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![[Post New]](/s/i/i.gif) 2011/03/20 07:11:38
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Fixture of Dakka
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This is Part II in a series of 3 tacticas which I will call - Grey Knight Competitive Builds.
Part I can be found here: Grey Knight dreads - the best dread army?
Part III will be up in some later date.
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Grey Knight psycannons have been vastly improved ever since the previous Daemonhunter codex. While it's lost some range and its ability to ignore invulnerable saves, it has improved dramatically in an area where the older daemonhunters were weakness: anti-tank. Before, the humble psycannon could barely take on rhinos. Now, the mighty psycannon can even take down land raiders (though not as reliably as meltas). Also, its ability to handle infantry has also improved thanks to rending. Perhaps most importantly though, its cost has gone down dramatically for most of the Grey Knight units....to the point where it's almost a no-brainer for most units to take them.
Then we have the even more humble stormbolter, a 2-shot assault weapon with 24" range. Now, with the new Grey Knights, they are even better. With Psybolt Ammunition, now you can have S5 stormbolters. They are very good against infantry, especially if you take them in numbers. Now you ask, what about vehicles? That's where the psycannons come in. They are taken along with psybolt-stormbolters to form an effective combination. Now your unit can deal with both tanks and infantry.
However, as good as psycannons are, do not rely just on psycannons as your main form of AT. Just like a tyranid army shouldn't just rely only on hive guards as their AT or Space Wolves solely on long-fangs, AT should be spread around the army. Tyranids have zoanthropes, heavy venom cannons and rupture cannons that they can also use while MEQ armies have meltas at their disposal. In the case of the Grey Knights, they have dreadnoughts to complement grey knight psycannons and stormbolters as well as Inquisitional melta -henchmen.
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Let's start off with a couple of 2K lists. The first will be a Grey knight foot list.
Grey Knights #1
Coteaz
Librarian - Shrouding, Warp Rift - 160
10x Purifiers - 4x Psycannons, Psybolt Ammo, 1x Warding Staff, 5x Halberds - 335
10x Grey Knight Strike Squads - 2x Psycannons, Psybolt Ammo - 240
10x Grey Knight Strike Squads - 2x Psycannons, Psybolt Ammo - 240
10x Grey Knight Strike Squads - 2x Psycannons, Psybolt Ammo - 240
10x Grey Knight Strike Squads - 2x Psycannons, Psybolt Ammo - 240
10x Inquisitional Henchmen - 10x Warrior Acolytes, 3x Meltaguns - 70
10x Inquisitional Henchmen - 10x Warrior Acolytes, 3x Meltaguns - 70
Dread - 2x TL-Autocannons, Psybolt Ammo - 135
Dread - 2x TL-Autocannons, Psybolt Ammo - 135
Dread - 2x TL-Autocannons, Psybolt Ammo - 135
Total - 2000pts
Why the Inquisitional henchmen? Because every foot list needs a sacrificial screening unit. What are their roles?
1) Give 3+ cover to the Grey Knights (thanks to shrouding from the Librarian).
2) Threaten vehicles with their meltas.
3) Act as a buffer/roadblock unit between the grey knights and assaulty units such as terminators, incubi, howling banshees, genestealers, nob bikers, bloodcrushers, etc.
4) Can still claim objectives thanks to Coteaz.
Coteaz makes the henchmen troops. More importantly, he lets you take multiple "screening" units that can also threaten enemy vehicles.
In a GK foot list, a librarian is almost mandatory. Cover is what makes a foot list alive. 3+ cover is what makes a foot list dangerous, making them much more durable and deadly to shooting.
The Purifiers are the main counter-assault unit. DO NOT put your HQ's with them! They are already a big enough target as it is. Put your HQ's on different strike squads to distribute the threat (though against deepstriking armies, you may put Coteaz with them for some anti-deepstriking 'offense').
Lastly, you have the dreads for AT as well as a counter-assault, tarpit unit. Now don't expect the dreads to do much in assault. That is not their role! They are assaulting to protect your grey knights, not to kill the enemy.
