Alrighty guys welcome back, as most of you would know over the weekend I attended Briscon ran by the lads at The Normal Blokes sponsored by Jason from Queensland Gamers Guild. Big shout out to all the guys who were involved in putting this one together, it's great to see another big event on QLD's calender and im sure I could speak on behalf of the players who attended that it was a blast.
Now, for what you're really here for, straight outta 5th ed, the boys in grey... The Grey Knights. So a few weeks ago I posted on our clubs Facebook page Godhammer Gaming ( https://www.facebook.com/GodhammerGaming/) a little something to get the community involved a little bit by allowing them to vote on which codex I would have to play at the next event. This of course ended up being the worlds most famous bottom feeders Mono Grey Knights. I can safely say for all the flak these guys cop I honestly had the most fun in ages playing them. They have so many unique tools and interesting combos that people either don't pick up on or seriously underrate.
For those who haven't seen the list this is roughly what I ran;
Draigo
Brother Captain
Grand master dread knight
apothecary
10 pallies
10 purifiers
5 purgs
godhammer land raider
godhammer land raider
So at first glance this definitely looks like something straight from 5th edition but when you consider how terrain is starting to shape up in 8th ed with all the line of sight blocking, the shift away from high AP weapons outside of things like Castellens this becomes a really hard brick to break. Utilising things like astral aim on lascannons to put the pressure on or cripple elite units trying to hide can just turn the game really quickly, casting gate on a land raider full of purifiers to deliver 2d6 mortals the turn after you've just created a new threat on the other side of the table is honestly such a crazy asset to just have in your back pocket.
There really is alot of hidden strength in this book despite what people may think, if i was to do it again the Dread Knight would honestly be the first thing to go, something I would really like to stress test at some point is 3x10 purifier and 6 razor backs/ rhinos backed by the pally star. At Briscon I got to play games 1,3 and 5 on stream so if you're interested to see how I did it that would be the best place to look. Game 5 I really had to pull out all the stops and use absolutely every tool in my shed to bring this one home, Leigh really had me on the ropes from turns 3-4 but just that tiny bit of breathing space gave me the opportunity I so desperately needed.
- Challenge Completed
watch this space and the Godhammer Gaming facebook page to see what might come out next and even get a say in it yourself!
Monday, April 29, 2019
Thursday, April 4, 2019
The Army of Titan - Grey Knights Initial Thoughts
Recently I have taken a peek at Grey Knights as requested my the majority as I will be running these not so bad boys at Briscon. As most of you know GK have it pretty tough at the moment compared to all their marine brothers, however I'm here to prove it may not be all doom and gloom as you might suspect. I think currently the Grey Knights are just carrying a bit of a bad reputation based on looking at some of its capabilities on paper though on the table top these guys actually play fairly well, they most definitely have their strengths and some pretty sweet tools available to them that I think are seriously underrated.
The reason why I think their "tricks" might be underrated is because sure, in comparison to some of the stronger codex's they are clearly not quite as potent, but this doesn't mean what they can do doesn't even have a place in the meta game. An army that has manoeuvrable anti horde and decent to high quality melee threat that can simply use gate on a unit you have made the effort to wrap certainly doesn't seem like anything to laugh at.
With Briscon getting closer and closer I'm starting to get even more excited to be busting the GK out for this one and really test their metal and have a few tournament games with something drastically different to the Tyranids. For fellow GK players some of the units I'm currently focused on or believe have some serious merit are;
- Draigo ( at 180 points it really is just a steal)
- Brother Captains ( 24 inch range smite event at one mortal wound stacked across a range of different units can certainly mean the difference between a win and a loss against another elite army)
- Interceptors ( These guys seem pretty hard to look past, I'm more then happy to spend the extra few points over a strike knight to gain the movement these guys have. )
- Apothecary ( for under 100 points for essentially a captain in terminator army is actually quite amazing, they make for great back field scorers or can just be genuinley annoying to handle when they get stuck in especially with GK being able to really abuse that fight when you die for 1CP!)
- Paladins ( these guys are by far my favourite unit in this book right now and I think they are drastically underrated especially with the addition of bolter rule, They make for a great target for Astral Aim - an incredible psychic power, and an amazing counter assault/hammer unit. With the mix of a couple of warding staves and sanctuary it becomes pretty off putting to start throwing the units that are naturally set up to fight pallies into combat with them.
My suggestions for Grey Knight players,
Don't be scared to spend majority of your game hiding, there is no reason to have to try and face tank an army like tau or eldar when you don't need to, throw those pallies out of line of sight with the characters and deepstrike the rest, GK can do their damage relatively quickly unless your fighting mech and if they only have 2 turns of shooting to retaliate to an army with 2+ armour (using cover) it can be very daunting for them. But the most important thing is do not get lead into the trap of standing still to make full use of that bolter rule, use your movement!!
Finally so there is no excuse for using Grey Knights as a cop out and not performing, I'm going to set a couple of goals for Briscon. So 5 games over two days I will be aiming for 4 wins and 1 loss, that's what I believe to be realistic with what I plan on running, though ideally 4 wins and a draw would really wrap it up for me. Once I've settled on a list you'll be sure to see it here but for now I continue to explore.
The reason why I think their "tricks" might be underrated is because sure, in comparison to some of the stronger codex's they are clearly not quite as potent, but this doesn't mean what they can do doesn't even have a place in the meta game. An army that has manoeuvrable anti horde and decent to high quality melee threat that can simply use gate on a unit you have made the effort to wrap certainly doesn't seem like anything to laugh at.
With Briscon getting closer and closer I'm starting to get even more excited to be busting the GK out for this one and really test their metal and have a few tournament games with something drastically different to the Tyranids. For fellow GK players some of the units I'm currently focused on or believe have some serious merit are;
- Draigo ( at 180 points it really is just a steal)
- Brother Captains ( 24 inch range smite event at one mortal wound stacked across a range of different units can certainly mean the difference between a win and a loss against another elite army)
- Interceptors ( These guys seem pretty hard to look past, I'm more then happy to spend the extra few points over a strike knight to gain the movement these guys have. )
- Apothecary ( for under 100 points for essentially a captain in terminator army is actually quite amazing, they make for great back field scorers or can just be genuinley annoying to handle when they get stuck in especially with GK being able to really abuse that fight when you die for 1CP!)
- Paladins ( these guys are by far my favourite unit in this book right now and I think they are drastically underrated especially with the addition of bolter rule, They make for a great target for Astral Aim - an incredible psychic power, and an amazing counter assault/hammer unit. With the mix of a couple of warding staves and sanctuary it becomes pretty off putting to start throwing the units that are naturally set up to fight pallies into combat with them.
My suggestions for Grey Knight players,
Don't be scared to spend majority of your game hiding, there is no reason to have to try and face tank an army like tau or eldar when you don't need to, throw those pallies out of line of sight with the characters and deepstrike the rest, GK can do their damage relatively quickly unless your fighting mech and if they only have 2 turns of shooting to retaliate to an army with 2+ armour (using cover) it can be very daunting for them. But the most important thing is do not get lead into the trap of standing still to make full use of that bolter rule, use your movement!!
Finally so there is no excuse for using Grey Knights as a cop out and not performing, I'm going to set a couple of goals for Briscon. So 5 games over two days I will be aiming for 4 wins and 1 loss, that's what I believe to be realistic with what I plan on running, though ideally 4 wins and a draw would really wrap it up for me. Once I've settled on a list you'll be sure to see it here but for now I continue to explore.
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