<br />
Options: Replace Incinerators with Psycannons at +20 points each, Psilencers for +? points.<br />
Special Rules: Do not need line of sight.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Purgation squads, good?! What?! Psycannons being 20 points is a bit expensive, but they are great. I wonder what Psilencers are? Paladins had access to them, too. Their psychic power will prove to be of great help, and I can definitely see myself using some of these psychic Devastators.</span></i></li>
</ul><br />
Dreadnought<br />
Wargear: ?<br />
Options: ?<br />
Special Rules: Psyker<br />
Psychic Power:Fortitude<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Dreadnoughts in Heavy Support is actually kind of nice. The very little anti-tank available will continue to be used in lists all over, I suspect. How they will compare vs. Venerable is down to points, but right now I know most Space Marines shy away from Venerable, despite increased hitting chance (I still can't hit on a 3+ rerollable!) and survivability due to the jump in points. We'll see if GW considers that.</span></i></li>
</ul><br />
Nemesis Dreadknight (MC): WS 5 BS ? S 7 T ? W 4 I ? A 3 Sv 2+/4++ 130 Points<br />
Wargear: Heavy Psycannon, Super Incinerator, 2 close combat weapons.<br />
Options: Personal Teleporter +75 Points<br />
Special Rules: Monsterous Creature, Deepstrike, Psychic Mastery 1<br />
Psychic Powers: Hammer Hand, Holocaust.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Another heavily awaited unit, the Dreadknight. He isn't too bad at 130 points, but the +75 points Personal Teleporter seems a bit much. Then again, I guess it is a multiple-use Drop Pod, when I think about it. Anyways, great shooting and assault potential, with 4 wounds on top of that.</span></i></li>
</ul><br />
Land Raider (and variants, including redeemer)<br />
Wargear: ?<br />
Options: ?<br />
Special Rules: Psyker<br />
Psychic Power: Fortitude<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Land Raiders will remain to be a Grey Knights best friend. Whether or not the 2/3 Land Raider spam will continue is unknown if you ask me, but its very plausible, especially with Fortitude.</span></i></li>
</ul><br />
Units tied to unknown Special Character:<br />
Ghost Knights - Terminator retinue that increases in size with each wound the character takes.<br />
<br />
<ul><li><i><span class="Apple-style-span" style="color: #cc0000;">Another source lists these at 32 points a model at first, with the squad increasing as the character takes wounds. Kind of cool, but I don't know if they will be all too great. I guess it all depends.</span></i></li>
</ul><div>Well, that's it. Feel free to post away! Thanks to the guys who compiled and posted these rumors.</div><div><br />
</div><div>I'm sure we'll have more in the near future!</div><div>Until then,</div><div>Xethik</div>Michael Hoganhttp://www.blogger.com/profile/12829754911299623731noreply@blogger.com1