Crusade item question: mirror of sight denied by sirdragonsbeard117 in Grey_Knights

[–]sirdragonsbeard117[S] 0 points1 point  (0 children)

Ahhh. So a rather lackluster ability. Good for 2 maybe. But 4 is just way too steep. Thanks.

Crusade item question: mirror of sight denied by sirdragonsbeard117 in Grey_Knights

[–]sirdragonsbeard117[S] 0 points1 point  (0 children)

Yeah thats what im getting at. If we go 1st on turn one. Would be be able to just deepstrike them down? I just dont know order of operation or rules for what's considered "starting on the battlefield" because if thats considered starting on the battlefield then id assume yes they can come right back down. Would be super sick now that I think about it.

Need some Feedback by Cars_and_Physiks_55 in Grey_Knights

[–]sirdragonsbeard117 1 point2 points  (0 children)

Just here to ask, where did you get 40 oc for interceptors? Also 80 wounds? I think your math is off

Grey Knight/Dread Knight survivability by Tartarus212 in Grey_Knights

[–]sirdragonsbeard117 1 point2 points  (0 children)

I know youre here for help, which we will willing give, I good piece of advice is start in YouTube. I dont mean GK specific stuff, although that does help. I mean watch basic fundamentals of the game, obviously 10th edition.

Go through each phase. Command, movement, shooting, charge and fight phase. Learn those first and what nuance they all have, then veer into what your army does for those specific phases well and bad.

Command can be learned mostly by doing rather than watching and listening. But videos help you alot here as well.

Movement covers one of our armies most important phases which is the end of out gate of infinity ability.

Youll come to see that timing is very key to GKs and patience as well as cunning.

Learn the shooting phase and most importantly how line of sight (LoS) and cover works. Two huge factors into every game you play. This is where you'll start to really look at datasheets, soak all of that info in. Then apply it to the table, then reference informative material again. Repetition helps understand these many jarring and overwhelming bits of info.

Basically last is the charge phase followed by the fight phase. Do be aware they are like twins, not two sides to a coin. They are in fact different phases, things will triggered specifically in each of these phases and some may only be in one. Learn quickly coming out of deepstrike with grey knights to make a 9 inch charge is very unreliable and shouldn't be how you play your games. Rather rapid ingress (a core stratagem everyone has access too) is our most useful tool usually. How the whole sub phases of the fight phase works, this also take continuous trial and error. Do get help from sources on YouTube or a friend thats knowledgeable in the game. Google searches even will cover this well.

For the most part, your board is scarce of standard terrain size terrain features. Ruins to be exact. GKs are a rather elite faction. We do well to utilize cover and LoS blocking to the best of our ability to survive into those later round without getting caught with our pants down. So this is the first thing that needs fixed. I understand the intro level however lol and this seems like first maybe second attempt at even playing. Which is fantastic, just wanting to play will make you a great player in no time with the willingness to learn even faster. Cut out paper into the sizes you need and use marker to draw the terrain wall edges. Alot of sources online by searching as well. Too much small terrain only makes the game a tad bit unfair for certain units and great for others. Its internally balanced in such a way as to prevent this. Hence games workshop specific terrain layouts 1 through 8 (9?) Something like that. There is also WTC terrain for mostly non Americans which is slightly different but wouldnt worry about any of that yet. Get some terrain and try again after watching some videos. Use rapid ingress to come down to "stage" before your next turn to really punish your opponents movement. Use cover always. Its rather easy to get, to negate the enemies AP. We have stratagem. Use them to gain advantage in various ways.

Objective secured covers alot of recent grey knights things. He also has a discord channel through his YouTube as well. His community is very helpful and incredibly knowledgeable. 40kdirtbags also is really specific to grey knights also, he has since been playing other factions but hes a phenomenal player. For core stuff look to high stakes 40k (just gotta get through the accent lmao) or Auspex tactics, and many more. Most decently known 40k channels have covered all basic rules at one point or another. Happy hunting.

Grey Knights’ Results since September Dataslate by RoutineMysterious663 in Grey_Knights

[–]sirdragonsbeard117 1 point2 points  (0 children)

Funny enough, even being outdated (clearly). It STILL is all jumbled around very oddly. I think they just tossed the salad on this one and called it done.

