by SandWyrm
The Grey Knights rumors have been coming pretty hard lately. We have FOC breakdowns, blurry glimpses of new models, and descriptions of quite a few special rules. Most of which has been pretty consistent since November. Most of the information makes sense from a design and game-balance perspective too. There's nothing that stands out as unlikely or wish-listing at present. Which is why I'm going to just go ahead and say it.
I think the new Grey Knights are gonna kinda suck.
Showing posts with label Daemonhunters. Show all posts
Showing posts with label Daemonhunters. Show all posts
Wednesday, February 16, 2011
Friday, February 11, 2011
More Grey Knight Rumors-I cannot wait until April!!!
by Spaguatyrine
Now as I was checking BOLS I found some information I must have missed last week with the tournament preparation I had...Look below...
Now as I was checking BOLS I found some information I must have missed last week with the tournament preparation I had...Look below...
Wednesday, December 1, 2010
New Grey Knight Rumors: Part II
by SandWyrm
Here it is, the rest of the new rumors from Blood of Kittens that were posted in Tasty's members-only area. (Don't worry, he gave everyone his permission to spread them.)
Here it is, the rest of the new rumors from Blood of Kittens that were posted in Tasty's members-only area. (Don't worry, he gave everyone his permission to spread them.)
New Grey Knight Rumors: Part I
by SandWyrm
Here's the newest rumors from over at Blood of Kittens concerning the new Grey Knights codex. Along with my own commentary in red.
Here's the newest rumors from over at Blood of Kittens concerning the new Grey Knights codex. Along with my own commentary in red.
Tuesday, November 23, 2010
Has It Occured To Anyone Else That...
by SandWyrm
...If the rumors are true, the upcoming Grey Knight Codex will make a pretty good Iron Warriors Codex?
...If the rumors are true, the upcoming Grey Knight Codex will make a pretty good Iron Warriors Codex?
Thursday, November 11, 2010
Milking the Rumor Mill
Saturday, October 16, 2010
Air Cav Baby! Yeah!
Wednesday, September 15, 2010
Making of a GK force
by: farmpunk
A while ago we were asked about making a competitive all GK list. I outlined that it can't really be done. There are too many holes in a pure GK force, that are MEANT to be filled by Inquisitorial Storm Troopers and Inducted IG.
I do think that with a little of both, you can end up with a decent list with some long range punch, some Melta goodness, anti-infantry shooting, some close combat ability, and maneuverability.
I'll go to 1500pts, and then take it up to 2000pts.
A while ago we were asked about making a competitive all GK list. I outlined that it can't really be done. There are too many holes in a pure GK force, that are MEANT to be filled by Inquisitorial Storm Troopers and Inducted IG.
I do think that with a little of both, you can end up with a decent list with some long range punch, some Melta goodness, anti-infantry shooting, some close combat ability, and maneuverability.
I'll go to 1500pts, and then take it up to 2000pts.
Wednesday, June 23, 2010
sneaky =I= PDFs
by: farmpunk
I wanted to be early to spot the Inquisition PDF's. I wanted to see if my hunches were right.
ok, I wanted to see WHICH of my hunches were right. Since What GW tells us, or more likely DOESN'T tell us with the PDF releases for WH and DH might give some insight into plans. or lack thereof.
I wanted to be early to spot the Inquisition PDF's. I wanted to see if my hunches were right.
ok, I wanted to see WHICH of my hunches were right. Since What GW tells us, or more likely DOESN'T tell us with the PDF releases for WH and DH might give some insight into plans. or lack thereof.
Monday, May 24, 2010
How I Won A Battle Without Killing Anything
by SandWyrm
I had a pretty interesting game on Sunday versus BlueMoon, who took 2nd Place last week at the South Store's 'Ard Boyz Prelims with his Chaos Marines. He had a new Daemonhunters-based 'Ard Boyz list to try out, so we rolled up a mission from the preliminary round and went at it. The game however, did not go as well as he'd hoped.
I had a pretty interesting game on Sunday versus BlueMoon, who took 2nd Place last week at the South Store's 'Ard Boyz Prelims with his Chaos Marines. He had a new Daemonhunters-based 'Ard Boyz list to try out, so we rolled up a mission from the preliminary round and went at it. The game however, did not go as well as he'd hoped.
