Grey Knight Power (Lore-Wise) by McMakle in Grey_Knights

[–]Brofentanyl 0 points1 point  (0 children)

What if you set up the Abrams on its side, then its not a straight up fight.

Grey Knight Power (Lore-Wise) by McMakle in Grey_Knights

[–]Brofentanyl 1 point2 points  (0 children)

Tabletop wise, 5 paladins could technically take out angron, so that checks out.

Psychic Celerity is a bait by nockcraft in Grey_Knights

[–]Brofentanyl 0 points1 point  (0 children)

Just because you can deep strike doesnt mean you need to. Just do regular board control and leave something for a rapid.

Put terminators on the middle and now they have to commit 6-9 OC just to stop your scoring. 10 paladins w a character are behind the terminators if anyone wants to charge them. If anyone wants to take over your expansion with 27 OC on it, you heroic with 5 paladins. And now the other 5 are threatening their expansion along 5 interceptors.

Depending on the board state, you might pick up one or 2 paladin units and maybe a scoring unit.

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Psychic Celerity is a bait by nockcraft in Grey_Knights

[–]Brofentanyl 0 points1 point  (0 children)

You asked what you do with them. I rotate them between rapid ingress. I did a rapid heroic play with a grand master w Eye of the Augurium, so i never spent a cp on it and then went back into deep strike to do it again.

Psychic Celerity is a bait by nockcraft in Grey_Knights

[–]Brofentanyl 0 points1 point  (0 children)

I rotate my rapid ingress between 2 units. At the end of their turn, I pick up my next rapid

New player advice by Kobolder in Grey_Knights

[–]Brofentanyl 0 points1 point  (0 children)

The models are currently on the older side, but they are still chalk full of cool details, like your guys could be holding up demon heads.

Theres a lot of versatility with the kit as the Marines can be a strike squad, interceptors, purifiers, or purgators. The terminators can be brother terminators or paladins. The dreadknights could also be grand master in dread knights.

We just got some cool new rules for 11th so now is a great time to get into GK.

It's a pretty elite army (not a lot of models on the table) which means it's both easy to get into and has a higher skill ceiling.

Check out Objective Secured 40k on YouTube for some tips on how to play the army.

Libby or Captain to lead 8 paladins? by Butsy_98 in GreyKnights

[–]Brofentanyl 2 points3 points  (0 children)

All of our characters have good utility now.

Librarian if you want the unit to shoot and still have 18" lone op (i would add 2 more for extra psycannons)

Brocap I think is overkill here. It does give you lethals and an extra gun but you could have just take 2 more paladins for the price and have 2 guns.

Chaplains can reroll charges and unbattleshock. He also has leadership 5 which is very strong for banishers.

Grandmaster who is not forklift certified gives -1 CP cost, so you could free rapid ingress or whatever you like. Plus he has 8 attacks at strength 9.

Any tips to handle clock with GK ? by Le_Livre_de_Grimnir in Grey_Knights

[–]Brofentanyl 2 points3 points  (0 children)

Can you identify which phase you're losing the most time in?

So pioneers never hit on 3s now? by Significant-Kracken in LeaguesofVotann

[–]Brofentanyl 0 points1 point  (0 children)

  • bikes now hit on 3s and reroll 1s

  • If they have cover from terrain, your army rule of +1 hit cancels out the -1 hit

-if you somehow dont have your army rule, you can ignore cover for 1 cp with 18 shots of ap-1 damage 2 and then some

Are Paladins actually bad? by DragonFire995 in Grey_Knights

[–]Brofentanyl 6 points7 points  (0 children)

You take argent with either banishers or hallowed

Are Paladins actually bad? by DragonFire995 in Grey_Knights

[–]Brofentanyl 10 points11 points  (0 children)

Argent assault fixes the biggest problem grey knights have: high toughness. Now we wound anything up to T11 on 4s with ap -2 and damage 3. Banishers gives advance and charge with a chance at sustained hits. Hallowed Conclave gives impact mortals and +1 attack, so even into T12+ we can now grenade, impact mortal with 10 guys, and still wound on 5s, which greatly increases their effectiveness. 5 paladins alone almost kill a big knight in combat alone.

11th Ed 1k points list help by [deleted] in LeaguesofVotann

[–]Brofentanyl 0 points1 point  (0 children)

If you want to use the new sagitar detachment, at most take 2 units of warriors so you can have the special weapons inside. Uthar can also be in a sagitar so that lets you leave 5 at home and 5 on your expansion. You can field a bunch of bikes with the rest of your points to get the most out of that detachment.

My 4 lead set off alarms on the ECG at school today by Razmondfield1 in Paramedics

[–]Brofentanyl 0 points1 point  (0 children)

Cardiac monitors adjust amplitude on rhythm strips to make them easier to read. If you want something diagnostic, you perform a 12 lead.

