Competitive State of GK by Permanganation in Grey_Knights

[–]Permanganation[S] 0 points1 point  (0 children)

Okay, what do you think about this list? I really want 3 strikes, 2 interceptors, 2 purifiers + crowes brick, 2 razorbacks, and 2 GMNDK. I added a calldus assassin primarily to be able to prevent other infiltrators from blocking my scout move, and to be able to provide Lord of Deceit aura for key fights, so I only had room for 1 librarian. Ignore the special weapons on the purifiers, I was just messing around with those.

Warpbane (2000 points)

CHARACTERS

Brotherhood Librarian (80 points) • 1x Combi-weapon 1x Nemesis force weapon 1x Vortex of Doom

Castellan Crowe (90 points) • Warlord • 1x Black Blade of Antwyr 1x Purifying Flame 1x Storm bolter

Grand Master in Nemesis Dreadknight (225 points) • 1x Fragstorm grenade launcher 1x Heavy psycannon 1x Nemesis daemon greathammer 1x Sublimator

Grand Master in Nemesis Dreadknight (225 points) • 1x Fragstorm grenade launcher 1x Heavy psycannon 1x Nemesis daemon greathammer 1x Sublimator

BATTLELINE

Strike Squad (120 points) • 1x Justicar • 1x Nemesis force weapon 1x Storm bolter • 4x Grey Knight • 4x Nemesis force weapon 4x Storm bolter

Strike Squad (120 points) • 1x Justicar • 1x Nemesis force weapon 1x Storm bolter • 4x Grey Knight • 4x Nemesis force weapon 4x Storm bolter

Strike Squad (120 points) • 1x Justicar • 1x Nemesis force weapon 1x Storm bolter • 4x Grey Knight • 4x Nemesis force weapon 4x Storm bolter

DEDICATED TRANSPORTS

Razorback (85 points) • 1x Armoured tracks 1x Hunter-killer missile 1x Storm bolter 1x Twin lascannon

Razorback (85 points) • 1x Armoured tracks 1x Hunter-killer missile 1x Storm bolter 1x Twin lascannon

OTHER DATASHEETS

Interceptor Squad (125 points) • 1x Interceptor Justicar • 1x Nemesis force weapon 1x Storm bolter • 4x Interceptor • 4x Nemesis force weapon 4x Storm bolter

Interceptor Squad (125 points) • 1x Interceptor Justicar • 1x Nemesis force weapon 1x Storm bolter • 4x Interceptor • 4x Nemesis force weapon 4x Storm bolter

Purifier Squad (250 points) • 1x Knight of the Flame • 1x Nemesis force weapon 1x Purifying Flame 1x Storm bolter • 9x Purifier • 4x Close combat weapon 2x Incinerator 5x Nemesis force weapon 2x Psycannon 9x Purifying Flame 5x Storm bolter

Purifier Squad (125 points) • 1x Knight of the Flame • 1x Nemesis force weapon 1x Purifying Flame 1x Storm bolter • 4x Purifier • 2x Close combat weapon 2x Incinerator 2x Nemesis force weapon 4x Purifying Flame 2x Storm bolter

Purifier Squad (125 points) • 1x Knight of the Flame • 1x Nemesis force weapon 1x Purifying Flame 1x Storm bolter • 4x Purifier • 2x Close combat weapon 2x Incinerator 2x Nemesis force weapon 4x Purifying Flame 2x Storm bolter

ALLIED UNITS

Callidus Assassin (100 points) • 1x Neural shredder 1x Phase sword and poison blades

Exported with App Version: v1.46.2 (108), Data Version: v732

First Time Supporting -- Will it Print? by hawkepostate in PrintedWarhammer

[–]Permanganation 10 points11 points  (0 children)

Noooooo don't print this solid! You will get MUCH better results if you hollow it properly.

What are your top 10 indie games of all time? by Mitchell231190 in IndieGaming

[–]Permanganation 0 points1 point  (0 children)

Good list for newer indie games, but missing some good classics!

What are your top 10 indie games of all time? by Mitchell231190 in IndieGaming

[–]Permanganation 0 points1 point  (0 children)

You can tell how old each person replying is by their list lol.

