Grey Knights Updated Tactics for 10th edition | Competitive Leviathan | Warhammer 40k Battle Report
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Grey Knights Updated Tactics for 10th edition | Competitive Leviathan | Warhammer 40k Battle Report
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"...and if you get charged... Well, you got 10 fucking paladins..." Grey Knightest statement that has ever Grey Knighted.
Hahahahahaha
As a teacher, I never thought to use Canva for 40k instead of homework lol
Ive been practicing a bunch in our WTC team. To me GK REALLY want to play wtc or uktc style formats with bottom floor closed ruins. Best way to describe how they play is as if 9e prenerf sisters and obsec necrons had a baby. You play 3 msu termi units with double or Triple lib and or voldus/draigo. The Regeneration makes you shrug off chip damage and you can Swap out the front and back units of terminators to let then regenerate. The librarians vortex also not counting as a shooting attack and not triggering necron regeneration or lone operative is also amazing. Any combination of 5 termies + char has pretty much exactly the output you need to reliably kill a 12 wound vehicle in one round of Combat which is really all the anti tank you need to win games.
You also run a unit of 10strikes with exigence and champion. and another unit of 5 strikes and 10purifiers with crowe. last points can really be either kyra draxus for the 5man strikes, or the 55p normal inquisitor whos very good, or some exaction squads.
How you play it is very Score focused and cagy. you use your superior speed to set up on the inside critical L shaped ruins next to objectives, while making your objectives sticky. The purifiers propably eat most of your early CP but their job is to act as pseudo desolators and hunt down all the scoring troops the opponent has. Once you set up your cage in the Ls its really hard for the opponent to dig out of it, because indirect chip damage doeant stick on the termies, and the 10man strikes are a good AoC target. Its also increadibly hard to dig you out with melee because one massive flank of you fights first, while termies arent exactly trivial to trade up into. If something really scary is about to charge the termies through the wall you can use mist to take a step back and then fight first on your charge turn. With prognosticated arrival either making your purifiers unscreenable or making it really easy to on demand deny primary witz your high obsec stuff, you can checkmate a lot of opponents, especially shooty lists by the end of turn 2.
At least i feel that this Kind of score and cage focused playstyle is really strong for them if you play it patient and conserve your resources and keep your eye on the Scoreboard.
You only really hardloose to custodes, who can just bully you out of all the positions you are trying to take. You are pretty decent into gsc and if an eldar player sleeps a little, even that can be done.
Another option build wise that works better on GW tables but imo isnt as good is to do the opposite and actually try to fight your opponent. You take draigo AND voldus, and a 10 pala and a 5man termi unit and depending on the opponents mortal generation swap voldus and draigo. And then you turn two full aggro with say for example -1 to hit wound and AoC 10 palas and draigo from reserves and purifiers hunting infantry and just go for the jugular. That basically is a hard list and skillcheck for your opponent, and this all in is very telegraphed just looking at your list, so that isnt going to work past round 3 undefeated in a GT, but its perfectly viable for 3-2/4-1
we need plunging fire, bc we can get to the top so easily. but most terrain doesnt have it.
Crowe's personal ability is really good against precision attacks
Very good, and snipers
Hello. I think you missed something with the servitors. You can make a unit of 3 with one techmarine and 2 servitors squad. This unit with 4 heavy weapons might use Teleport and hit on 3+, 2+ if they reamain stationary (because of the heavy weapon rules). You can even put just 4 of them in a rhino and shoot with them from there with their heavy weapons, on 4+ if the rhino move, 3+ if he remain stationary. The rhino if pretty though, you have 2 bolters storm and a killer missile, I think it descent for just a 135 points unit. The fun begins when you add a techmarine: you can follow up the rhino with advance and buff with +1 to hit and remain lone operative, but if you are in a unit of servitors and start tour turn outside de rhino, you can buff the rhino at your command phase, embark, move 12 inch and still shoot with a 2+. You can do that at turn 3 if you put the rhino in reserve, use rapid ingress at the end of turn 2 and desembark. Then you start your turn outside the rhino at turn 3; buff, embark, move and shoot. You can also play them in the "regular" way, put them in reserve, at 9 inch of the enemy, disembark (add 3inch) and shoot with them at melta range (6 inch) of your target with 8 multi melta shoots.
Seems fun, just not sure with the points. Also when you disembark do your have to stay outside 9 inches bc your still coming from reserves?