Thursday, April 8, 2010
I don't get it.
By: farmpunk
I like going to tourneys. I am often perplexed by the seemingly random restrictions shops put on their tourneys through Comp, or through just simply disallowing certain things.
I was looking forward to a tourney at Games to Die for, one of the local shops I'd never been to. So I checked their store forums for tourney rules, comp, points, etc... and I found my WH army was banhammered.
I like going to tourneys. I am often perplexed by the seemingly random restrictions shops put on their tourneys through Comp, or through just simply disallowing certain things.
I was looking forward to a tourney at Games to Die for, one of the local shops I'd never been to. So I checked their store forums for tourney rules, comp, points, etc... and I found my WH army was banhammered.
Tuesday, March 30, 2010
Battle Report: Lustwing vs. Sisters for the Rat Skull
by Chambers
A couple of weeks back I had the opportunity to pack up the family and make our way over to Indy. I might have stashed an army in the back of the car while packing. Graciously, our wives let us get away for the afternoon on Saturday.
Tuesday, March 23, 2010
Don't handicap yourself
by: farmpunk
Otoshigo (oh, it's you, Bob) Wrote:sorry I didn't get around to this over the weekend, I had a full plate. Here goes my take on pure GK's:
First, I really enjoy the Back40K; you guys do a great job on there.
As you might have guessed from the subject line, this is going to be in reference to your '4 Things' post from awhile back. I've read it and re-read it and I think it has improved my list building, so thanks for that.
I have a special request however. I have been playing a lot recently with a pure Grey Knight army. So, no Inquisitor, no stormtroopers, etc. My question for you is, how do I meet the '4 things' criteria with only Grey Knights? Can it be done? I picked up a bunch of models used, so I'm not limited by that (well, I only have one dread built atm...) Any assistance on this would be greatly appreciated.
Saturday, March 20, 2010
Reader Email: 4 Things My Army DOESN'T Have
by SandWyrm
Otoshigo Writes:
Otoshigo Writes:
First, I really enjoy the Back40K; you guys do a great job on there.
As you might have guessed from the subject line, this is going to be in reference to your '4 Things' post from awhile back. I've read it and re-read it and I think it has improved my list building, so thanks for that.
I have a special request however. I have been playing a lot recently with a pure Grey Knight army. So, no Inquisitor, no stormtroopers, etc. My question for you is, how do I meet the '4 things' criteria with only Grey Knights? Can it be done? I picked up a bunch of models used, so I'm not limited by that (well, I only have one dread built atm...) Any assistance on this would be greatly appreciated.
Monday, November 2, 2009
Goin South...
Friday, October 30, 2009
Hard to leave home without it.
by Farmpunk
For each of my Armies, WH, DH, and IG, each has it's own toy that's not required, but is oh so good, and I have a hard time not taking it.
For each of my Armies, WH, DH, and IG, each has it's own toy that's not required, but is oh so good, and I have a hard time not taking it.
Thursday, September 3, 2009
They tease me, and play with my hopes...

apparently GW put out the much anticipated IG FAQ.
It doesn't really answer too many questions that rules guys hadn't kind of already figured out. There is some clarification about orders... IG can only order IG. Apparently the Inquisition don't take orders. which is probably ok. It makes fluff sense.
Then they do against what GW sales had told us in the 'ard Boys tourney. Apparently you can only induct exactly WHAT IS LISTED in the WH or DH codexed. which means no veterans. not yours, inquisition. but you can have all of our upgrade characters! and Every squad in a platoon can now ride in chimera! again... great.
couldn't they have allowed Vets with a chimera to be an 'Armored Fist'? or is that too overpowering? eh it probably wouldn't have sold enough IG in their opinoins. better to make 'em buy 2 platoons, rather than 2 10-man squads and a pair of chimera.
but they let =I= have either Scout or Armored Sentinels?!?
oh, and the new Russ variants? not yours either. =I= can have 1 Leman Russ Battle tank. eh. 1 is all I used anyways.
I really prefer the 'ard Boys interpretation. It was more forgiving with the Vets and Russes, but you didn't get the special characters. It was just what I had wanted for once. actually, I'd be fine with the current GW FAQ ruling if they did 1 thing...
give =I= access to vets, and take away Special Characters.
