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Made in us
Kid_Kyoto






Probably work

Assuming you have a GK detachment for the +1 to psychic powers, you have an 83.3% chance of pulling off GOI.

I guess it depends on whether or not you trust that you can manage without the GMDK for a turn 16.6% of the time. You could burn 2cp to reroll a die for the test, which would help, but I'm not sure what that would bump the odds to, also, 2cp is a lot for GK, particularly right as the game starts.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in us
Damsel of the Lady




Also note that about half the playerbase thinks you can use Heed from reserves/reinforcements. So if your area does that interpretation I'd spring for the teleporter.
   
Made in au
Deadly Dark Eldar Warrior



Sydney

I've decided on my next project to be Grey Knights

I've order my first Strike Squad so I'm eager to building and assembling them.

As for tactics, the most effective layout for a 5man squad would be:

3x Grey Knights w/ Falchions
1x Grey Knight w/ Psilencer
1x Justicar w/ Falchion

Is that the most optimal?

And also, what Sanctic powers should I be taking on my Strike Squads?
I'm tossing up between Hammerhand or Purge Soul?
Any recommendations? I guess Astral Aim if there are lots of cover on the battlefield.

Thanks

This message was edited 1 time. Last update was at 2018/02/13 04:12:24


 
   
Made in us
Devestating Grey Knight Dreadknight







If you are going to take a Strike Squad consider taking no special weapons, you give up your power sword and stormbolter. The stormbolter itself is pretty good as you deepstrike in doubletap range.

Best weapon is falchions, unless you want to take a hammer in which case give it to your Justicar. As for powers, hammerhand is the best usually.

 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in us
Devestating Grey Knight Dreadknight




Second the falchions, for psychic powers don’t forget about gate of infinity!

Hope is the first step on the road to disappointment. 
   
Made in au
Deadly Dark Eldar Warrior



Sydney

Quickjager wrote:If you are going to take a Strike Squad consider taking no special weapons, you give up your power sword and stormbolter. The stormbolter itself is pretty good as you deepstrike in doubletap range.

Best weapon is falchions, unless you want to take a hammer in which case give it to your Justicar. As for powers, hammerhand is the best usually.

greyknight12 wrote:Second the falchions, for psychic powers don’t forget about gate of infinity!


Thanks for the replies!

So is no special weapons the way to go for MSU of 5 man Strike Squads?

Also does the Strike Squad box (10man) sprue contain enough Falchions to give to everyone? I tried looking at the sprue but couldn't distinguish which ones the sword and which ones the falchion :(

Oh and any general tips for assembling/painting Strike squads by any chance? (like should I magnetize them or are some parts hard to reach when painting so do sub-assembly?)

Thanks for the help everyone
   
Made in us
Neophyte undergoing Ritual of Detestation





RDU, NC

There will be enough falchions for every member of the squad. I think the only weapons that are limited are the hammer and the staff.

With some of the builds, you may want to leave one or both falchions off for painting (sometimes they end up going across the chest or legs).

: 3350
: 200
Bonereapers: 1700 
   
Made in us
Decrepit Dakkanaut




 Quickjager wrote:
If you are going to take a Strike Squad consider taking no special weapons, you give up your power sword and stormbolter. The stormbolter itself is pretty good as you deepstrike in doubletap range.

Best weapon is falchions, unless you want to take a hammer in which case give it to your Justicar. As for powers, hammerhand is the best usually.

The Psilencer is going to be a better buy though.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in ro
Regular Dakkanaut





As anyone tried to run GK with an Imperial Knight?

I got the feeling it's not a good idea, since this is not a good edition for either of the armies, and GK are already low model count as it is. But on the other hand an anti-armor dedicated knight might be useful? Since so far that has been consistently my weakest point when playing GK

This message was edited 2 times. Last update was at 2018/02/15 15:38:54



 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

 GuardStrider wrote:
As anyone tried to run GK with an Imperial Knight?