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The second list is mechanized list.
Grey Knights #2
Castellan Crowe
10x Purifiers - 2x Psycannons, Psybolt Ammo, 5x Halberds, Rhino - 330
10x Purifiers - 2x Psycannons, Psybolt Ammo, 5x Halberds, Rhino - 330
10x Purifiers - 2x Psycannons, Psybolt Ammo, 5x Halberds, Rhino - 330
5x Grey Knight Strike Squads - 1x Psycannon, Rhino - 150
5x Grey Knight Strike Squads - 1x Psycannon, Rhino - 150
5x Grey Knight Strike Squads - 1x Psycannon, Rhino - 150
Dread - 2x TL-Autocannons, Psybolt Ammo - 135
Dread - 2x TL-Autocannons, Psybolt Ammo - 135
Dread - 2x TL-Autocannons, Psybolt Ammo - 135
Total - 1995pts
Crowe, while not the best HQ, has his uses. In most cases, that is to make purifiers troops. Now why the smallish 5-man strike squads? Because 1) they give you anti-deepstriking defense and 2) they act as screening units for your purifiers, giving them and your dreads cover.
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These are, of course, only 2 examples of the many types of different builds for psycannon+stormbolter grey knights. I didn't go to the extreme of spamming psycannons, as that leaves you with diminished capability to deal with infantry (though you will be better equipped to handle mech).
So what are your thoughts on psycannon/stormbolter-spam Grey Knights? Is it a competitive build or are there serious flaws with it? How will it stack against some of the other armies' competitive builds? Do you prefer footslogging stormbolters or is mechanized knights still the way to go? Discuss.
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![[Post New]](/s/i/i.gif) 2011/03/20 07:43:28
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Daemonic Dreadnought
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I like those more than the 6 dread lists.
Another option would be a zero AV list.
If Henchmen are to play the role of cannon fodder they won't be around to act as a scoring unit, and they don't need to be troops or carry melta guns. Squads of 12 for 48 points each would maximize their ability to soak bullets.
Crowe and a mix of PAGK, Purifiers, and maybe 1 unit of GK terminators as troops along with dreadknights and the heavy weapon GK would create a diversified and heavy infantry target saturation.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2011/03/20 09:27:37
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Thinking of Joining a Davinite Loge
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Dreads with autocannons are practically a must have because the psy ammo makes them str 8. I think we'll see at least 2 or three and any 1500 points list or above.
But, psycannons dont benefit from the psy ammo option I believe meaning that they are stuck at str7. Nothing to be sniffed at but GK are still going to struggle for really effective anti tank. Lucky they can now take razorbacks but it's more likely you'll see at least a couple of melta hench squads in chimeras for anti tank.
A dreadknight or two could also be used for anti tank and, my favourite idea - interceptor squads armed with daemonhammers!
My 1500 point list would be:
HQ: Crowe 150 points
Troops:
5 x Purifier w 2 psycannons & 3 x Falchions, psybolt ammo = 155 points
Rhino dedicated transport = 40 points
5 x Purifier w 2 psycannons & 3 x Falchions, psybolt ammo = 155 points
Rhino dedicated transport = 40 points
5 x Purifier w 2 psycannons & 3 x Falchions, psybolt ammo = 155 points
Rhino dedicated transport = 40 points
735 points.
FA
5 x Interceptor w 5 Halberds = 155 points
5 x Interceptor w 5 Daemonhammers = 180 points
1070
Heavy Support
Dread with 2x Twin Linked Auto cannons & Psybolt ammo = 135 points
Dread with 2x Twin Linked Auto cannons & Psybolt ammo = 135 points
1340
Elite
Vindicare = 145 points
Total - 1485
If I was going up to 2000 points, I'd also add in Coteaz, 3 Chimeras with 5 melta gun acolytes in each which would take me up to 1771. I would also consider a third dread but with a lascannon/missile launcher. And I'd take some death cult assassins who'd hang around near crowe. Still, there's plenty of points left over so I'd give psybolt ammo to the interceptor squads, too.