Friday, June 26, 2009
First Vassal Battle will be...


Our first Vassal 40K battle will be GK's vs. Dark Angels (maybe DeathWing) at 1000pts. We will probably do it on a 4x4 table, since 1000pts on a 6x4 isn't a lot of models, and we'd spend most of the game walking around, not necessarily doing a lot.
I think I've got my list down. I promised no crazy inquisitor dakka squad with anti-deepstrike mystics, and we've both agreed to no LandRaiders. Both Chambers and I wanted a simple game for our first one. GK's have simple enough rules, and so do DA's. Esp. if Chambers does Deathwing.
With GK's there's not a LOT of variation. At least 1 squad with psycannons, and possibly a termie retinue for the GM with a psycannon or two.
It should come down to Marines in termie armor getting beat on by GK's in power armor. He'll have nasty Assault cannons, I'll have not so nasty Psycannons.
I'm hoping we can get the game started mailing back and forth this weekend. That is, if working on the new house, and moving doesn't get too much in the way.
I'll put up lists for each force when we start playing.
Monday, May 11, 2009
The Deathstar has landed

"Although The Planetary Defense forces have fought bravely, with faith and fury to purge the Daemons from without. Now we must purge the Daemons that might lie within... "
-Inquisitor Lord Dominic Trakuyev
The Sandwyrm/Farmpunk battle series continues, as we both evaluate the new IG 'dex, by pitting it against a few of the OLDEST codexes out there.
This week, I wanted to try the big nasty. no, not that big nasty.... The Land Raider Crusader
It was time to try DH against the IG.
Farmpunk's 1500pt DH list
I know Sadwyrm's list was pretty similar to his list last week, but I believe he dropped the sponsons on all of his tanks this week, to get a little more umph! out of troops.
We rolled up Dawn of War Deployment, and an Annihilation mission. We were actually on a 6x4 table for once, but of course, I didn't use most of my side. Sandwyrm won the roll to go first, and elected to take advantage of bringing all of his men to bear first.
With setup, Sandwyrm had a Company Command with lascannon and plasma behind a Vet Squad hunkered with it's las plas in a ruined building corner. then to my right on the back edge of his side, he had a Vet squad snaking around a hill with it's las plas sticking out to get shots, and keep cover.
I had started with the GK mini-purgation squad at mid-field, on the left side, foolishly just in front of a ruined building. They REALLY should have been at least IN the rubble, but I was so hoping night fight would be kind, and I could possibly get forward enough to get shots on the Co. Command, with no cover save. I also put the Inq. Lord's squad in the center of the board in a building, to take up a good firing point.
I thought MAYBE, just for once, I might seize init. I really needed to. nope. This would end badly I thought.
First turn, all the tanks and Sentinels roll on the board. The GK mini-purgation squad doesn't survive, and not thinking, I assign a Multilaser wound to the Inq. Lord to save with his 3+.... which he promptly took to the face, and was insta-killed. oh this was gonna be bad. More of the Inq. Squad went down, and they ran, but were at 50%, so they regrouped on my turn. If you're keeping track, Those two Squads make up 432 points of my force. And I hadn't even come on the board yet.
since my long range shooting was gimped for this turn, I didn't do anything, but roll all my forces on the board 12", and pop smoke on one of the two rhinos. I was hoping to do a smoke shuffle, and have the rhinos give cover saves to each other as the rolled up the board, with the Land Raider Crusader on the left of them. so I rolled them on on the left side of the board, across from the Exterminator, and Demolisher, and a melta vet squad in a chimera.
I was hoping to get maybe one of the IST's over there.
Turn two:
Turn two's shooting saw more burning shells of rhinos on my side of the board. The smoked rhino got immobilized, and lost it's StormBolter. The unsmoked rhino now was a smoking, wreck.
The big Crusader could care less. The Sentinels WAY over on my right hand side couldn't get shots off from being stuck in too much cover for them to manage to walk through, and Marbo's Demo Charge only immobed the smoked rhino. The IGST's DeepStruck into the edge of the building the Inq. Lord Had been in, but they didn't shoot up too much. The Servitors looked blankly at them, as the hotshot lasguns pinged off their cover.
