Showing posts with label grey knights. Show all posts
Showing posts with label grey knights. Show all posts
Saturday, 8 October 2016
For the Emperor!
I've recently purchased a friend's Grey Knights army. So much for my loyalty to Nurgle but now I can surprise my opponent's when I bring them out. Just wanting a new Sisters of Battle codex so I can have a combined force. I also want an Avenger Strike Fighter to give better aerial support.
Friday, 19 April 2013
Grey Knight Grand Strategies
A little while ago I was asked to do these in addition to the warlord traits. Here they are if anyone else wants them. I've also been asked to do the Dark Eldar combat drugs as well at some point.
Wednesday, 21 November 2012
Friday, 9 November 2012
Codex comparrisons - part 2
Eldar.
The Eldar codex has always been a tough one to beat. Excellent shooty and some good assault based units. However, it has been impression (and that of many locally at the club) that if the Eldar player knows which codex he is up against next he should never lose because the Eldar codex is perfect for cherry picking exactly what you need. There are some units that are pointless, guardians and swooping hawks - I'm looking at you. Dire avengers are far far better option that guardians and warp spiders are a better choice than the hawks.
Under 6th I think that they are still very good but Eldar players are grumbling that they now have no anti-terminator weapons anymore and that banshees are now pointless. I disagree. Unless you are facing Dark Angels or Space Wolves you won't see that many terminators. Scorpions and banshees can still tear through regular troops with power armour or worse.
Grey Knights.
When this codex came out all you could hear about was how overpowered and cheesy they were. What people weren't realising was that this is very much an elite army meaning that they are expensive and you can't take everything. This is their balance. Anyone playing against them just needs to do their best to avoid close combat with them and gun them down with massed firepower, same as you would any power armour type opponent.
6th edition has made them better in close combat and given them some more useful options. For instance, until 6th I never saw anyone take the GK Librarian. Now they get a lot more play. The new edition has forced GK players to adapt a lot more than any other army has needed to I think.
Imperial Guard.
Under 5th this army was massed firepower and tanks. Under 6th it has become more mass firepower, less tanks and a lot more heavy weapons. The IG codex irks me at times because of the sheer number of shots that it can put out which can whittle down even a full power armoured army. It feels overbalanced and that seems to have been made worse by 6th somehow.
The biggest shift has definately been that vehicle heavy lists have been pushed to the back as they'll take so many shots that they'll fall apart under the hull point rules. The army is very much now a footslogging or stand and shoot infantry army with some limited heavy tank support. Overall the codex got worse in some areas, better in others and so basically stayed the same.
Necrons.
My thoughts on the Necron codex has been that it is a nice codex but isn't anywhere near as powerful as people want to make out. It does now have some good options but really it felt fair compared to everyone else. The only truely stupid additions was entropic strike, an ability that should have been rethought into a different mechanic.
Under 6th edition Necrons remaind balanced and are quite easy to defeat. This only changes when they take allies to cover their shortfalls. Much like dark eldar, this is what they need to do to remain competative IMO.
Orks.
I'm honestly not sure what to say about the Ork codex as I rarely played against it under 5th and I have had no chance to do so under 6th. The only thing that really comes to mind about the army under 6th is overwatch. When overwatching their ballistic skill doesn't change all that much so it's just like any shooting. Plus, burnaboyz when using their weapons as heavy flamers auto hit d3 hits per weapon. I can fully see certain weapon options and bikers being made more use of under 6th edition.
The Eldar codex has always been a tough one to beat. Excellent shooty and some good assault based units. However, it has been impression (and that of many locally at the club) that if the Eldar player knows which codex he is up against next he should never lose because the Eldar codex is perfect for cherry picking exactly what you need. There are some units that are pointless, guardians and swooping hawks - I'm looking at you. Dire avengers are far far better option that guardians and warp spiders are a better choice than the hawks.
Under 6th I think that they are still very good but Eldar players are grumbling that they now have no anti-terminator weapons anymore and that banshees are now pointless. I disagree. Unless you are facing Dark Angels or Space Wolves you won't see that many terminators. Scorpions and banshees can still tear through regular troops with power armour or worse.
Grey Knights.