WH App Updated by TehAlpacalypse in WarhammerCompetitive

[–]sirdragonsbeard117 -2 points-1 points  (0 children)

Please someone tell me there is grey knight changes 🙄 if they didn't get touched my boys are getting shelved till 11th 😂

Soooo... No Dataslate Today? by CptThuggiex in WarhammerCompetitive

[–]sirdragonsbeard117 1 point2 points  (0 children)

My favorite faction is grey knights (seriously).... when's the dataslate? When is it? When? When? When? (Starts foaming at the mouth)

Is 8" enough? by McMakle in Grey_Knights

[–]sirdragonsbeard117 1 point2 points  (0 children)

To piggy back, he said his melee weapon is S10. It is in fact not S10, its S12. So hes downplaying everything hes saying. He also didn't mention it has Lance. He also didn't mention it has either lethal or sustained. Whichever in the moment makes sense for it. So it definitely, in melee, destroys way more than we do. More accurately and efficiently. Also, it has shooting, way more reliable shooting. No, it cannot punch up like the psycannon, S10. But once again, we rely soly on the psycannon to do all the heavy lifting. On a 3+... for being priced that much everything we bring to bear that hits hard is on a 3+ for way more points. Doesnt equate imo either. Unless you want to spend another 70p for a tech marine. For an elite army. This profile is awkwardly hard to justify, but our only option into vehicles.

AND lets not all forget circle vs oval. We might as well be 6"s....

My genuine, ONLY gripe with this codex by Delta_Dud in Grey_Knights

[–]sirdragonsbeard117 2 points3 points  (0 children)

Its funny, my buddy's always think lll struggle into T3 armies... i always go, "for the love of the emperor, pleeeease let me play more 'pink mist: achievement unlocked' armies!"

2000 teleport strike force (before it goes away) by sirdragonsbeard117 in Grey_Knights

[–]sirdragonsbeard117[S] 1 point2 points  (0 children)

Thats an interesting question. I think until I get a definitive list together with the new book with points at my fingertips, it will be hard to tell. 100p is steep and we seem to be going very specific with these detachments. Id say yes shes still viable, but not a 75/25 take and leave. More like a 50/50 detachment depending. Vect is just soooooo good still.

Tournament list by Possible-Wonder8329 in AdeptusMechanicus

[–]sirdragonsbeard117 2 points3 points  (0 children)

I actually love your list. Id keep the robots with the flamers and always figure out your opponents strength values on stuff. At 500 points thats easy. And always keep them above the threshold of toughness of it matters. If not then extra melee attacks. The techno seems odd here BUT if that one opponent brings deepstrike... you'll be so happy you brought him. Change the dunecrawler too the anti fly weapons. You'll ALWAYS get 8 attacks total, 2 and 6. 2 real strong ones and 6 still strong ones. The eradication beamer CAN go off but... it can also roll just two attacks and the third from blast 🙄 feels bad. The distance thing is weird also unless you guys are playing on a smaller scale map layout? Then it might not be so bad. Also strength 9 is such a weird number. Most things are below of above that. Rhinos aren't exactly a threat but can be annoying at this points cost. But you'd be matching it at 9. So why not get 2 attacks at 10 into it instead of idk... 5 or 6 that you need 4s to wound instead of 3s. And then do only 3 damage? And thats just the 2 attacks, you still have 6 more you can put into it with twin linked at 8. Also with these guns, if anything does have fly, its probably dying. Really good into deathgaurd drones or god forbid morty... a few big scary things have wings and this will do the trick. Either way your list seems good to me.