I was almost sick over having lost the squads, and my transports. I figured Game was over. I thought perhaps Sandwyrm would hunker back and pound away, and I'd have to hope Shelia could make 2-3 KP's all by herself. I told Sandwyrm I thought I should concede at this point...but I had 2 aces in my hole. Shelia, and the Crusader.
The Crusader Stormed 12" forward again, and took a potshot Power of Machine Spiriting it's Multimelta at the Demolisher, getting a can't move or shoot result. I was fine with that. short of destroyed, I needed it to not shoot. anything. Shelia was still watching TV in the Secret cave somewhere in reserves land.
the IST's in the right hand rhino got out and moved forward to fire at the IST's, and the left hand IST's got moved out to shoot Marbo down. The plasma cannon Servitor powered up to hit the tightly clustered IGST's, and never stopped powering up. The 'Gets Hot' roll fried his poor brain, as the second Sage hadn't survived to tell him to shut down and try again. The Hbolter rattled the IGST's, and cleaned them out.
Turn three:
Turn 3 saw the right side Melta vet chimera roll forward 6" to get melta shots off on the Crusader. I thought it was toast... but it miraculously lived, and took a few lascannons as well.
One of the IST squads got shot up, leaving the Meltas, as a lot of fire went to the big deathstar rolling across the board. A Multi-melta fell off the Crudaser, Which was a relief for me. I needed 12" more movement. The sentinels still trudged through rubble, and had no clear shots. The center Vet squad finished off the Inq. Squad.
On my side of the board, Shelia came out of cover on turn 3, and was going to make a difference. She set her sights on the Co. Com. fried 3 of 5, and poked 2 more in the eye. I was glad to see she was in a pretty good mood today.
The forward IST's failed to pop the left side Chimera, and hoped not to get shot up by the center Russ and Melta Chimera again.
The Crusader once again rolled forward to spit out the giant hammer it was hiding inside it's anvil-like exterior. The 10 GK's and Grandmaster had scores to settle, as they hit the stunned demolisher, and melta-chimera. Destroying both, and losing a GK from blasts during assault. The Poor Vets inside the Chimera were shocked by the fury of the GK's they were pinned down in the rubble of their exploded tank.
I was glad I hadn't given up the game last turn now...
Turn 4
saw the Exterminator take down a couple GK's, and the LRBT scatter wide on the GK's... Thank goodness!
The forward IST's got chewed up, and died. The back IST's took a few shots like pros, and kept movin.
Shelia finished with the Commander, and set her sights elsewhere.
Shelia opened up on the Vets in cover in the center, cleverly attacking the HWT, not in cover, and pulling the rest of the squad to her. She finished off a few too many however, as the boys freaked out and ran off the board.
The GM charged into the wrecked Chimera, killing off the vets as they tried to run away.
The GK's moved towards the Exterminator, and Blew it up. The LRC moved into Sandwyrm's backfield, and chewed up the squad that had been behind the hill, as it advanced to the center of the table, away from the rampaging knights. The back IST's got a no move or shoot result on the LRBT. good enough for me.
Turn 5:
turn five saw the last Meltavet Chimera turn it's attention to the Crusader. Only to have all shots ping off the hull. Shelia took a few more shots like a pro, ducking behind cover. The Lascannon sentinel shots went wide, and the chimera moved too far to fire this turn.
Shelia ran over to the new Vet squad, flamed, then charged, chasing them off the board, and stunning the Chimera. The back IST's blew up the LRBT, taking a few of them with it. the GK's and GM shot up the side armor of the Chimera for a few more stuns and shakens.
Turn 6:
Shelia's luck runs out, as she falls to plasma shots from the las las/plas vets. The Sentinels miss, and fail to pen the crusader, and all other IG forces have been defeated, or silenced.
The IST's move up and take down the last vets, and the GM and GK's thrash against the Chimera, taking it apart with enough immobilized results to take off all weapons, and finally destroy it.
We call the game here, with 12KP's for the Inquisition, to 6 for the IG.
Thoughts:
having an Anvil roll across the board, and unload a nasty Hammer unit is pretty viscious. I underestimate what those 681pts (10GK's, Grandmaster, and LRC) can do. They were frighteningly effective at taking out tanks, as well. Maybe that's how it feels to run Nobs in a Trukk at the opponent.