I got the feeling it's not a good idea, since this is not a good edition for either of the armies, and GK are already low model count as it is. But on the other an anti-armor dedicated knight might be useful? Since so far that has been consistently my weakest point when playing GK


I've actually got a Shadowsword in my competitive list. 604pts, with all the sponsons, and it's supported by an AM Psyker, and it has some nasty stratagems.
Similar idea to a Knight, but tougher and more damage output against the things we have trouble handling, namely T7+ at range.
The primary weapon is S16 D2d6 reroll wounds against TITANIC. The 8d6 heavy flamer shots make it basically immune to charges.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in fr
Guard Heavy Weapon Crewman




Paris

Overdose wrote:
Quickjager wrote:

Also does the Strike Squad box (10man) sprue contain enough Falchions to give to everyone? I tried looking at the sprue but couldn't distinguish which ones the sword and which ones the falchion :(


No, you have only 6 pairs of Falchions in a 10 men box.

Elric Greywolf wrote:I've actually got a Shadowsword in my competitive list. 604pts, with all the sponsons, and it's supported by an AM Psyker, and it has some nasty stratagems.
Similar idea to a Knight, but tougher and more damage output against the things we have trouble handling, namely T7+ at range.
The primary weapon is S16 D2d6 reroll wounds against TITANIC. The 8d6 heavy flamer shots make it basically immune to charges.


That's a good idea. Was thinking about a Knight too, but a Shadowsword could be a good idea.

This message was edited 1 time. Last update was at 2018/02/16 07:54:47


Army lists database website: https://miniheadquarters.com 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

A Falchion is a single edge sword, which means Halberd blades work in a jiffy as a Falchion replacement. You can then use the Halberd shafts for Hammers, as we have so few of those. Scratch building 101.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in us
Guarded Grey Knight Terminator






 GuardStrider wrote:
As anyone tried to run GK with an Imperial Knight?

I got the feeling it's not a good idea, since this is not a good edition for either of the armies, and GK are already low model count as it is. But on the other hand an anti-armor dedicated knight might be useful? Since so far that has been consistently my weakest point when playing GK


I have a pretty nasty list that is 3 NDK GM, Knight crusader, then the rest is guard gun lines. It does really well. The crusader is still a boss in close contact with 12 str 8 ap-2 attacks.. that coupled with the thermal Canon and avenger is nasty. If they Target my imperial Knight then I have three dreadknights alive and at full health plowing through their line.

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in fr
Guard Heavy Weapon Crewman




Paris

Could you please share the list?

Army lists database website: https://miniheadquarters.com 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Proposed Rule idea for Pure GK Detachments:

For every model in the unit, you may reroll a damage dice in the Fight phase.

Another one:

GK units replace the Smite psychic power with the Rites of Banishment psychic power.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

 Elric Greywolf wrote:
Proposed Rule idea for Pure GK Detachments:

For every model in the unit, you may reroll a damage dice in the Fight phase.

Another one:

GK units replace the Smite psychic power with the Rites of Banishment psychic power.


Pure Grey Knight detachment should have the following rule,

Rituals of Titan: GK models in an army composed only of models from the Grey Knight codex may ignore the Psychic Focus special rule.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Devestating Grey Knight Dreadknight




I think something along the lines of Daemonhunters “shrouding” would go a long way, as would the addition of some extra psychic disciplines.

Hope is the first step on the road to disappointment. 
   
Made in us
Decrepit Dakkanaut




 greyknight12 wrote:
I think something along the lines of Daemonhunters “shrouding” would go a long way, as would the addition of some extra psychic disciplines.

That component was actually HUGE in using them back in 4th to me at least.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in de
Fresh-Faced New User




first of all hi there

i am a grey knight / imperial soup player from hamburg.
started playing grey knights in 5th edition (those where the days ) and just recently came back to the hobby.

i was wondering why everybody is disliking purifiers. i sometimes run 2 x 5 man squads with a brother captain in a stormraven an had some good results.
in my experience they are a threat to almost everything, dishing out about 7-8 mortal wounds on average (sometimes more with a command point reroll) still shooting like a strike squad.


