The Grey Knight Champion is a very odd ball choice (probably why I like it). He comes in two flavors, one being a standard HQ choice and the other as Crowe the purifier tax. It’s very important to realize that both choices serve very different rolls which I will retouch on later in this article.
Brotherhood Champion
For a cheap price you get a Borther-Captian stat line, +1 ws, -1 bs, -2 wounds, a unique set of equipment and very unique set of special rules.
Equipment wise you’ll notice he doesn’t come in terminator armor but artificer instead, this opens up the ability for sweeping advances assuming your not babysitting other terminators. It also lets him ride in light transports, which is something no other pure grey knight HQ can do (Apparently older grey knights never leave home without their security blankets). He still keeps the standard marine HQ iron halo which combined with his nemesis force sword gives him a durable 2+ armor and 3+ inv in close combat.
Weapons wise he has an already mentioned nemesis force sword and storm bolter, the sword is special in that it always re-rolls to wound. He also comes with frag, krak and psyk-out grenades. Too bad he didn’t get the option to take other grenades; this is often why he’s passed over for other utility choices.
He has a whopping 3 upgrade choices, one of which is digital weapons which in case you’re wondering is completely useless given the nature of his sword (unless you really want that storm bolter security). The other two are brain mines and psybolt, the former can have wacky fun results and the later is kind of meh. All options are really cheap but really not too useful.
Now for his special rules, the stuff that makes these guys real champions. He gives the unit he’s attached to re-rolls to hit on the charge, this can be pretty helpful when fighting other heavy assault units because grey knight have recently lost their weapon skills. He has Hammerhand, which it pretty sweet considering that means he can cast it and so can any squad he’s attached to making them str 6 or if you want allow your squad to activate their force weapons. Those last two abilities combined can make even basic strikes pretty devastating on the charge.
Now for the two rules that make this guy much more then a standard marine chaplain. Heroic sacrifice is a goofy psychic power that basically says “kill target important model with no saves allowed”. This rule alone makes him an incredible tool in close combat especially considering how cheap he is, instead of paying a super high price to put a super close combat monster in your list your putting a 100 point insurance policy against super close combat monsters. This ability was a big deal when the codex first came out but faded away because champions see very little play on the table.
The other important rule is both a great and bad ability. The good. Instead of having a normal attack line the champion can choose between 3 stances. One that lets him gain attacks equal to the number of enemies in base contact with him, one that lets you attack a monster or independent character d3 times at I 10, and the last which lets you re-roll all your saves. The bad. He doesn’t have normal attacks so you can’t just swing away at normal dudes.
Unfortunately it’s also worth noting that unlike a chaplain the champion doesn’t have the ability to make a squad he’s joined to fearless. Something I would gladly have paid more points for if he had it built into his rules.
The ways I have been successful with this guy is to attach him to any non terminator unit. Bide your time until you able to hit an important unit super hard. Following turn have him break off from his squad and run amuck in the back field killing small squads or tanking units I don’t want to deal with (I kept a Def dread locked in combat half a game by doing this). If my opponent has a special character I can’t go toe to toe with, Ill assault him and make sure that only the champion is in base contact. The attached squad focuses on the enemy attached unit while the champion keeps the character in time out, or if he gets killed attempt to sacrifice. Low point games and getting the assault is where this guy shines.
Pros: Super Tank, Anti-character, Cheap compared to other Grey Knight options, Has great potential in buffing a single squad on the table
Cons: No normal attack method, Zero army wide bonuses, Not cheap compared to Inquisitors who can get grenades, Can’t get grenades
Crowe
Has all the rules of the dudes mentioned above, but with some slight modifications. To start off he’s 50% more expensive, which is still pretty cheap. He in fact decided to be a douche and use some super demon sword instead of nemesis force sword, a demon sword that doesn’t actually do anything but hinder him. He loses the ability to have a 3+ inv in close combat and a force weapon, to gain a non power weapon and the ability to give units assaulting him re-rolls to charge and furious charge. I repeat the enemy unit charging him! Wacky right? Did I mention he is in fact not an independent character?