I'd rather take a callidus assassin that fucks up your opponent's key strategies :)
The chaplain not having leader is kinda mis information since his back side of the datacard says he can join terminators and paladins.
Now that they got the Leader keyword they were missing (and were sure to get) I feel obligated to sing the praises of the Chaplain's +1 to Wound rolls as it's actually very strong and affords some of the best anti-armor/heavy in the army.
If you don't believe me, I invite you to check out how they perform in melee via UnitCrunch when leading a 10 brick of Termies vs say a Baneblade via UnitCrunch; without Strats we're talking 14 wounds on average in one turn with Charge + Hammerhand, 10 without Charge from melee alone (10/4 respectively without +1 to wound rolls). With Stormbolters and Psycannon shooting add +1 to that.
Sure, the other leaders are strong, but they don't afford this kind of anti-armor power. Personally I would, as a rule take Chaps + full Librarians vs the heavy armor lists GKs struggle with.
As a basis of comparison, Draigo + 10x Paladins do 9 wounds vs a Baneblade
I was thinking the same with 3 librarians. I tried it out and went against armored company guard. They did ok, there was def also some user mistakes. The problem is to do it, it was so expensive I was trading my tech-pieces and game winners for just damage. I definetly felt no GM for free strats.
I have found the most success playing Grey Knights like "hero hammer" having 3 to 4 terminator / paladin squads all lead by different leaders all doing something unique. Everyone is doing a different job, instead of doubling down on something.
GMND is expensive but I think it’s the only antitank option we get and worth fielding one, between shooting, tank shock mortals and his hammer plus rerolls he claps most tanks in one turn. Other Gk stuff for same points just can’t.
Played into ultramarines with 2 redemptors, gladiator reaper, a repuslor executioner and 10 hellblasters, and infiltrators.
Feels like into a heavy shooting tank list that also has units o play obj we are in a bit of a pickle. Was basically run and hide tey and score, or get shot off table
I really like 3 libbies, one with termies with first to the fray, one with paladins and sigil and one solo. Taking Behind and action on enemy deployment, so 1 libby can do an action and still do a vortex, which gives 7/8 VPs when I am using fixed missions, and this is easy to place him. And, Thank YOU for a video!!!
Also, 4 servitors with MM are 4 shots in rhino, with a heavy, meaning you shot 4 shots on 3+ for 18 inches :) But better to use something else...
I have also tried Castellan Knight, good thing, but not easy to manage
@@brohammer_ua I don't think it's worth the points
So far I found things overlapping, Purifiers and crowe do work on High T, low wounds (orks), but 5 paladins and a captain teleporting on top of a building (fitting 6 is easier than fitting 11) do work on everything marine and 2 wound models. 3 wounds.. stay away... for the rest.. hope that your libbys have good dices (average 4 mortals per libby).
We will not be killing a lot.. but we do have overlapping units.
And jut to clarify, captain+5 paladins have 4 psycannons, since its psy, theu have the sustained hits, so usually you would be hitting the 12 shots (including misses and the extra hits on 6).. wounding mostly on 2 or 3, but 1 fail safe = 1 less marine.
You just gotta look out being shot back. If it are killing Marines, tanks are killing you. It's tough bc they vehicles aren't afraid of our weapons
@@40kDirtbags Yep, unless we go with a centerpiece like canix rex, every anti armor or antitank weapon will destroy us. T_T Playing the mission can only carry us to some extent.
@@40kDirtbagsand everyone is playing vehicles.
@@ZedAce999 My best guess will be the 5man paladin with a character to go to high ground, small unit so you can place it on highbuildings without that much trouble, GM inthere to use the "cant shoot me" for free at least 1 turn. Or.. if with coteaz , having a Brother captain for sustain hits 1 on psycannons and BC rerolling wounds (you will need a lot of cp to keep them alive tho).
I think it was most useful to actually charge in with terminator squad, especially on tanks (exception big knights) as they cant shoot with blast or have an unrealibe couple shots in engagement range that you can more than likely regen. Since no one else can shoot the group, it can force a fallback which in that case allows for us to mist out of the situation. Draigo the best for this tactic to get a 6" charge out of deepstrikes, but a enscapable wrath libby could possibly do it too, just riskier. Did this to an admech anti infantry kitted player with about 500p more on the board more than me with only 2 man terminator squad left and reliably kept the group alive for 3 more turns to end game.
I know this might not be effective or beneficial to your playstyle, but I thought I will bring this up anyway.