This message was edited 1 time. Last update was at 2018/02/21 22:07:40


 
   
Made in us
Decrepit Dakkanaut




They lost their second attack and have crummy range for their main gimmick.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Devestating Grey Knight Dreadknight







Also it counts as smite, so you'll have to start making more difficult rolls to even use it as you use it more.

 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in us
Decrepit Dakkanaut




Worst of all, they lost their second attack.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in fr
Guard Heavy Weapon Crewman




Paris

 Quickjager wrote:
Also it counts as smite, so you'll have to start making more difficult rolls to even use it as you use it more.


That's still a beta rule, and we are not aware if Games Workshop has an exception for GK for that rule.

Army lists database website: https://miniheadquarters.com 
   
Made in us
Painlord Titan Princeps of Slaanesh




While it is a beta rule and not in it's final form every place that I've seen uses the rule as written (no exceptions for GK or Tsons).


Automatically Appended Next Post:
In a recent event I attended I kept getting out pointed because I didn't have enough units (Strikes x3, Paladin, Interceptor all min). Used ITC packet and kept losing to held more objectives and recon.
I'm thinking for my next I'm thinking of a lot more units, although still at min size. I'm thinking Strike x4,Intercept, Paladins and Purgation.This should allow me to spread out a bit and still have an effective force.

My new list:

++ Battalion Detachment +3CP (Imperium - Grey Knights) [114 PL, 2000pts] ++

+ Flyer [9 PL, 204pts] +

Stormtalon Gunship [9 PL, 204pts]: Twin Assault Cannon [44pts], Two Lascannons [50pts]

+ Heavy Support [7 PL, 113pts] +

Purgation Squad [7 PL, 113pts]: Gate of Infinity
. 4x Purgator (Psilencer) [92pts]: 4x Psilencer [16pts]
. Purgator Justicar [21pts]: Nemesis Warding Stave, Storm bolter [2pts]

+ HQ [35 PL, 704pts] +

Grand Master in Nemesis Dreadknight [14 PL, 305pts]: Dreadfist [25pts], Dreadknight teleporter [10pts], Heavy Incinerator [40pts], Heavy Psycannon [30pts], Nemesis Greatsword [10pts], Sanctuary

Librarian [9 PL, 159pts]: 4: First to the Fray, Curiass of Sacrifice, Nemesis Warding Stave, Purge Soul, Storm Bolter [2pts], Vortex of Doom, Warlord

Lord Kaldor Draigo [12 PL, 240pts]: Gate of Infinity, Hammerhand

+ Elites [19 PL, 382pts] +

Paladin Squad [10 PL, 165pts]: Hammerhand
. 2x Paladin (Falchions) [110pts]: 2x Storm Bolter [4pts]
. Paragon [55pts]: Storm Bolter [2pts], Two Nemesis Falchions

Venerable Dreadnought [9 PL, 217pts]: Astral Aim, Dreadnought Combat Weapon (heavy flamer) [57pts], Twin Lascannon [50pts]

+ Fast Attack [16 PL, 177pts] +

Interceptor Squad [16 PL, 177pts]: Vortex of Doom
. Grey Knight (Psilencer) [27pts]: Psilencer [4pts]
. 5x Interceptor (Falchions) [125pts]: 5x Storm Bolter [10pts]
. Interceptor Justicar [25pts]: Storm bolter [2pts], Two Nemesis Falchions

+ Troops [28 PL, 420pts] +

Strike Squad [7 PL, 105pts]: Gate of Infinity
. 4x Grey Knight (Sword) [84pts]: 4x Storm Bolter [8pts]
. Grey Knight Justicar [21pts]: Nemesis Warding Stave, Storm bolter [2pts]

Strike Squad [7 PL, 105pts]: Gate of Infinity
. 4x Grey Knight (Falchions) [84pts]: 4x Storm Bolter [8pts]
. Grey Knight Justicar [21pts]: Nemesis Force Halberd, Storm bolter [2pts]

