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Made in us
Kid_Kyoto






Probably work

Huh. I like it other than Coteaz. I guess he can camp out with the psycannons and shoot at things trying to be sneaky, but I feel like he was just kind of tacked on. I look forward to your battle report.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in us
Fixture of Dakka





San Jose, CA

 tuiman wrote:
Cant be draigowing, no draigo :p

Interesting list, and if anyone knows how to play gk its blackmoor, cant wait to see

Yeah, I guess a better name would be his "Draigo-less Draigowing".

But really, I'm just going to call it his GK Paladinstar.


 daedalus wrote:
Huh. I like it other than Coteaz. I guess he can camp out with the psycannons and shoot at things trying to be sneaky, but I feel like he was just kind of tacked on. I look forward to your battle report.

Coteaz is still a very good buy no matter what GK build you take. He mainly took it to help combat the new competitive daemons, but Prescience on a unit with 5 psycannons (including GKGM) is just devastatingly nasty. Then imagine if he also gets Misfortune or the power that ignores cover saves.

The GKGM can always make the paladinstar scoring as well.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

scollom wrote:
Could i get your opinions on my 1500 and 1750 list? Thanks

Squad 1
110 1 inquistor w terminator armor, psycannon, hammer and 1 divination
225 5 Terminators with psy cannon

Squad 2
100 1 Coteaz with 2 Divination
240 10 man GKSS with 2 psycannons and psybolt

Squad 3
80 8 bolter acolytes and 4 psykers

Fast Attack
205 Stormraven w TL LC and TL MM
150 Interceptor Squad with incenarator

Back Line
270 2 Psyriflemen
20 5 warrior acoltyes maning quad
100 Aegis with quadgun

Total
1500

For 1750 points i'll add
50pts 10 bolter acoyltes
200pts Dreadknight with Incinerator and Heavy Psycannon


Drop Psybolt on the Terminators, put a single assassin in the Acolytes. Those are two small changes I would make.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in au
Fresh-Faced New User




After my list getting smashed because i was facing abaddon with no good close combat characters I've decided to go for a GK GM and i've retooled my 1500 point list. This list is being used in a escalation torney. I started the torney with 5 termies and Coteaz with Divination for 445 points. Let's just say DE didn't like it when i had rerolls to hit and ignores cover. Please give feedback on my list.

Here is my 1500 point list:

Squad 1
195 GK GM + incenerator + psykotrope
225 5 Terminators with psycannon, 3 Halberds

Squad 2
100 1 Coteaz with 2 Divination
245 10 man GKSS with 2 psycannons and psybolt + halberd

Squad 3
50 5 psykers Str7 ap 2 blast
56 Chimera with Searchlight

Fast Attack
206 Stormraven w TL LC, TL MM and a Searchlight
150 Interceptor Squad with incenarator

Back Line
272 2 Psyriflemen w searchlights

Total
1499

This message was edited 3 times. Last update was at 2013/02/05 03:24:34


 
   
Made in nz
Judgemental Grey Knight Justicar





New Zealand

If you look at the Abbaddon thread, pretty much no charecter can beat him in combat in the game, except maybe a swarmlord, or tooled wolf lord. You either need to dakka him to death, or tar-pit him.

Whatever you take, dont try taking him on in combat, except maybe a max squad of death-cults with a tech-marine with grenades.
   
Made in au
Fresh-Faced New User




This GKGM should be able to deal with most threats 1v1 except Abaddon
   
Made in us
Blood Angel Terminator with Lightning Claws





New Jersey

When you see Abbaddon you do what the rest of us do, run!

   
Made in nz
Judgemental Grey Knight Justicar





New Zealand

Depends, if he gets stuck with something in termie armour, say a lone wolf. Any thing with 2+ save and a Ap2 weapon what do you do?

Take a sword for a 4+ invun, strike first and hope he fails a 2+ save.

Take a hammer, strike at the same time leaving you relying on a 5+ to avoid instant death.

