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Made in gb
Stubborn Eternal Guard







Hey, I am a new Grey Knights player and can see the obvious weak points in them.
Because of this, I am gonna take an allied detachment and am wondering what to take (apart from Elder and Tau as that is just unfair ).
I am thinking an Imperial Knight because I love the idea of them, however, if they are useless for the Grey Knights please say.

So, in summary, please tell me what Imperial Knight to use and if they are no good fro me, what I should use instead.

Thank you!

This message was edited 1 time. Last update was at 2015/11/09 18:21:30



 
   
Made in ca
Lethal Lhamean





somewhere in the webway

Knights are a good add to any army and fit the fluff for grey Knights. The ability to customize them to a variety of builds lets them fill a gap where needed.

Melevolence wrote:

On a side note: Your profile pic both makes me smile and terrified

 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
Made in gb
Longtime Dakkanaut





Nottingham

Am are good as they can offer the range Gk lack. Knights definitely do the same (especially if you take the battle cannon.). Cult mech have some nice anti armour that you can take advantage of.

Have a look at my P&M blog - currently working on Sons of Horus

Have a look at my 3d Printed Mierce Miniatures

Previous projects
30k Iron Warriors (11k+)
Full first company Crimson Fists
Zone Mortalis (unfinished)
Classic high elf bloodbowl team 
   
Made in us
Devestating Grey Knight Dreadknight




It pains me to say this as a grey knight/imperial knight player, but imperial knights are really not the best allies for GK simply due to their cost. In addition, a lot of tournaments ban or restrict Lords of War, including imperial knights. Heavy melee units will tear them apart, and that one anti-vehicleunit in your opponent's army now has a very valid target. Dreadknights fill your heavy melee role quite nicely for 175 points cheaper, while having better ignores cover and anti-hull point shooting. You also can't shunt or deepstrike an imperial knight.

If you do use an Imperial knight, the errant is a good choice because of the AP1 firepower. The Forgeworld ones have some nice tricks, but your choice really depends on what hole in your army you are trying to fill.

The best allies for GK are space marines, they can deepstrike/keep up with you while dishing out some much-needed alpha-strike firepower from drop pods. Grav cannons and melta guns are both missing from our codex, space marines give you those. In addition, their psykers benefit greatly from all the warp charge dice GK units provide. Not sure how much this helps, but here's a 1850 list I ran at NOVA, made it into the second bracket:

- Grey Knights: Codex (Nemesis Strike Force) -

o Librarian
Nemesis warding stave, Psyker [ML 3]
o Strike Squad
o Nemesis Dreadknight
Heavy Psycannon, Nemesis greatsword and power fist, Personal teleporter
o Nemesis Dreadknight (205pts)
Heavy Psycannon, Nemesis greatsword and power fist, Personal teleporter
o Aegis Defense Line
Comms Relay

- Grey Knights: Codex (Nemesis Strike Force) -

o Librarian
Nemesis warding stave, Psyker [ML 2]
o Strike Squad
o Nemesis Dreadknight
Heavy Psycannon, Nemesis Daemon hammer and power fist, Personal teleporter
o Nemesis Dreadknight
Heavy Psycannon, Nemesis Daemon hammer and power fist, Personal teleporter

- Space Marines: Codex (Allied Detachment) -

o Magister Sevrin Loth (175pts)
o Scout Squad (55pts)
o Drop Pod (35pts)
o Centurion Devastator Squad (240pts)
Grav-cannon and Grav-amp

Hope is the first step on the road to disappointment. 
   
Made in us
Trustworthy Shas'vre



california

Cult mech, skitarii, militarum Tempestus, imperial Knights. Imo these are the four best options
   
Made in gb
Boosting Black Templar Biker






The way I see it is:

Space Marines:

Long Range firepower in spades
Drop Pods
Cheaper Librarians
Fliers
AA
Centurions
Grav & Plas weapons

IG:

Wyverns
Cheap Meatshields
Even MOAR long-range firepower
Tanks
Melta-Vets
Fliers
AA
Wyverns

Skitarii:

Cheap, durable infantry
Fantastic Anti-Armour and Anti-personal guns (Haywire & Rad)
Onager is arguably the best AA platform ever
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

I run pure GK at under 1850, and GK+IK at 1850 and up. Specifically, I run them with an Errant, which I treat as a super-NDK, role-wise. The Thermal Cannon brings needed AP1, while its shorter range and heavy melee synergizes with the GK play style. Plus it looks fabulous in silvers, golds, and =][= iconography.

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
Dakka Veteran





GK NSF: 1387 points

HQ:
Libby ML 3

9 Purifiers and Knight of the Flame with 3 halberds, 4 incinerators, 3 swords
276 points
4 Purifiers and Knight of the flame with 2 halberds, 2 incinerators, 1 sword
139 points
4 Purifiers and Knight of the flame with 2 halberds, 2 incinerators, 1 sword
139 points

4 Strikes and Justicar with 2 halberd, psycannon, 2 swords
129 points
4 Strikes and Justicar with 2 halberd, psycannon, 2 swords
129 points

Dreadknight with teleporter, sword, h psycannon
205 points
Dreadknight with teleporter, sword, h psycannon
205 points


Flesh Tearers strike force: 460 points

Libby ML 2, Gallian’s Staff, m bombs
105 points

Tac Squad with meltagun, combi-melta, m bomb, drop pod
130 points

Assault Squad with 2 meltaguns, combi-melta, m bomb, drop pod
120 points

3x Drop pod
105 pooints

I think this is a good use of allies for GK. 3 pods on turn 1 and hopefully 2 stike squads as well, hop the DK where you want and do some work. I like it.

Good trades: 8!!


 
   
 
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