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Made in de
Focused Dark Angels Land Raider Pilot




Germany

hey there!

what is your melee loadout of choice for:

1) 5 Terminators
2) 5 Paladins
3) 5 Purifiers
4) 5 Interceptors

Style wise I would go for a mix of everything except swords (they just suck I guess...)
I am facing other GK, SM (often with Terminators or Devastators), Dark Eldar and Tyranids, maybe some Astra Militarium... (basicly: almost everything)

This is what I was planning to do:

1) 2x Hellberd, 1x Falchion, 2x Demonhammer
Hammer against armor 2. Hellberds against MCs and Falchions for Powerarmor

2) Same as above

3) 2 big guns, 2 Falchions
2 Attacks is nice, so the Hellberd should profit!

4) 1 big gun, 2 Hellberds
shunt and shoot, that's their task. If they survive long enough to assault, I want those hellberds to help them out if hammerhand fails.

Oppinions?

This message was edited 1 time. Last update was at 2015/12/04 17:21:44


 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

1 Hammer per 5 models (not on the Justiciar).
Falchions are best, Swords are free, Halberds should be avoided.
Max Psycannon on the TDA, Max Incinerators on Strikes/Interceptors.
Purifiers are good without special weapons.
Never take Purgation.

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
Guarded Grey Knight Terminator





Thanks to power weapons and hammerhand, you only need hammers for the high strength and ap2. Otherwise, I'd save points to spend on more bodies. You won't be losing games because you lost in assault, you'll lose games because you took too many casualties and couldn't control objectives, or didn't have enough guns to kill things at range.

I am the Hammer. I am the right hand of my Emperor. I am the tip of His spear, I am the gauntlet about His fist. I am the woes of daemonkind. I am the Hammer. 
   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

Why the hammer not on the Justitiar?

I See halberds as weapon to save warpcharges so I don't have to cast hammerhand.
If I play against nids the enemy has many dice aswell as monstrous creatures, so why wouldnt I want +1S to wound more reliably?

Against any powerarmor it's also a good 3+ to wound, isnt it?
I always thought swords are the most useless weapons...
   
Made in us
Decrepit Dakkanaut




On Terminators you can get away with two Hammers per five dudes. Otherwise, 1 per 5 is ideal.
Swords are default, so that'd be the basic choice.
Falchions are unnecessary. On the charge you're putting out enough attacks.
Halberds save Warp Charges, but you're likely planning to cast Hammerhand anyway. When that's done, you're wounding Wraithknights on a 5+ instead of a 6+, which is cute.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Shunting Grey Knight Interceptor





Hammers don't go on the justicar because you want him swinging on initiative with those sweet ID Force attacks. Then the 'hidden' hammer can do clean-up duty.

6000+
4500+
1500+
500+ 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

Falchions out perform Halberds at all tougness up to T7, as +1 attack is better than +1 strength. Above T7, Hammers out perform Halberds.

Justicars can be challenged out, robbing you of a "hidden power fist". So, not putting the Hammer on your Justicar keeps it's AP2 safe from challenges.

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 de
Focused Dark Angels Land Raider Pilot




Germany

Ok I see the math.

so even without hammerhand, falchions are better than halberds.

I now cut off the hammer of my justiciar and magnetized him to wield sword, halberd and hammer as I wish.
Falchions was not possible, cutting of the hand is just not possible in a clean way.

The other dudes are also getting magnetized - I wonder how I could magnetize a 2 handed halberd to fit falchions.
the "V" shaped surface doesnt make it easy....
   
Made in ie
Fresh-Faced New User




I Always go with 4 Halberds and 1 hammer. GK can struggle with anti armour so having hammerhand and the halberd has come in handy a lot more than the +1 attack with the falchions
   
Made in gb
Dakka Veteran




I wouldn't worry about CC weapons with GK. Generally swords are fine when boosted with Force/Hammerhand.
A Hammer in a Terminator squad for AP2 is probably the most you should add.

Spend points elsewhere, if you have some left over think about the CC upgrades.
   
 
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