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Made in us
Irked Necron Immortal






With the introductions of the 6th edition and some new xeno Codex (Eldar and Tau), Grey Knights seems to be... well, challenged in certain areas. As far as I am aware, many people agreed that these were the boons of the previous Grey Knights back when the GK Codex just came out:
Kalder Draigo
Dreadknights
Psycannons
Paladins

Lets consider what's changed:
Kalder Draigo - has a sword instead of a hammer
Dreadknights - still decent. Buff to MC makes them slightly better
Psycannons - simply one of the best shooting weapons in the game
Paladins - if not shooty, not viable

Please do note that the information are from what I've been hearing recently and have personally experienced from various sources and therefore may not be correct.

Anyways, with buff to shooting and nerf to DraigoWing, seems like a lot of GK armies are now being tailored towards the typical Psycannon-spam list. I'm just wondering if there are viable ways to make GK work nowadays against variety of enemies without using the Psycannon-spam list. My first thought is the Gunship/Termy dropper armies or Land Raider spearhead armies. However, the introduction to hull points make Land Raiders seem less to durable in my eyes and flying Grey Knights don't appeal to me. Not to mention that if gunship gets popped, Termies will not be earning back their points, one way or another.

Any thoughts?

http://www.youtube.com/watch?v=0PXaEUwAZSc
"There is just something to be said about a 100, Green-tide Orks charging at you... it is unnerving... even to the most experienced player..."

5200 pnts
Flames of War Panzerkompanie


"RELEASE THE KRA- I MEAN, C'TAN!"
- Anonymous Necron Overlord who totally didn't impersonate Liam Neeson.


 
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

http://www.dakkadakka.com/dakkaforum/posts/list/460371.page


That's pretty much my thoughts on everything GK.

The short version, psycannon spam is effective but I fear it is not the only way as it is actually rather insufficient vs the newest codexes like Tau and Eldar who both horribly out range and out AP1-2/instant death us while being more maneuverable so we really don't get to pick our encounters as much and usually are on the trailing end of the firepower curve. Also they are fast enough to be fairly hard to assault.

With the current meta, look to allies. GK's power curve is quite on the mid tier now. We're still good vs lots of things and can hold our own vs most builds but the most cutting edge builds from the newest dexes really are focused at taking out MEQ which no matter how you look at it, we're no more survivable than regular SM while costing more.

GK can be still good at offering a mix of shooting and elite assault units but really does better in a support role while main guns from other codexes (including now both Eldar and Tau) does the grunt work and provide cheap scoring troops in bulk. Henchmen builds are still somewhat effective though we really lack good leadership in many cases and razorbacks are a bit too fragile now a days to make a list by themselves very effective. AV11, meet str 6/7 spam at high volume...


+ Thought of the day + Not even in death does duty end.


 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

GK's still have the best Deep Strike Defence around. Cotaez and Warp Quake will mess with any deepstrikers day. I tend to use GK's with my Guard army to fill this role as for some reason my guard tends to suffer when things get close.
   
 
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