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Made in gb
Flashy Flashgitz





chester, cheshire

wit the new codex some of the units i have seen seem a little different from normal 40k models.
namely the grand masters and the fast attack teleporters. now, is it just me, or is it that if you use these two units together, you become almost unstopable, but in a cheatish, unsporting kind of way. for example:
take 2 grand masters, some grey knight terminators as troops choice (varied for wound allocation if possible) 3 BIG squads of the teleporters and some of the purgation squad.
now tactics:
first place all of the terrain you get given for setup near your board edge to use as cover.
keep the teleporters in reserve, then hide the purgatiion squad behind terrain (they dont need line of sight!!!) along with the terminators near the objective on your side. hold out. shoot any tanks ect that come close and KEEP THEM OFF YOUR OBJECTIVE! with the grey knights acting as cc and the purgation squad to shoot. jusst keep them off your terrain and try not to lose your men.
now the cheesy bit. hope that ur teleporters dont come in for ages. when they do, hide them behind terrain. when it comes to the last turn, teleport 30" in order to hold/contest their objectives.

even beter at small points. 2 strike squads, a grand master and the teleporters, same tactic but keep ur strike dquads from any combat whatsoever.

what do you think?

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Made in us
Kid_Kyoto






Probably work

As much fun as it is to hate on GK right now, I think it's about as scary as a Valkyrie deepstriking turn 3, then sitting around to move flat out onto an objective. And we KNOW that's why IG is so broken. Like, totally. Except for how easy it is to counter. Can the teleporters assault out of the 30" shunt? If not: Put models roughly one inch away from your objective on all sides. Bam. Impossible to move within 3" of the objective, thus no contest/control. Just like the Valk.

I'd be more scared of Eldar Falcons with holofields moving flat out. Those are stupid hard to kill and on top of that, can actually tank shock your guys off your objective.

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Made in gb
Thinking of Joining a Davinite Loge





Somewhere in the dark...

I bet there's cheesy tactics for every army if you think hard enough and there's lots of ifs and buts in your example.

Also, I don't think that the new GK codex really supports turtling and if you just sit there, eventually you're bound to lose because you'll become predictable. All GK only have 24" range guns so you're going to have to let your opponent's whole army get very close. Get out there and impose your game and you'll have a better chance of winning. Seize the initiative!



 
   
Made in us
Sinewy Scourge





Lodi CA

This tactics been around since Necrons. Veil of Darkness Lord+Warriors= Win.










 
   
Made in us
Ambitious Acothyst With Agonizer





Murfreesboro, TN

And i've also never seen a game where you get to choose your deployment zone BEFORE terrain is placed. That is kinda cheesy to begin with.

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Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

That's also a fair chunk of your points sitting in reserve for 4-5 turns, doing nothing.

   
Made in us
Fixture of Dakka





walker90234 wrote:
take 2 grand masters, some grey knight terminators as troops choice (varied for wound allocation if possible) 3 BIG squads of the teleporters and some of the purgation squad.

In addition to how awful and unoriginal your strategy is at actually winning games, you're also playing a zillion point game.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

I think a better list is one based on Purifiers.

taking the HQ dude that makes them Troops(No, he doesn't suck. he's cheap as chips for what you get)


a bunch of Purifiers, which actually work out being only slightly cheaper then last Codex's PAGKs but with way more abilities and the same stat line.


now the army can be mounted in Stormravens if you want, or they can be riding in Rhinos/Razorbacks/landraiders with a few Interceptor squads as support.


Self-proclaimed evil Cat-person. Dues Ex Felines

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





Wound allocation doesnt work on single wounded modelsl... Unless I am missing something.




Automatically Appended Next Post:
And yeah terrible tactic. Enemy is going to sit on the objectives and deny them to you, walk into your deployment, table the deployed models, and then easily fend off your teleporters. Its like putting an 800 point army against a 1500. They still have their whole force at the objectives, you wont be able to simply get them off.