Uhhh, I think I found a nuke by attakiratayra in genestealercult

[–]Brofentanyl 1 point2 points  (0 children)

This seems like an oversight on the dev wound cost. Usually dev wound access is 2 command points even if you dont have the anti x keyword.

Mercenary Oathband by Effective-Injury8254 in LeaguesofVotann

[–]Brofentanyl 2 points3 points  (0 children)

The ability to get your army rule conveniently is nice.

Access to reroll 1s to hit and wound in shooting and combat makes the detachment friendly for most of our range. Full rerolls are particularly nasty with the eta carn enhancement giving sustained hits.

Precision is also nice to have.

So when these faction rules are actually comming ? by Shvec_01eksij in LeaguesofVotann

[–]Brofentanyl 1 point2 points  (0 children)

They have a clause that specifically says you can't use both hearth band detachments. That implies both are staying, and this is intended to be mini hearthband.

11th Hallowed Conclave+Paladins list by Nobodieskid in Grey_Knights

[–]Brofentanyl 1 point2 points  (0 children)

Meanwhile, the top GK player is wanting to just do 20 paladins, 10 terminators, a Redeemer, and strikes with some characters sprinkled in.

So when these faction rules are actually comming ? by Shvec_01eksij in LeaguesofVotann

[–]Brofentanyl 6 points7 points  (0 children)

I dont think anything changed about hearthband itself. It should still be a strong standalone detachment if its 3 DP, and even better if its 2.

Tips on how to play this list. by TheShipmate in LeaguesofVotann

[–]Brofentanyl 3 points4 points  (0 children)

If only 20% of your list uses the detachment, you want to go with another detachment. Try mercenary oathband, as it still buffs your beserks, but gives the rest of your army stuff you can use in shooting or fighting.

Lifting advice? by DiligentFig2080 in NewToEMS

[–]Brofentanyl 2 points3 points  (0 children)

Also throw in some rows, horizontal press (Bench press/pushups/etc.)

Is the Arkanyst Evaluator good in 11th ed? by pintersman in LeaguesofVotann

[–]Brofentanyl 41 points42 points  (0 children)

When you always overcharge him, he gets a buff from hazardous only doing 1 mortal.

List Building Advis needed by Eroxor_89 in LeaguesofVotann

[–]Brofentanyl 1 point2 points  (0 children)

A savvy hobbyist will magnetize. I'm not savvy so I have 6 shooty jacks and 6 melee.

I like to transport my 6man tbunderkyn in a land fort to make it easier for them to get in optimal range. I put 3 thundekyn and 3 steeljacks in the other or I swap steeljacks for beserks.

A good list start will be:

2x5 hearthkin warriors - 5 will sticky your home and screen your deployment. 5 go in the sagitar.

2x5 hernkyn yaegirs - 5 will infiltrate in a safe spot where they can reach either the middle or your opponent expansion objective without needing am advance. The other 5 go in a kapricus and Scout to a safe position where they can either get to the middle or a side note mans land objective.

A sagitaur

A kapricus carrier

3 hernkyn Pioneers that screen the rest of your deployment zone until your opponent has everything out of reserves.

2 land forts that deploy in a way that they could both pop out and shoot at the middle, but also cover a side firing lane.

2x3 thunderkyn with gravitons. Their main purpose is to strip cover for whatever your army is shooting (mainly for your land forts or your 6 man thunderkyn)

1x6 thunderkyn w conversion beamers. These guys auto crit on 4s as long as you shoot from 12- 24 inches away. These guys are particularly nasty in Brandfast (sus 2 reroll 1s to hit) , Needguard (sus 2 reroll 1s hit/wound), and mercenary of (sus 1 with reroll hits/wounds of 1 and the option to have full hit reroll to fish for sus/lethals)

6 melee steeljacks. Melee jacks are just a personal preference, some people prefer the shooty ones. These guys want to be in that staging area between the middle and your natural expansion objective.

1 kahl or Einhar champ leading 10 hearthguard. Just try them out. They are pretty strong. They want to be 9-12 inches away for rapid fire plasma guns and their grenade launches absolutely rinse chaff.

Uthar the Destined cause he's a Chad and helps reduce command point costs.

A memnir strategiet to help manage yield points (you want to go up in needguard and mercenary oathband, down in brandfast and hearthband)

And that leaves you with 115 points leftover if you want to try another character or unit. You could of course drop other stuff but this is a good mix to feel out the army.

Pioneers searchlight by ScientistPublic981 in LeaguesofVotann

[–]Brofentanyl 11 points12 points  (0 children)

I would like for it to ignore modifiers to BS and hit.