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January 27, 2012 by dignity
Warren and Darrell have a look at the elites section of the Grey Knights codex and let you know just what’s good for the Knights. and if you haven’t seen it make sure to check out Part One.
Take a dread knight 4 wounds who cares about re-rolls!
Clyde, should be a special character : ) I’ve thought the same for Ven Dreads. Fortitude & the Venerable option could be okay. Assault Cannon and Psybolt Ammo = 4 S7 AP4 Rending (where’s my Psycannon option other than the experimental Forgeworld?). Dreadnoughts as support for units in Raven’s. That’s it.
Paladins/Grey Knights in general will have problems against Khorne units (Bloodthirsters, Daemon Princes, Heralds & Flesh Hounds) with Blessing of the Blood God (2+ Invulnerable against Psychic Powers and Force Weapons). 8 Blood Crushers of Khorne might cause problems with Paladins if they were on the charge and all managed to get their attacks in? Either that or 3 Daemon Princes with Blessing or 2 Bloodthirsters. Proxy that!
I think you guys got that one spot on. Thanks!
Is it just me or are they misreading the Master Crafted Weapons rule, you don’t re roll on 1′s to hit but you get to re-roll 1 failed hit per model with a master crafted weapon, the re-rolls on 1′s are for Scything Talons (which I know a bit about thanks to my friends ‘Nids) or is the Master Crafted Weapons entry changed in the Grey Knights Codex?
Nope, you are right, good sir.
@ferrum: Thanks, for a minute or two I thought I was misunderstanding the rule, after all Darrell’s never wrong .
i hate to break warrens heart but the psychic power purifiers have isn’t a flame template but it has flame in the name lol
A brotherhood banner auto-activates your force swords with no tests as well as the extra attack so there is potentially still value in it. Then again, oif you use the force swords instant death ability, you can’t activate hammerhand that round. I suppose the instant death ability is better if you are fighting multi wound models, but higher strength is nothing to be sneered at.
All I have to say is purifiers + incinerators + falchions FTW
I’m a little confused about the comments on master crafted weapons and wound allocation. They seem to imply that if you give two models in a unit the same weapon, but one is master crafted, then you have armed them differently and can therefore take advantage of wound allocation. Am I interpreting this correctly?
I think that the banner is good value, because if you do the maths its great addition for attacks especially in your small squads if you get assaulted, and you dont have worry about perils of warp to activate your force weapons. Attach a leader to them and you won’t have to worry about re-rolls or you could add that to
Ah. I was getting so into these guys! Anywhere I can watch this video?
U cant have pybolts for psycannons, i would use pyscannon instead of flame because these guys arent getting into combat as fast as you want them to even with DS. so u have a unit wasted with doing nothing with a turn or two. to fix the attribute of hammer hand & force weapon attach a character to them.
What started as a small comment went on to a lot more so apologies but:
Wall of text inc.
The brotherhood banner is something I nearly always have in at least one unit especially if I have added an independent character. If you have 5 paladins without a banner they have 3 attacks on the charge making 15 attacks. If you include a banner you have 4 paladins with force weapons making 4 attacks each for 16 attacks on the charge plus the normal attacks from the banner bearer. Add a character that also has the extra attack the banner has made back it’s points in the first assault. That’s not even mentioning the auto activation of the force weapons. Put them in a land raider or storm raven, DS or summon them using a Librarian to where you need them.
As Krunkumunga said the Purifiers psychic power isn’t a template weapon it’s actually better than that imo especially if you go up against those aforementioned 30 ork boys. In assault if you pass the psychic test every enemy model involved in close combat with a Purifier unit automatically takes a wound on a 4+ with armour saves allowed. Even if you only have one Purifier alive you can still use this against all enemy models in close combat.
A tooled up Purifier unit will also cost the same or less than a tooled up Strike squad and they all have 2 attacks not just the team leader (Knight of the Flame / Justicar)
I have one other reason you would take a Venerable Dreadnought. If you already have 3 heavy choices and want a rifleman dread (2 x T/L autocannons plus psybolt ammo) that can fire 4 S8 AP4 shots, hit on a 2+ and re-roll misses and the ability to make the enemy re-roll the damage result.
Speaking of re-rolls, Philld77 is correct regarding master crafted weapons I don’t know about scything talons but it’s possible the ability Darrell was getting mixed up with is the Hammer of Righteousness rule from Grand Strategy. Any units given that rule can re-roll any to wound (not hit) rolls of 1 for the rest of the game.
Another roll for a Techmarine is to equip him for combat with rad grenades (I so love these grenades) and have him join a strike squad or a unit of purifiers in a rhino. While in the rhino he can repair damage. Once out he has the harness weapons to use in the shooting phase and in combat he can use his hammerhand while the unit can use their psychic power for hammerhand, activating their force weapons or in the case of purifiers use cleansing flame. With the enemy at -1T and 1 or 2 hammerhands on the go the unit will most likely be wounding on 2+ and depending who you are fighting possibly even causing instant death without the need to activate their force weapons.
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