1) Strike Squads are very efficient in terms of point costs. 1 less attack in melee(still strength 6, AP-2 and Damage 2), 1 less wound compared to Brotherhood Terminators, but you pay far less per model as well(27 compared to 45). They are all armed with both a Storm Bolter and Nemesis Force weapon(except for those few who carry a special weapon), which together with the ease of getting within 12" range(rapid fire), means that, point for point, they are much better at shooting at low tier hordes than Terminators, and, point for point, are not far behind in terms of survivability either(same base save, so it would have to be some very high AP weaponry to make a difference). For every 2 Brotherhood Terminator squads you bring, you could bring 3 similar sized Strike Squads, with some points to spare(45 or 90, depending of squad size).
2) Purifiers are only 3 points more per model than Strike Squads, gets Purifying Flame as an "extra", and also have an extra special weapon per "tier" of squad size. And they get to add a +1 to hit if they are below full Starting Strength, and +1 to wound, if below half. Even without Crowe, they have an amazing amount of firepower.
For 2 Brotherhood Terminator squads, you could bring 3 Purifier squads of similar size, for the exact same amount of points, with each Purifier Squad having 1 extra special weapon compared to a Brotherhood Terminator Squad, as well as their Purifying Flame ability.
2a) Now, compared to Paladins(which are 51 points per model), Purifiers have roughly the same or slighly less firepower(at full unit strength). Paladins get 5 special weapons to the Purifiers 4, and have better BS, and the Purifier's Purifying Flame is not enough to compensate entirely for this, except in an anti-infantry role(especially if both goes for Incinerators). But again, Purifiers are much cheaper. 2 units of Paladins compared to 3 units of Purifiers of similar sizes, and you still save some points left over(60 or 120, depending on squad size).
3) A Techmarine, +4 Servitors,+5 Strike Squad models, cost the same as a 10 man Strike Squad. It is 1 combined unit and can do the Deepstrike shenanigans, but now you have 2 Multimeltas(2 attacks each), hitting on 3+ with easy access to 9" range(Melta). 2 squads of these(540 points total) can bring 8 melta shots into one or several vehicles, at melta range, or target tough, expensive targets like terminators. If within range of Dreadnought, you get to reroll 1s and you have a decent target for your Techmarine abilities.
3a) In melee, Techmarines are actually quite scary. 4 attacks with what is basically a non-psychic nemesis weapon, 2 Extra Plasma Cutter attacks at strength 7 -2, dam1, and 2 Extra Servo Arms attacks at strength 8, -2, dam3. 2 of the Servitors each have a single strength 6, -2, dam3 attack as well(hitting on 4+), so the squad does not lose much in terms of close combat potential either.
4) Stormraven Gunship does not really have that amazing anti-heavy firepower. 2 attacks from Stormstrike missiles(strength 10), 2 attacks from Typhoon Missiles(strenth 9) and 1 shot from twinlinked Lascannon(strenght 12). So against toughness 12 stuff(where your other units struggle with strength 6 in melee), you only really have 1 reliable weapon on the thing.
4a) The Landraider can have 7 anti-heavy weaponry shots on turn 1(4 Godhammer Lascannon shots at strength 12, 2 Multimelta shots, assuming target is within 18, and a Hunter killer missile) for just 5 points more. It is also a fair bit more durable at 12 toughness and 16 wounds, and can actually capture objectives.
As an extra, if a character takes it as a transport, you can deepstrike it with the squad embarked, on turn 1, if you have the First to the Fray enhancement. So it wont blow up if your opponent gets first turn, and if you get first turn, you can potentially snipe a good target or prepare for the next turn for the unit(s) in the transport.
5) Regular Nemesis Dreadknight can Advance, shoot and charge all the time. So essentially a 14" movement unit with Fly. With the Nemesis Daemon Greathammer, a Tankshock Stratagem will typically roll 16 D6, and every 5+, you apply a MW(up to a max of 6). Which means an average of 5 MW before you have even started your melee attacks. So, maybe 4-5 wounds in the shooting phase, followed by tankshock, then followed by the actually melee attacks(potentially buffed by a Techmarine), and you might be looking at 15 wounds or so in a single turn against a single big target.
Tank didn't have deep strike key word. So it won't gain deep strike. Strikes are mainly sticky objectives holders for me. And 2 oc each
@@40kDirtbags Does not matter if the Landraider has deepstrike or not. First to the Fray list the only requirement as the model(character) having Deepstrike. It then goes on to talk about that the character's unit, and any transport it is embarked within, does not count towards reserves limit.