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This message was edited 3 times. Last update was at 2011/03/20 09:42:44
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![[Post New]](/s/i/i.gif) 2011/03/20 15:47:06
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Daemonic Dreadnought
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Nothing is a must except 1 HQ and 2 troops.
GK can be top tier competitive without dreads.
The game isn't just about picking great units, it's about having good synergy between good units. Dreads have good synergy with Rhinos and Razorbacks as they create target saturation between AV11 and AV12. They work best in a mechanized list, and work less well in an all foot list as a lack of AV creates a target saturation problem for the other side.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2011/03/20 15:49:49
Subject: Re:Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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The more junk I see like this being posted as competitive GK, the more I *really* want to starting bringing my Necrons to tournaments.
Nothing in your army that you can hurt my triple monoliths? Sweet.
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![[Post New]](/s/i/i.gif) 2011/03/20 16:01:19
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Liche Priest Hierophant
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Dashofpepper I do think enough psycannons can do it. For 220 points they can get 16 str 7 rending in a rhino. Yes they have to rolle a 6, and the 3+ but the chaches are good. It is not even hard to do getting INSANE amaounts if S7 rending.
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![[Post New]](/s/i/i.gif) 2011/03/20 16:04:09
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Dakka Veteran
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The essential flaw in your plan is that you're still playing Necrons.
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![[Post New]](/s/i/i.gif) 2011/03/20 16:07:56
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Archmagos Veneratus Extremis
Home Base: Prosper, TX (Dallas)
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@Dash Your 3 monoliths can't kill enough to win the game by themselves. So on anything but a KP game you'll have to come out from behind them if you want anything but at best a draw. Just sayin...hell, if a dude put down 3 monoliths and then hid behind them I'd just offer a tie from turn 1 and take a longer break between games to go check out other armies being played And for fun why not try this: Libby w/Shrouding 6x10 Strike GK's w/2 Psycannons & Pysbolts 3xPsybolt AC Dreads 2k on the nose. And I think it's be tough as all get out. It's not easy to kill 60 MEQ's w/3+ Cover Saves.... @Niaii You don't get rending dice against Living Metal. Only the Vindicare gets a decent chance at it and even then some people will argue with you.
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This message was edited 2 times. Last update was at 2011/03/20 16:11:33
Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) |
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![[Post New]](/s/i/i.gif) 2011/03/20 16:08:50
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Tzeentch Veteran Marine with Psychic Potential
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Cool.....?
Oh, are Monoliths scary?
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"Forget it, Jake. It's Chinatown." - Lawrence Walsh, Chinatown
"Yeah, f*ck you too!" - R.J. MacReady, The Thing |
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![[Post New]](/s/i/i.gif) 2011/03/20 16:12:59
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Ferocious Black Templar Castellan
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Niiai wrote:Dashofpepper I do think enough psycannons can do it. For 220 points they can get 16 str 7 rending in a rhino. Yes they have to rolle a 6, and the 3+ but the chaches are good. It is not even hard to do getting INSANE amaounts if S7 rending.
Rend all you want, it won't kill a vehicle which is immune to the extra D3 from rending.
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2011/03/20 16:23:00
Subject: Re:Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Dark Angels Librarian with Book of Secrets
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Those lists look very powerful on paper. I need to see them in action before making a final assessment though
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![[Post New]](/s/i/i.gif) 2011/03/20 16:43:08
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Fixture of Dakka
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schadenfreude wrote:
Another option would be a zero AV list.
If Henchmen are to play the role of cannon fodder they won't be around to act as a scoring unit, and they don't need to be troops or carry melta guns. Squads of 12 for 48 points each would maximize their ability to soak bullets.
Crowe and a mix of PAGK, Purifiers, and maybe 1 unit of GK terminators as troops along with dreadknights and the heavy weapon GK would create a diversified and heavy infantry target saturation.