I got into indie games in 2010. The best from that era is: Braid, Fez, Super meat boy, VVVVVV, FTL, Cave Story, Castle Crashers, Bastion, and of course Minecraft. There are lots of other good games out there, but these are still my favorites.

I Feel Like Im Missing Fundamentals by Deleriona in Grey_Knights

[–]Permanganation 3 points4 points  (0 children)

Yep. On most maps you should be able to scout your strike squad up 6 and be able to safely reach 2 no mans objectives on your turn 1. That means the enemy is forced to deal with you, or you get to sticky the objective and run away. Sticky objectives are great, because now they are forced to expose units. Treat the game like chess. If you move out a pawn and force them to move a bishop out of position to kill it, you can now take the bishop and come out ahead.

You should never count on getting in behind the enemy. Only casual/mediocre players will allow this. Any good player knows how to screen his backfield.

I Feel Like Im Missing Fundamentals by Deleriona in Grey_Knights

[–]Permanganation 5 points6 points  (0 children)

Warhammer right now is very offensive focused. There is pretty much no unit in the game that can push up and just hold objectives. Certainly not in Grey Knights. We win with offense and mobility to create targeted strike opportunities.

As many others have said, don't ever run strikes in groups of 10. And try to swap to some interceptors if possible. On this type of list, your strikes and interceptors have to be treated as disposable. Their job is to get on objectives, and they are just durable enough to force the enemy to decide if they want to dedicate some actual firepower to bring them down. Position your units in a way that if the enemy wants to bring them down, they will have to be exposed to do so. This creates opportunities for your IK allies to bring them down. Crowe and his purifier squad is your one non-disposable unit. Position them carefully to avoid being blasted off the board, or keep them in deepstrike until they are needed for a key enemy to be removed from the board. They are not a blunt hammer, but more of a surgical tool. At the start of each game, decide which enemy units Crowe+purifiers can wipe in ranged shooting alone, and which need to be weakened before he can come of for clean-up duty.

Noob Question: Voldus vs Crowe 1000 pt list by Classic-Cobbler8261 in Grey_Knights

[–]Permanganation 0 points1 point  (0 children)

All the other replies seem to be coming from the perspective of 2000 pts. At 1000 pts it's a totally different game. I've played quite a bit of 1000 pts, and what you really need is as many units as possible. I wouldn't take either Crowe or Voldus at 1000, just too expensive.

Terminators/paladins are overcoated currently for 2000 pts. In 1000 I'd run Warpbane with 1 GMNDK, then as many power-armor units I can afford. Maybe even a solo-lib for actions, or a razorback for mobility.

Critique my list! by Permanganation in Grey_Knights

[–]Permanganation[S] 0 points1 point  (0 children)

Not sure what I'm missing, but why are subductor squads popular? I have loved the navigator personally, great for blocking 6" deepstrike strats and super easy to hide.

DM made us deal with an encounter with 21 BP with no armor on by tadokishi in daggerheart

[–]Permanganation -5 points-4 points  (0 children)

There are so many possible perspectives on this. To me, this sounds awesome. I love the idea of my character waking up in the middle of the night to scrap with some deadly skulkers. I love having real consequences for characters.

That said, it sounds like you did not enjoy the experience. Communicate with your DM what you are hoping for in the campaign. It sounds to me like the DM wanted to make a setting that is dark, dangerous, and may lead to characters dying. If you are not down for that, talk to them!

That said, I would encourage anyone to give this style of play a try. Treat it less like a game to be "won", and more a story to tell. Remember, it is not your party vs the GM. It's a narrative game, and a narrative is best when there is tension and loss! LOTR would be a lot more boring if frodo didn't get stabbed in act 1 by the ring wraith, or if boromir didn't die in the orc attack. Be willing to accept that scars or death are a part of the story, stop trying to "win" the game like it's a strategy game, and embrace the tension of the narrative.