He should generally be fine but watch out for this sort of thing
   
Made in au
Fresh-Faced New User




 tuiman wrote:
Depends, if he gets stuck with something in termie armour, say a lone wolf. Any thing with 2+ save and a Ap2 weapon what do you do?

Take a sword for a 4+ invun, strike first and hope he fails a 2+ save.

Take a hammer, strike at the same time leaving you relying on a 5+ to avoid instant death.

He should generally be fine but watch out for this sort of thing



A sword gives a GKGM a 3++ in close combat thanks to the iron halo. Also doesn't Abaddon strike at AP2 at initiative if he wants?
   
Made in nz
Judgemental Grey Knight Justicar





New Zealand

I dont think grandmasters have the iron halo, could be wrong though.
   
Made in us
Kid_Kyoto






Probably work

They do.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in nz
Judgemental Grey Knight Justicar





New Zealand

Just checked my codex and yep, so taking a sword basically gives you 3++ in cc, however, the problem remains at cracking 2+ saves.
   
Made in au
Fresh-Faced New User




i can't decide between the sword with ap3 and 3++ OR the hammer for the ap2
   
Made in nz
Judgemental Grey Knight Justicar





New Zealand

I would probably take the sword, either way you want to be avoiding th&ss terminators in combat.

I find in my group a lot of marine sergeants take powerfists, striking before them with an ap3 sword is much better than striking at the same time, leaving myself open to being killed.

Exception is something like mephiston, as he only has his ap3 sword, but a 2+ save, so the hammer is better.

Do you know what you would be facing more or is this a general tac list?

   
Made in au
Fresh-Faced New User




 tuiman wrote:
I would probably take the sword, either way you want to be avoiding th&ss terminators in combat.

I find in my group a lot of marine sergeants take powerfists, striking before them with an ap3 sword is much better than striking at the same time, leaving myself open to being killed.

Exception is something like mephiston, as he only has his ap3 sword, but a 2+ save, so the hammer is better.

Do you know what you would be facing more or is this a general tac list?


im facing 2 DE armies, 1 chaos ridiculous gunline army (forces so many saves from range), 1 SM army and one nid army. I'll be adding the interceptors for the 500 point match verus necrons, Chaos and SMs.
   
Made in us
Fireknife Shas'el





United States

Horus Heresy. Legion Praetor. Paragon Blade. Digital Lasers. Jetbike.

Or Angron.
   
Made in us
Shunting Grey Knight Interceptor




So, how are GK foot lists doing these days?

Saint Celestine: I used to think that being an immortal warrior of the God Emperor made relationships impossible. But then Gamers For Marines Getting Laid introduced me to a man just like me!

Justicar Thawn: Thanks GFMGL! 
   
Made in us
Fixture of Dakka





San Jose, CA

 jy2 wrote:
You guys are in for a treat of a battle report. Just got a game in against Blackmoor. Blackmoor is a very, very good GK player and successful tournament player as well. He got 3rd place at the Bay Area Open GT in both 2012 and 2011. He also got 2nd in Comikaze last year and 5th in Nova (out of 204!).

I brough my tyranids. He brought the evolution of his Draigowing GK's, only now he's running Coteaz instead. His 1750 List:


Coteaz
Grandmaster - Psycannon

10x Paladins - 4x Psycannons, Banner, Stave, Hammers & Halberds

10x Strikers - 2x Psycannons, Psybolt
10x Strikers - 2x Psycannons, Psybolt

Psyfleman Dread
Psyfleman Dread


Check out my report in the Batreps forum coming soon!




Ok, battle report completed.


1750 Superbowl Match - Hive Fleet Pandora vs Blackmoor's Paladinstar Grey Knights



reaper with no name wrote:
So, how are GK foot lists doing these days?

I think that they are viable. I run about 40-50 strikers in my 1750 list and they usually shoot the heck out of most opponents. However, they do have some weaknesses though. Flyer-heavy lists or land raider-spam may give them some trouble, as will a double/triple-heldrake chaos list.




6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Shunting Grey Knight Interceptor




Huh. I always figured that transport-heavy lists were the most vulnerable to flyers.