When this codex came out all you could hear about was how overpowered and cheesy they were. What people weren't realising was that this is very much an elite army meaning that they are expensive and you can't take everything. This is their balance. Anyone playing against them just needs to do their best to avoid close combat with them and gun them down with massed firepower, same as you would any power armour type opponent.
6th edition has made them better in close combat and given them some more useful options. For instance, until 6th I never saw anyone take the GK Librarian. Now they get a lot more play. The new edition has forced GK players to adapt a lot more than any other army has needed to I think.
Imperial Guard.
Under 5th this army was massed firepower and tanks. Under 6th it has become more mass firepower, less tanks and a lot more heavy weapons. The IG codex irks me at times because of the sheer number of shots that it can put out which can whittle down even a full power armoured army. It feels overbalanced and that seems to have been made worse by 6th somehow.
The biggest shift has definately been that vehicle heavy lists have been pushed to the back as they'll take so many shots that they'll fall apart under the hull point rules. The army is very much now a footslogging or stand and shoot infantry army with some limited heavy tank support. Overall the codex got worse in some areas, better in others and so basically stayed the same.
Necrons.
My thoughts on the Necron codex has been that it is a nice codex but isn't anywhere near as powerful as people want to make out. It does now have some good options but really it felt fair compared to everyone else. The only truely stupid additions was entropic strike, an ability that should have been rethought into a different mechanic.
Under 6th edition Necrons remaind balanced and are quite easy to defeat. This only changes when they take allies to cover their shortfalls. Much like dark eldar, this is what they need to do to remain competative IMO.
Orks.
I'm honestly not sure what to say about the Ork codex as I rarely played against it under 5th and I have had no chance to do so under 6th. The only thing that really comes to mind about the army under 6th is overwatch. When overwatching their ballistic skill doesn't change all that much so it's just like any shooting. Plus, burnaboyz when using their weapons as heavy flamers auto hit d3 hits per weapon. I can fully see certain weapon options and bikers being made more use of under 6th edition.
Labels:
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Monday, 3 September 2012
The Stygia Campaign
A couple of weeks ago I was talking to some bods from the club (I forget who unfortunately) and the topic of how you could have a planetary campaign featuring all factions came up. Many years ago that is exactly what I planned for a couple of campaigns that we ran. Hunting through my files I found the backstory I had written for it. Just for enterainments sake here is the Stygian Campaign.
----
Why We Fight…
----
Armageddon.
Cadia. Vraks. Macgragge. These are wars so vast that no one will ever
forget them. Now, in the waning years of the Imperium a new name has
been added to that list, Stygia. A world located deep in the heart of
the Ghoul Stars. A world that has become the centre point for every
major power in the galaxy. A world whose fate may very well spell the
salvation or damnation for the entire universe.
Thousands
of years before mankind crawled from the seas, the Eldar race had
already been instrumental in the banishment of the Necrontyr, but
found the universe still beset by warp entities from the Immaterium.
Their seers knew of the Chaos Gods, and foresaw a time when the
ruinous powers could collapse the walls between worlds and all would
be lost. They scoured worlds where daemonic incursions had destroyed
native species and laid traps for the most powerful daemons, drawing
them from the warp and containing their essences within specially
prepared devices called the Amarth-Thame ("Apocalypse Box").
By the time the seers declared an end to their work, they had
contained the spirits of thousands of powerful warp entities within
these devices. Now they needed somewhere to hide them away. Such a
place was found along the rim of the galaxy, a newly forming world
still primordial with a surface of molten rock. The Amarth-Thame were
dropped into the churning core of the planet, hidden away but
protected from the untamed forces of creation. Within a few
generations knowledge of the Amarth-Thame had been forgotten amongst
the petty desires of the Eldar race. The world that would be Stygia
cooled and solidified. The artifacts were distributed across its
surface, deep beneath the ground. Here the contained daemons
slumbered and awaited a time when they would be freed to extract
their wrath upon the galaxy.
Stygia was
first discovered by humanity in M24 when a colony ship, the
Endeavour, was swept of course in the warp by powerful storms that
buffeted and pushed the ship far off its intended route. When
finally, the ship's navigator was able to punch a hole back into the
material universe they were in a region of space dominated by ancient
and dying stars. Too far from Earth or its other colonies to make
contact, the colonists looked for a new home out here. They found
Stygia, a beautiful green world with vibrant blue oceans. After a
brief exploration, this is where they decided to make their new home.