Zero AV makes me uncomfortable, as nothing in the army can then shoot farther than 24" unless you take Jokaero's (too gimmicky and expensive for my taste) or the vindicare (it's only 1 model and easily killed now that it's lost its stealth suit). Also, I believe dreads are short enough so that it can get cover from infantry. Thus, even your dreads can get 3+ cover. Dread knights are worth exploring, though they suffer from lack of AT as well (other than to assault the enemy).
I prefer my cannon fodder multi-purpose as long as the cost isn't too high.
ColdSadHungry wrote:
But, psycannons dont benefit from the psy ammo option I believe meaning that they are stuck at str7. Nothing to be sniffed at but GK are still going to struggle for really effective anti tank. Lucky they can now take razorbacks but it's more likely you'll see at least a couple of melta hench squads in chimeras for anti tank.
A dreadknight or two could also be used for anti tank and, my favourite idea - interceptor squads armed with daemonhammers!
My 1500 point list would be:
HQ: Crowe 150 points
Troops:
5 x Purifier w 2 psycannons & 3 x Falchions, psybolt ammo = 155 points
Rhino dedicated transport = 40 points
5 x Purifier w 2 psycannons & 3 x Falchions, psybolt ammo = 155 points
Rhino dedicated transport = 40 points
5 x Purifier w 2 psycannons & 3 x Falchions, psybolt ammo = 155 points
Rhino dedicated transport = 40 points
I'm really not a big fan of giving 5-man squads psybolt ammo, especially with only 3 stormbolters in the unit. Also falchions are expensive on a unit that might possibly get wiped out when furiously charged. Halberds are much, much better considering their costs for purifiers.
ColdSadHungry wrote:
735 points.
FA
5 x Interceptor w 5 Halberds = 155 points
5 x Interceptor w 5 Daemonhammers = 180 points
I'm just not feeling your interceptors here. Why not psycannons, and why the daemohammers? Also, instead of 2x5 squads, why not 1x10 interceptors with psybolt ammo and then combat squad them?
Dashofpepper wrote:The more junk I see like this being posted as competitive GK, the more I *really* want to starting bringing my Necrons to tournaments.
Nothing in your army that you can hurt my triple monoliths? Sweet.
Isn't the point of playing necrons to ignore those big pyramids?
Hulksmash wrote:
And for fun why not try this:
Libby w/Shrouding
6x10 Strike GK's w/2 Psycannons & Pysbolts
3xPsybolt AC Dreads
That is a fine build for an all-foot GK list.
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![[Post New]](/s/i/i.gif) 2011/03/20 17:04:00
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Drew_Riggio
Russia
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Dreads can glance Monolith) with str8 shots.
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are writer, not reader
FB DE 1-0-0 | 1-1-0 |
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![[Post New]](/s/i/i.gif) 2011/03/20 17:16:38
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Ferocious Black Templar Castellan
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penek wrote:Dreads can glance Monolith) with str8 shots.
And, RAW, can't ever kill it by glancing it to death.
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2011/03/20 17:20:11
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Drew_Riggio
Russia
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If they immobilize it at 24" distance then Monolith can be just ignored - no?
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are writer, not reader
FB DE 1-0-0 | 1-1-0 |
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![[Post New]](/s/i/i.gif) 2011/03/20 17:31:08
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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penek wrote:Dreads can glance Monolith) with str8 shots.
Yep....and you can keep weapon destroying it over and over unlimited times. And it can still shoot. =D
And the Vindicare (Hulksmash), I did a bit of research.
The main rulebook says that when determining penetration results, you add a D6 to the strength of the weapon, where some weapons have modifiers (Meltas, lances, etc). Living armour says that no additional dice may be used when rolling for penetration.