So here’s where he makes up for that. He has +1 Ws, In and Wound. He is the bestest swordsman whoever lived, he has the innate ability to rend on a 4+. So basically instead of having a normal power weapon he has a power weapon that always wounds on a 4+ and generally hates vehicles. He also has the added psychic power Purifying flame, this combined with the champion stance to re-roll saves makes him a super flame blasting tank, that has the potential to generate more attacks then any other single character. This can be very surprising. His last special rule makes purifiers troops. Min or max squads of these guys will make a very power force.
Pros: SUPER Tank Horde KILLER, Anti-character, Cheap compared to other Grey Knight options, Purifier as troops, Makes the most use out of Champion stances
Cons: No normal attack method, Not Independent character, Make people charging him better, have to find a way to get him places or stuck having him wait for people to come to him
The Skinny
If you for some odd reason have an open HQ slot in Grey Knight army (not easy considering the competition) I suggest giving the generic Champion a try. He adds a very unique set of utility options most people don’t expect and adds a lot of potential in making games interesting in variously different ways.
Thursday, January 26, 2012
Thursday, January 19, 2012
6th Edition? - Discordian
So it’s real….
No it’s not……..
Maybe it is………
So for the last week everyone and their geek mothers have been going back and forth on whether or not the leaked 6th edition codex is real.
I’m honestly not sure myself. When I first caught wind of it I spent a few hours reading through it and then the next day applying what I read to the armies I played. It was a fun distracting exercise if I do say so myself. It wasn’t full blown list building more like a simple review and application. Here is what I came up with.
Tau:
Let’s start with Tau my first army.
Rail weapons do what now? Shot through everything in a line. Yeah if that’s true it might be a reason to start playing Sniper drones and pathfinder devastator teams again.
Cover more on the 5+ side. Sweet now I can put rail rifles back into my pathfinder squads. And since Tau armies are going to be shooting lines that at worst scatters, who needs Bs bumps.
Pinning now as -1 modifiers for every wound after the first. So what you’re saying is carbines might have a reason to exist…. and maybe I shouldn’t swap out to many marker lights.
Skimmers now ignore terrain period. Tau vehicles being slow meant that you had to kind of go in straight lines to get where you needed so sometimes I’d throw on sensor splines, but this would mean I really would never have to care. PLUS Necron asshat list won’t suck.
The document has burst cannons as Assault 4. This would help make it a possible choice for my suits and make warfish one shot better. This also almost makes Stealth suits priced correctly…. almost.
Eldar:
So power weapons get a parry save. The problem is they have to be normal power weapons with no other effects, which all elder power weapons have because they are usually strapped to a STR 3 space elfs. Off the top of my head this rule will help two units Mr. Cry of the Wind and …..BANSHEES. HOLY SHIT MY BANSHEES.
Eldar tanks and jet bikes will be harder to hit the faster they move because of the whole evasion system. Most people already hate Eldar Holofields this will just make it so much worse.
Also all elder tanks can be a plane if they want to.
Warlock squad upgrades can try to cancel out psychic powers. This doesn’t change my list because I already use them. But it makes my bike squads more then just a mobile heavy flamer.
Witch Blades are not str 7 and have a goofy ability to reroll inv saves. Not a power weapon, no longer always wound on 2+, and lost str 9 versus armor. Do not want.
Grey Knights:
Almost every unit in this book now has way to nullify psychic powers, almost a nail in the coffin of me not taking librarians anymore.
Justicar with MC Swords and maybe Falchions will have a 5+ save. Groovy.
Master crafted groups of weapons reroll as a group, so paladins will be more of a pain in the ass.
Wound allocations were you have to move wounds around at the end of the phase will kind of make up for this.
Deep strike assaulting makes Grey Knights stupid because your entire army can take advantage of this, Especially Mordrak and Callidus. The only downside is I’m fairly sure you’ll loss tons to defensive fire as your opponent lights you up in your turn.