Finally it says that you are then allowed to deploy through deepstrike on first, second or third turn with said unit.
The flavour text confirms this, as it specifically mentions deepstriking with a transport.
It would make no sense otherwise, since there are no Greyknight transports with Deepstrike on its own.
@@fendelphi I would just ask your to.
@@40kDirtbags Another thing that leans towards it, is that there are no Grey Knight character without Deep Strike. The restriction makes no sense, unless it is to convey the idea that you are allowed to use their deep strike ability in an alternative way.
Secret to librarian is putting all three's abilities into one unit
Check out the FW GK Land Raider Banisher, it has a multi melta, twin linked psycannon and 2x heavy incinerators! Plus it’s only 255 pts. The thing is a beast!
I like the flamer one better. We really need anti tank weapons. So bring on the thunder hawk
Banisher looks ok, but unfortunately it doesn't fill the roll of high STR weapon output which GKs sorely lack, sure its T12 and is a decent roadblock, but a Imperial Knight is also T12 with an invuln, more wounds and most important that high STR output.
2 libby's are definitely worth it, especially with the psychic ability, getting around lone operative. They hit hard, and 5 man paladins tank so well they can keep libbys alive. Paladins dropping -1 to wound worked better for me than terminators coming back each turn.
I meant 3 libbys.
What is a Libby?😅
so i think the grey knights are going to be my first army. my coworker and i are going to both make a 1000 point army for quick games on the weekends. i lack experience painting minis but ive done military vehicles pretty much my entire life. so its going to be fun! so stoked that i finally have a friend thats also into the game
That's awesome. Really cool to learn it with a close buddy.
can you use purifying flame in engagement range?
Thought on interceptors: they can DS outside 9” shoot and then potentially move onto an objective (within 9” of an enemy) - with OC1 it isn’t great and you’re exposing yourself to a charge but could be clutch in some situations (think of the mission rule where you can’t DS onto objectives). Edit: I just read our Tel Assault rule again…do we get thwarted by the mission that says you can’t DS onto objectives? (I.e. is TA a DS?)
It's not clarified, but ta isn't deep strike. So it depends how your to rules it
Your Grandmaster+Paladins Squad with Sigil is an excellent idea! I really wish they would have a apothecary too
Not sure why we don't
@@40kDirtbags Because it would make them completely broken.
I am here for tactics!!
So it's kinda niche, but Radiant Strike is a great tool when your GMNDK is trying to crack somethong scary worh a 4+ invuln. He rerolls all wounds to fish for 6's, and he makes it 1 CP.
I have been enjoying running 1x Kaldor, 1x Grand Master, 3x Librarian, 5x5 Term w/cannon/banner/narth, 2x5 strike. a good amount of units to play the mission and each of them being annoying to deal with.
All termies all day. I'm trying 3 libbies Saturday at tourney
@@40kDirtbags I pray for no rolls of 1 on vortex.
@@Code_Cubster 4+ FNP lol
@@40kDirtbagsdo we get that for perils? Since it says “psychic attack” on the Libby’s aegis… it would be retarded if we don’t get it frankly
We get it, I have a similar list like you, playing fixed Behind and Homer
3+ or better does not profit from cover save its the second vid you mention true silver + cover. Its writen in the core rules, can somebody explain?
you can get a 2plus save with cover if you have a 2 plus save to start. so you are ignoring eveyrhting -2 ap. if you have a 3 plus save you can never go to a 2plus save ever.
Played like 10 games so far. Agree with everything u said
I do like the captain more than the GM though. When talking about paladins. Since his cp is once per game
yes but him wit sigil and being able to ignore any modifications, to hit, wound, dmg. so worth it.
with strike squads what size do you favor? 5 man flexible squads for objective running, or 10 man to have that durability of a brick.
ive only experimented with the full brick with a champion, and honestly it is pretty great at being on the front lines.
I can't finde where is written that deep strike can't came turn 1
Is writtenf for strategic reserve, ma is explicitate that SR rule didn't apply to reserve with deepstrike
Interestingly, I find voldus better with terminators. His defensive line buffs plus the narcecium, and their regen makes them nigh impossible to kill.
sad part is for 300 points we used to be able to do that many mortals with 100 points. gk are simply not point efficient.
