Holy crap.......that would........BUT.....I retweaked my list and since purifiers are cheaper in points the purg.......I would have to eliminate someting else.....I even managed to give my DK a Psycannon.....
See below tweaked....
1850 Pts - Grey Knights Roster - GKLib1850list
HQ: 1 Lord Kaldor Draigo @ 275 pts
TROOPS: (Psybolt Ammunition)
4 Paladin (Nemesis Force Halberd)
1 Paladin (Master-craft Nemesis Weapon(s); MC Nemesis Daemonhammer)
1 Stormraven Gunship (Searchlight; Twin-Linked Multi-melta)
Troops: Paladin Squad
HQ: 1 Librarian (Servo-skulls x2; Quicksilver; The Shrouding; The Summoning; Master 3)
1 Paladin Squad (Psybolt Ammunition)
4 Paladin (Nemesis Force Halberd)
1 Paladin (Master-craft Nemesis Weapon(s); MC Nemesis Daemonhammer)
Elite:
1 Purifier Squad
1 Knight of the Flame (Master-craft Storm Bolter; Nemesis Force Halberd)
4 Purifier (Psycannon)
5 Purifier (Nemesis Force Halberd)
Heavy Support: Nemesis Dreadknight
(Personal Teleporter; Heavy Psycannon)
Total Roster Cost: 1848
OK...worked in the master 3 Libby in points with Purgation Squad.....mwhahahahhaa
1850 Pts - Grey Knights Roster - GKLib1850listv2
Fast Attack:
HQ: 1 Lord Kaldor Draigo
Troops: 1 Paladin Squad (Psybolt Ammunition)
4 Paladin (Nemesis Force Halberd)
1 Paladin (Nemesis Daemonhammer)
1 Stormraven Gunship (Twin-Linked Multi-melta)
Troops: Paladin Squad
1 Librarian (Quicksilver; The Shrouding; The Summoning, Master 3)
1 Paladin Squad (Psybolt Ammunition)
4 Paladin (Nemesis Force Halberd)
1 Paladin (Nemesis Daemonhammer)
Heavy Support: Nemesis Dreadknight
1 Nemesis Dreadknight (Personal Teleporter)
Heavy Support: Purgation Squad x2
1 Justicar
4 Grey Knights (Psycannon)
Total Roster Cost: 1850
ok any thoughts on the last 2 lists??
You lose a lot of your libbys potential if you dont take 3x offensive + 3x defensive psychic skills (because you can use 3x power in your turn, and then 3x power in enemys turn)
Unless you are always going to activate your force weapon and cast hammerhand with the quicksilver.
But you should keep in mind that most (if not all) GK HQ options are primarily support HQs in one way or another. (Or more likely, their role is to bring alot more to the table than just themselves - when opposed to say, blood angels, who got devastating melee monster HQs in their own right, if you see what i mean)
Also, i would consider dropping the psybolts of from those 5man paladin squads, and perhaps try to find some ways to get 2x special weapons in there (either incinerators, or psycannons if you can find the points)
Also, even while 8x psycannons are a formidable amount of fire (from 2x 4x purgation squads) they are still gonna be easy targets, and start losing their members fast, since you gonna need to be within 24" of the enemy (and that 4+ astral aim cover save is gonna make you mad, when half of your glan /pen shots are ignored on vehicles ifi you choose to stay out of LoS)
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I'd like a clarification to this aswell: I was under the imperssion that if something, it was the other way around. I cannot find anywhere it being stated that other than witchfires cannot be used more than once per turn, and (what i meant by unit in the question was a librarian itself locked in close combat) when for example a blessing is cast at the start of the librarians movement phase, its stated that along the lines that unit locked in close combat cannot move or shoot etc, thus leading to the assumption (again, haven't read any specific anywhere) that it would forego its movement and shooting phases if it was locked in CC..Two questions we came up last game, and couldn't find, so we rolled it off.. but would be nice to know..Quote:
Originally Posted by Wildcard View Post
- Hmm, can you use same psychic skill more than once per turn (if it is not a witchfire)?
No
- Can blessings be used at all if the model is locked in close combat?
Yes
I'm relatively sure those are correct but they should be in the psyker rules, don't take my word for it.
(Don't have my BRB right now)
If someone could point out pages, or open the meaning behind the wordings, i would surely appreciate it!
[QUOTE=Wildcard;223294]You lose a lot of your libbys potential if you dont take 3x offensive + 3x defensive psychic skills (because you can use 3x power in your turn, and then 3x power in enemys turn)
Unless you are always going to activate your force weapon and cast hammerhand with the quicksilver.
But you should keep in mind that most (if not all) GK HQ options are primarily support HQs in one way or another. (Or more likely, their role is to bring alot more to the table than just themselves - when opposed to say, blood angels, who got devastating melee monster HQs in their own right, if you see what i mean)
Also, i would consider dropping the psybolts of from those 5man paladin squads, and perhaps try to find some ways to get 2x special weapons in there (either incinerators, or psycannons if you can find the points)
Also, even while 8x psycannons are a formidable amount of fire (from 2x 4x purgation squads) they are still gonna be easy targets, and start losing their members fast, since you gonna need to be within 24" of the enemy (and that 4+ astral aim cover save is gonna make you mad, when half of your glan /pen shots are ignored on vehicles ifi you choose to stay out of LoS)
/[QUOTE]
See, this is were the Libraian will come in handy....