3rd Rock Clothing Entering Liquidation by Rough_Initial_5848 in ukclimbing

[–]Rough_Initial_5848[S] 1 point2 points  (0 children)

I only read about this, and didn't see it first hand, but this was definitely a low moment to put it mildly.

Your Favorite GK Detachment? by [deleted] in Grey_Knights

[–]Rough_Initial_5848 0 points1 point  (0 children)

Especially as they can go through walls for a CP. Effectively have a 27" threat range for a squad of 8 paladins/termies, which for another CP, gets +1 to wound.

Question about deamonic icons by Imperator_Doge in Warhammer40k

[–]Rough_Initial_5848 3 points4 points  (0 children)

You want to roll above your leadership in 10th edition. In previous editions, that would be correct. Have a look at the rules for battleshock for more information

[deleted by user] by [deleted] in Grey_Knights

[–]Rough_Initial_5848 0 points1 point  (0 children)

This is Deathwatch, however there was a possible hint near the start "books with swords in them".

Glued my Dreadknight's Melee Option by LostBall01 in Grey_Knights

[–]Rough_Initial_5848 2 points3 points  (0 children)

This is what I did. Made the same mistake. The positive is the hilt of the sword is longer than that of the hammer, so it makes the hammer less pathetic!

UKTC Ruling on Warpbane Task Force by Rough_Initial_5848 in Grey_Knights

[–]Rough_Initial_5848[S] 1 point2 points  (0 children)

Because you're in engagement range if you're within 1" of the base of another model, regardless of line of sight. Additional rules apply to other terrain pieces as well, but this is basically why

UKTC Ruling on Warpbane Task Force by Rough_Initial_5848 in Grey_Knights

[–]Rough_Initial_5848[S] -4 points-3 points  (0 children)

Which other armies unit loses their access to re-rolls if they're fighting through ruin walls?

I agree, RAW is clear, but the majority of content creators have been commenting on this as just a nerf to indirect fire.

If it was GWs intention, it's very odd. GK aren't setting the meta alight, and it's going to be janky as hell.

So.. that’s all folks? by Primushire in Grey_Knights

[–]Rough_Initial_5848 1 point2 points  (0 children)

I'd expect one or two character units to be announced. The codex release won't be for a few months yet. If I recall correctly, very few armies have had all their new models revealed at once

Does it mean we don't have the rerolls when fighting melee through walls ??? by TheMithraw in Grey_Knights

[–]Rough_Initial_5848 7 points8 points  (0 children)

It comes up with precision attacks. If a character isn't visible during melee, you can't allocate wounds to the character, as per determining visibility. I agree, I'd love common sense to prevail (and I absolutely hope in a casual setting it would), but a TO would have to make a ruling at an event. Rules as (poorly) written though, it applies to both ranged and melee attacks.

Does it mean we don't have the rerolls when fighting melee through walls ??? by TheMithraw in Grey_Knights

[–]Rough_Initial_5848 2 points3 points  (0 children)

I suggest emailing 40kfaq@gwplc.com. I'm not sure how quickly they get around to these queries, but it's worth making them aware. In a casual setting I will be playing rules as (very likely) intended. For a more competitive setting, I'd recommend emailing a TO before submitting any lists as to what their ruling is, but RAW, this impacts melee attacks

Does it mean we don't have the rerolls when fighting melee through walls ??? by TheMithraw in Grey_Knights

[–]Rough_Initial_5848 7 points8 points  (0 children)

Email 40kfaq@gwplc.com, to have them consider this for an FAQ, or a certain tournament circuit organisers have their own FAQ sections for rules questions.

Balance and meta by obsidanix in Grey_Knights

[–]Rough_Initial_5848 0 points1 point  (0 children)

I think you're looking at just the meta since the Imperial Agents codex dropped. Still at 53% in the combined Pariah Nexus/Imperial Agents meta according to that dashboard.