Agreed, way too much
question on crowe coming in- how does crowe + the purifiers come in within 3" and then take overwatch fire? they can't charge the turn after coming in within 3" right? or are you saying you assume they are able to live a whole turn of shooting and charge next turn?
deep stirke in a ruin right outside 3" with strat, then they get cover plus armor of contempt for another cp. they are tanky.
The Grandmaster on DK with the Domina Liber Daemonica and a Greathammer could not be a good option vs tanks or big daemons?
If Chaplain gets fixed, do you think there's any merit running in it with Domina Liber Daemonica for +2 to wound to guarantee melee into any toughness would at worst be 4+ wounds?
IDK isn't it only plus one to wound in melee?
@@40kDirtbags yeah, but stacking his own +1 to wound on 10 termies and gaining +! for the big book of daemon smiting will definitely help with the lack of armour punching
@@last2nkow I did some more research myself after asking and realized that I'd misread DLD. I'd thought both the book and Chaplain provided the benefit to the unit, but it seems the book only applies to the bearer, which is significantly less utility than I'd hoped.
So you said the Grandmaster ignores damage modifiers. How? His ability says "charactistics of models in this unit". Are the weapon stats considered part of the models now?
Modifiers to dude rolls such as DMG or to hit or to wound
If techmarine is near a land raider, he gains lone operative, and with auto adv 6", he can run next to a land raider and keep up. He is also a bit of char with all his attacks, Plasma cutter, and servo arm. Too bad he hits on 3+
He doesnt have any notable shooting though
Ya need to keep him behind it so he can't be seen. He will die lol
He doesn't get the auto-advance, does he? He doesn't have deep strike.
Captain with 10 Paladins 6 psycannons and melee with sustained hits 1
You keep saying - remove your units at the end of opponents move phase, which you can - only with one unit for a stategem. Not for your army rule
OPP turn I might mean
Im interested by how much you seem to love the crowe/purifiers unit.
it seems to me that they do an unusually good job at something GKs already do very well. infantry seem super easy for GKs to deal with already.
What does this purifier trick do to help GKs with the things they struggle against namely killing T7+ ?
Adding a techmarine and venerable dreadnought behind a land raider means 4 lascannons, a HK missile and multimelta hitting on 2s, a TL lascanon and missile launcher hitting on 3s but all of this rerolling 1s to hit and wound.
Its actually good quality anti tank.
There are things that vape the land raider but against AP3 and below its pretty tough with cover and truesilver armor.
I havent used this yet but my next game will include one for sure.
@@matthewantonello5029 it's only infantry for re rolls
@@40kDirtbags well that ruins my plan :(
Chaplains can be leaders, what? It does suck though. My chaplain model is my best looking/painted model I've done for GKs and it hasn't been viable for 3 years now...
Lol!!!!! I feel ya broski
Have a question, about the grand Master, if you prognosticate arrival a unit 3" can you copy it with the grand Master ability for 0 cp? Or does he have to already be in the board to target?
I think he can do any strat for free. Even if it has already been used that turn
Do you still use Coteaz?
Draigo surely cant have 10 pallies or termies because of the points limit of reserves right?
Deep strike doesn't count towards it. Can only do 1k in reserves still tho.
@@40kDirtbags Oh shit I misread the Strat Reserves part, I thought the 500 limit was for Reserves in general… ooh yeah draigo and 10 termies sounds fun
Thanks for a great Video!
So you don't like the 10 man interceptor squad coming out a rhino and making a wall if you have turn 1 anymore? I liked the idea of blocking the enemy's turn 1 but its also 400 points.
I would do first to the fray strike squad with champion. Then 1cp come within 3 inches.
@@40kDirtbags Thats fair, 390 points for that and you don't have to mess with the long movement
@@mattperry9287 and fight first if they do charge you
After watching the video I came to a list of
2XLibbys
Crowe
GM with Psycanon
2X5 Termies banner, apoth, flamer
2X5 Strikes, Psycanon
10 Pallies, banner, all the psycannons
10 Purifiers, flamers
Is that enough to do much? It’s been so long since I have played. Feels like we will melt anything without armor… then just die lol.
Atleast you have 2 libbies
Tried to fit 3, but didn’t just couldn’t.
Can you fire purifying flame AND bolters? Aren't they both shooting attacks?
Your can't shoot pistols
When shooting you can always shoot all your shooting weapons (except pistols) so you can use both.