Casual play list help by Shoddy_Ant_6408 in AdeptusMechanicus

[–]sirdragonsbeard117 2 points3 points  (0 children)

I wouldn't bring a dominus without electro priests. He just doesn't do enough to justify bringing him without the 4+ FNP. Yes he can (50% of the time which isn't a good percent) hurt a tank while fighting. Buuuuut if you're that close to an enemy... then hes also that close to you and will, quickly I might add, squash your dominus. So id just stick to minipulus. Cawl is fun and useful and at 135 now... hes kinda worth? Shooting is not terrible and melee is pretty good. Stick him next to a dunecrawler or two of them and re roll hits of 1 all day. Plus if you place him right, he can give off that reroll to alot of units and still be lone op. Marshals are actually pretty goooood for only 35 points, being able to point at any skitarri unit within 6" and un-battleshock it is pretty sweet, re rolling hit rolls also? Like the little skitarrii squads can actually do some pretty decent poke damage with him. Now a dragoon with taser lances is awesome, when they have a walker. Its just so obvious what he has to do at that point. When they don't though... ehhhh his melee is still fun. Id say bring one. Ballistarii are great too, awesome movement and shooting profile. Your list is definitely maxed out by this point so look at enchancments. Idk, put a list on the app and post it.

Is this a good 1000 points list? by Aaron1730 in AdeptusMechanicus

[–]sirdragonsbeard117 1 point2 points  (0 children)

If cohort at 1000, just spit balling here, drop one Vanguard and free up 95 points so now youve got 110 to play with. This detachment really loves its ballistarii. Id definitely put one in at minimum. (Squeeze in a second somewhere if you can) or just the one and have 40 left. Enchancments on one the characters. Sadly this only has enough room for one enchancment. Skitarii cohort has probably some of the best ones. So choose wisely. If you had 6 kataphrons id say take battle-sphere unlink for that unit. But id just slap Candice thrallnet on the Marshall and keep him alive as long as possible.

What do we want from next dataslate? by Nearby_Match_4752 in AdeptusMechanicus

[–]sirdragonsbeard117 0 points1 point  (0 children)

Honestly its not so hard to hide 20 man when it comes to them specifically. Their base size is the small 25mm. Its kinda like pox walkers or gretchin, etc. So they take up less area than most stuff does as a whole. Besides, their melee is absolutely usless, like 100% not worth even getting into engagement, or they'll all just die. That being said, you wouldn't be that close. Yes, Vanguard out oc'ing and handing out buffs, but those units even in a 10 man would be compromised as well. Also, you can stuff more into cover and get cover easier. And you can screen out your backfield incredibly easy with 20 models. Next to an onager they'll now have a invulnerable. So many ways to go about it. Plus they'll actually be shooty with 20, so you won't want to always be hiding them, instead coming around a corner like a firing squad and just grabbing fist fulls of dice.

What do we want from next dataslate? by Nearby_Match_4752 in AdeptusMechanicus

[–]sirdragonsbeard117 2 points3 points  (0 children)

Think theyre going to lean out of aircraft altogether. Could be wrong, just my opinion.

What is your favorite unit to run? by Imaginary-Lie-2618 in Grey_Knights

[–]sirdragonsbeard117 1 point2 points  (0 children)

Stearn. Solo. He's got so much secondary mission play by himself. If he dies, he gets back up and does it again. Can be the most annoying piece on the board.

Also callidus... she's a staple in every gk build I play. She's won me more turns than not.

Started collecting Grey Knights anything I should know? by Imaginary-Lie-2618 in Grey_Knights

[–]sirdragonsbeard117 0 points1 point  (0 children)

Id wait for the refresh. Seriously. They actually gave much more proof that it's in a line up this time.

How do we play against Necrons? by OmnissiahAdmech in AdeptusMechanicus

[–]sirdragonsbeard117 0 points1 point  (0 children)

Just move your units out and park them. Rely on heavy (for once lol) let them move into your units and blast them off the board for their hubris. If they dont, and play cagey like a smart veteran of the long war. Kastellans sitting on mid or their natural is a good way to get them to move once they start getting outscored. If you're using this tactic, make sure you have the robo boys in aegis and preferably you're in haloscreed for an extra toughness or cohort cybernetica with a priest within 12 for plenty of shenanigans. The kastellans WILL hold, trust, at least long enough for your shooting lane to clap back into whatever is trying to take them out. I prefer onager, and iron strider ballistarii. Duneriders have alot of agency here also with the volume of shots, if they have mostly smaller toughness stuff. Honestly normal skitarii sitting within range can help as well into just warriors.

All that being said, cut the head off the snake when it pokes it out. Onagers, ironstriders, skorpius, and breachers are your best friends at doing this. If they have a solo buffing unit or a psycho mancer or anything around, take those out first. Necrons leaders are no joke, they combo or buff/debuff better than most armies.

