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hi, Caan someone either tell me where to find the rules or help me with it.
I recently faced an iron warrior list and failed misserably against his HQ en retinue with about 20 terminators. i simply hadnot enough material to get through his 2+ save.
i had a chaplain +assault squad
5 termies 5 assault termies 2 preds tl lc and lc sponsons, en elite squad and some troops.
i wondered if grey knights or GKT's with special psycannons would have made a difference.
the question. can i make a army ultramarines with a part grey knights? or do i have to make a deamonhunter army and include space marines?
where can i find the rules for it?
and as a sidequestion. any tips on how to kill iron warriors?
Are whirlwinds now guess weapons or is that rule obsolete? in the summary about units at the back of the codex, it doesn't mention G(guess) in the list, but in the detailed describsion the G is there.
according to a member of the club i visit, guess weapons aren't used anymore, you just role to hit and scatter. can someone clarify this please?
when charged by an enemy i may fight back, as in the turn currently busy you need to resolve close combat. if we both remain where we are after that combat, and in the same turn i get assaulted by an other group, can i fight back again? or have i exhausted my counterstikes so to speak?
Last edited by vindicator; July 21st, 2005 at 17:39. Reason: forgot some questions
The ONLY way to have SM & GK in one army is to have a base SM force with Daemonhunter allies, so you're all set there.
Psycannons are just tooled Heavy Bolters - they won't help you against models in terminator armor more than any other anti-light-infantry weapon would.
GKT are expensive, but S6 @ I4 is definitely handy - you'll beat out all those Iron Warriors! Regular GK aren't going to help you overly - they don't have power weapons. The GKT are the ones you'd want, I think.
A unit of ~5-6 is usually enough. Add in a GK Grand Master (making it an HQ choice - only legal if your SM list has room for another HQ), and you've got a free S6 I5 Force Weapon for taking out that HQ model. Also, take a Thunderhammer/StormShield on ONE of the GKT in the unit (it's a free upgrade).
The exact rules for taking DH or WH allies can be found in either of those codecies. Page 21 (DH) or 25 (WH) have the rules. The grey box on the bottom right corner of either of those pages is what you need - it discusses how to use DH or WH as allies in another force.
Q2: You don't have to guess the range any more, just check to see that the target falls within the minimum and maximum range. Check out page 31 of the rulebook for barrage weapons.
Q3: I didn't think this one through, see Bean's post under the new thread you started.
Last edited by Lleu; July 22nd, 2005 at 12:03. Reason: Wrong information
GK's have Nemisis force weapons and SB's (move and shoot 24") The std GK Force weapon is a +2S CCW. The Justicar's is a +2S pwr weapon.Originally Posted by mEGALOMANIAC
I have had good returns using a STD GK squad in the fast atk role and DS on the T/Homer next to my Chaplain or Vet SGT on the flanks of an Aslt sq (in dir spt to the assult). As well as DS'ing elswhere if needed.
The first time against Necrons several months ago, Shot them to peices with the aslt sq assulting closest en gp. Next turn shoot and join the assult with the Aslt Sq and Chaplain or move closer to another gp and rip them apart. DH's greatest srength is that they are not a well known Army therefor they can create a suprise to the en comd unused to their capabilities
Points are @ the same for a SM Aslt sq
To answer Q3:
That should not have happened. The turn sequence is that all charges are declared, all models are moved and then combats are resolved. Once the first combat is resolved, no more models should be charging anywhere on the board for that player turn.
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