Shelia also was gold. She's meant for taking on Leader squads, and lower Ld troops. again, Shaking and stunning tanks with her Mind flayer was a valuable asset. I was surprised at how much havoc she wreaked this game. Then again, she needed to.
The game would have been different had she not shown up Turn3. Then again, if any of the Melta shots had destroyed or Immobilized the Crusader before my phase of Turn 3, it would have been very different as well.
I think Maybe having the Sentinels in reserve, or even outflanking might have helped.
I also wish I'd left the GK Mini-Purgation squad further back, and not assigned any wounds EXCEPT lasgun shots to the Inq. Lord.
Overall, I think this GK force is a nasty, hard-hitting party. I don't think it's quite time to count out either of the Inquisition armies quite yet. Both have some nasty tricks up their sleeves.
I think I'm going to work on Inducted and Allied IG/Inq. lists for a few weeks.
Thursday, March 5, 2009
oh my gosh! not the face!
infiltration and 1st turn charges. yes timmy, they CAN happen, and what you can do to avoid them.
Last night I played DONKEY. He played my all Light Infantry Guard list. I'm not sure why he didn't go get his Necron, or Chaos, or Orks out of his car, but I'm not sure he wanted to play me that bad. DONKEY refused to play the Sisters, so that left me with GK's, after he took the IG. I'll try to get the IG list put up sometime.
Spearhead Deployment, 4 counters on the board to claim. I got 1st turn. I took a corner with a hedge and wrecked rhino in the bottom left (center of my deployment, and a hill on the left center of the board. There was a power station in the center, (Cygnar Storm Research Station) a hill in the far left center of the board, on DONKEY's side, but not his deployment quarter. There was also a hill on my side in the far right hand side of the board, not in my deployment. Then there were trees back in DONKEY Deployment corner.
I was playing the DH list I've posted before. I had the Inq. Lord shooty retinue behind the hedge, with 2 rhinos up to the 12" from Center, and GK Psycannon squad between them, all of this towards the left center of the board. The IST's stood behind their rhinos, ready to get in. The GM and 10GK squad, were in their LRC, on the right center of the board at the 12" from center line.
So then DONKEY could set up wherever he wanted. DONKEY asked SandWyrm for help, and Sandwyrm explained the tactic of putting the Missile Launcher and Grenade launcher out front, then snaking the squad behind cover, and other squads, to have over 50% behind something to get cover saves.
DONKEY didn't deploy very well. This army ALL has light infantry. He could set up ANYwhere, as long as he was 18" away when in Line of Sight, and 12" away when hidden.
He was right at 18" away from the LRC, with 4 squads on the right side of the board. The Grandmaster and 10 GK's were gonna get to take some names.
I thought about calling the game. getting a 1st turn charge on 1/3 of the army means death. Especially when I know Shelia's going to pop up in turn 2 or 3, fry, and then snickety-snack her way through the 'safe' guys in the back who didn't get shot up by the Inq. Lord or psycannon GK's.
Get in the Van
When there's a big bus 'o nasty on the board, you don't want to take a 1st turn charge when you've got a shooty army. I'm not sure ANYONE wants to take a charge on 1st turn, before they move.
If you can infiltrate, deploy farther than your enemy can reach. For instance, a LRC can move 12", an plop things out 2" from the hatches. the bases give about another 2" if they're termies (which the GM is), and then there's a 6" charge. that's a threat range of 22". If you measure and deploy 23" from your opponent, and they somehow still hit your line, please call them out on miraculously moving FARTHER THAN THEY POSSIBLY CAN. c'mon, it's math. There are rules to the game for moving.
Aw Man, where'd he come from?
now if you happen to be the infiltrator, you can also use this information to your advantage.
One that many Imperials like to use (because I don't know that Chaos 'dex infiltrators very well anymore) is the Eversor asassin, he's got 6" move, and 12" charge, for an 18" threat range. Guy Smiley is one of the few Infiltrating units that Inquisition players get. When He infiltrates, measure the 18" to a juicy squad, and check your 12" hidden options.
If you've got 1st turn, 18" in the open isn't a horrible choice, but coming around a corner to charge from 12+" is better, in case your opponent steals the initiative. If you're 2nd, you definately want him hidden.
since with infiltrate you get to set up after all deployment, take the time to measure, and deploy carefully. Your opponent's going to know what's coming, and that's fine. That can sometimes misdirect attention from other dangerous aspects of your force.