Strike Squad [7 PL, 105pts]: Gate of Infinity
. 4x Grey Knight (Falchions) [84pts]: 4x Storm Bolter [8pts]
. Grey Knight Justicar [21pts]: Nemesis Force Halberd, Storm bolter [2pts]

Strike Squad [7 PL, 105pts]: Astral Aim
. 4x Grey Knight (Sword) [84pts]: 4x Storm Bolter [8pts]
. Grey Knight Justicar [21pts]: Nemesis Force Sword, Storm bolter [2pts]

++ Total: [114 PL, 2000pts] ++

Created with BattleScribe (https://battlescribe.net)

Any and all C&C welcome

This message was edited 1 time. Last update was at 2018/02/23 16:28:39


 
   
Made in us
Hooded Inquisitorial Interrogator





I've been playing in an escalation league at my FLGS using pure Grey Knights, and out of the three games I had a draw in the 500 point, and wins in both the 750 and 1,000. I probably should have lost the 500, against primaris ultramarines, but he foolishly charged my GMDK who killed everything around.

The 750 point matchup was against Mechanicus, and I handil won that match. (Capture the relic game held the relic AND killed everything.)

My 1,000 point matchup I again just rolled over the opponent playng gunline ultramarines, killing Guilliman with my Dreadknight and Draigo, and wiping his other units out with a lucky psychic vortex.

My 1,000 point looked like this;


++ Outrider Detachment +1CP (Imperium - Grey Knights) [57 PL, 990pts] ++

+ HQ +

Grand Master in Nemesis Dreadknight [14 PL, 270pts]: 4: First to the Fray, Dreadfist, Dreadknight teleporter, Heavy Psycannon, Nemesis Daemon Greathammer, Warlord

Lord Kaldor Draigo [12 PL, 240pts]

+ Fast Attack +

Interceptor Squad [8 PL, 125pts]
. 4x Interceptor (Falchions): 4x Storm Bolter
. Interceptor Justicar: Nemesis Force Halberd, Storm bolter

Interceptor Squad [8 PL, 125pts]
. 4x Interceptor (Falchions): 4x Storm Bolter
. Interceptor Justicar: Storm bolter, Two Nemesis Falchions

Interceptor Squad [8 PL, 125pts]
. 4x Interceptor (Falchions): 4x Storm Bolter
. Interceptor Justicar: Storm bolter, Two Nemesis Falchions

+ Troops +

Strike Squad [7 PL, 105pts]
. 4x Grey Knight (Falchions): 4x Storm Bolter
. Grey Knight Justicar: Storm bolter, Two Nemesis Falchions

++ Total: [57 PL, 990pts] ++

Created with BattleScribe

My 750 was similar but a patrol and remove 2 units of interceptors. My 500 had no Draigo.


I equate part of my success to the fact that no one in my area really knows how Grey Knights work, and my method of delivery. I have ensured each match that I'd be able to teleport all my units directly in front of the opponent turn 1 with a mix of interceptors, deepstrikers, and a single GOI.

How effective this will continue to be I'm unsure of but my next match is against a guardsmen player, possibly with a bane blade. All I've added is an apothecary and a techmarine (the techmarine isnt really wanted but I needed to fill some points in and I had it built, it'll be leaving the list immediately after.)

Anyone else had any success with the complete alpha strike?

There is no such thing as a plea of innocence in my court. A plea of innocence is guilty of wasting my time. Guilty. - Lord Inquisitor Fyodor Karamazov

In an Imperium of a million worlds, what is the death of one world in the cause of purity?~Inquisition credo

He who allows the alien to live, shares its crime of existence. ~Inquisitor Apollyon
 
   
Made in us
Devestating Grey Knight Dreadknight







Alpha strike is the GK players creed for 3 editions now. If you are the first GK player in the area expect people not to be ready for a fight on essentially a board half the size they expected.