The two arguments:
1. Vindicares roll 4D6 to penetrate; none of those are EXTRA dice. They're all the "base" dice.
2. Armour penetration is STR + D6. Dice beyond that are additional.
I don't put a whole lot of stock in #1. The rulebook specifically says (page 60) to roll a D6 and add the result to the weapon's strength. Despite the Vindicare entry not saying, "roll 3 extra dice for armour penetration" it doesn't have to - because armour penetration is already defined in the rulebook, with the vindicare modifying it with +3 dice.
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![[Post New]](/s/i/i.gif) 2011/03/20 17:33:41
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Decrepit Dakkanaut
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Dashofpepper wrote: And the Vindicare (Hulksmash), I did a bit of research. The main rulebook says that when determining penetration results, you add a D6 to the strength of the weapon, where some weapons have modifiers (Meltas, lances, etc). Living armour says that no additional dice may be used when rolling for penetration. The two arguments: 1. Vindicares roll 4D6 to penetrate; none of those are EXTRA dice. They're all the "base" dice. 2. Armour penetration is STR + D6. Dice beyond that are additional. I don't put a whole lot of stock in #1. The rulebook specifically says (page 60) to roll a D6 and add the result to the weapon's strength. Despite the Vindicare entry not saying, "roll 3 extra dice for armour penetration" it doesn't have to - because armour penetration is already defined in the rulebook, with the vindicare modifying it with +3 dice. To play Devil's Advocate, the Vindicare is an example of Specific( 4D6 Penetration)>General( St+ D6). As well, I'm going to allow Vindicares to roll 4D6 Penetration against my Monoliths, because that's the less advantageous interpretation for me.
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This message was edited 1 time. Last update was at 2011/03/20 17:34:59
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![[Post New]](/s/i/i.gif) 2011/03/20 17:39:52
Subject: Re:Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Willing Inquisitorial Excruciator
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What about the vast number of S10 close Combat attacks? Hammer hand + Nemesis Hammer = S10 correct? (hammer hand is specifically added before the Power fist doubling) Or does Living Metal cancel out the bonus strength from either the Hammer Hand or the Nemesis Hammer?
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This message was edited 1 time. Last update was at 2011/03/20 17:41:26
40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
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Blood Bowl: Complete! Pics: 1
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![[Post New]](/s/i/i.gif) 2011/03/20 17:46:01
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Platuan4th wrote:
To play Devil's Advocate, the Vindicare is an example of Specific(4D6 Penetration)>General(St+D6).
Rules for moving, shooting, and assaulting *are* basic core rules that don't change. The specifics of a codex allow them to do things BEYOND the core rules. Jump infantry get to move 12" instead of 6".
Core Rule: Armour penetration is STR + D6
Vindicare: Roll 4D6 for armour penetration instead of STR + D6
Monolith: Only STR + D6 is allowed.
So where specific > general....
You get the Core Rule (general) allowing STR+ D6, with the Vindicare rule coming next, adding a general rule of rolling 4D6 against all vehicles, and lastly a very specific rule on one vehicle disallowing those additional dice.
*edit* Worthy of a YMDC thread instead of dragging this one potentially off topic though.
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This message was edited 1 time. Last update was at 2011/03/20 17:46:51
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![[Post New]](/s/i/i.gif) 2011/03/20 18:09:25
Subject: Re:Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Revving Ravenwing Biker
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I'm with svendrex on this one, a few Master-Crafted Daemonhammers on your Justicars can handle those mono's just fine. Though if you are foot slogging, you are going to get shot to hell before you make it into assault range. Sounds like another case for at least one Interceptor squad in the mix.
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![[Post New]](/s/i/i.gif) 2011/03/20 18:13:04
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Terminator with Assault Cannon
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These foot spam armies look solid in some ways, but I think they'll be absolutely terrorized by DE.
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![[Post New]](/s/i/i.gif) 2011/03/20 18:50:29
Subject: Re:Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Ferocious Black Templar Castellan
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Magister187 wrote:I'm with svendrex on this one, a few Master-Crafted Daemonhammers on your Justicars can handle those mono's just fine. Though if you are foot slogging, you are going to get shot to hell before you make it into assault range. Sounds like another case for at least one Interceptor squad in the mix.