I just got the combat patrol, did I waste my money? Do they really suck? Be honest please! xd
I won with them.
hide and seek and kill random crap. yep the ghostbusters have arrived. no killing big demons for you, score the points forget the high toughness targets.
I am very interested what you have to say!
Can you possibly redo this after update?
With draigo?
Quick question, if you bring terminator and you are in teleport assault, can you still get one model back and if so, what rule are you referring to?
No, only rules like coteaz works off table. I think to add a model you need to place it in unit coherency. So since your can't then it can't make one. That's my thought
@@40kDirtbags I see, thank
@@40kDirtbags so you usually won't want to target your termis for teli assault if they have lost a model?
@@blashcasual1975 mostly unless you just bring them back to safety and wait a turn out two.
Making a termy also extends yours threat ranges by 4 inches
Thoughts on the dreadknight?
fucking terrible
I saw you save 2+ in cover with true silver. but cover on gives you max 3+ or have I misread somewhere
You can't get cover if you have a3 plus save on ap0 meaning you can't go to a 2+save ever if you have a3+normal save. But you can if you have a 2+normal save
@@40kDirtbags So if I understand this correctly, Cover bonus is meant as "Cover gives +1 to save(no inv)" and "to benefit from cover, you cant have a 3+ save or better".
So if you normally have a 2+ save, are in cover, and hit by a -1 attack, you now have a 3+ save(but now the weapon is effectively a 0 AP weapon, so cover provides no bonuses). However, if you are hit by a -2, which takes you to 4+ save, you now get the benefit of cover, and can add a +1 to the save.
TL:DR The best possible save you can get against AP weaponry while in cover, is 3+.
If there has been a official and specific ruling that shows why this is not the case, I would like to see a link(as it would drastically increase the survivability of 2+ save models against -1 AP weaponry).
@fendelphi wrong, read it again. The part you quoted literally goes "do not apply to a model with a save of 3+ or better against attacks with an ap of 0". It only applies to ap 0 weapons, it does work vs ap 1 weapons so with truesilver you can ignore ap 2
@@jonasandersson5838 What is the order of operation though?
A unit of Grey Knights, standing in cover, does not get the +1 to saves vs 0 AP(as their save characteristic is better than or equal to 3+).
An AP-1 attack will reduce your armor save to 3+, and because the attack is effectively at AP0 now, you still do not benefit from Cover.
But with AP-2, you get to 4+ save, which does benefit from cover. So you get the +1 and are back to 3+.
It has to be done this way, or it would not make any sense.
If we try it the other way around we end up with this:
A regular spacemarine(3+ save) in cover gets a +1 bonus(now 2+ save), which would break the rule if getting hit by AP0 weaponry(as you would not be allowed the bonus).
So penetration will have to come first, and then, once the new save value has been found(and AP value is now technically 0), you get a +1 if you are 4+ or worse.
I am not even talking about Truesilver Stratagem here, but simply "when" the cover bonus is supposed to take effect.
If cover was simply a +1 modifier no matter what, there would be no reason to mention the 3+ rule. You would simply cancel the +1 with -1 AP(so a 2+ save vs -1 AP while in cover would remain 2+ save).
But they specifically mention 3+ as the threshold for neutral(0) AP values.
The entire point of cover is to give 4+ and worse more base protection, and give 3+ and below some mitigation against AP weaponry.
@fendelphi are you trolling or did you miss that gk have a 2+ save now? Yes, cover don't apply to ap 0, so we still have 2+. Order of operations? You do agree that we get the bonus vs ap1 weapons as rules are written?
What update does the chaplain need?
We need it to be able to join with already a leader in the unit.
@@40kDirtbags oh, I didn’t realize they made that an option for regular marines, that would be powerful
I still think he is pretty strong on his own. +1 to wound for a unit with 4 attacks per model and Strength6, means you wound most things on a 4+. With -2 AP and 2 damage for each wound that slips by, it can quickly add up.
It is more or less a +50% increase in wounds inflincted against toughness 7-11, and +100% increase against 12+ toughness.
Wouldnt complain if he could be added together with another character though.
@@fendelphi my biggest complaint is that I noticed that the regular marines terminator chaplain gives a 4+ to ignore mortal wounds in addition to the +1 to wound on power fists
@@blade2453 Yeah, I guess that is just due to being different models. Greyknight Librarians have the Vortex of Doom, while the Spacemarine counterpart does not. You win some, you lose some in that regard.
If only Battleshock was a bit more impactful, the Greyknight Chaplain's effect might be more noticable.