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For what it's worth, I firmly disagree that GK need transports. I play GK as my main army, and have been since well before the new codex came out. Frankly, I never take rhinos, and don't even own razorbacks or storm ravens. Land Raiders can be useful, but are very expensive, so I generally only use them when I want to build a list around 2-3 Raiders.
Here's the thing about Grey Knights: you can move 6" and fire at basically full power (minus a couple psycannon shots) at 24". That gives your squad a 30-inch "threat bubble," meaning each squad can engage any enemy unit that gets within 30" of it during the enemy's turn. That's a huge bubble! When you consider that you can usually deploy at least 12" forward, and that Strikes and Termies can deep-strike, it should be obvious that you can virtually always engage the enemy right away. Thus, transports really aren't necessary to get you around.
The one other use for transports is durability, either as bunkers or mobile cover. However, I think this use is highly overrated. First, consider how often you'll have cover saves from other sources (such as actual cover). Second, consider how easy it is to kill Rhinos. Everyone's playing mech these days, which means everyone's bringing plenty of anti-mech weaponry. This means your tanks will be lucky, really lucky, to survive a turn or two. Meanwhile, you're not only not spending those points on more GKs, you're also giving away upwards of half a dozen basically-free kill points.
My GK lists almost always center around two squads of 10 Strikes, a squad of 5 Termies, and 2 Psyfleman dreadnoughts (2x autocannon, psybolts). To this core, I'll often add some combination of a dreadknight (just incinerator), 10 interceptors, some more strikes, a vindicare, a GM with psycannon, a librarian with about 5 powers, and/or OM Inquisitor with termy armour, hammer, and psycannon (best 80pts you can spend, IMHO). I like to force my opponent to go first, hold everything in reserve, and then deep-strike all on one flank so that I have local superiority. The only times I regularly deploy everything is vs. dedicated close combat armies, when I need as many turns as possible to shoot before he hits my lines (because Strikes, much as I love 'em, are actually pretty bad in CC).
Obviously, you mileage may vary. I certainly don't mean to imply that my way is the only way to play GK. In fact, my point is precisely the opposite; no matter what you hear, there is no "one way" to play GK. Experiment with some lists, play some games, and find out what works for you.
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