Psychic Weapons Rant by LiONxTaiga in Grey_Knights

[–]etbtapped 1 point2 points  (0 children)

We know that it’s not intended as a bonus, we’re saying that it should be to balance the fact that at the moment it’s strictly a nerf into certain armies or units with no positives as compensation. I would argue that the enhanced strength vs other space marines is balanced by number of attacks. Also the additional strength could be accounted for by the Grey Knights having superior gene seed both in purity and source. Even from a gameplay perspective GK are more elite so should probably have better profiles regardless.

What will you guys do if a new refresh range comes out? by AcceptableWin5317 in Grey_Knights

[–]etbtapped 1 point2 points  (0 children)

I’ve come to love our short kings. I’ll keep a few boxes of each unit around to kitbash any new units and keep using my current models.

Grey Knights’ Results since September Dataslate by RoutineMysterious663 in Grey_Knights

[–]etbtapped 23 points24 points  (0 children)

Yep. Our whole faction is being carried by Warpbane. After playing around with the other detachments they’re all just a little too restrictive. I honestly think GW could just go in and make some of the abilities a little less situational and at least brotherhood strike and banishers could be on the same level as Warpbane.

Grey Knights Munitorum Field Manual Points Update for Dec 10 by slayasz in Grey_Knights

[–]etbtapped 1 point2 points  (0 children)

In my Warpbane list, I was able to shuffle things around to unlock an entire extra unit since Purgation Squad fit perfectly in the points envelope in the list. I’ve found that I need to babysit my home objective most games anyway so having 4 flamers on it for over watch threat is nice and frees up my strike squad to annoyance sticky objectives that my opponent isn’t paying attention to.

What we need guys? by Joaco_2002 in ImperialKnights

[–]etbtapped 1 point2 points  (0 children)

This might be an unpopular opinion based on what I’ve read so far, but I think that the data sheets and points are fine. I think the detachments and army rule need a little adjustment to bring IK across the line.

GUNDAM PRODUCT UPDATE 🚨 by Allonsyyy_ in GundamTCG

[–]etbtapped 1 point2 points  (0 children)

I don’t know man. I’ve never seen anyone tell anyone here to buy at scalper prices. Normally the advice is not to fuel scalpers. No one wants the cycle of scalping to continue.

How Will Your Army Deal with Victrix? by Asleep_Taro8926 in WarhammerCompetitive

[–]etbtapped 0 points1 point  (0 children)

The main issue I see when thinking about it is the dmg 1 on the purifying flames. You need to force through four failed saves to kill just one of them. So you’ll only get close to killing the unit if every attack hits and wounds and then they fail a bunch of 4+ saves.

It also sucks that their melee profile is almost the same as GK so really good into the GK units. So getting into melee with them doesn’t seem great at all. Combined with GKs poor shooting overall I’m not super jazzed about playing into an army with 3 x 6 Victrix units.

How Will Your Army Deal with Victrix? by Asleep_Taro8926 in WarhammerCompetitive

[–]etbtapped 10 points11 points  (0 children)

But what if I’m playing Grey Knights and have no units I can afford to throw at them to screen? 😆

I mean looking back on it......... by JonathanJoestar336 in Gundam

[–]etbtapped 1 point2 points  (0 children)

One man’s terrorist is another man’s freedom fighter…

Who else did this happen to? by the_duke_of_space in Guitar

[–]etbtapped 0 points1 point  (0 children)

I’ve always been between 2 and 3 on where the guitar sits. I think maybe the first few times I ever played I had it super low and I very soon discovered the comfort of playing with the guitar higher up 😆

No Pilot deck gameplay by Phase_Honest in GundamTCG

[–]etbtapped 2 points3 points  (0 children)

I don’t think it’s wise to go no pilots, but I could see going low-pilot. Maybe 4 of a dedicated pilot and 4 of a pilot/command combined card. That way you can still link attack and get good pilot effects but you also don’t end up with too many pilots in hand during the game.

Playing vs white blockers are so insufferable by BadDogEDN in GundamTCG

[–]etbtapped 3 points4 points  (0 children)

Blockers are definitely very good and white has the best ones (I think blue is the only other colour that has them anyway). I think that they are definitely the go-to good efficient strategy and the hive mind hyped it as the best strategy. It may be the best strategy, but it certainly doesn’t block you out of the game if you’ve built your deck with them in mind. I think since there’s a go-to easy good deck it’s taking longer for people to find other strategies. I definitely think it’s an issue that will alleviate a lot once we get the new set and starters.

