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  1. #31
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    Quote Originally Posted by Polaris View Post
    I think you are over complicating it haha. Grey Knights in power armor ALWAYS get true grit ( if they have a storm bolter/force weapon). Nothing can negate what the DH codex says. Straken gives the grey knight STR 7 and I 5 and counter assault all the time. If assaulting we get two attacks each. If being assaulted we take a leadership test, if PASSED we get 3 attacks. ( 2 for true grit, 1 from straken )


    While it is true that psycannons are awesome, I dont think they would help the list overall. Incinerators are very cheap, I can afford to put a few in my list. Psycannons, on the other hand, cost as much as a Grey Knight! My Gk squads need bodies to be effective, they die like normal space marines.
    Technically, he's right about true grit. It states that you get +1 A for having 2ccw, EXCEPT on the turn you charge. However, on the turn you charge, you get the charge bonus, so it works out the same.


    Psycannons aren't worth it. 50pts for a couple Str6 shots, that you'll only use once, maybe twice, then be in assault the rest of the game? And you loose Str 6 and True Grit in the process? Yeah, I'll stick with two basic GK's instead.

    That's not to say that psycannons are never worth it. But I used to play psycannons, and now use Incinerators. I've done both, and found that Incinerators work way better, in pretty much every case.
    I am the Hammer. I am the right hand of my Emperor. I am the tip of His spear, I am the gauntlet about His fist. I am the woes of daemonkind. I am the Hammer.

  2. #32

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    sycannons aren't worth it. 50pts for a couple Str6 shots, that you'll only use once, maybe twice, then be in assault the rest of the game? And you loose Str 6 and True Grit in the process? Yeah, I'll stick with two basic GK's instead.

    I've done both, and found that Incinerators work way better, in pretty much every case.
    I think Psycannons are very situational. In my "pure" GK army I have a psycannon squad that camps on my home objective. They always work out very well becuase they make up for my lack of medium range and strength weaponry.

    Incinerators, on the other hand, are GREAT for assault, but lack any decent range.

    It really just depends on what you need to get the job done.

  3. #33

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    Squadding up Medusas is not really that bad. I know you don't have any mystics (now THAT'S deadly! Pair them with a Medusa squad!). It especially works if you can afford the closed top upgrade. People will fire on your other threats and ignore them - or will fire on them and wind up ignoring the Demolishers.

  4. #34

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    I know you don't have any mystics
    Take a closer look at my Elite sections. ; )

    It especially works if you can afford the closed top upgrade. People will fire on your other threats and ignore them - or will fire on them and wind up ignoring the Demolishers.
    While putting them into squads might not be a terrible idea, it certainly is not something I would go for. I like being able to chose how many templates I put down and where. Put vehicles into squads limits my versatility in that sense.

    I might take out all my tanks and replace them with 3 battle cannon leman russ tanks!
    Check out my first painted DeamonHunters army!
    http://www.lounge.belloflostsouls.net/showthread.php?t=2936

  5. #35

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    I tried my list out last night, and my medusa's (we went to 2500pts last minute so I added another Medusa and a Executioner. They decimated the front line troops on turn one, But in the return fire they both died. Needless to say they became priority after those templates. Their S10 didn't come into effect. And I wouldn't go after land raiders hoping for a 4+ dice roll. The vendetta took out a land raider. So I am going to try standard russes next time. Then I can reach to the predator annihilators, and devastators that wrecked my poor medusa.

    Standard Russes will get my nod next game. I just didn't shoot any high armor or terms with the medusa, So I need the range instead. I was thinking of doing flanking Demos too.

  6. #36

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    Quote Originally Posted by bonedale View Post
    I tried my list out last night, and my medusa's (we went to 2500pts last minute so I added another Medusa and a Executioner. They decimated the front line troops on turn one, But in the return fire they both died. Needless to say they became priority after those templates. Their S10 didn't come into effect. And I wouldn't go after land raiders hoping for a 4+ dice roll. The vendetta took out a land raider. So I am going to try standard russes next time. Then I can reach to the predator annihilators, and devastators that wrecked my poor medusa.

    Standard Russes will get my nod next game. I just didn't shoot any high armor or terms with the medusa, So I need the range instead. I was thinking of doing flanking Demos too.
    I would not advise that. Try the same list more than just one time before giving up on it. Just because they exploded right away is no reason to give up on it. Use the same list a bunch of times before making a decision about it.

    That being said, remember: Medusa cannons are ordnance, you can roll 2D6 and pick the highest for armor penetration. Bye-bye Land Raider.

  7. #37

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    I was thinking of doing flanking Demos too.
    I wouldn't do flanking demos. I want my tanks shelling the enemy from turn 1. If anything, use creed to give them the "scout" ability so they can get into range faster.

    That being said, remember: Medusa cannons are ordnance, you can roll 2D6 and pick the highest for armor penetration. Bye-bye Land Raider
    I believe the Leman russ and leman russ demolisher are ordinance as well. I like there survivability too. Plus, when you REALLY need a land raider gone, just point your 9 twin linked lascannons at it : )
    Check out my first painted DeamonHunters army!
    http://www.lounge.belloflostsouls.net/showthread.php?t=2936

  8. #38

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    If you want to run an assassin, you can bump your Inquisitor up to an HQ, freeing up that slot.

    Also, while it is usually good wisdom to not squad up your Demolishers, if you are facing a Deep Strike heavy force, being able to unleash the squad's full fury via the Inquisitor & Mystics on each of his Drop Pods, or whatever could make up for slight ding the tanks take to survivability for being in a squad.

    If you really want to wreck a Pod Droppin army's day, take an Inquisitor +2 Mystics as both an HQ and Elite, and deploy them 12" out flanking on either side of a Russ squad, this will provide some real active denial of a large portion of the board. Remember the Inquisitor and Mystics don't need LOS to the Dropping squads for this to work.

  9. #39

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    If you really want to wreck a Pod Droppin army's day, take an Inquisitor +2 Mystics as both an HQ and Elite
    I like the idea, and I use 2 inquisitors in my pure deamonhunters army. I just dont have the points for him in this list. I have a problem taking out units that can kill things for a unit that MIGHT help me IF i face a drop pod heavy army.
    Check out my first painted DeamonHunters army!
    http://www.lounge.belloflostsouls.net/showthread.php?t=2936

  10. #40

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    Oh, I admit that it's pretty situational, but the day you are able to fire your same Russ squad several times during your opponent's first turn as his pods come down will live in infamy.

    Possibly as the day you were taken around the back and worked over with a baseball bat.

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