So there's gonna be a spot in GK lists for MC Hammer? *badum-tish!*
Fetterkey wrote:These foot spam armies look solid in some ways, but I think they'll be absolutely terrorized by DE.
Interceptor squads can still shoot after shunting, yes?
1: Shunt
2: Shoot poorly armoured vehicles
3: ????
4: Glory to the Emperor!
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2011/03/20 18:53:21
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Terminator with Assault Cannon
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The lists I'm seeing up there don't have Interceptor squads, though I agree that they are very good and can threaten DE-- as well as every other army in the game-- highly effectively. In my opinion they're perhaps the definite standout unit of Codex: GK as a whole.
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![[Post New]](/s/i/i.gif) 2011/03/20 19:02:54
Subject: Re:Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Fixture of Dakka
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Fetterkey wrote:These foot spam armies look solid in some ways, but I think they'll be absolutely terrorized by DE.
That's certainly a possibility, hence the need for some ranged AT such as psyfleman-dreads IMO, both to shoot down enemy vehicles as well as to discourage assault. DE just matches up well against foot MEQ armies.
Now, take the dread-spam GK army and you'll see a whole different ballgame against DE.
AlmightyWalrus wrote:
So there's gonna be a spot in GK lists for MC Hammer? *badum-tish!*
Uh oh, uh oh....here comes the hammer. Who says against monos, you can't touch this?
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![[Post New]](/s/i/i.gif) 2011/03/21 15:52:17
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Thinking of Joining a Davinite Loge
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jy2 wrote:ColdSadHungry wrote:
But, psycannons dont benefit from the psy ammo option I believe meaning that they are stuck at str7. Nothing to be sniffed at but GK are still going to struggle for really effective anti tank. Lucky they can now take razorbacks but it's more likely you'll see at least a couple of melta hench squads in chimeras for anti tank.
A dreadknight or two could also be used for anti tank and, my favourite idea - interceptor squads armed with daemonhammers!
My 1500 point list would be:
HQ: Crowe 150 points
Troops:
5 x Purifier w 2 psycannons & 3 x Falchions, psybolt ammo = 155 points
Rhino dedicated transport = 40 points
5 x Purifier w 2 psycannons & 3 x Falchions, psybolt ammo = 155 points
Rhino dedicated transport = 40 points
5 x Purifier w 2 psycannons & 3 x Falchions, psybolt ammo = 155 points
Rhino dedicated transport = 40 points
I'm really not a big fan of giving 5-man squads psybolt ammo, especially with only 3 stormbolters in the unit. Also falchions are expensive on a unit that might possibly get wiped out when furiously charged. Halberds are much, much better considering their costs for purifiers.
ColdSadHungry wrote:
735 points.
FA
5 x Interceptor w 5 Halberds = 155 points
5 x Interceptor w 5 Daemonhammers = 180 points
I'm just not feeling your interceptors here. Why not psycannons, and why the daemohammers? Also, instead of 2x5 squads, why not 1x10 interceptors with psybolt ammo and then combat squad them?
JY2,
The idea behind the purifiers with 2 psycannons and 3 nemesis falchions and psybolt ammo is that they are designed for shooting. Two psycannons and 3 storm bolters with psy ammo will be able to output some decent damage. The unfortunate thing about equipping a psycannon is that you lose your NFW and since purifiers have two attacks base, thats 4 force weapon attacks at least, which is significant. The idea behind the falchions is to compensate for this loss because they give 1 extra attack so I'm only losing 1 NFW attack now. And on the charge, despite these purifiers being very good at shooting, a five man squad with this configuration will still have 12 attacks with force weapons. I am including Crowe because I intend my purifiers to be my all purpose guys, able to handle shooting and CC efficiently, the extremes notwithstanding of course.
As for my interceptors, my original list included two squads with halberds but with daemon hammers available and, outside of hench melta/jokaero las spam, Grey Knights still being weaker against AV14 than a lot of other armies, I don't think they should be overlooked. I'm taking the interceptors to be my reaction forces.
