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![[Post New]](/s/i/i.gif) 2014/08/28 18:21:22
Subject: looking into starts GK's
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Road-Raging Blood Angel Biker
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I dont consider myself a codex creep last codex i bought was blood angelsand have been sticking with them. With the up and new Grey Knights codex and the few changes they had gotten Ive been really wanting toplay a terminator based army. Grey knights have the best ones imo lower point cost and are decent all comers.
Im looking to start a 750pt army snd im looking for suggestions.
My first thoughts are as followed
hq: librarian ML 3- 135
Trps: 5x termies 1x hammer 1xpsycannon
Trps 5x termies 1x hammer 1x psycannon
Fastattack: stormraven(unsure of loadout)
I get it low model count etc. Not to worried about the model count.
I havent gotten any midels yet say for a left over storm raven and 2x ven dreadnoughts. Any insights for a termie list would be awesome.
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Good...Bad... Im the guy with the, GUN! |
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![[Post New]](/s/i/i.gif) 2014/08/28 18:23:49
Subject: looking into starts GK's
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Slashing Veteran Sword Bretheren
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Ehh I think if you want to actually play a good terminator army, you should go with Deathwing. Don't like the bone colour scheme and prefer to make them look like GKs? Play them as Guardians of the Covenant.
But for your current list I would recommend at least one additional hammer per squad
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This message was edited 1 time. Last update was at 2014/08/28 18:28:05
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![[Post New]](/s/i/i.gif) 2014/08/28 18:37:57
Subject: looking into starts GK's
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Judgemental Grey Knight Justicar
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Try a Dread Knight. They are really good in the new book. I'd rather a DK loaded out over a raven who has to start in reserves. Esp. at that point total.
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This message was edited 1 time. Last update was at 2014/08/28 18:38:45
01001000 01101001 00100000 01110100 01101000 01100101 01110010 01100101 00101110 |
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![[Post New]](/s/i/i.gif) 2014/08/28 18:57:48
Subject: looking into starts GK's
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Road-Raging Blood Angel Biker
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So libby, 10x termies and a dread knight with hammer and heavy psycannon?
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Good...Bad... Im the guy with the, GUN! |
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![[Post New]](/s/i/i.gif) 2014/08/28 19:13:04
Subject: looking into starts GK's
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Trigger-Happy Baal Predator Pilot
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Pretty much the ML3, Termies x 10 and DK (magnetize the weapons). The psyflman dreads have gone away so the DK kinda dominates the heavy support slot now.
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![[Post New]](/s/i/i.gif) 2014/08/28 19:17:41
Subject: looking into starts GK's
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Slashing Veteran Sword Bretheren
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umm...why are you only arming him with 1 heavy weapon?
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![[Post New]](/s/i/i.gif) 2014/08/28 19:42:38
Subject: looking into starts GK's
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Road-Raging Blood Angel Biker
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Not enough points to get another? Automatically Appended Next Post: NDK with personal teleporter hammer, heavy psycannon and a psilincer is 230pts
The current list set up would be 5 points over. Automatically Appended Next Post: Unless dropping the hammer and just upgrade 2 heavy weapons.
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This message was edited 2 times. Last update was at 2014/08/28 19:50:34
Good...Bad... Im the guy with the, GUN! |
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![[Post New]](/s/i/i.gif) 2014/08/28 20:10:15
Subject: looking into starts GK's
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Slashing Veteran Sword Bretheren
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yeah hammer isnt really that good. walkers with dccws are already S10
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This message was edited 1 time. Last update was at 2014/08/28 20:10:24
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![[Post New]](/s/i/i.gif) 2014/08/28 20:33:25
Subject: Re:looking into starts GK's
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Evasive Pleasureseeker
Lost in a blizzard, somewhere near Toronto
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For the Dreadknight, I'd honestly go with either the Heavy Psycannon (preference) or Incinerator and then add-on the Sword. Keep in mind that your basic dready ccw's do not have the Force rule, while upgrading to the sword costs only a handful of pts, gives him a Force weapon AND is Master-crafted.
