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Made in de
Youth wracked by nightmarish visions



The Netherlands

Hey people,

Recently I started playing 40k again and decided to start playing GK. After playing a couple of games I really loved the way they played, untill I played vs a tank heavy list. I noticed I was completely lacking any sort of long range anti-tank. After the game I read my codex a couple more times and I realised that apart from Psyfle Dreads there is about zero ranged anti tank.
So I started to look at allies, at first I was thinking about using tau for anti tank, but putting tau and GK in the same army just didn't feel right. So I was thinking about adding some guards to my army. I usually run an inquisitor with my GK anyway so the guardsmen could be painted like they're inducted or something. As anti tank I was thinking about taking maybe one or 2 heavy weapons squads with lascannons and an LR exterminator with pask (with a GK sticking taking his place so it's a more fluffy way to get BS 4 and str 8).

My problem with this is that I'm not sure how viable it would be to run something like that along GK, it would seem like it's a good way to get anti tank, but I'm afraid it would eat too many points. So my question is, would this be viable, or are there better alternatives that are still fluffy?
   
Made in au
Freaky Flayed One




Australia

IG Heavy Weapon Squads (All Lascannon) are Troops, that could be handy. Give them an Icarus Lascannon ADL and you should be good.

 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I wouldn't take IG allies. I'd prefer Corteaz and some Henchmen squads (3 Acolyths with meltas or plasma guns) mounted in Chimerae or Psybacks.

Former moderator 40kOnline

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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in de
Youth wracked by nightmarish visions



The Netherlands

 wuestenfux wrote:
Well, I wouldn't take IG allies. I'd prefer Corteaz and some Henchmen squads (3 Acolyths with meltas or plasma guns) mounted in Chimerae or Psybacks.


I'm already at my 2 HQ's for my list and the problem with melta acolytes is that they're still very short range. At shorter range I can just use my psycannons to destroy something, It's the longer range AT that I'm missing.
   
Made in us
Devestating Grey Knight Dreadknight




Here are the options in the GK Codex that I've found work ok for me:
1. Vindicare Assassin: 36" range isn't that much, but usually it's enough to hit the backfield. He has the most powerful anti-tank weapon in the non-apoc game (I think my math was ~76% to pen AV 14).
2. Stormraven Gunship: Give it a multi-melta, then hope it comes in turn 2 to wipe out that pesky artillery. Give it a lascannon for some POTMS-enabled AT split-fire
3. Land Raider: AV 14 is still fairly durable from long range, even with all the fancy new toys out there. 2 TL LC can help dent enemy armor, and the tank can serve as a bunker (block LOS or hide inside).
4. Deepstrike: Most of our units can deepstrike, drop a squad with a psycannon and at least one hammer by a tank, go for the rear armor. On average, that's one pen on AV 10, hopefully you get luckier than that and can charge another vehicle next turn.
5. Shunt: Interceptors, same as with the deepstrike. You can also use Dreadknights in much the same way.
6. Orbital Strike. Almost not worth mentioning, but I did blow up a Rhino and Immobilize a Defiler on the first turn with a lance strike one time when I was trying out a techmarine.

Whatever the situation is, you have to make sure that your strategy involves closing that distance with the rest of your army. We shoot great, but only inside 24". If your enemy isn't coming to you, you will have to find some way to get your army to them.. Deepstrike is helpful, but but footslogging can work just as well sometimes.

Hope is the first step on the road to disappointment. 
   
Made in de
Youth wracked by nightmarish visions



The Netherlands

 greyknight12 wrote:
Here are the options in the GK Codex that I've found work ok for me:
1. Vindicare Assassin: 36" range isn't that much, but usually it's enough to hit the backfield. He has the most powerful anti-tank weapon in the non-apoc game (I think my math was ~76% to pen AV 14).
2. Stormraven Gunship: Give it a multi-melta, then hope it comes in turn 2 to wipe out that pesky artillery. Give it a lascannon for some POTMS-enabled AT split-fire
3. Land Raider: AV 14 is still fairly durable from long range, even with all the fancy new toys out there. 2 TL LC can help dent enemy armor, and the tank can serve as a bunker (block LOS or hide inside).
4. Deepstrike: Most of our units can deepstrike, drop a squad with a psycannon and at least one hammer by a tank, go for the rear armor. On average, that's one pen on AV 10, hopefully you get luckier than that and can charge another vehicle next turn.
5. Shunt: Interceptors, same as with the deepstrike. You can also use Dreadknights in much the same way.
6. Orbital Strike. Almost not worth mentioning, but I did blow up a Rhino and Immobilize a Defiler on the first turn with a lance strike one time when I was trying out a techmarine.

Whatever the situation is, you have to make sure that your strategy involves closing that distance with the rest of your army. We shoot great, but only inside 24". If your enemy isn't coming to you, you will have to find some way to get your army to them.. Deepstrike is helpful, but but footslogging can work just as well sometimes.


1. Hmmm a vindicare assasin, that might be a good addition, think I'll try him out sometime.
2. I prefer my stormraven with assault cannons, heavy bolters, hurricane bolters & psybolt ammo. It gives me a nice volume of fire to really wreck some squads.
3. I really don't like the godhammer, it seems like it wants to do everything at the same time, but seems to not make it happen most of the time.
4. And here's what the problem is, I can't hit rear armor, as my opponents usually hug the back with their tanks.
5. Same as with DS, I can't get behind their tanks.
6. Way to unreliable to really use and I usually DS my grandmaster, so it won't really do all that good as he has to stand still.

I know I have to get within 24" but so do my opponents, combine that with vindicators & demolishers and you have a lot of issues getting closer.
   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

You can never go wrong with IG allies, their codex is full of good allied options and they fill so many roles. I'd take a CCS with a platoon squad and a squadron of leman russes or colossus as my allies, that covers so much. The value of being able to take three heavy vehicles as allies instead of one is life changing to say the least

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Made in de
Youth wracked by nightmarish visions



The Netherlands

 Solosam47 wrote:
You can never go wrong with IG allies, their codex is full of good allied options and they fill so many roles. I'd take a CCS with a platoon squad and a squadron of leman russes or colossus as my allies, that covers so much. The value of being able to take three heavy vehicles as allies instead of one is life changing to say the least


Yeah that's why I was thinking about IG, 3 tanks is always better than one. Which ones would be best for AT duties? Exterminators or maybe Vanquishers? And for HQ I was thinking about taking a primaris psyker, would it be best to take it with it's regular powers, or should I exchange them for one of the rulebook lores?
   
 
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