The Halberd squad is excellent for screening my purifiers. If I want to get another round of firing in before getting locked into an assault, or feel that my purifiers aren't going to be strong enough to weather being assaulted, I can jump my interceptors with halberds in front of them. Ok, they can't assault after a 30" jump but the halberds will give them I6 so they'll strike first (in all probability) if they get assaulted. This will allow my purifiers the assault next turn with all those falchion attacks.
The Daemon hammer squad allows me to assualt a vehicle or jump into combat with terminator type opponents and be able to cause some damage.
Both the interceptor squads are designed to support the purifiers by quickly arriving at a situation where the purifiers may not be as effective. A 5 man interceptor squad can only take 1 psycannon, too. The other things like combat squads and giving psy ammo to the interceptors are issues that I haven't fully ironed out yet but the general idea of the force is that the purifiers will be able to provide a strong firebase and be effective in CC and the interceptor squads will support them. I'll have the two dreads and vindicator for heavy long range support.
I realise that the tactics aren't going to work in all scenarios and against all comers but it's the type of configuration Im going for when the codex comes out and what Im going to try play testing first. All theory for now, of course but I think it's a sound one. Automatically Appended Next Post: Dashofpepper wrote:penek wrote:Dreads can glance Monolith) with str8 shots.
Yep....and you can keep weapon destroying it over and over unlimited times. And it can still shoot. =D
And the Vindicare (Hulksmash), I did a bit of research.
The main rulebook says that when determining penetration results, you add a D6 to the strength of the weapon, where some weapons have modifiers (Meltas, lances, etc). Living armour says that no additional dice may be used when rolling for penetration.
The two arguments:
1. Vindicares roll 4D6 to penetrate; none of those are EXTRA dice. They're all the "base" dice.
2. Armour penetration is STR + D6. Dice beyond that are additional.
I don't put a whole lot of stock in #1. The rulebook specifically says (page 60) to roll a D6 and add the result to the weapon's strength. Despite the Vindicare entry not saying, "roll 3 extra dice for armour penetration" it doesn't have to - because armour penetration is already defined in the rulebook, with the vindicare modifying it with +3 dice.
The GK codex entry for the Vindicare states; "A Turbo Penetrator shot has an Armour Penetration of 4D6"
Since you are using the Turbo Penetrator round to fire, I would say that you always use ONLY 4D6 - no str+ anything. Just 4D6 because that is what you use when using the Turbo Penetrator as the rules state. I would also say that you are not using any additional dice in this case and therefore, you roll 4D6 against the monolith. Otherwise, you would use the Turbo Penetrator round against the monolith and roll nothing for armour penetration which would be quite useless. Whatever, there are clearly some issues with this codex that require a FAQ
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This message was edited 1 time. Last update was at 2011/03/21 16:03:09
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![[Post New]](/s/i/i.gif) 2011/03/21 18:20:28
Subject: Re:Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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against Monoliths i would just roll 4d6 and not add anything for my Vindicare.
of course, i can just go for the standard "ignore the mono and go for phase out" tactic.
3 monos would be really annoying, but i can manage.
I don think that GKs will be one of the few MEQ armies that can actually survive outside of transports.
and i don't think DE will be a huge worry. Raiders are fragile, easy targets for Psyfle men dreds and Str5 stormbolters.
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This message was edited 1 time. Last update was at 2011/03/21 18:21:59
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!!! |
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![[Post New]](/s/i/i.gif) 2011/03/21 22:49:59
Subject: Re:Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Mekboy Hammerin' Somethin'
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As a man who loves his dakka, a gun that has S5, is an assault weapon, and hits on a 3 plus makes me drool.
