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View Full Version : Allied GK Terminators/Grand Master: What Weapons?



SonicPara
07-15-2012, 04:35 PM
So I already own a Dreadknight and a Stormraven so, in order to make use of the models, I'm going to pick up a box of GK Termies and a Grand Master to make an allied force for my Vanilla Marines. While I'm partial to Halberds, the nerf to AP3 makes spamming them seem a lot less viable so I need a little help kitting out the 6 Termie models. This unit, ideally, will be charging out of a Storm Raven that just converted to Hover Mode. Here is what I'm thinking:

Grand Master - Daemonhammer, Incinerator
Terminator Justicar - Daemonhammer
Terminator - Daemonhammer
Terminator - Halberd, Incinerator
2x Terminators - 2x Halberds

My idea with this is a blend of speed and AP2 that, thanks to the newfound strength of the 2+ armour save, should be quite durable. I'm also considering a Warding Stave in the unit somewhere but the AP4 is very unappealing; the 2++ is incredible though. Also, where would the Warding Stave be best? Maybe throw it on the Justicar, just to tarpit scary characters?

DarkLink
07-15-2012, 06:15 PM
Nemesis Force Staves aren't AP4. Does anybody read the frikin' Unusual Weapons rules?

Anyways, Stave on the Terminator Justicar, Hammer on the Grand Master. You can then take full advantage of the Challenge rules. No matter who you face, you can either tank them with the Justicar, or smash them with the Grand Master.

Aside from that, take one or two Hammers in the Terminators, and then Halberds on everything else.

You might want to get a Psycannon in there, too. A little extra firepower can be vital.

Bean
07-15-2012, 06:23 PM
So I already own a Dreadknight and a Stormraven so, in order to make use of the models, I'm going to pick up a box of GK Termies and a Grand Master to make an allied force for my Vanilla Marines. While I'm partial to Halberds, the nerf to AP3 makes spamming them seem a lot less viable so I need a little help kitting out the 6 Termie models. This unit, ideally, will be charging out of a Storm Raven that just converted to Hover Mode. Here is what I'm thinking:

Grand Master - Daemonhammer, Incinerator
Terminator Justicar - Daemonhammer
Terminator - Daemonhammer
Terminator - Halberd, Incinerator
2x Terminators - 2x Halberds

My idea with this is a blend of speed and AP2 that, thanks to the newfound strength of the 2+ armour save, should be quite durable. I'm also considering a Warding Stave in the unit somewhere but the AP4 is very unappealing; the 2++ is incredible though. Also, where would the Warding Stave be best? Maybe throw it on the Justicar, just to tarpit scary characters?

First of all, I know Incinerators seem tempting, but even on an assault oriented unit, Psycannons are better. There are two things to consider, here. First, you're not always going to be able to assault, and if you bring Psycannons you'll be able to do something else worthwhile with the unit (if you're in Incinerator range, you're in Assault range).

Second, you're often not going to want to shoot those incinerators before assaulting. Casualties are always taken closest first--and the risk of your enemy fleeing and leaving you high and dry is often non-trivial. It's routinely a better idea to forgo shots and just assault.

Warding stave, as you say, should go on the Justicar so that he can suck up challenges as needed.

It should probably be:

GM, Hammer, Psycannon
Justicar, Stave
Terminator, Hammer, Psycannon
Terminator, Hammer
Terminator Halberd
Terminator Halberd

SonicPara
07-15-2012, 07:44 PM
Thanks for the advice on the Psycannons, both of you. The price of them has been scaring me away, especially in a unit that will be inside of a transport for much of the game, but I will consider them.


Nemesis Force Staves aren't AP4. Does anybody read the frikin' Unusual Weapons rules?

How does a Nemesis Force Stave fit in the Unusual Weapons rules? Unusual Force Weapons need to have something that always changes how they function in combat (i.e. Space Wolves force weapon that always wounds on a set roll). The Nemesis Warding Stave is a standard force weapon that has special rules only against Daemons, not against everything.

DarkLink
07-15-2012, 07:51 PM
If it has any special rules at all, whatsoever, in any way, shape, or form, it's an unusual force weapon. NF Staves grant a 2++ in assault, and have a few other special rules. Same thing with all Nemesis Force Weapons. Ergo, they are Unusual Force Weapons.

Plus, the GK FAQ explicitly states that they're Unusual Force Weapons.

SonicPara
07-15-2012, 09:58 PM
If it has any special rules at all, whatsoever, in any way, shape, or form, it's an unusual force weapon. NF Staves grant a 2++ in assault, and have a few other special rules. Same thing with all Nemesis Force Weapons. Ergo, they are Unusual Force Weapons.

Plus, the GK FAQ explicitly states that they're Unusual Force Weapons.

So it doesn't have +2 strength or concussive but it has AP3 instead of AP4? I guess that is better due to the AP.

DarkLink
07-16-2012, 06:24 AM
Yeah, all the GK NFW are just AP3, except the Daemonhammer which uses the Thunderhammer rules so it's AP2.