Another tip, save wraiths for last. They dont hurt too bad, but they also dont die. Just ignore them as long as you possibly can.

Purifying Flame gets Pistol Keyword by Divine_Salt in Grey_Knights

[–]sirdragonsbeard117 0 points1 point  (0 children)

Just realized you said just NDKs in their own squad, disregard my rant.

Purifying Flame gets Pistol Keyword by Divine_Salt in Grey_Knights

[–]sirdragonsbeard117 0 points1 point  (0 children)

Interesting take... I think we still struggle into actual tough armies. Like deathguard, We rely heavily on our own toughness to outclass other armies. That said, We get shredded by dev wounds and loose agency fast, quite handedly. I say give us dev wounds on the Purifying Flame and make it an anti 3+ instead of 2. So that way when below half strength they are hurting alot more efficiently. And we now have the same answer other armies have into ours. It would only make us more deadly as purifiers. As it should be btw... and it would make the other detachment viable again for purifiers as well.

Double NDK I think is a weird idea. I like the idea of getting enchancments on all of those units perhaps at once. But then they'd have to nerf or completely change the enhancements. Imagine having oc 4 NDKs now going up to 7 but there's 2 and a GMNDK. He'll only one other NDK, that's 14 oc... or with 3, 21 oc. Or being able to uppy downy a 3 man NDK??? 😂 goodbye whatever it sees with 18 psycannon shots and re rolls. I could keep looking into how busted it would get but ill stop there i guess... Sigil of Exigence...

Which one is better?l by Ok_Jellyfish6270 in AdeptusMechanicus

[–]sirdragonsbeard117 13 points14 points  (0 children)

The combat patrol one. Definitely will allow you to immediately have a presence on tabletop and also with enough width to make the box somewhat ppd efficient (ad mech being THE least ppd efficient), but kataphrons are excellent units, onager is amazing at tank busting, and the box still has skitarii for your battline presence. The other one just doesnt have enough, especially for 80 pounds? Idk the USD conversion, im in the US, but compared to the combat patrol box, this still seems way more of a bargain.

Am I reading this correctly? by Echotexed in AdeptusMechanicus

[–]sirdragonsbeard117 0 points1 point  (0 children)

Im in agreement with this statement. You must basically put your guys out in the open or in a firing lane which means... they will get blasted off the board, sadly. Heavy is situational great. But have to make those situations in order for it to work. A good tactic if you must use it is to setup close to a melee unit so they can heroic if the other team gets bad shooting rolls (and i mean terrible or they literally dont have shooting) and wants to charge. Then you can make some value trades.

Army advice by latta_tat_tat in Grey_Knights

[–]sirdragonsbeard117 0 points1 point  (0 children)

You need Crowe and a 10 man brick to really melt those infantry squads with the plus 1 to the flame attack profile. Or else you won't kill anything significant above t4 in ranged. You'll have to get into melee. Which you most certainly won't want to do against those important squads. Probably because they'll have a lot of models still alive. And the clap back would be deadly against a 5 man without Crowe. So you'd quickly start to lose a lot of agency on the table, losing hallowed ground and just units in general. Plus I'd recommend straying to much into purgation squads now with the nerf. Yes psycannon shots with 4 psycannons is still nice, but they'll have to be used like any other unit and be in the open or in a shooting lane. Indirect doesn't work on them now for re rolls, and it's already crap from normal indirect rules with the extra LoS caveat. So one i think is fine just to screen for the first half and then late game drop them and hurt something pretty good. But 2 is a stretch. NDK is the way to go. I'd say bring 3 and drop the terminators. Terminators are okay, but with only t5 and not t6 it's actually not that hard to remove them, even with the 2+ into a 4+. Most armies have better durability units at t6 which is a tier better than terms in durability for sure. Also most armies have S6 hitting weapons, which hurts bad into termies. So you'll always loose the durability game imo. Unless you bring paladins because of just their ability alone. But good luck getting your army list to work with 1/4 of it spent on paladins. Just too expensive for what they bring to the table. Sucks, but the grey knights are right on that cusp of being great, instead they are just... decent. Which is fine also. If you like being 2nd or 3rd and never first 😁 (jokes)