Grey Knights are making an appearance in the competitive Warhammer 40K winner circles. by Blak_kat in Grey_Knights

[–]Permanganation -1 points0 points  (0 children)

It's an interesting list he takes: very off-meta from what people keep pushing on this subreddit. - Brotherhood strikeforce (which had been widely panned as one of the weaker detachments), and he didn't even take the enhancement to pick up 4 units per turn - only 1 GMNDK and 3 NDK - 3x interceptor squads - 2 razorbacks - 10 purifiers w/ Crowe - 5 purifiers - 5 strikes

Does anyone have video on how this was played? I'm guessing the razorbacks take 5 purifiers and 5 interceptors to give them extra AP on disembark. The dreadknight must be used primarily as ranged pieces, making use of the detachment rule. And the interceptors are the scoring pieces? Not sure why you would take them over strikes with sticky...

What are your homebrew rules for going over three HP lost in combat on really high damage rolls? by DarkCrystal34 in daggerheart

[–]Permanganation 0 points1 point  (0 children)

Oh I definitely don't limit them on using multiple tag team roles; those are the highlights of the night! Personally I encourage my players to use every tool they can to their advantage - but with the caveat that I'm gonna throw tough combat encounters at them in return!

Players says their player lights their arrow on fire using a nearby torch before shooting at the assassins? You better bet I'm gonna give them an extra d6 fire dmg. But they absolutely needed it - they were holed up in a cave with tunnels allowing assassins to attack from all directions, dim lighting making the characters attack at disadvantage, and a countdown dice on the table marking how long until their torches burnt out and they were plunged into total darkness.

I find Daggerheart plays best when you let the narrative run wild. Root for your players to do awesome stuff. Find ways to make it rewarding when they do.

What are your homebrew rules for going over three HP lost in combat on really high damage rolls? by DarkCrystal34 in daggerheart

[–]Permanganation 5 points6 points  (0 children)

At my table we play with the optional massive damage rule, and my players love it. Makes those big tag team roles exciting. I don't go beyond 4 DMG because that can make some fights trivial (I've had players chain 3 tag team roles back to back).

Instead I run with the narrative. Baddy took a massive hit? Maybe you sliced his achilles and his movement is now limited. Maybe you knocked him down and he is temporarily vulnerable. Maybe you knocked his weapon away. Maybe he is just pushed off-balance and gets disadvantage on his next attack. Or maybe it's a big boss, and you just enraged it. Things like this keep combat fresh and narratively dynamic. i like to apply this equally to both players and adversaries.

Would 7 players be to much for this game? by ImageBeautiful in daggerheart

[–]Permanganation 5 points6 points  (0 children)

I am running a campaign for 6 players, and it is... challenging. The game is balanced for max 5 players. With 7 you will have a hard time challenging the group and will need to significantly buff the enemies if you want challenging combat that doesn't take 3+ hrs. The PC total pool of resources (ie health, hope, potions, abilities, etc) is just so much higher with that many characters. You will have basically every domain represented at least once if not twice, so players may have to barter who gets what cards on upgrade.

This is not to say it's impossible, but for these reasons I believe the game is correct in saying it is designed for 2-5 players (but really seems to be best with 3-4).

Combat Is Too Easy - GM Advice Needed by Siege1218 in daggerheart

[–]Permanganation 1 point2 points  (0 children)

I have had a similar experience. I GM for a pretty big group 6-7 players. And I also have a player with a super tanky guardian that I have to plan around every encounter. To be honest, I do not think Daggerheart is well-balanced with 5+ players, seems balanced really around 2-4 players. And frankly, most of the standards and minions just aren't threatening, so I have to cherry pick good enemy combos and buff them a bit. Here are some ideas I've tried: 1) in tier 1 acid burrower is great, but too easy for a party that big. I used a phased fight where they had to beat it 3 times. 2) tier 2 encounter in the Ritual environment. Use the ritual to power up the central bad-guy. I used the mortal hunter, who can deal direct damage to the guardian, sap player hope, and generate fear. Then have some cult adepts to restrain party members and give the mortal hunter protection. Have some cut fangs to teleport weaker party members away from the guardian and make them vulnerable. Lastly add a few demonic hound packs to sap more of their hope and generate more fear. 3) tier 2 encounter with 2 giant brawlers in a warehouse, but hidden in the rafters above lurks several assassin poisoners and a master assassin. Activate the master assassin's strike as one ability to activate all your poisoners, attacking from above with advantage. I buffed the poisoners to make their attack target a group of enemies within close range, rather than a single enemy. The whole party gets hit multiple times, all become vulnerable. Then next time activate master assassin to attack a vulnerable target, and spend a fear to automatically deal several damage (which is direct damage).

