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well, i was just looking through my dex, and the wargear entry for the holy relic caught my eye.
I mean, 30 points for a one hit close combat game breaker doesn't seem to be a very heavy price, especially when you think about all the tight packed CC situations grey knights see. however, i haven't seen anything about holy relics on this site so if anyone could lend their expierience it would be greatly appreciated.
The problem I have with the relic is that it seems like you will get more out of it than you actually do. It seems like if you put in on a squad of PAGKs that you will get 10 extra attacks for 30 points which is a steal, but in my experience you don't. Either you charge the enemy and you cannot use it until their turn, or they charge you and can dictate how the models fight. Both of these are problems:
--If you charge them you have to wait to use it, which means you aren't going to get the full 10 attacks because you will have lost some of your men, also a lot of my PAGK fights are cleaned up very quickly and getting extra attacks in the second round of combat doesn't help because their normal number of attacks is all that it takes to kill the enemy.
--If they charge you, and know that you hold a Holy relic they can dictate the fight so that the kill zone is small, hopefully (for them) killing everything in the zone with one strike. If you only have 5 people in the kill zone you are now paying 30 points for 5 attacks, and the those 30 points could be spent on something that could be more helpfull (remember one GK gets 2 attacks cost less, and adds a wound to your army)
--Now you say well I would use it with my terminators, not my PAGKs, but that is even worse, as you are now spending 30 points on 5 power weapon attacks, that you probably can't use on the turn you want them (when you assault), and by the enemies turn when you can use them, you are down to 3 extra attacks (because once the termies get into the action get hit by everything). 10 points for a power weapon attack is a little spendy; it this point it is about as cost effective as a hunter killer missle, and I would guess that you don't use those because you think that paying the points for a one shot item isn't worth it.
However if you do decide to give it a try let me know how it goes for you, I would love to hear a success story because I sometimes think about getting it just for the fluff of it...
thanks for pointing those things out, i forgot that you had to stay still to reveal the holy relic :wacko:
however, the 2d6 range of the relic's effect could easily cover multiple squads and/or extra soldiers, giving them the ability to charge, while giving up the user's unit ability to charge (sorry if the wording is wonky)
for example, one FAGK squad with relic and TP homer touch down and GM with ret and FAGK squad follow. next turn, initial FAGK squad reveals relic, other 2 squads charge. each termie gets at least *4* s6 i4 power weapon attacks (anti MEQ), while the GM gets at LEAST 6, possibly **7**, i5 s6 force weapon attacks.
even if that attack doesn't work, most players would get scared and focus all their attantion to the initial 3 assault squads, leaving your othere forces available to sneak up from behind.
I would just like to bring up that you are sacrificing 20 strength 6 attacks and the ability to better position the squad which is often more useful (while sometimes negating an enemy charge [if you are all bunched up, they probably are too and getting to another squad might be helpful]) for probably 5 or 6 power weapon attacks(probably less because of casualties), and maybe 10 (again casualities) strength 6 attacks.
Now those extra power weapon attacks are great, but I think you lose a lot to get them.
If you really wanted to do it that way, put the Holy Relic on an inquisitor with a psycannon and telehomer who is driving around with your ISTs (prefereable plasma for the range). Summon your GKs on him, next turn don't move, shoot and pop the relic. It probably costs about the same as a unit of GKs, and will do about the same mount of shooting damage, but doesn't have the moral let down of of not assaulting with every possibly GK.
No I am not sure but I believe you can assault...
Because it says the model with the icon cant move... now in 40k you have 3 types of movement.
1- Movement during the Movement phace
2- Fleet during the shooting phase
3- Assault during the assault phase.
So when in the assault phase you assault the enemy, you dont just move. Now the codex says you may opt to reveal it at the opponents turn. But they way it is written that is just an exception... normally you are expected to use it in your phase and thus I would expect you can actually assault as this power only lasts 1 round...
On the other hand.
Lets assume you cant even assault if you reveal it. Well have 2 squads of PAGK with the BC/GM (low point game where you arent using any other terminators). Elect that the BC does not actually move and he reveals it... then your 2 units CAN assault and have the extra attack.
Other case is that you use it if you are charged. Because grey knights have true grit they get 2 attacks anyway when assaulted (3 for the Justicar) thus you end up with 3 attacks for each and 4 for the Justicar! Your initiative is 4 so you will at least go simultaniously with most opponents and even if you dont these extra attacks per living model can perhaps substitute the attacks of the dead models...
To be honest I never actually have used this item... but now on city fight I am thinking about it seriously. (Especially considering that someone assaulting me in a building/terrain will attack after me, thus making it worthwhile being assaulted in cover!)