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![[Post New]](/s/i/i.gif) 2011/03/22 00:50:12
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Fixture of Dakka
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ColdSadHungry wrote:
The idea behind the purifiers with 2 psycannons and 3 nemesis falchions and psybolt ammo is that they are designed for shooting. Two psycannons and 3 storm bolters with psy ammo will be able to output some decent damage. The unfortunate thing about equipping a psycannon is that you lose your NFW and since purifiers have two attacks base, thats 4 force weapon attacks at least, which is significant. The idea behind the falchions is to compensate for this loss because they give 1 extra attack so I'm only losing 1 NFW attack now. And on the charge, despite these purifiers being very good at shooting, a five man squad with this configuration will still have 12 attacks with force weapons. I am including Crowe because I intend my purifiers to be my all purpose guys, able to handle shooting and CC efficiently, the extremes notwithstanding of course.
Falchions are decent, but I think for the price, halberds are slightly more efficient, especially if you go against any unit with furious charge or higher initiative than you. Psybolt ammo is just plain expensive on 5-man squads with 2 psycannons that do not benefit from it. I recommend psybolt on squads sizes of 7-10.
ColdSadHungry wrote:
As for my interceptors, my original list included two squads with halberds but with daemon hammers available and, outside of hench melta/jokaero las spam, Grey Knights still being weaker against AV14 than a lot of other armies, I don't think they should be overlooked. I'm taking the interceptors to be my reaction forces.
I agree, and I would give my interceptor squads 1 hammer per 5-man unit at most, but 5 hammers on a 5-man unit? That's a little overkill as they're all striking at I1 with 1 attack each base. It doesn't take too much to kill that expensive 180pt unit.
ColdSadHungry wrote:
The Halberd squad is excellent for screening my purifiers. If I want to get another round of firing in before getting locked into an assault, or feel that my purifiers aren't going to be strong enough to weather being assaulted, I can jump my interceptors with halberds in front of them. Ok, they can't assault after a 30" jump but the halberds will give them I6 so they'll strike first (in all probability) if they get assaulted. This will allow my purifiers the assault next turn with all those falchion attacks.
I'd have to disagree. You don't use interceptors as screening units. They're just too expensive and valuable a unit to do so. A screening unit should be cheaper and less valuable unit than the unit they are screening. Ideally, you'd want either cheap rhinos/chimeras or inquisitorial henchmen to do the job, not more expensive units such as interceptors or terminators. Screening units are used to 1) give cover to units behind them and 2) absorb the charge. 5-man MEQ units just cannot absorb a charge well....and that is assuming they can even survive the fire going their way without cover. No, interceptors with their superior mobility and offense should not be absorbing charges. Instead, you want them to be the ones charging other units.
ColdSadHungry wrote:
The Daemon hammer squad allows me to assualt a vehicle or jump into combat with terminator type opponents and be able to cause some damage.
Assaulting vehicles is fine. Charging uber-assault squads at I1 is not. You'd be dead before you can even strike.
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![[Post New]](/s/i/i.gif) 2011/03/22 00:56:09
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Liche Priest Hierophant
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Well if the monolith is umune to melta then I gues that is GG vs moast GK lists. (The pysic flaming power is good though.)
What about MC's ekstra dice etc? It sounds like moast list vithouth a vindicator or a lucky lascannon is screwed. (DE hayvire grenades exluded.)
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![[Post New]](/s/i/i.gif) 2011/03/22 01:20:22
Subject: Grey Knights Psycannon+Stormbolter-Spam - Is it a Tournament-worthy Build?
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Fixture of Dakka
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Niiai wrote:Well if the monolith is umune to melta then I gues that is GG vs moast GK lists. (The pysic flaming power is good though.)
What about MC's ekstra dice etc? It sounds like moast list vithouth a vindicator or a lucky lascannon is screwed. (DE hayvire grenades exluded.)
Sorry to say, but your writing is hard to understand with all those misspellings. Please take the time to make your posts more legible. Thanks.
That's why GK armies should include Daemonhammers in some of their units. S10/S8 force thunderhammers? Monoliths and tyranid monstrous creatures can just sit down and shut the heck up.
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