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Made in us
Regular Dakkanaut




So I'm primarily interested in a smaller army with dreadknights and intercepters, but im hung up on the troop choice. I was originally going to run the strike squad because im assuming that theyre cost is lower, so i can get more psychic charges, but the termies seem liek the more popular choice... any opinions?
   
Made in gb
Devastating Dark Reaper





I would recommend going for the terminators. While you are correct in saying that the strike squad is cheaper, bear in mind that these guys are still 20ppm for a guy with tactical marine resilience. Terminators are more expensive, but the 2+ save along with the relentless platform for psycannons makes them better if you ask me. They also have an extra attack, which is always nice.

Then again, if you're not going to stick any nice shinies on any of them, the strike squads could win out I suppose. I'm not sure if grey knights can really afford to have a 'cheap' unit that doesn't do so much though!
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

The maximize DreadKnights and Interceptor (a great choice!), take a small unit of GK Terminators and a Librarian. You can Deep Strike the TDA turn 1 in a Nemesis Strike Force, leaving you 20 Interceptors and 2 NDK per NSF.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





Strike squads are unfortunately just too expensive for what they offer. Terminators are indeed more expensive than Strikes, but they are much more worth their points.

   
Made in us
Regular Dakkanaut




Alright What equipment would you consider for the termies and intercepters?

This message was edited 1 time. Last update was at 2015/10/15 17:20:52


 
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





Terminators should take as many psycannons as possible and at least one hammer per 5. I usually wait to upgrade their other melee weapons until I have spare points to toss around.

Interceptors should probably be kept cheap and just take incinerators. I know less about these guys though having only run them a few times.

   
Made in us
Regular Dakkanaut




How many psycannons and hammers per 5? is it basically 4 psycannons and 1 hammer? Same with the intercepters, how many incinerators? sorry my codex is coming in in a few days and im considering buying some already build models if they have the right equipment
thanks for the help
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





marcman wrote:
How many psycannons and hammers per 5? is it basically 4 psycannons and 1 hammer? Same with the intercepters, how many incinerators? sorry my codex is coming in in a few days and im considering buying some already build models if they have the right equipment
thanks for the help

One special weapon per 5, similar to Space Marine Tactical squads. So you can have up to 2 psycannons in a 10 man squad . Also, keep in mind that terminators don't lose their melee weapon when taking a special weapon. Check out their page on GW's website and you can see how they're modeled.

This message was edited 1 time. Last update was at 2015/10/15 17:31:30


   
Made in dk
Trigger-Happy Baal Predator Pilot




SoCal

I really like running halberds with my Termies if they are going to do any CC; the strength bonus is worth the points (in my mind)


* double post

This message was edited 2 times. Last update was at 2015/10/15 18:34:55


10000
2700
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Made in us
Regular Dakkanaut




Interceptors
3 with polearm and storm bolters
1 with hammer and stormbolter
1 with psycannon

Termies
3 with stormboters and polearm
1 with psy cannon and hammer
1 with stormbolter and hammer
Would these be good upgrades? I am looking for good CC as well so this intercepted has psycannon though:(
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





I'd recommend against psycannons on non-terminators. Psycannons are now salvo, so not only can you not shoot and assault, you also lose half the shots when simply moving. Interceptors want to be moving since they count as jump and can also shunt.

   
Made in us
Regular Dakkanaut




Makes sense! Any opinion on the CC weapons? When I looked at the Codex I wasn't really sure
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





marcman wrote:
Makes sense! Any opinion on the CC weapons? When I looked at the Codex I wasn't really sure

They're all pretty situational. If you have the means, either by magnetizing or buying extra models, I'd suggest having options to swap them out based on how many points you have.

Swords are your general AP3 force weapons.
Halberds are good if you have spare points and don't want to use warp charges on Hammerhand or you really just need that extra S boost.
Hammers are self explanatory in their usefulness, and any GK army should have a few kicking around.
Falchions...I'm not sure about these. I'm still on the fence regarding their usefulness for their points. I'd recommend trying them out and seeing how they work for you.

   
Made in us
Fresh-Faced Inquisitorial Acolyte




United States

I like to give my interceptor squads one of each weapon if I can

1 sword
1 hammer
1 halberd
1 incinerator
and 1 set of falcions on the justicar. he has 2 attacks base so the extra attack is nice if he gets hung up in a challenge or I have to challenge for a victory point.
   
Made in us
Devestating Grey Knight Dreadknight







Falchions are really questionable for most Grey Knight players. Yea, it's an extra attack, but my god 4 points? AND its already on a model that costs at LEAST 20 ppm already!

OUTRAGEOUS!

Especially considering that on every other squad besides Strike Squads they will get an extra attack somehow else.

Interceptors will have HoW
Termies have 2 attacks base
Purifiers have 2 attacks base.

The only squad I would recommend it on would be Paladins if you ever run them. WS5 and an extra attack synergize nicely. Since they cost so much already you probably are going all in on them as well before you even upgraded them.

The standard AP3 sword is good enough for most things.

 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in us
Water-Caste Negotiator





I personally run my GKT like this

Justicar: Falchions, Melta-Bomb
^ This way I have a reason for LOS'ing him that and if he gets challenged he might do well.
1 w/ Falchions (A backup to help deal with numbers)
2 w/ Halberd (1 W/ Psycannon to give me an all rounder to pal around with)
1 w/ Hammer (Because it has a punch & GK need to punch hard often)

It's a bit of a mix but I enjoy it and it's served me well.

 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

Falchions math out as the best melee weapon for GK. The extra attack nets more wounds that the +1 Str from a Halberd in all brackets up to Toughness 6. Halberds edge out Falchions at T7, but everything loses out the Hammers at T8 or above.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in za
Jovial Plaguebearer of Nurgle





South Africa

MOAR HAMMERS imho the hammers are the best weapon unless playing a hoard type army then id take the falchions just for the extra wounds.

The hammers just give you the ability to take on anything with virtually any unit and as GK this happens often, you don't want an expensive unit of termies unable to kill a rhino effectively nevermind the possibility of a landy or a daemon soulgrinder.

Hammers just put the fear of Mork into anyone vaguely nearby.

Facts are chains that bind perception and fetter truth. For a man can remake the world if he has a dream and no facts to cloud his mind. 
   
Made in gb
Dakka Veteran




Really, none of the CC upgrades are essential. S6 AP3 +/- Force is fine for the kind of stuff you want to be targeting in CC.

If you've already bought all the good stuff (guns, dreadkinghts, lvl3 libs, Draigo etc) and have points left over, a hammer per terminator squad is nice. Falchions don't hurt either.
   
Made in us
Regular Dakkanaut




Any opinions on venerable dreadnights?
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

marcman wrote:
Any opinions on venerable dreadnights?

A venerable DreadKnight would be awesome! Too bad only our crappy Dreadnoughts can be venerable. :(

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
 
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