 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in ro
Regular Dakkanaut





A bit of a wall of text from a relatively new GK player:

So I went to the local meta 40k monthly meetup with what I hoped could be the final form of my new Daemonhunters army(GK+Scions, yes not pure GK but mostly GK based), unsurprisingly I was completely wrecked. This was the first match where I used GMDK, Draigo and the Ven.Dread.

++ Battalion Detachment +3CP (Imperium - Grey Knights) [99 PL, 1388pts] ++

+ HQ +

Grand Master in Nemesis Dreadknight [14 PL, 285pts]: 4: First to the Fray, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword, Sanctuary, Warlord

Lord Kaldor Draigo [12 PL, 240pts]: Hammerhand, Vortex of Doom

+ Troops +

Strike Squad [7 PL, 105pts]: Gate of Infinity
. 4x Grey Knight (Sword): 4x Storm Bolter
. Grey Knight Justicar: Nemesis Force Sword, Storm bolter

Strike Squad [7 PL, 120pts]: Gate of Infinity
. 3x Grey Knight (Falchions): 3x Storm Bolter
. Grey Knight (Psilencer): Psilencer
. Grey Knight Justicar: Nemesis Daemon Hammer, Storm bolter

Strike Squad [7 PL, 130pts]: Gate of Infinity
. Grey Knight (Psycanon): Psycanon
. 3x Grey Knight (Sword): 3x Storm Bolter
. Grey Knight Justicar: Nemesis Daemon Hammer, Storm bolter

+ Elites +

Apothecary [5 PL, 103pts]: Curiass of Sacrifice, Gate of Infinity, Nemesis Daemon Hammer

Paladin Squad [19 PL, 220pts]: Hammerhand
. 3x Paladin (Halberd): 3x Storm Bolter
. Paragon: Nemesis Force Halberd, Storm Bolter

Venerable Dreadnought [9 PL, 185pts]: Astral Aim, Missile Launcher, Twin Lascannon


++ Battalion Detachment +3CP (Imperium - Astra Militarum) [24 PL, 548pts] ++

+ No Force Org Slot +

Regiment: Millitarum Tempestus

+ HQ +

Tempestor Prime [3 PL, 45pts]: Chainsword, Tempestus Command Rod

Tempestor Prime [3 PL, 45pts]: Chainsword, Tempestus Command Rod

+ Troops +

Militarum Tempestus Scions [3 PL, 74pts]
. 2x Scion: 2x Hot-shot Lasgun
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Tempestor: Bolt pistol, Chainsword

Militarum Tempestus Scions [3 PL, 74pts]
. 2x Scion: 2x Hot-shot Lasgun
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Tempestor: Bolt pistol, Chainsword

Militarum Tempestus Scions [3 PL, 74pts]
. 2x Scion: 2x Hot-shot Lasgun
. Scion w/ Special Weapon: Plasma gun
. Scion w/ Special Weapon: Plasma gun
. Tempestor: Bolt pistol, Chainsword

+ Elites +

Militarum Tempestus Command Squad [3 PL, 104pts]
. Tempestus Scion: Meltagun
. Tempestus Scion: Meltagun
. Tempestus Scion: Meltagun
. Tempestus Scion: Meltagun

+ Dedicated Transport +

Taurox Prime [6 PL, 132pts]: Taurox Battle Cannon, Two Autocannons

++ Auxiliary Support Detachment -1CP (Imperium - Inquisition) [5 PL, 60pts] ++

+ HQ +

Inquisitor [5 PL, 60pts]: Condemnor Boltgun, Ordo Malleus, Power sword
. Psyker: Terrify

++ Total: [128 PL, 1995pts] ++

Created with BattleScribe

The idea is for most of my GKs to deepstrike and Scions to protect the backfield, although the melta command squad,tempestor prime and normal squad are also in deepstrike reserves to capture isolated points or apply pressure in a unprotected flank. The inquisitor is just there for fluff and to allow 1 extra unit to deepstrike
--------------------------------------------------


I got two games in. One against Salamanders and other against Tau.

