Switch Theme:

Looking to Start Grey Knights - Could Use Some Tips  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Irked Necron Immortal





Fort Wayne, IN

So having more or less finished buying my Necron army, I turn my attention elsewhere. I'd like to start a new army of Grey Knights, and could use some advice. I've flipped through the codex a bit, but I'm not very familiar with Space Marines in general (have never played as them) and Grey Knights in specific (don't know of any GK players in my area I can ask for advice). I'd like to build an assault-based list with some shooty elements - almost a direct antithesis to my current Necron list, which is shooty with some assault elements. I'm looking for about 2k points of stuff - money isn't a huge issue as I'll be purchasing over time, and especially with sixth edition right around the corner I'm in no rush to buy anyway. Yes, sixth could completely change the name of the game, but that doesn't mean I can't start familiarizing myself with the stuff now.

I would really like to include a Nemesis Dreadknight, as well - I'm pretty well in love with the model. Anyway, any tips for a Marine newbie?

DT:80+S++G++M--B--IPw40k11+D+A+++/cWD-R+++T(D)DM+
8000, mostly painted
14000, all over the place 
   
Made in ca
Emboldened Warlock




Duncan, B.C

Well while I'm not a GK player, from my experience with them, basically any of the choices in the dex, other than maybe the Henchmen are gonna be a total beast in CC. Hammerhand means you'll be attacking at str 5, and with halberds (brings you up to I 6 I believe) you'll pretty much be striking first against anything (take a libby with quicksilver and now you are attacking first).

It's kinda hard to go too wrong with Grey Knights though, so just take the units you like the look/fluff of and go from there.

40k Armies:
Alaitoc 9300 points
Chaos 15000 points
Speed Freeks 3850 points

WHFB Armies:
Lizardmen 1000 points

Check out my blog at http://wayofthedice.blogspot.ca/ 
   
Made in gb
Junior Officer with Laspistol





Desperado Corp.

Paladins are epic, Purifiers are also awesome, cheap halbers and psycannons make for strong combat squads for CC and shooting. Make sure the CC squad goes in a razorback. Basically you buy 4 psycannons and 6 CC weapons, then split the 4 psycannons and one CC weapon into one squad with the combat squads rule, and put the other 5 CC weapons into the razorback. That's how a lot of people run them, and I find it works well. I'd also advocate a Librarian as it's supportive qualities can be applied to a variety of situations and is almost always effective.

Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Paladins might lose an edge when the new ed. will come out.

Therefore, I'd opt for a Crowewing army with Purifiers as a core, small Purifier squads with 2 psycannons, 2 halberds, and 1 daemon hammer, Rhino each.

An important part in any GK army are Psyfleman Dreads, take three of these beauties.

Personally, I like Dreadknights. One is nothing but 2 are mean. Some armies have trouble dealing with them.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Junior Officer with Laspistol





Desperado Corp.

wuestenfux wrote:Paladins might lose an edge when the new ed. will come out.

Therefore, I'd opt for a Crowewing army with Purifiers as a core, small Purifier squads with 2 psycannons, 2 halberds, and 1 daemon hammer, Rhino each.

An important part in any GK army are Psyfleman Dreads, take three of these beauties.

Personally, I like Dreadknights. One is nothing but 2 are mean. Some armies have trouble dealing with them.

To be fair, any build could lose out in next edition. I've not seen the new rules or any of the leaked rules from a few months back, so I'll assume you know more than I do.

Psyflemen are definitely a solid choice, but aren't necessary to a good build. I've never used them and have done fine. Might have something to do with my Psycannon spam though, and lack of AV 11 / 12 in my area.

I agree with Dreadknights. They look scary, are scary, and wreck face when they get to the opponent's side. Failing that, they make great fire magnets.

Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

To be fair, any build could lose out in next edition. I've not seen the new rules or any of the leaked rules from a few months back, so I'll assume you know more than I do.

Well, in terms of Paladins or any multi-wound unit with diversification, the leaked rules redefined diversification which is depending on armour and invulnerable save; equipment is no longer factor.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

Get use to people not liking you playing one of the most over powered armies out there.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in gb
Stern Iron Priest with Thrall Bodyguard



UK

Yeah people will likely think your a power gammer, certainly things like draigo wing do not go down well with anyone.
   
Made in gb
Hurr! Ogryn Bone 'Ead!






Here's some advice. More often than not its the amount of shots that kill your marines not the AP.

eg: 30 str 4 AP 5 Shots are more likely to kill 5 marines than 5 STR 4 AP 2 shots.

Now I'm not saying run your men at a squad full of hot shot lasguns (AP3). But generally when it comes to space marines it's the quantity of shots that kills them.

You know what they say kids, drive it like its a rental.

 
   
 
Forum Index » 40K General Discussion
Go to: