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Hey guys, I just wanted to know what are the uses of your grandmasters, except for the strategies he offers.
In other words, in what squad do you join him (if you join him), what pieces of wargear does he needs to be effective (if he needs some) and so on.
What is more, do you field ordinary grand masters or you like special ones more (draigo, mordrak etc.)?
I'd be happy if you could write your in-game experiences concerning the GMs and what fits better in your playstyle.
Well to start off with the special GM's, they both must have their army built to accommodate the play-style they bring. I generally believe that it goes Custom GM > Draigo > Mordrak, as I will explain below.
Mordrak is generally taken with fast moving armies that can get close to his deepstrike within a turn to support him. If he is used in a slow army (little transports or teleporters), he will most likely have to face the weight of your opponents army pointed at him. Generally, a squad of 4-5 ghost knights accompanies him, so to send 400 points to deepstrike unsupported is a waste. The trouble is, transported squads may be a turn too late to help him, which leaves you with really expensive interceptors and dreadknight options. He's viable, just needs the right army composition and tactical decisions. While Mordrak and his ghost knights cost a relatively similar point values to a GM and 5 terminators, they lack the customization options. It all depends on how much you want that 1st turn deepstrike.
Draigo is very powerful considering most GM's will cost around 200-210 pts, the extra 75 brings its worth to the table two fold I believe. For this 75 pts you get pretty much close to +1 to all the GMs stats, a template attack, and the 3+ inv save - not to mention paladins as troops. To justify using Draigo though, it is still necessary to include paladins to some degree. Many of the Draigo armies posted here are 100% paladin forces. However, my Draigo builds generally only include one 5 man paladin squad (kept cheap) and a pretty standard mix or strike squads, dreadnoughts, etc to fill the remaining points. You'll find that most pure paladin armies are either 100% dominant or 100% dominated as with nob biker armies, because of their low model count.
Many would agree with me when I saw a custom Grandmaster is most likely the best way to go. As staple upgrades you will see rad grenades and 2-3 servo skulls. Generally you will equip the GM with a sword as its free and gives it a 3+ inv in CC. You can opt to use halberds, but the initiative won't usually play too high a role vs the majority of units. Hammers are to be avoided as they discard the GMs high initiative. A beginner error is to see the psycannon option and take one, however 45 pts is way to heavy a price. The incinerator on the other hand is very fair at only 5 pts, so it really can't hurt to equip it if you have the spare points. The rest of the options are really not necessary as they quickly increase your GM's price to the point where you may as well just take Draigo. Generally you'd want your GM to accompany 5 terminators. There isn't a point in giving him to any other squads as the won't be able to ride in the rhinos or razorbacks of strike squads/purifiers. He could also be attached to some paladins, but I honestly don't see a lot of builds using them without Draigo.
Also, whether I'm using Draigo and paladins or GM and terminators, I usually throw them in a landraider redeemer. Many use stormravens, but I think they are the ugliest models and I refuse to purchase them/try to make them fit in my backpack without flying into pieces.
Hope this helps.
Tau my love! You are back!
kzqq pretty much has it all right, although I often use Mordrak in a different way.
In smaller games, say 1500 or lower, and sometimes even in bigger games, I will take Mordrak all by himself without any ghost knights. He is only a single model on a terminator base, which means he is not exactly hard to completely hide in the corner of a ruin or something. If you are able to place him where he is hidden, and also near an enemy stationary unit, you can force him to move and lose some firepower, or lose the unit to a bunch of STR 10 hammer attacks.
Not too long ago I played a Tau player that runs 9 Broadsides and a lot of Battlesuits. Well, he deployed 2 of the Broadside squads inside a 3 story ruined building, a squad on the 2nd floor and squad on the top floor. On my first turn, I put Mordrak on the bottom floor. The Broadsides above him obviously cannot draw line of sight through the floor to him and he was not exposed to anything else, so he just sat there untouched as the rest of my army duked it out with the Tau. On second turn, Mordrak moved to the second story and began the slaughter. He took a couple wounds during the first combat due to rolling snake eyes on 2 armor saves and generated 2 ghost knights, but he IKed the whole squad himself. 3rd turn they took some fire through the windows. Some railguns from the 3rd Broadside squad and some missile pods. I put a couple of instakill wounds on these new bodyguards and a couple of regular wounds on Mordrak. He took another wound and automatically created a 3rd bodyguard. Then he got assaulted by a unit of Battlesuits, trying to buy the 2nd squad of Broadsides on the top floor more time to shoot, but all the suits got instakilled by the hammer. On my turn he charged the broadsides on the top floor and killed them as well. He killed almost 800 points worth by himself that game.
I WANNA GET STUCK IN WIT DA BOYZ
You didn't even mention the Falchions. It seems like having 6 attacks on the charge that probably hits on threes and wound on twos after you incinerate someone out of your redeemer might be worth taking. I have not used it yet, but I am certainly going to give them a try on my next Grand Master.
I didn't bother to mention the falchions as +1 attack for 10 points isn't worth taking. A GM will almost always have a 5 man squad of terminators with him. Even without the charge, this is still enough attacks to deal with whatever comes your way (especially if its already been shot to pieces). It would actually be more efficient to make a sword master crafted for 5 pts. That way you may still technically benefit from 1 extra wound landing, 3+ CC inv save, and the 5 pt savings. Falchions are eye candy, there are better tactical options in my opinion.
Tau my love! You are back!
It seems like you are missing the extra attack the Grand master gets for having two weapons when he has a pair of Falchions. At first glance this doesn't feel right until you compare it to other units point costs (I thunderhammer costs more than 2 lightning claws, why would we pay more for falchions than for a Daemonhammer if the lightning claws are better than falchions and a daemonhammer is better than a thunderhammer?)
I am still trying to figure out the best unit to put that GM with, it might be a mix of death cultists (for heavy armor) and arcos for hordes) so that when you get out of your land raider you can charge two units and your Cultists get frags which they really really need. Ideal situation, you wipe out whatever unit you charge and consolidate into cover.
Not to derail the thread, but has anyone done a really good mathhammer analysis of the different Force Weapons for a Grandmaster?
When you fail to drink the Banana of Plasma, succeed in eating the Coffee Bean of Truth
I've been reading around different forums and the falchions abilities are widely disputed. Until a FAQ is officially released the argument can go both ways, but I choose to believe they only give a GM 4 attacks. If you think about it, a GM has 3 attacks with a standard forceweapon, take that away and hes left with 2. Give him falchions now and he has 1 falchion giving him +1 attack and the second giving him +1 attack aswell for having the addition CC weapon. In the end its still only 2 swords in addition to his 2 base attacks. People aren't considering that he loses 1 attack from swapping out his original force weapon. Storm bolters don't qualify as a CC wep either and if falchions granted +2 they would have just stated so.
Tau my love! You are back!
I feel like your logic is flawed because if you take an inquisitor with an incinerator and a combi-weapon he doesn't lose an attack even though he lost his weapon that you think grants him an attack and replaced it with a weapon that doesn't grant him an attack...However I don't want to derail the thread with a thread that already exists.
So--If the Falchions add an attack for 2 weapons and an attack because of their special rule where would you rate them? And how does that change if they don't add a bonus attack for having two weapons. I think mine looks like this.
1-incinerator, falchions (rad grenades always, blind if there are free points)
2-sword (rad and blind grenades are free points)
3-halberd (rad grenades, blind if there are points)--better if you know you are fighting either eldar or tyranids
4-Deamon hammer--don't sacrifice your initiative
5-Warding staff--35 points to increase your invulnerable save by one in CC and 2 from shooting...No, just no.
If Falchions don't add the extra attack I probably put them below the Daemonhammer, because you shouldn't pay to lesson your invulnerable save. (still better than the Warding staff).
Last edited by nichodemus10; June 12th, 2011 at 17:53.
FAQ settled it. It's only a +1.