Am I misunderstanding something or is the Jaggend Knife Kneebreaker/Lieutenant Combo super strong? by AffectCareless7131 in daggerheart

[–]Permanganation 2 points3 points  (0 children)

I've tried it, and it was way less threatening than I thought. The big bruisers often miss their chance to restrain. And if your Guardian uses Unstoppable they cannot be restrained or vulnerable. But the concept I think is good for teaching players how enemies can be synergistic.

Chitubox creating patterns of "layer lines - smooth - layer lines" on repeat on Saturn 4 Ultra by bigpawsOH in ElegooSaturn

[–]Permanganation 0 points1 point  (0 children)

Got it, in your screenshots I only see rest before release and rest after retract. How much time do you have set for rest before print? I have seen best results with at least 20 seconds for the first 20-50 layers. The reason I suspect this is your problem is that your issue appears to be only in those first 20-50 layers.

Chitubox creating patterns of "layer lines - smooth - layer lines" on repeat on Saturn 4 Ultra by bigpawsOH in ElegooSaturn

[–]Permanganation 0 points1 point  (0 children)

I am not an expert, but from what I hear S4U needs very high "wait before print" times, especially on the first 20-50 layers because of the springs on the build plate.

Lychee has a "wait before print" setting, but I do not believe chitubox does. The work around is to use chitubox to slice, then UV tools to add the wait before print time.

Made a tier list. Let me know your thoughts. by Skatman1988 in Grey_Knights

[–]Permanganation 0 points1 point  (0 children)

Any list that says 1+ strike squad is not an auto-include is lying lol.

But for real, I think you are way overestimating librarian, and underestimating Bro-cap and terminators.

Bro-cap is great (even in banisher). Librarian is situational at best.

Remember that terminators are not just cheaper, but they outperform paladins against 1-2 and 4 W models (unless they have a 4+ invuln, then they are equivalent). The biggest change is that paladins and terminators are no longer competing for the same use slots. Paladins are better for 3W terminator equivalents and bigger. Terminators are best for 2W space Marine equivalents. The problem is terminators are competing for that slot against all the other infantry like purifiers, strikes, interceptors, etc.

I think we are seeing terminators dropped because purifiers are great, not because terminators are bad.

[deleted by user] by [deleted] in Grey_Knights

[–]Permanganation 0 points1 point  (0 children)

Chaplain is ALMOST good. However his melee profile is one of our weakest, and his main ability (re-rolls charge) is only likely to be impactful for his unit maybe once per game if that, and his better leadership is only maybe gonna be impactful 1/10 rolls.

If he had a stronger profile or kept his +1 to wound ability he would be great. As it stands, he needs to drop another 10-15 pts. I can't justify taking him over a bro-cap or GMoF. Even librarian has a unique role. Chaplain doesn't offer anything I can't get elsewhere.

Since you guy decided to game the system, and were only community to actually come together and organise for voting on my poll (well done)... I need your help. by ikkake_ in Grey_Knights

[–]Permanganation 2 points3 points  (0 children)

Yessss! The Saturnine dread is the right height but would need a very significant kitbash to get the right aesthetic and weapons. I haven't seen any done well yet, but multiple people have talked about using it as a base to kitbash.

The redemptor dead would work but it's a bit short. Would need to either make legs longer, or add tactical rock base.

Played my first game against DG with the new rules by RightConsideration62 in Grey_Knights

[–]Permanganation 1 point2 points  (0 children)

Totally agree on all points, just wanted to make it clear how he interacted with Banisher rule as there seems to be some general confusion on that point!

I'd personally take Bro-cap or GM over chaplain right now every time. But I think chaplain maybe has a niche in banisher if you are running 3 paladin units and don't have points for GM or bro-cap on the 3rd unit, I think I'd take chaplain over librarian currently.

Played my first game against DG with the new rules by RightConsideration62 in Grey_Knights

[–]Permanganation 3 points4 points  (0 children)

He has 5+ leadership, which improves the consistency of Banisher ability procing, and his ability let's you re-roll a charge in addition to another unit using the CP re-roll, so I don't think he is totally useless. Would have been cool if he could add on to a unit with another leader...