The Heavy Psycannon gives you some mobile ranged anti-tank, while the heavy Incinerator would add more anti-infantry capability alongside the cover ignoring bonus.
For the Termies, you could consider upgrading one squad to Halberds. Coupled alongside the improved Santic version of Hammerhand, you can end up hitting things at S7 - handy for chewing through vehicles in a pinch, and/or dealing with T6+ critters.
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![[Post New]](/s/i/i.gif) 2014/08/28 20:41:28
Subject: looking into starts GK's
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Ladies Love the Vibro-Cannon Operator
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Well, in small pt games you need numbers.
I'd keep the Storm Ravens for larger games.
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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 |
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![[Post New]](/s/i/i.gif) 2014/08/28 21:00:32
Subject: Re:looking into starts GK's
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Slashing Veteran Sword Bretheren
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Experiment 626 wrote:For the Dreadknight, I'd honestly go with either the Heavy Psycannon (preference) or Incinerator and then add-on the Sword. Keep in mind that your basic dready ccw's do not have the Force rule, while upgrading to the sword costs only a handful of pts, gives him a Force weapon AND is Master-crafted.
The Heavy Psycannon gives you some mobile ranged anti-tank, while the heavy Incinerator would add more anti-infantry capability alongside the cover ignoring bonus.
For the Termies, you could consider upgrading one squad to Halberds. Coupled alongside the improved Santic version of Hammerhand, you can end up hitting things at S7 - handy for chewing through vehicles in a pinch, and/or dealing with T6+ critters.
isnt it S4 + 1 for halberd +1 for Hammerhand?
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![[Post New]](/s/i/i.gif) 2014/08/28 21:04:12
Subject: looking into starts GK's
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Hallowed Canoness
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Looks good to me. I'd love to slaughter it mercilessly with my Sisters. Fufufu.
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"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. |
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![[Post New]](/s/i/i.gif) 2014/08/28 22:00:21
Subject: Re:looking into starts GK's
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Commander of the Mysterious 2nd Legion
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Sir Arun wrote:Experiment 626 wrote:For the Dreadknight, I'd honestly go with either the Heavy Psycannon (preference) or Incinerator and then add-on the Sword. Keep in mind that your basic dready ccw's do not have the Force rule, while upgrading to the sword costs only a handful of pts, gives him a Force weapon AND is Master-crafted.
The Heavy Psycannon gives you some mobile ranged anti-tank, while the heavy Incinerator would add more anti-infantry capability alongside the cover ignoring bonus.
For the Termies, you could consider upgrading one squad to Halberds. Coupled alongside the improved Santic version of Hammerhand, you can end up hitting things at S7 - handy for chewing through vehicles in a pinch, and/or dealing with T6+ critters.
isnt it S4 + 1 for halberd +1 for Hammerhand?
+2 for hammerhand actually. so yeah your halberd users are smacking stuff at S7
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2014/08/28 22:44:49
Subject: Re:looking into starts GK's
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Slashing Veteran Sword Bretheren
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BrianDavion wrote: Sir Arun wrote:Experiment 626 wrote:For the Dreadknight, I'd honestly go with either the Heavy Psycannon (preference) or Incinerator and then add-on the Sword. Keep in mind that your basic dready ccw's do not have the Force rule, while upgrading to the sword costs only a handful of pts, gives him a Force weapon AND is Master-crafted.
The Heavy Psycannon gives you some mobile ranged anti-tank, while the heavy Incinerator would add more anti-infantry capability alongside the cover ignoring bonus.
For the Termies, you could consider upgrading one squad to Halberds. Coupled alongside the improved Santic version of Hammerhand, you can end up hitting things at S7 - handy for chewing through vehicles in a pinch, and/or dealing with T6+ critters.
isnt it S4 + 1 for halberd +1 for Hammerhand?
+2 for hammerhand actually. so yeah your halberd users are smacking stuff at S7
ah yes, sweet 7th edition
hammerhand does not stack in 7th, right?
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