The salamanders army consisted on a huge battleline with Space Marines with lascanons heavy weapons around the Primaris Lieutenant and Chapter master for rerolls, backed by a couple of predators and ven dreads.Everything was wrapped in melta bikes so I couldn't charge his battleline after deepstrike.

Got the 1st turn, army performed decently after deepstrike, was dumb and didn't realize my own ven dread was out of reach of his vehicles so it was forced to fire at infantry while it couldn't move because it was capping a point. However I failed to cast sanctuary on GMDK, and his massed fire on the next turn killed it, Draigo and a huge chunk of my GK Infantary, after that a war of attrition issued which he won, I only managed to get two Strike Squad models into melee range of him.

The Tau game, well was a completely mess on my end, also got the first turn where my deepstrikes wrecked most of his pathfinder teams but on the following turn his Tiger Shark literally deleted nearly half of my army, he had some sort of direct Mortal Wound missile is Tiger Shark and some other vehicles which immediately killed my GMDK due to sheer volume and then then the tiger shark and the rest of his army just deleted my deepstriking units except Draigo and the Apothercary.The game was won on his first turn the rest was going through the motions.
-------------------------------------------
What I learned:

-GMDK is great on the first turn but everything focus on it on the next, killing him immediately, which sucks when he is also your warlord. Either I should buy more (which I didn't want because I have invested a lot of money in 40k recently) or don't deep strike him and use Heed the Prognasticators on him on the 1st turn and then gate him where I need him to go so he has a 2+ inv save at least.

-Also I was using psychic onslaught on him on the 1st turn and focus all the shooting on the most dangerous vehicles, next time I really should use the psilancer in the infantry

-I just can't get into melee range, there is no point in a power weapon army if I just can't, it's unlikely I get deep strike turn charges and then his army just deletes most of my infantry on the next turn. There needs to be something I can do besides first to the fray to assure I can get into melee phase, maybe an Eversor to distract the opponent as he can get into melee much easier?

-Venerable Dreadnought is a great anti-tank, even if I misused him on the 1st game, hiding him behind a building(pref with a objective)and then just firing away with astral aims works great.

-Draigo is also fantastic, he is resilient and hits like a truck besides the aura. I managed to gate him away to behind the enemies lines after the deepstrike in the Tau game and he was deleting vehicles in the fighting phase, but it was too little to late.

-I feel like Scions with special weapons complement well GK, Plasmas and Meltas perform consistently great.






This message was edited 8 times. Last update was at 2018/02/26 10:32:58



 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

The downside of using Scions in the backfield is that they lack ranged punch - they are far better getting up in people's faces. Normal guard infantry do the backfield job better in most cases - you can take heavy weapons and you're wasting less points on anti-infantry basic shots that you may not use for a couple of turns.

It feels like you need more anti-chaff dakka to clear screens and give you vectors to punch through into the opponents juicy stuff. AC Razorbacks might help, or even some Gatling tauroxes with the Scions. Something anyway.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
Made in us
Terrifying Wraith






I just built a list around GK and Scions. But I threw in an imperial knight. I'm my experience paladins are insanely resilient and with the threat of a knight it takes pressure off them.

The Scions will work the midfield/backfield as needed. Yes standard guardsmen would work better with lascannons but Scions are fluffy and awesome looking.

It's really important to just pick and choose your fights with GK you have to make the choices on where fights occur by using gate and teleport to set up kills.


 
   
Made in ca
Longtime Dakkanaut




*Current meatspace coordinates redacted*

I'm not underestimating the importance of awesome looking. I know for a fact that I'm wildly unlikely to ever paint a model that I hate, regardless of how effective it is one the table top.

Let's be realistic - not many of the hard core GK players are "that guy" because GKs are consistently a top-tier tournament list. They're "that guy" because GKs are friggin' cool, and there's nothing wrong with that.

He knows that I know and you know that he actually doesn't know the rules at all. 
   
 
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