Warhammer Community has spoiled some of the Stratagems, Relics and Warlord Traits and advised which Warlord Traits Typhys and Mortarian have.
There’s a lot of Mortal Wounds being handed out here – all of them relatively short ranged but those will stack up quickly. Warhammer Community is kidding itself if this is going to be effective at scalping out Commissars (7″ is really easy to buffer a model from when we are talking Commissars buffing Conscripts) but it’s amusing to see them try and respond to the tournament sourcing. We said Conscripts were going to be mainstays the minute that Index got leaked back in June and look what’s happened…
One of the most interesting new parts of 8th Edition was the integration of command points into the game. Earned via the detachments you take and spent on various once-per-phase abilities, command points represent an entirely new system of resources for players to play around with during the list-building step and over the course of a game. But how should you be using them, and how many is enough? In this next part of our Pieces of 8th series, we’ll be looking at the subject in a bit more depth.
We finally have gotten some teasers of the Death Guard and will get some more tidbits throughout the week. We know Death Guard are getting more units (shocking) but also get some teasers on Mortarion to go with the model. He’s tough with T7/W18/3+/4++ along with a 5+ FNP. One imagines a Death Guard Warlord trait will increase durability further, though whether Morty will have it remains to be seen.
you could take the stock standard 6+ FNP from the rulebook for a lot of ways to avoid taking damage. An average shooting army should still drop him in a turn but the 4++ / FNP makes it frustrating to get those high D rolls through. Get him close to the opponent, even with just an advance move, and it will be negatively impacting the opponent. -1T to units within 7″ is really strong and an aura that you do not want to get involved in. It means all S7 weapons wound T4 models on 2’s and vehicles are not as tough as normal. Imagine Darkstrider’s effect on your whole army across multiple units…
The fact that he then does mortal wounds for being close to units is icing on the cake. He looks expensive based on PL but we know he has some good abilities right out of the gate.
Round 1 from the recent (June 2017) tournament I went to. Tau list is here. Mission 1 is here. Summary of mission – two objectives in each deployment zone, two maelstrom objectives in midfield. Maelstrom included holding the objectives, killing units, linebreaker and counter linebreaker (have units in your DZ but not the opponents) with Dawn of War deployment. Opponent was Dark Eldar / Drukhari with the below list:
If you have been hiding under a rock lately, Necromunda is getting a revamp which is going to excite everyone and the next five codex releases have been annouced. You can see the direct linked information below but let’s look at what books are being released next:
- Death Guard
- Adeptus Mechanicus
- Eldar / Aeldari
- Astra Militarum
Part 3 of the Grey Knights codex review is a lot more straight forward than Part 1 where the Psychic table and special rules can dial up the Grey Knights ability to compete on the tabletop or Part 2 where timing and use of Command Points is really important. The Relics and Warlord Traits, while important, are not nearly in the same conversation unfortunately. Let’s start with the Relics. Remember, Relics cannot be given to named characters (so two of the most important characters for Grey Knights, Draigo and Voldus, do not get any use out of these) and you can have one Relic if you have a Grey Knights Warlord for free. Also remember, the GMDK can only have the Domina Liber Daemonica, easily the worst one of the lot, so taking the GMDK plus Draigo / Voldus does lose you out on a bit of Relic support unless taking a Banner character (Paladin / Brotherhood Ancient) as well (and that’s a lot of points into expensive characters).
Okay, finally catching up on some battle reports. This one is very important – we have a Dark Angels mech list which uses two main Aura sources, Azrael for his 4++ and re-rolls and Stormshrouds for their -1 to hit up against an Imperial Guard list with lots of Conscripts and a lot of Heavy Flamers on Chimeras. On paper, the firepower weighs heavily for the Dark Angels so theoretically this should be a relatively straight forward game. Let’s see what happens. Learning below.
We played what was the fourth ITC mission – my hate for Maelstrom became strong. Essentially there are six objectives, two in your deployment zone, two in the middle of the board and two in your enemy’s deployment zone using Hammer and Anvil. Maelstrom was about holding Objectives 1, 2 or 3 (your backfield, midfield and farfield) or killing units (4, 5 and 6) with the option to replace two of the same to go for all three. I really wish they varied up the deployment zones for their missions as well. You could have easily 36 options rather than the six they put out… Digressing.
Following on from our initial look at Grey Knight special rules and psychic powers, we take a look at their “unique” Stratagems. I say unique in quotation marks as many of them are similar across the other two books which have been released already. We will touch on these as we go through it but there are a nice handful of totally Grey Knight ones. Grey Knights will always find it a bit harder to get Command Points than other armies, particularly if they are after Defenders of Titan / Brotherhood of Psykers special rules (remember though, your army only needs to contain a Grey Knights
unit detachment in a Battle-Forged army to access these). Their base HQs are expensive – even their cheap ones are closer to 200 points than 100 points, so your initial investment for a standard Battalion and 3 CP is steep. Adding in one or two Imperial Soup detachments for an extra one or two CP is not hard but you’re really massaging the numbers. Unfortunately, Draigo does not have a CP bonus unlike most of the other big chapter masters of renown but he does most of his work with a sword so I guess that makes sense… Anyway, a Battle Forged Grey Knights army is looking at 6-7 CP, maybe, maybe 8, unless you look to do another Imperial Soup Battalion detachment. We will err on the side of caution and consider 6-7 CP our ballpark.
Welcome to the codex review for Grey Knights. Unlike Space Marines and their codex review by Desc440, there are a lot less things to review before getting to the actual units within the codex so we will be going through these probably quite a bit quicker and I am going to combine some of the early posts given the lack of options in comparison. I was hoping to have the Weapons of Grey Knights done first but still finalising the spreadsheet math there, look out for it soon. First off, we will look at the army wide special rules and along with the Sanctic Discipline.