Fortitude might take a hit because of how the new damage chart works.
Landraiders will come standard with a -1 on the chart. This might change my mind about using Ravens…..Oh wait never mind Ravens be planes now with locater beacons. Think about what that means to deepstriking.
Ravens be Planes, enough said.
Im not sure how I like it. Seems like someone went way out of their way to make the most annoying choose your own adventure rule book. Also the Stratagimic system makes list building not as important becasue you can tailor your game to fight your opponet.
It seems like a very complete rule system so it might be worth taking a read if you get the chance, just don’t waste too much time. It still might be a hoax and even if it is real it’s rather rough and super full of spelling errors. Like even more then in my posts.
So what do you think?
No it’s not……..
Maybe it is………
So for the last week everyone and their geek mothers have been going back and forth on whether or not the leaked 6th edition codex is real.
I’m honestly not sure myself. When I first caught wind of it I spent a few hours reading through it and then the next day applying what I read to the armies I played. It was a fun distracting exercise if I do say so myself. It wasn’t full blown list building more like a simple review and application. Here is what I came up with.
Tau:
Let’s start with Tau my first army.
Rail weapons do what now? Shot through everything in a line. Yeah if that’s true it might be a reason to start playing Sniper drones and pathfinder devastator teams again.
Cover more on the 5+ side. Sweet now I can put rail rifles back into my pathfinder squads. And since Tau armies are going to be shooting lines that at worst scatters, who needs Bs bumps.
Pinning now as -1 modifiers for every wound after the first. So what you’re saying is carbines might have a reason to exist…. and maybe I shouldn’t swap out to many marker lights.
Skimmers now ignore terrain period. Tau vehicles being slow meant that you had to kind of go in straight lines to get where you needed so sometimes I’d throw on sensor splines, but this would mean I really would never have to care. PLUS Necron asshat list won’t suck.
The document has burst cannons as Assault 4. This would help make it a possible choice for my suits and make warfish one shot better. This also almost makes Stealth suits priced correctly…. almost.
Eldar:
So power weapons get a parry save. The problem is they have to be normal power weapons with no other effects, which all elder power weapons have because they are usually strapped to a STR 3 space elfs. Off the top of my head this rule will help two units Mr. Cry of the Wind and …..BANSHEES. HOLY SHIT MY BANSHEES.
Eldar tanks and jet bikes will be harder to hit the faster they move because of the whole evasion system. Most people already hate Eldar Holofields this will just make it so much worse.
Also all elder tanks can be a plane if they want to.
Warlock squad upgrades can try to cancel out psychic powers. This doesn’t change my list because I already use them. But it makes my bike squads more then just a mobile heavy flamer.
Witch Blades are not str 7 and have a goofy ability to reroll inv saves. Not a power weapon, no longer always wound on 2+, and lost str 9 versus armor. Do not want.
Grey Knights:
Almost every unit in this book now has way to nullify psychic powers, almost a nail in the coffin of me not taking librarians anymore.
Justicar with MC Swords and maybe Falchions will have a 5+ save. Groovy.
Master crafted groups of weapons reroll as a group, so paladins will be more of a pain in the ass.
Wound allocations were you have to move wounds around at the end of the phase will kind of make up for this.
Deep strike assaulting makes Grey Knights stupid because your entire army can take advantage of this, Especially Mordrak and Callidus. The only downside is I’m fairly sure you’ll loss tons to defensive fire as your opponent lights you up in your turn.
Fortitude might take a hit because of how the new damage chart works.
Landraiders will come standard with a -1 on the chart. This might change my mind about using Ravens…..Oh wait never mind Ravens be planes now with locater beacons. Think about what that means to deepstriking.
Ravens be Planes, enough said.
Im not sure how I like it. Seems like someone went way out of their way to make the most annoying choose your own adventure rule book. Also the Stratagimic system makes list building not as important becasue you can tailor your game to fight your opponet.