This message was edited 1 time. Last update was at 2011/03/18 00:55:18


 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Wound allocation does work, it just doesn't seem as nasty.


for example, your 5 man Combat squad takes 4 bolter wounds and 2 plasma wounds.

you can stick 1 plasma on a dude, then 1 bolter shot on each of the others, then place the 2nd Plasma shot on the guy who already took one. that way, you don't auto lose 2 guys to Ap2 shots(and why it's sometimes a bad idea to mix shots that do and don't ignore armor)


it's more obvious with Asssault terminators with a 50/50 mix of LCs to THs.

you take the same ratio of Bolter and Plasma shots. you can allocate the bolter shots to the LCs and the Plasma to the THs.

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
Charing Cold One Knight




Lafayette, IN

Jaon wrote:Wound allocation doesnt work on single wounded modelsl... Unless I am missing something.




Automatically Appended Next Post:
And yeah terrible tactic. Enemy is going to sit on the objectives and deny them to you, walk into your deployment, table the deployed models, and then easily fend off your teleporters. Its like putting an 800 point army against a 1500. They still have their whole force at the objectives, you wont be able to simply get them off.


You can do some minor wound allocation tricks. If you take all the ignore armor shots on one model, and all the chaff that sometimes comes with it on the other guys, you can do this. Its not major, but it does work. A bolter squad with plasma firing into a unit that has 4 schmoes and a "sarge" or whatever. 6 wounds, 2 plamsa. Put both plasma wounds on the different model, and regular saves on the remainer. Instead of losing 2 automatically and having to make additional saves, you lose 1, and take additional saves. Same thing goes for wound packages that contain Instant death wounds and what not. Put the normal wounds on the IC you want to protect, and the ID on some schmo (IC protection only works in shooting, but its not bad on saving key unit upgrades in multi wound units like paladins).

 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

I is da Ninja

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
Dakka Veteran





Working on the OP's premise, this is what I came up with:

HQ
Grandmaster – 260pts
- Rad Grenades
- Blind Grenades
- 3 Servo Skulls
- Master-crafted Psycannon

Grandmaster – 245pts
- Rad Grenades
- Blind Grenades
- Master-crafted Psycannon

Troops
Grey Knights Terminator Squad – 275pts
- 6 Terminators
- Master-crafted Daemonhammer
- Master-crafted Psycannon
- 5 Halberds

Grey Knights Terminator Squad – 275pts
- 6 Terminators
- Master-crafted Daemonhammer
- Master-crafted Psycannon
- 5 Halberds


Fast Attack
Interceptor Squad – 315pts
- 10 Grey Knights
- Psybolt Ammunition
- Psycannon
- Psycannon
- Mastercrafted Daemonhammer

Interceptor Squad – 315pts
- 10 Grey Knights
- Psybolt Ammunition
- Psycannon
- Psycannon
- Mastercrafted Daemonhammer

Interceptor Squad – 315pts
- 10 Grey Knights
- Psybolt Ammunition
- Psycannon
- Psycannon
- Mastercrafted Daemonhammer

The worst part is that it actually looks like it could work.

This message was edited 1 time. Last update was at 2011/03/18 01:32:18


 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

not bad. I think i will Copy and paste that for future reference

44 models in a 2k list. most Marine armies can't get that many bodies.



the Grandmasters could give Infiltrate to at least the Terminators. the Interceptor squads can then either catch up or also get Infiltrate.


this army could easily hit turn 1 with assaults if Grandstrategy rolls high.

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
Dakka Veteran





I think you mean Scouts, but I agree. It's really just meant to make the Interceptors scoring, but in a KP- or table quarters-based games giving them Scouts or Rerolling 1's would be great.

And this is assuming you roll poorly on Grand Strategy in the first place. If one GM rolls a 3, then the Interceptors are already taken care of, leaving the Terminators to have Counter-Attack. If nothing else I'd love to see a jump infantry unit with Storm Bolters and Psycannons at work.
   
 
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