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Post by lightcavalier on Jul 26, 2021 15:28:23 GMT -5
The only bonus is what Danny posted. If you enjoy Tzaangors and wanted more terminators then yeah, it'd be a decent deal depending on price and whether or not you can dump the other half of the box. I can almost guarantee the combat patrols will be the iconic units Id bet GK will be a terminator librarian or capt + pladins/terminators + a dreadnought and TSons will be a sorcerer + rubric marines + something
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Post by redshirt2375 on Jul 26, 2021 17:37:43 GMT -5
Other than Crowe, I have no need for any of the other GK stuff in that box so it will be a pass for me. I'll just grab Crowe when he's released solo and the codex. Unless, of course, someone ends up offering him up a decent price before that
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Post by lightcavalier on Jul 30, 2021 10:47:18 GMT -5
Strike Squad stats have leaked apparently
2 wounds, 3 Attacks base
Storm bolter no change
Incinerator 12" heavy d6 S6 AP -1 D1
Psilencer 24" heavy 6 S4 AP -1 D1
Psycannon 24" heavy 3 S7 AP -2 D3
Falchion S user AP -2 D1 (probably still +1)
Halberd S+2 AP -2 D2
Sword S+1 AP-3 D2
Stave S+3 AP-1 D2 (no mention of if it still improves save in CC or not)
Rumour is the D2 on the weapons may be contingent on something as well
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Post by Frosty the Pirate on Jul 30, 2021 10:50:36 GMT -5
Psycannons are D3 damage? As in "roll a D3" or as in "flat 3"?
If it's flat three, we're about to see Paladin Psycannon Spam come roaring back.
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Post by Typhus on Jul 30, 2021 11:32:47 GMT -5
Psycannon is probably Dd3. I'd bet either GK are getting a psychic power to activate their Force Weapons (remember when that was standard? I'm old) : (WC3-4, +1 D if manifested, every unit may use this power a la Smite), or that D2 is tied to a particular Tide of the Warp.
Strikes at A3 implies Shock Assault is going away, in favour of better base stats. Good riddance!
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Post by lightcavalier on Jul 30, 2021 14:08:12 GMT -5
I miss how force weapons used ro work.....psychic test to just kill was hilarious at times
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Post by Typhus on Aug 5, 2021 15:02:16 GMT -5
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Post by macstern on Aug 5, 2021 16:06:11 GMT -5
Shenanigans is a favorite part of gray knights, as such the loss of astral aim (i know it still exists but not nearly as strong) and my fear that gate of infinity will be gone too makes me sad. Unless some other ability ties into movement and heavy weapons 2cp, too pretend you didnt move seems alot. However the greatsword getting a sweap attack means your dreadknight is going to be less susceptable to tar pitting. My 25 cents...
also hammerhand definite buff re-roll wounds instead of plus one seems quite nice.
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Post by voodoo on Aug 5, 2021 18:13:57 GMT -5
also hammerhand definite buff re-roll wounds instead of plus one seems quite nice. Makes it harder for them to swing "above their pay grade" but when aimed properly, they'll make a mess of what they hit. Plus, you have to love an army-wide 5++ vs. mortals!
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Post by Frosty the Pirate on Aug 6, 2021 8:00:25 GMT -5
Appears there's some rumors circulating that Hexfire and GK/TS preorder is this weekend.
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Post by lightcavalier on Aug 6, 2021 8:08:01 GMT -5
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Post by Frosty the Pirate on Aug 6, 2021 8:23:33 GMT -5
What a week that I completely missed that lol.
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Post by StepwisePilot on Aug 6, 2021 21:22:23 GMT -5
I tried to put in a pre-order at the Nexus, but was told that there is a chance I won't get it due to low numbers expected. Still, I put down a deposit, and if I can't get it, the deposit is mine again, so no loss.
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Post by StepwisePilot on Aug 6, 2021 21:33:42 GMT -5
Actually, on the subject of Grey Knights, can anyone tell me how they play? I want the set for the Thousand Sons, and was planning to put the Grey Knights aside for a different project down the road, but am now curious about them. Assuming I can get my hands on the box anyway, hahaha.
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Post by Frosty the Pirate on Aug 7, 2021 5:22:19 GMT -5
Actually, on the subject of Grey Knights, can anyone tell me how they play? I want the set for the Thousand Sons, and was planning to put the Grey Knights aside for a different project down the road, but am now curious about them. Assuming I can get my hands on the box anyway, hahaha. Grey Knights are a more extreme elite army variant of space marines. They have fewer models typically, and rely on units being effective in multiple phases each turn since they are almost always outnumbered. Their strength is that they do everything well, and their melee is exceptionally good due to their force halbards and other specialized melee weapons, typically enhanced by psychic ability. Their weakness is their units are typically expensive points wise, so you cannot afford to have units out of the action or being lost/sacrificed without cause. This means in 9th in particular they struggle a bit with trading primary objectives, and performing actions. The New Codex will almost certainly give them some fixes in regards to this, with some sort of ability to give units to be able to still shoot or fight without interrupting an action for example. That's sort of the "Executive Summary" version, you can obviously read or watch battle reports over the next few days as well since there will be no shortage of new codex reviews
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