It seems like a very complete rule system so it might be worth taking a read if you get the chance, just don’t waste too much time. It still might be a hoax and even if it is real it’s rather rough and super full of spelling errors. Like even more then in my posts.
So what do you think?
Labels:
6th,
Discordian,
Eldar,
Grey Knights,
Tau
Downloads page is down
I used Mega Upload, which has been taken off line today. I will try and get a solution figured out soon, but I do not believe I currently have all the files.
I apologize and will attempt to solve this as soon as possible.
I apologize and will attempt to solve this as soon as possible.
Labels:
Site News
Thursday, January 12, 2012
Genswick: Veterans/Engineers and 2 Infantry Squads
So last week I finally got some green stuff here in Japan and was able to continue work on my Genswick Imperial Guard Army.
First of all here are my Veteran w/ shotguns AND/OR my DKK Engineers depending on which list I am running.
Doubled barreled shotguns just seemed the most appropriate approach for Genswick shotguns. The Meltabombs will be melta-bombs for IG lists when they have demolitions and Gas grenades when they are engineers in a DKK list. I gave them different helmets from the normal Genswick rank and file as the Tommy helmet didn't seem quite appropriate for guys in a mine.
I particularly like the "Sergeant" figure. The pick just works to me, and if you notice, on his right hip is a little bird- paint it yellow and he has a canary for mines/countermines.
Next up is some members of Platoon Command Squads.
These aren't quite done. I still need 1 officer (going to use the guy on the right here). And I need to make the melta-gunners, but I am still waiting on those bitz in the mail. So the vox is the horn, and each squad has a small horn on the waste of one of the soldiers. These larger ones just seem more appropriate for a command unit. The officer I have is the Officer of the Fleet model from the current IG range with a Brettonian helmet and holstered sword added (power weapon).
Last of all are the 2 rank and file infantry squads. Both of these are missing their special weapons and one sergeant is missing a power weapon (waiting on bitz once again). I particularly like the use of the hammer as the power weapon.
And a full army shot for fun
The only thing missing that is built is the 3 DKK Grenadiers I have done.
OH And I have seen the 6th edition "leak". I for one don't really like it (assault before shooting- because if I ran at you with a pistol and a knife, I would wait until after I hit you with the knife to shoot you), and while it seems to be "legit", there are too many flaws and general sloppiness/disorganization to it that doesn't seem right to me. Plus, with GW trying to keep a lid on everything to satisfy the makers of the Hobbit, I doubt anything close to what is real would get out. Anywho I shall be ranting on that later, and I am sure Discordian will chime in too. And point out how some small aspect of the leak shall spin into the ultimate DOOM OF THE GAME!
First of all here are my Veteran w/ shotguns AND/OR my DKK Engineers depending on which list I am running.
Doubled barreled shotguns just seemed the most appropriate approach for Genswick shotguns. The Meltabombs will be melta-bombs for IG lists when they have demolitions and Gas grenades when they are engineers in a DKK list. I gave them different helmets from the normal Genswick rank and file as the Tommy helmet didn't seem quite appropriate for guys in a mine.
I particularly like the "Sergeant" figure. The pick just works to me, and if you notice, on his right hip is a little bird- paint it yellow and he has a canary for mines/countermines.
Next up is some members of Platoon Command Squads.
These aren't quite done. I still need 1 officer (going to use the guy on the right here). And I need to make the melta-gunners, but I am still waiting on those bitz in the mail. So the vox is the horn, and each squad has a small horn on the waste of one of the soldiers. These larger ones just seem more appropriate for a command unit. The officer I have is the Officer of the Fleet model from the current IG range with a Brettonian helmet and holstered sword added (power weapon).
Last of all are the 2 rank and file infantry squads. Both of these are missing their special weapons and one sergeant is missing a power weapon (waiting on bitz once again). I particularly like the use of the hammer as the power weapon.
And a full army shot for fun
The only thing missing that is built is the 3 DKK Grenadiers I have done.