In M31, an
exploratory ship moving ahead of the Great Crusade located Stygia and
its colony. What they found disturbed the crew greatly. The colonists
were living a simple lifestyle, living off the land but almost a
third of the population exhibited mutation or unchecked psychic
potential. The mutants, though accepted by their human counterparts,
lived separate to them and had thus slowed the unnatural evolution of
the humans on the planet. The world was logged but all concerns were
swept aside when in the following year the Imperium was plunged into
civil war. The Horus Heresy had begun.
Once
again, Stygia was forgotten until 812.M41 when records of the planets
existence were uncovered by an accident in the great libraries of the
Administratum on Holy Terra. For some time now, space marines of the
Death Spectres chapter had been stationed near the Ghoul Stars,
fending off incursions from daemons and other warp entities, and word
was dispatched to them to investigate the current situation on
Stygia. When they arrived, they found that mutation had spread
further through the population though no direct cause could be
attributed. Those who were heavily mutated or were identified as
latent psykers were eradicated by the Death Spectres and the planet
forcibly converted into the Imperium. Local system lord, Salem Draco,
paid a visit to the planet and decided that it would be perfect for
an agri-colony, supplying the nearby systems with an abundance of
food. The locals were put to work working the newly planted fields,
or in the mines pulling precious ores to the surface. The surviving
mutants, manyclassified as "beast men", fled into the
untamed forests and hills to escape persecution or extermination. The
planetary governor, Exon Valdez, set up his palace in the newly
constructed city of Bludhaven.
Several
years later, miners working the Drakkensgraab mines unearth and bring
to the surface an unusual object bearing xenos markings. The first
Amarth-Thame had been pulled from its resting place beneath Stygia.
Concerned by this turn of events, Exon has the artifact dispatched to
an Inquisitorial facility in a nearby system. Scholars of the Ordo
Hereticus determined that the object was of Eldar manufacture and
that the runes were of containment, and that they held the essence of
Chaos. The Amarth-Thame was quickly secured within their fortress
library behind multiple purity seals, for safekeeping. Over the next
one hundred and fifty years, several more of these artifacts are
uncovered and the concerns of the Inquisition grow.
Events
come to a head in early 999.M41 when suddenly and without warning all
the Amarth-Thame began to broadcast a psychic scream that penetrated
the minds of all on Stygia. The scream echoes into the warp,
affecting psykers across the galaxy, disturbing the sleep of ancient
evils and drawing the armies of Chaos like bees to honey. Even the
Tau whose species have no psykers were able to hear this call, though
faintly. The Eldar farseers are affected worse than any other,
feeling the rage of a thousand trapped daemons flooding through their
souls. The Amarth-Thame have been unearthed and awakened.
Now, in
the last days of the 41st millennium, every major race has descended
upon Stygia.
Why We Fight…
Chaos
Marines & Chaos Daemons.
The
call of the daemons trapped within the Apocalypse Boxes has reached
across the galaxy. Touching the minds of all who serve the Ruinous
Powers, it calls them to battle, plunder and fire. Fleets of traitor
ships are leaving the Eye of Terror, the Maelstrom, and their
strongholds throughout the galaxy are heading towards the Ghoul
Stars. Daemons claw their way through the weak fabric of reality,
stepping onto the surface of Stygia. Soon this world will burn and
the entities within the Amarth-Thame will be freed.
Grey
Knights & Sisters of Battle.
The
Inquisition has been aware that something is afoot on Stygia for some
time and has planned for just such an event. Grey Knights and
Inquisitorial forces have been drawn from their secret places and now
bolster the defences of Stygia. Under the guidance of one High
Inquisitor Butlerian, the armies of the Inquisition fight to uncover
and safely deal with the xenos artifacts and any heretic forces that
have arrived.
Dark
Eldar.
The
Dark Eldar have raided Stygia for centuries, taking slaves and
generating fear among the colonists. Drawn again to Stygia by the cry
of the Amarth-Thame, these piratical Eldar see the war as a great
opportunity to conduct their attacks with impunity. Let the lesser
races fight one another, while they sow disorder and reap the
benefits.
