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Made in no
Liche Priest Hierophant





Bergen

So, what are the grey knights anti tank options?

Dakkadread (S8 autocannons): 135 points
Inquisitor Karmasov (He is better then a melta dread): 200
Any Inquisitor that lets you unlock:
- 3 Melta Warriors in Chimera: 97
- Monkey men (cost?)
- Servitors of some kind (10 point 3bs multimelta?)
- 7 psykers in a chimera (Large blast S10 AP 1) 125
Venerable Dreadnought, fist and meltagun: 175
Vindicare Assassin: 145
10 Intersceptors, Psybolt amunision, 2 psycannon (hit rear armour): 300
Stormraven gunship, twinlinked lascannon and multimelta: 205
Lascannon Razorback: 80
Techmarine orbital relay (moastly for funn but it could be cool): 130
Psycer, vortex of doom: 155
Landraider, multimelta: 265
Landraider Crusader, Multimelta: 265
Landraider Redeemer, Multimelta: 245
Nemesis dreadknights, Heavy Psycannon: 170

I have probably forgotten quite a lott, if any better comes up I will post them in this thread. My question is what are good options? The GK are very good against infantery, but against tanks we need to plan something.What do you think? Also keep in mind that the stormraven probably should start in resreves, and anti tank is better earlier in the game. And if you want all to come in on turn 2 with psycic cominion keep in mind that the character needs to be in the field turn 1 and there can't be no hoods close to you. :-)

I want to build a GK list but I do not know what to put in it.

   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

I think that from what i have seen so far, the Grand master's Grand Strategy will be the key to victory in most cases, simply for one thing, SCOUT MOVES


1) Purgation squad with 4x Psycannons in a Razor (or 10x purifiers with 4x psycannons in a rhino) With a 24" range these guys are not shooting turn one so you will not use them like long fangs. However, if you get a 12" scout move plus a 2" Disembark you can set up a decent field of fire on turn one, and then move on later turn as needed. Astral Aim seems very good, as a Most vehicles get a 5+ save (lots of spells do this) or a 4+ save (smoke, flat out, KFF). You can hide the purgation squad out of LOS so they can not be shot at, but use Astral Aim to still hit stuff without much of a penalty.

2) Interceptor Squad. IF you can "Shunt" or whatever for the 30" scout move, these guys will be a decent option as well. I do not know as much about them, but you are at least getting 2 S5 attacks with hammerhand. If you spread out and multi-assault a parking lot, it will not be too bad.

3) Teleporter Dreadknight. Basically the same as the interceptor squad, but bigger and scarier. I feel though that for anti-tank, the interceptors are better as you can multi-assault several vehicles, intead of just pummeling just 1 with the Dreadknight. What I have seen of its shooting attacks is that they are ALL anti-infantry. The Heavy Cannon is a large blast, and only 1 shot, making it FAR worse than a normal psycannon for Anti-tank.

I think that you may see 1-2 grand masters in competitive lists, BUT as is always the case with these threads, we will have to wait and see how they do on the tabletop.


SIDE NOTE: Black Templar Terminators can get Tank Hunting Assault Cannons, which are very similar to TAGK with Psycannons (against vehicles). Does anyone have any experience using BA terms as anti-tank?

This message was edited 1 time. Last update was at 2011/03/17 12:20:49


40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1  
   
Made in us
Charing Cold One Knight




Lafayette, IN

Don't forget daemonhammers (which some units can spam). Or any GK unit attacking rear armor with hammer hand.

 
   
 
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