OH And I have seen the 6th edition "leak". I for one don't really like it (assault before shooting- because if I ran at you with a pistol and a knife, I would wait until after I hit you with the knife to shoot you), and while it seems to be "legit", there are too many flaws and general sloppiness/disorganization to it that doesn't seem right to me. Plus, with GW trying to keep a lid on everything to satisfy the makers of the Hobbit, I doubt anything close to what is real would get out. Anywho I shall be ranting on that later, and I am sure Discordian will chime in too. And point out how some small aspect of the leak shall spin into the ultimate DOOM OF THE GAME!
Labels:
Conversions,
Genswick,
Hobby,
Imperial Guard
Wednesday, January 11, 2012
1500 and 2000 pt Eldar List
Camera Issues today. Tomorrow pics of Genswick.
To fill in, just 2 quick Eldar Lists I threw together to demonstrate the principles of list building to a friend. They are in no way intended to be competitive, but have some fun units he liked and explain how force org and such works.
HQ
Farseer- 105: Mind War, Fortune (attach Farseer to Storm Guardians)
Fuegan- 195 (attach to Fire Dragons)
Elites
Fire Dragons (5)- 100: Exarch w/ Firepike (embark in Falcon)
Troops
Dire Avengers (10)- 150 : Exarch w/Power Sword and Shimmer Shield, Bladestorm
Transport- Wave Serpent- 120: Eldar Missile Launcher
Storm Guardians(10+1)- 122: 2 x Flamers, Warlock w/ Embolden
Transport- Wave Serpent- 120: Eldar Missile Launcher
Guardians (10)- 80
Guardian Jetbikes (3)- 76: Shuriken Cannon
Heavy Support
Falcon- 145: Bright Lance
Reapers (5)- 175
Wraithlord- 110: 2 Flamers, Wraithsword, Shuriken Cannon
Pts: 1498
Scoring Units: 4
Kill Points: 12
TO MAKE IT A 2000 PT LIST ADD THE FOLLOWING
Elites
Harlequin Troupe (6)- 172: Troupe Master w/ Power Sword, Harlequin Kiss, 2 x Fusion Pistols, Death Jester
Troops
Wraith Guard (10)- 396 : Warlock w/ Spirit Seer and Conceal
ADD Eldar Missile Launcher to 10 man Guardian Squad- +20
Pts: 2000
Scoring Units: 5
Kill Points: 14
To fill in, just 2 quick Eldar Lists I threw together to demonstrate the principles of list building to a friend. They are in no way intended to be competitive, but have some fun units he liked and explain how force org and such works.
HQ
Farseer- 105: Mind War, Fortune (attach Farseer to Storm Guardians)
Fuegan- 195 (attach to Fire Dragons)
Elites
Fire Dragons (5)- 100: Exarch w/ Firepike (embark in Falcon)
Troops
Dire Avengers (10)- 150 : Exarch w/Power Sword and Shimmer Shield, Bladestorm
Transport- Wave Serpent- 120: Eldar Missile Launcher
Storm Guardians(10+1)- 122: 2 x Flamers, Warlock w/ Embolden
Transport- Wave Serpent- 120: Eldar Missile Launcher
Guardians (10)- 80
Guardian Jetbikes (3)- 76: Shuriken Cannon
Heavy Support
Falcon- 145: Bright Lance
Reapers (5)- 175
Wraithlord- 110: 2 Flamers, Wraithsword, Shuriken Cannon
Pts: 1498
Scoring Units: 4
Kill Points: 12
TO MAKE IT A 2000 PT LIST ADD THE FOLLOWING
Elites
Harlequin Troupe (6)- 172: Troupe Master w/ Power Sword, Harlequin Kiss, 2 x Fusion Pistols, Death Jester
Troops
Wraith Guard (10)- 396 : Warlock w/ Spirit Seer and Conceal
ADD Eldar Missile Launcher to 10 man Guardian Squad- +20
Pts: 2000
Scoring Units: 5
Kill Points: 14
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