Monday, May 21, 2012

Using the New Grey Knights as Deathwing, Part Two

Posted by Ranillon on 20. May 2011 02:36

Now that we've discussed the basics of using the new Grey Knights as "count as" for Dark Angels Deathwing let's go into more detail.  In particular, let's deal with the problems with doing so.

When Not to Accessorize

The most significant issue with using Grey Knights as Deathwing is one that otherwise feels trivial, even silly.  However, it's apt to cause the most frustration -- namely the fact that the default weapon of Deathwing terminators (a powerfist) is one that Grey Knights can't take at all.  They can use swords, halberds, and staves, but nothing that looks like a large hand.  Reverse this and you face the problem that four-fifths (if not more) of those Deathwing termies you have painted simply aren't outfitted in a way that fits the Grey Knight rules.

Sure, replacing a big glove with a sword/halberd/stave is hardly difficult to do technically.  What's frustrating is that getting the proper weapons not only means converting most of your models, it likewise means either a lot of extra money and/or extra time to get your hands on the weapons that fit.  Worse, it also means you can't easily flip between the Deathwing and Grey Knight rules as one way or the other many of your terminators will be using non-WYSWYG weapons.

Of course, in your average friendly game just noting that everyone with a power fist is in fact using a Nemesis Force Sword (or vice versa) is usually easy to accomplish, but it won't due for more official tournaments.  One solution (besides to only play with one set of rules or another) might be to have switchable hands, but that's a lot of extra work.  Another option could be to mix the two -- say, add the sword blade to the back of the power fit ala Wolverine.  The design would (probably) be close enough to either a power fist of Nemesis sword to get away with it in more official events.  Still, the fact that Grey Knight terminators can't take power fists is an unfortunate (and vaguely odd) omission that'll cause anyone trying to use the same models for both Deathwing and Knights a lot of headaches.

On a related note, while Grey Knight terminators can take hammers they can't take Storm Shields -- so, again, those hammer and shield Deathwing termies you may have (which thanks to the recent update are actually pretty good) will likewise need accessory changes to fit.  Happily, Knights get by default their Nemesis Force Sword that gives you a 4+ (if only in CC) rather than just the usual 5+ invulnerable save for your terminators -- losing 1 point on your save compared to a Storm Shield is balanced out by retaining the ability to shoot.  Likewise, Grey Knights can also take Nemesis Warding Staves to get a 2+ in close combat while Deathwing have no weapons with the same look, but you can't have more than one of the Staves in any group anyway and I don't personally think it's a better choice than other options anyway.

More to come...

Comments (3) -

  • Kevin

    Kevin said,

    Well, when I build terminators I always attach the arms with magnets. That way I can use regular SB/PF or TH/SS.

    So if you're already converting arms to power fists or halberds, why not add the magnets? That way you can change out your arms to whatever you want to use.

    When the rules change and new weapons are available, you just convert a new arm and you're all set.


  • Michael

    Michael said,

    I'm not sure if you said this but you could use Nemesis Daemon Hammers as counts-as power fists.


  • dunedon

    dunedon said,

    My current "counts-as" for deathwing is looking like this:

    GK = DW
    Sword = Power Sword
    Halberd = Power Fist
    Hammer = Thunder Hammer
    Falchion(2) = Lightning Claws
    Psyflamer = Heavy Flamer
    Psycannon = Assault Cannon
    (FW CML add-on) = CML
    (Custom Work) = Storm Shield

    My biggest three problems are:

    1) Apothecary - for DW needs a gun and a power fist, but the GK mini loses the gun mounting slot.

    2) Assualt Termies ... should lose their guns for a DW army, but the GK termies look silly without them attached (not as big a deal for SS ones, as the added shield covers where it would be).

    3) Chainswords ... will have to figure out how/where to add some sort of chainblade to the halberd to make it a "chain" version.


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