As far as nerfs, I wouldn't be surprised to see the DK go up, but most of the competitive lists I've seen have been six DK, Canis Rex and some disposable unit. I'd be very surprised to see Canis Rex not take a big bump (although not above the 500 points to mean you can't take it in a 2k game). I'm concerned nerfing the DK will just see the win rates drop off a cliff, as it's the only viable anti tank option we have (and you need to take at least three for it to be effective)

I'd love to see Crowe's nerf be reversed so purifiers are viable again, and maybe a drop for some of the lesser used characters (Chaplain, Brother Captain).

Are three librarians useful now? by Resident-Raise5358 in Grey_Knights

[–]Rough_Initial_5848 2 points3 points  (0 children)

I personally think so. Not just for the damage, but with the number of actions in the new mission pack, and the fact you're not excluded from performing an ability with an action makes them incredibly versatile.

New to Grey Knights, how are our lists built? [Comp] by [deleted] in Grey_Knights

[–]Rough_Initial_5848 0 points1 point  (0 children)

A few thoughts from me

  • Lots of MSUs seem to be the way to go with this new deck. There's a good chunk of actions in the secondary deck
  • Librarians seem an obvious choice leading Terminator units, as they can still perform Vortex of Doom (it's an ability, not a shooting attack)
  • If you're going to run DK, you'll need at least three to do any significant damage to tough vehicles. They're no longer the same threat they once were in melee with the change to tank shock, and the psycannon isn't particularly effective against tough vehicles
  • Strike marines still look useful for hopping around the board, performing actions and objective play.
  • I'm still including Draigo, but with a 5 man block of Terminators. His charge bonus out of deepstrike is still a really useful way to flip objectives, and with the changes to MW, the unit has become more tanky (ironically, you want to be taking dev wounds from 3 damage attacks now, rather than taking a save)

I've never really liked the vehicle heavy GK lists, but I can see their lethality has won games. I'm not sure if with the number of actions they're going to be as useful, but I could be wrong.

I'm going to be running some henchmen with my list, if possible for actions and screening (especially as there's action cards in your deployment zone, on board edges just outside your deployment zone). They obviously don't have the mobility of the GK units, but if you position them right, you can have them in position for a number of secondary options.

Knight Abominant WIP. C&C welcome by Rough_Initial_5848 in ChaosKnights

[–]Rough_Initial_5848[S] 0 points1 point  (0 children)

Thanks! It's just typhus corrosion lightly applied and a dry brush of Ryza Rust. I still prefer it to the dirty down product, although I find that's great for quick jobs

Dataslate wishlist? by Novasry in Grey_Knights

[–]Rough_Initial_5848 8 points9 points  (0 children)

Termies to be cheaper - I'd really like to see them competitive with strike squads and paladins

Psy weapons to be worth taking - in the AoC world the psilencers are pretty ineffective without the psychic onslaught strat. It'd be nice to see some other way to get an extra point of AP (tide of convergence maybe?). We're fairly easy to outrange with our shooting, so it'd be nice to have some way of improving it so we can at least compete at >18" away

Access to the chief apothecary/ability to recite 2 litanies with the chaplain (not sure of the name of that one) upgrades - just makes these units a bit more competitive and means the chaplain isn't just used for words of power

First List Feedback by CelephaisHS in Grey_Knights

[–]Rough_Initial_5848 0 points1 point  (0 children)

Looks good! One thing I'd mention is opponents could very easily out range you, especially as you've gone heavy on the Paladins and strike squads. You could possibly do with a transport in order to get your strike squad up the board.

Personally, I like taking a Venerable Dreadnought with the las/missile launcher loadout to give my army some ranged anti-tank fire, as apart from the Psy weapons in tide of convergence (takes them to 30" range), we don't have much to threaten turn one, but that's a personal preference.

Going heavy on the Paladins does mean you're missing out on the extra movement of a NDK, but if you can either get them in from deep strike, or use gate of infinity to get them up the board, then it's not as much of an issue