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| | #11 (permalink) |
| Member Join Date: Feb 2009
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Rep Power: 13 ![]() ![]() ![]() ![]() | I was thinking 2 justicars, which would be 8 S6 PW attacks if you wrongly added the +1 to each for the charge. Like, two sqauds from two LRs or something. |
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| | #12 (permalink) |
| Simple Green. ![]() Join Date: Mar 2005 Location: New York
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Rep Power: 64 ![]() ![]() ![]() ![]() ![]() ![]() | Na, unless the situation desperately requires it, those two won't be joining up. Especially not on the same squad because that's overkill with 4 incinerators and all the storm bolter shots.
__________________ 5th E Sand(Grey) Knights: 7-2 5th E Mech'dar: 24-2 http://www.librarium-online.com/foru...r-opinion.html <-- WIP Sand Knights |
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| | #14 (permalink) |
| Simple Green. ![]() Join Date: Mar 2005 Location: New York
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Just to let you know; ran GM inc. storm shield, psychic hood 5x GKs 2x incinerators, justicar, frag 5x GKs 2x incinerators, justicar, frag 8x GKs Justicar, meltabomb, frag 6x GKs Justicar, meltabomb, frag, 2 psycannons LR smoke, extra armor, searchlight LR smoke, extra armor, searchlight total: 1499 ~ Went 2-1, lost to a broken Daemon list on dawn of war (2 obj's) so he hit me combat turn 2 with a unit of bloodcrushers with a special character to reroll saves. I was 1" away from getting the draw, but alas, missed it and lose 1 objective contested to his 1 objective claimed. Than beat a triple LR Khorne list (4 obj's) and a Salamanders list (annhilation). Overall came out 4th place, 2 points behind 3rd place. Scored top scores in list Comp. and sportsmanship which helped balance out the one loss. Overall it went ok, next tourney up in 2 weeks going upto 1750 points.
__________________ 5th E Sand(Grey) Knights: 7-2 5th E Mech'dar: 24-2 http://www.librarium-online.com/foru...r-opinion.html <-- WIP Sand Knights |
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| | #16 (permalink) |
| Hive Fleet Pandora Join Date: Dec 2008 Location: San Jose
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Nice battle. Very well rounded list you have. Bravo. Daemons are a very good army, even against our daemonhunters and without the Sustained Attack rules. Without an inquisitor and mystics, you're actually at a disadvantage against them IMO. Having said that, you actually had a good chance against Fateweaver's daemons because your psycannons wound him on 3's and he gets no saves against them (well...maybe cover). And you do realize that if his Bloodcrushers charge your knights, your knights attack first, right? Chaos LR's are no match against DH LR's, even with Daemonic Possession, and a Salamanders army can be just devastating if done right (on drop pods) or horrible if not. Overall, congrats on a job well done. |
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| | #17 (permalink) | |
| Simple Green. ![]() Join Date: Mar 2005 Location: New York
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Rep Power: 64 ![]() ![]() ![]() ![]() ![]() ![]() | Quote:
Yes. for the one turn I had to shoot they went into that but it was behind his bloodthirster model so he got a 4+ cover and only wounding twice he makes both. Knights went first and dropped 1-1/2 with his re-rollable saves, than got wiped by the sheer amount of power weapons. In the end I missed the draw by less than an inch but it's whatever.
__________________ 5th E Sand(Grey) Knights: 7-2 5th E Mech'dar: 24-2 http://www.librarium-online.com/foru...r-opinion.html <-- WIP Sand Knights | |
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| | #18 (permalink) |
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I don't see why it is so bad to charge with GKs. Yes, they don't get their extra attack from True Grit, but they still get their +1 attack from charging. So a Justicar with for example 9 GKs would do: 3 Power Weapon, 18 CCW attacks when charging or 3 Power Weapon, 18 CCW attacks when getting charged Although, if you charge yourself, the enemy doesn't get the charge bonus himself. In the following assault phase (if you are still stuck in close combat) you have True Grit again. |
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| | #19 (permalink) |
| Hive Fleet Pandora Join Date: Dec 2008 Location: San Jose
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It's not bad for the knights to get charge...unless they're bloodcrushers or bloodletters. They'll wipe out anything short of 3++ TH/SS terminators or Nob bikers. A squad of 8 bloodcrushers = 32 S6 power attacks on the charge. Combine that with re-rollable 3+/5++ saves (3+ re-rollable's are even better than 2+ saves!) and they will kill almost anything.
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| | #20 (permalink) |
| Simple Green. ![]() Join Date: Mar 2005 Location: New York
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It's not bad to charge with GKs, but in this situation it favored me because they needed to roll into terrain to charge my squad while for me to charge them I would have needed to roll out of terrain. Thus, if I charged, they wouldn't get a bonus for charging, but I'd be going last and with a base str5 power weapon attacks and only 8 models in my squad, it's highly unlikely I'd live before even getting attacks, so instead I opted to take the charge and hopefully kill a few before he could get his attacks because they aren't equipped with my grenade like wargear or rules. It turned out that he's a great roller with saves and I ended up only killing 1 and putting another wound on and the squad still wiped. Either way the odds were against, it just went down to, which could I possibly have a bit more effect choosing.
__________________ 5th E Sand(Grey) Knights: 7-2 5th E Mech'dar: 24-2 http://www.librarium-online.com/foru...r-opinion.html <-- WIP Sand Knights |
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