Eldar.
Memories
of the Amarth-Thame have resurfaced and the Elder rush to Stygia.
They have found the foolish humans uncovering things better left
alone. Reading the fickle winds of fate, the seers of the Eldar know
that this war will determine the fate of the entire galaxy. Either
humanity will rise from this stronger or else they will usher in a
new age of Chaos. Neither event favours the Eldar, but they cannot
sit back and do nothing. The Eldar ride to war.
Necrons.
The
psychic scream of the Amarth-Thame have disturbed the Necron who
still slumber under dead worlds in the Ghoul Stars. The psychic
scream interferes with their machines, awaking them early and causing
great pain. The Necrons have begun to materialise upon Stygia,
harvesting life forces and seeking a way to silence the incessant
scream that interferes with their operation.
Orks.
Orks
are drawn to conflict, and even they sense that something big is
going down. Across the galaxy Orks are leaving battlefields to follow
larger fleets that are headed into the rim of known space. Most Ork
vessels are destroyed before reaching orbit but a few have managed to
get past the great fleets above and crash into the surface of Stygia.
It matters not to the Orks what this fight is about, they just won't
be left out of it.
Space
Marines & Imperial Guard.
The
might of the Emperor's finest have been redirected to Stygia by the
planetary governor and the Inquisition. The PDF has been augmented by
troops from Cadia, Valhalla and other fortress worlds, while
companies of Space Marines are deployed across the surface of Stygia.
This world belongs to the Emperor and they fight to ensure it remains
so.
Tau.
The
Tau high command has sensed an opportunity with the growing conflict
on Stygia. Their race has no knowledge of warp travel, but
intercepted communications hint at the presence of artifacts from the
warp. If such artifacts could be recovered and returned to the
enclaves, the Tau would gain a significant advantage. Under cover,
the Tau have managed to sneak a force onto the surface of Stygia in
an effort to recover the Amarth-Thame for the Greater Good.
Tyranids.
The
psychic scream of Amarth-Thame has even blotted out the shadow in the
warp. Disorientated and lost without a connection to the greater hive
mind, a Tyranid bio-ship entered the Stygia system and was engaged by
picket vessels of the Imperium. Confused, the ship was no match for
the enemy and crashed through the atmosphere, its carcass spewing
spores in a last ditch effort to ensure the survival of its brood.
However, the Amarth-Thame have prevented the emergent Tyranids from
connecting to a single hive mind and those hives that have sprung up
and survived have become single entities. Reports from the Ordos
Xenos have even indicated that rival hives have fought and consumed
one another in a savage survival of the fittest.
Friday, 29 June 2012
Battle Report
A series of worlds along the newly formed warp tear known as Tyken's Rift have fallen to Chaos. Cultist uprisings and daemonic manifestations have seen the sector commander request aid from the Inquisition. A sizeable detachment of Grey Knights arrived within weeks. The Salamanders chapter sent a company to assist in the campaign.
After several weeks of heavy fighting the Chaos threat was eliminated but the Grey Knight commander felt that the possible corruption was too severe to allow the human population to live. The Salamanders who had fought hard to defend the civilian survivors were not about to accept that judgement and though it went against everything he knew, the captain of the first company refused to lay down his arms and walk away.
My last game of 5th edition was against Brian and his Grey Knights. I have never played Brian before nor do I think I have played against Grey Knights so this was going to be an interesting match. Mission was rolled as Annihilation (kill points) and deployment was table quarters. I am thankful that we did not get Dawn of War deployment or I fear the damage to my marines would have been severe.
I did not attempt to seize the initiative as I wanted the GK to move forward so I didn't have to do the hard work. Somewhat annoyingly due to an orbital strike and a squad that can shoot through terrain, I lost my vindicator and and an imobilised whirlwind turn 1! Unfortunately for Brian as the game went along his orbital strikes seem to become less and less effective.