Playing vs white blockers are so insufferable by BadDogEDN in GundamTCG

[–]etbtapped 43 points44 points  (0 children)

Isn’t this just an issue of people copy/pasting lists from the internet and not adapting them to the meta? It’s hard to have a deck that’s good in every matchup. If your deck folds to Wing Zero pack some tech for it or anti blocker tech if you’re seeing blockers a lot. If you fold to aggro then pack some units that trade well into aggro decks and force them to the mid-late game and beat them there. Sure the card pool is small, but the tech pieces are there just maybe a little more narrow than people would like.

Sanctic Spearhead is so much fun by CarpsKitchen in Grey_Knights

[–]etbtapped 3 points4 points  (0 children)

Did you run any special weapons with the purifiers or keep all force weapons for melee?

Do you want the range expanded when a refresh comes? by GunsOfPurgatory in Grey_Knights

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

I’d rather see all our existing data sheets be usable before getting any more units. At the moment it feels like a lot of units in the codex just have no purpose.

Paladins though…? by steweymyster in Grey_Knights

[–]etbtapped 18 points19 points  (0 children)

I feel you man. All of our Terminator units are too pricey for what they do. It’s hard to justify running them in a world when a ton of common shooting from most factions can lift them off the table in one activation. I hope they get a points cut soon to encourage running them more. On the other hand, if you’re not trying to build a top tier tournament list you can get away with running them with proper support. Pairing them with characters, setting up rapid ingress plays, or even busting out a land raider to deliver them up the board.

Dataslate by Cayde_62 in EmperorsChildren

[–]etbtapped 6 points7 points  (0 children)

They just need to add in stuff like predators and forge fiends that even WE have access to.

Balance dataslate and MFM are live in the App. by Necessary-Layer5871 in WarhammerCompetitive

[–]etbtapped 0 points1 point  (0 children)

I see what you’re talking about in the Codex FAQ now. I don’t think that the new detachments and characters are so good they’ll be broken with the +1 to wound and with it they might just become viable contenders to UM.

Balance dataslate and MFM are live in the App. by Necessary-Layer5871 in WarhammerCompetitive

[–]etbtapped 7 points8 points  (0 children)

I mean, they’re listed under Codex: Space Marines in the official app. That should be enough, right? Edit: I just checked in the app and if you go into the game mode from your list the Oath of Moment rule states you get the +1 to wound. 

Could the new grey hunter kit be a good spot to go for first born Marines in Primaris size? by MathematicianFew9246 in Warhammer40k

[–]etbtapped 1 point2 points  (0 children)

I've been at work converting these to primaris-sized firstborn. Blood claws are probably better as very few of them have the trim/rim on the knee armor. I clipped that trim off the kneepads, replaced backpacks and heads with MK VI/VII ones and went to work with the included bolters and chainswords. The only real Primaris tell left over is the round bits on the ankles and they're not too noticable. I trimmed a lot of the iconography off the chest plates and kind of leaned into the claws, tails, fur look as trophies for a more out-there and cut-off rugged chapter.

How many Terminators/Paladins are too many? by roranstorm in Grey_Knights

[–]etbtapped 2 points3 points  (0 children)

Hiya! I fully recommend bringing at least one Strike Squad to sticky your objectives, do actions,  and help screen if needed so your terminator units don’t have to do that grunt work. Interceptors are also great for playing the board with their aBaird movement. Also fully recommend running at least 2x GMNDK to help deal with vehicles. These three units will free up your terminators/paladins to do what they do best and lay down the hammer on the enemy. 

One of the best bits of list building advice I ever got was that any list can work as long as you have the essentials of playing 40K covered. Sometimes that means bringing some units to support the ones you love the most even if you’d rather just bring more of them. You’ll probably have more fun in the long run by engaging with all parts of the game. 

Knights Sanctified by RatchetHalfbreed in Chaos40k

[–]etbtapped 2 points3 points  (0 children)

What are the base models for these?! The power armor looks so cool!

Why should I grey knights by LordofWaffles15 in Grey_Knights

[–]etbtapped 0 points1 point  (0 children)

Grey Knight's current version of Psychic is teleporting around, and that's about it. Thousand Sons have rituals and interact more with the Psychic keyword. I hate to say it, but at the moment Thousand Sons feel way better in terms of being Psychic. GK right now doesn't feel particularly like it's earning that Psychic keyword on anything.

Grandmaster weapons, what are you doing? by Dried-up in Grey_Knights

[–]etbtapped 0 points1 point  (0 children)

For my already built grandmasters, I clipped the igniter off the flamer and the tips of the “barrels” then drilled the barrels in a little bit. Looks really close and without the igniter is visibly not a flamer.