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Made in gb
Pewling Menial




Blunham

So I was looking through the 7th ed psychic powers and now cleansing flame is nova assault 2d6 S5 AP4 and in kill team getting that many hits on everyone within 9 inches is pretty damn cool so decided to make this list

x8 purifiers w/ 4 nemesis force halberds and 4 nemesis force swords

200 on the nose

I'm not sure what USRs to give them so any feedback on the list would be appriciated. I'm fine with changes to the list as long as its not completly rewriting the whole thing (aka stick to purifiers, I like them!)

DC:0S++G+M----B--I--Pw40k/re+D+A++/areWD324R++T(T)DM+ 
   
Made in us
Stealthy Warhound Titan Princeps






I don't have the rules anywhere accessible at the moment, but I'm pretty sure Kill Team doesn't allow the Brotherhood of Psykers rule.

So Grey Knights units are not psykers in Kill Team.

I'm on a podcast about (video) game design:
https://makethatgame.com

And I also make tabletop wargaming videos!
https://www.youtube.com/@tableitgaming 
   
Made in fi
Primered White




Psychic Solitude rule in Kill Team prevents using psychic powers.

None of PAGK are worth it in kill team, but that does not mean GK builds won't work in kill team. In general you can kit anything out of henchmens and they are cheap so look to that way.
   
Made in gb
Pewling Menial




Blunham

Ugh that really neuters GK. Hammerhand and force weaponry along with any other psychic powers are what make them so awesome IMO. Its like Necrons Without reanimation protocol (which they do get in Kill Team).

Also I dont like henchmen. Too squishy and nothing that interests me about them. And I want to stand out from the crowd and not just use whats good (without having a completely crap army)

DC:0S++G+M----B--I--Pw40k/re+D+A++/areWD324R++T(T)DM+ 
   
Made in us
Member of the Malleus





WI

Can you do henchmen in kill team? They need an inquisitor to be chosen in a normal army.

I make bad decisions and think they are good.

Team No Bueno
 
   
Made in gb
Pewling Menial




Blunham

yes you can use them. GK get inquisitors and henchmen as just part of the codex units and don't need to take an inquisitorial detatchment.

Also you can't take anything other than PAGK units without using henchmen because you can't have +2 armour save :(

DC:0S++G+M----B--I--Pw40k/re+D+A++/areWD324R++T(T)DM+ 
   
Made in au
Thinking of Joining a Davinite Loge






PAGK are good in Kill Team, specifically Interceptor squads. Good god, 30" shunt, then unleash an Incinerator or Pyscannon. All come with power weapons, Space Marine stat line.... nasty. They really don't miss their psychic powers all that much.

My $0.02, which since 1992 has rounded to nothing. Take with salt.
Elysian Drop Troops, Dark Angels, 30K
Mercenaries, Retribution
Ten Thunders, Neverborn
 
   
Made in gb
Pewling Menial




Blunham

Still its part of what makes them special. Also nemesis force weapons do nothing to your strength and S6 Instant death on your normal guys is amazing.

DC:0S++G+M----B--I--Pw40k/re+D+A++/areWD324R++T(T)DM+ 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

 lordra001 wrote:
yes you can use them. GK get inquisitors and henchmen as just part of the codex units


This isn't quite true. In order to take an Inquisitorial Warband, you must first take an Inquisitor. Since there's no HQ slots allowed in KT, then no GK Warbands in KT.

Just stick with =][= Warbands, as there's no such requirement.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
 
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