Turn 2 and everything of his came in except one squad of troop GK. Nothing badly deviated so I found myself staring down at two dreadknights, an assassin, a squad of terminators and a strike squad. The assassin took out one scout squad and then spent the rest of the game trying to move up through a ruin to the second scout squad,
Things turned around after that for me as both my rhinos were loaded up with sternguard. Leaping from their rhinos they opned fire with the AP3 rounds taking down an entire squad with no casualties to themselves, which is a wonder. The TH/SS termies with Kantor lept into combat with one dreadknight which went down far too quickly, and then mopped up the terminator squad. On the next turn the other dreadknight went down to bolter and assasult cannon fire. The game had turned in my favour somehow.
By turn 5 Brian had nothing left that could hurt my tanks and just had his HQ left. Victory was mine.
That was a fun game. Neither side took it too seriously and we had a good time. There are certain people that I don't like playing and people I really enjoy playing against. Brian is definately a player I would enjoy playing against again.
After several weeks of heavy fighting the Chaos threat was eliminated but the Grey Knight commander felt that the possible corruption was too severe to allow the human population to live. The Salamanders who had fought hard to defend the civilian survivors were not about to accept that judgement and though it went against everything he knew, the captain of the first company refused to lay down his arms and walk away.
My last game of 5th edition was against Brian and his Grey Knights. I have never played Brian before nor do I think I have played against Grey Knights so this was going to be an interesting match. Mission was rolled as Annihilation (kill points) and deployment was table quarters. I am thankful that we did not get Dawn of War deployment or I fear the damage to my marines would have been severe.
I did not attempt to seize the initiative as I wanted the GK to move forward so I didn't have to do the hard work. Somewhat annoyingly due to an orbital strike and a squad that can shoot through terrain, I lost my vindicator and and an imobilised whirlwind turn 1! Unfortunately for Brian as the game went along his orbital strikes seem to become less and less effective.
Turn 2 and everything of his came in except one squad of troop GK. Nothing badly deviated so I found myself staring down at two dreadknights, an assassin, a squad of terminators and a strike squad. The assassin took out one scout squad and then spent the rest of the game trying to move up through a ruin to the second scout squad,
Things turned around after that for me as both my rhinos were loaded up with sternguard. Leaping from their rhinos they opned fire with the AP3 rounds taking down an entire squad with no casualties to themselves, which is a wonder. The TH/SS termies with Kantor lept into combat with one dreadknight which went down far too quickly, and then mopped up the terminator squad. On the next turn the other dreadknight went down to bolter and assasult cannon fire. The game had turned in my favour somehow.
By turn 5 Brian had nothing left that could hurt my tanks and just had his HQ left. Victory was mine.
That was a fun game. Neither side took it too seriously and we had a good time. There are certain people that I don't like playing and people I really enjoy playing against. Brian is definately a player I would enjoy playing against again.
Thursday, 28 June 2012
End of an Era?
So, with 6th edition 40K coming out in a couple days tonight may well be my last game of 5th edition. My opponent tonight is Brian who plays Grey Knights. I've not had much luck against GK it must be said but I am trying a new list idea out. I will try to do a battle report for it and posit it later tonight.
Wish me luck.
On a seperate note I only have two codexes left to review - Imperial Guard and the Tau Empire. I will try to get them done tomorrow and then do a 6th ed review over the weekend.
Wish me luck.
On a seperate note I only have two codexes left to review - Imperial Guard and the Tau Empire. I will try to get them done tomorrow and then do a 6th ed review over the weekend.
Labels:
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Imperial Guard,
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tau
Friday, 15 June 2012
Rankings
Over on the 40K forums site there has been a recent discussion with posters ranking the codexes. I've not taken part but I have read through it and here is my list from top to bottom (top being best).
Chaos Space Marines.
Grey Knights.
Tyranids.
Blood Angels.
Space Wolves.
Eldar.
Dark Eldar.
Chaos Daemons.
Imperial Guard.
Necrons.
Dark Angels.
Orks.
Tau Empire.
Sisters of Battle.
Space Marines.
Black Templars.
That's how I would list them. How would you?
Chaos Space Marines.
Grey Knights.
Tyranids.
Blood Angels.
Space Wolves.
Eldar.
Dark Eldar.
Chaos Daemons.
Imperial Guard.
Necrons.
Dark Angels.
Orks.
Tau Empire.
Sisters of Battle.
Space Marines.
Black Templars.
That's how I would list them. How would you?
Labels:
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