We bring measuring tools for a Reason
finally, it's sound to be aware of distances in 40k. knowing how far your troops are away in deployment is a really good thing. Knowing how far your opponent can move and charge is good as well.
When your opponent gets the chance to measure something (in the proper phase, of course) pay attention. Measuring is telling you something. Use the knowledge, and plan accordingly.
Last night I played DONKEY. He played my all Light Infantry Guard list. I'm not sure why he didn't go get his Necron, or Chaos, or Orks out of his car, but I'm not sure he wanted to play me that bad. DONKEY refused to play the Sisters, so that left me with GK's, after he took the IG. I'll try to get the IG list put up sometime.
Spearhead Deployment, 4 counters on the board to claim. I got 1st turn. I took a corner with a hedge and wrecked rhino in the bottom left (center of my deployment, and a hill on the left center of the board. There was a power station in the center, (Cygnar Storm Research Station) a hill in the far left center of the board, on DONKEY's side, but not his deployment quarter. There was also a hill on my side in the far right hand side of the board, not in my deployment. Then there were trees back in DONKEY Deployment corner.
I was playing the DH list I've posted before. I had the Inq. Lord shooty retinue behind the hedge, with 2 rhinos up to the 12" from Center, and GK Psycannon squad between them, all of this towards the left center of the board. The IST's stood behind their rhinos, ready to get in. The GM and 10GK squad, were in their LRC, on the right center of the board at the 12" from center line.
So then DONKEY could set up wherever he wanted. DONKEY asked SandWyrm for help, and Sandwyrm explained the tactic of putting the Missile Launcher and Grenade launcher out front, then snaking the squad behind cover, and other squads, to have over 50% behind something to get cover saves.
DONKEY didn't deploy very well. This army ALL has light infantry. He could set up ANYwhere, as long as he was 18" away when in Line of Sight, and 12" away when hidden.
He was right at 18" away from the LRC, with 4 squads on the right side of the board. The Grandmaster and 10 GK's were gonna get to take some names.
I thought about calling the game. getting a 1st turn charge on 1/3 of the army means death. Especially when I know Shelia's going to pop up in turn 2 or 3, fry, and then snickety-snack her way through the 'safe' guys in the back who didn't get shot up by the Inq. Lord or psycannon GK's.
Get in the Van
When there's a big bus 'o nasty on the board, you don't want to take a 1st turn charge when you've got a shooty army. I'm not sure ANYONE wants to take a charge on 1st turn, before they move.
If you can infiltrate, deploy farther than your enemy can reach. For instance, a LRC can move 12", an plop things out 2" from the hatches. the bases give about another 2" if they're termies (which the GM is), and then there's a 6" charge. that's a threat range of 22". If you measure and deploy 23" from your opponent, and they somehow still hit your line, please call them out on miraculously moving FARTHER THAN THEY POSSIBLY CAN. c'mon, it's math. There are rules to the game for moving.
Aw Man, where'd he come from?
now if you happen to be the infiltrator, you can also use this information to your advantage.
One that many Imperials like to use (because I don't know that Chaos 'dex infiltrators very well anymore) is the Eversor asassin, he's got 6" move, and 12" charge, for an 18" threat range. Guy Smiley is one of the few Infiltrating units that Inquisition players get. When He infiltrates, measure the 18" to a juicy squad, and check your 12" hidden options.
If you've got 1st turn, 18" in the open isn't a horrible choice, but coming around a corner to charge from 12+" is better, in case your opponent steals the initiative. If you're 2nd, you definately want him hidden.
since with infiltrate you get to set up after all deployment, take the time to measure, and deploy carefully. Your opponent's going to know what's coming, and that's fine. That can sometimes misdirect attention from other dangerous aspects of your force.
We bring measuring tools for a Reason
finally, it's sound to be aware of distances in 40k. knowing how far your troops are away in deployment is a really good thing. Knowing how far your opponent can move and charge is good as well.
When your opponent gets the chance to measure something (in the proper phase, of course) pay attention. Measuring is telling you something. Use the knowledge, and plan accordingly.
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