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Ritual of The Damned

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Post by Sai Mon Jan 13, 2020 10:48 am

Looking at the new tides of the warp rules on Warhammer Community, it looks like we got The Shrouding back. I think my army may last a little longer now.
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Post by Klomster Tue Jan 14, 2020 12:30 am

I assume you mean the "Tide of shadows" on this https://www.warhammer-community.com/2020/01/13/ritual-of-the-damned-chapter-focus-the-grey-knightsgw-homepage-post-2/ site?

If so then while it is a nice rule, it's not as potent as the old shrouding. Well, potentially potent.
The shrouding was never anything to count on, so this new one is more reliable.
Re-checking the old shrouding i say the new one is better.

With an average "invisible range" of 31,5", it's much better to just have a cover save.
But the old rule made it potentially impossible to shoot the GK's, which was nice.
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Post by Sai Tue Jan 14, 2020 12:29 pm

That's the one. Considering the way my teleport assaults tend to go I tend to end up fairly close with half my army. With this version the forward elements can gain a cover save while the support elements already in cover become harder to hit. Everybody wins.

The tide which make rites of banishment cause an extra wound will be useful as well. I find tackling heavy infantry and vehicles at range difficult so with the captain boosting the range I should be able to throw some mortal wounds onto. It does make me feel bad for the chaos players I tend to be up against though. They keep using daemon engines.
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Post by Klomster Wed Jan 15, 2020 12:59 pm

So what kind of carnage can the good old knights do to the vile deamon engines? I'm not up to snuff when it comes to rules.

Any fun highlights?
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Post by Sai Thu Jan 16, 2020 10:46 pm

Our version of smite has a 12" range but only causes 1 unsavable wound. We need 4+ on 2d6 to cast it as long as it's a pure grey knight detachment. Against anything that has the daemon keyword this goes up to 3 wounds including daemon engines.

With the new tide over the warp rules we can boost this to 4. Every unit in our army can cast this, including dreadnought.

The main problem is the range, but units within 6" of a captain double the range to 24", the same as our stormbolters so it's not hard to have a fire base of 3-4 units (including the captain himself) plus a pair of interceptor squads causing up to 24 wounds before the shooting phase even starts.


Unless I have the rules wrong which is very possible.
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Post by Klomster Fri Jan 17, 2020 4:14 pm

I see.

The new edition does sound wild.
Any way for the deamon engine to defend against this?
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