Saint Celestine: I used to think that being an immortal warrior of the God Emperor made relationships impossible. But then Gamers For Marines Getting Laid introduced me to a man just like me!

Justicar Thawn: Thanks GFMGL! 
   
Made in nz
Judgemental Grey Knight Justicar





New Zealand

Thats true, but remember the helldrake has an ap3 template weapon, its fine against me cause i play draigowing, but for strike spam it will ruin your day.
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

we've picked up a few new players and boy, we're stock up full on necrons lately. Like 6 people playing necrons now a days lol.

I'm trying to play something differently now a days just to bring some variety but boy do I hate fighting D.lord + wraiths and night scythes/doomscythes.

I think I've got the majority of counters already figured out but I am not the most imaginative person so would love some additional input on tackling this particular death star.


Edit: (woot! 53k views now, we're catching up to the sisters wmahahaha)

This message was edited 1 time. Last update was at 2013/02/12 12:15:39


+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 tuiman wrote:
Thats true, but remember the helldrake has an ap3 template weapon, its fine against me cause i play draigowing, but for strike spam it will ruin your day.


Doesnt that damn thing have Soul Blaze too? It really is a silly crazy awesome unit.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Crazed Spirit of the Defiler






I've never played GK before, but I just recently went through their codex. I was amazed that Warrior Acolytes can take plasma guns in 3's and take a chimera transport all for 97 points? Im surprised that not a rampant thing?


HQ

100
Coteaz

Troops

97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer

97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer

97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer

97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer

97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer

97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer

Total: 682

Seems a bit broken for under 700 points considering how good plasma is this edition. Though since Im not a GK player maybe there is something Im missing here.

This message was edited 1 time. Last update was at 2013/02/12 23:03:05


Games Workshop: Ruining Chaos Space Marines since 2007

First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.

Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.

Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.

Then, they raised prices on the Marines, and there was nobody to speak out for me. 
   
Made in us
Blood Angel Terminator with Lightning Claws





New Jersey

 Spartan089 wrote:
I've never played GK before, but I just recently went through their codex. I was amazed that Warrior Acolytes can take plasma guns in 3's and take a chimera transport all for 97 points? Im surprised that not a rampant thing?


HQ

100
Coteaz

Troops

97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer

97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer

97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer

97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer

97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer

97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer

Total: 682

Seems a bit broken for under 700 points considering how good plasma is this edition. Though since Im not a GK player maybe there is something Im missing here.


Might as well tack on a monkey or two to each of those squads.

   
Made in nz
Judgemental Grey Knight Justicar





New Zealand

 Jancoran wrote:
 tuiman wrote:
Thats true, but remember the helldrake has an ap3 template weapon, its fine against me cause i play draigowing, but for strike spam it will ruin your day.


Doesnt that damn thing have Soul Blaze too? It really is a silly crazy awesome unit.


It sure does, and torrent. Its the main reason, and noise marines, that im swapping back to 2+ saves. Unless you really do spam and put 40-50 bodies on the board.
   
Made in us
Grey Knight Psionic Stormraven Pilot




California

Don't know why I made this there are plenty of thes. I guess I was just bored and wanted to give some more tactica and ideas

In Depth Grey Knight Tactica

First Things First... Know your army
Grey Knights Pros and Cons

Pros[/b]
- The strongest 24" shooting army in the game except to necron flyers. A good general can surely beat out a necron gunline of warriors/ immortals
- The strongest 24" tank poppers. Psycannons are up there in being the strongest 24" gun in the game
- Grey Knights are outstanding at taking down units with more numbers via tactical precison. Grey Knights are like Eldar but a bit better. Each grey Knight Unit should be able to fill 2-3 roles on the
field. And while this may seem like alot there resiliency/equipment and precision strikes complementing one another make the jobs much easier to accomplish.
- As each unit is capable of filling 2-3 roles this obviously leads them to be strong at MSU
-They have cheap objective holders. Henchmen are really cheap and while I personally dont run them, they can seriously become an annoyance if your opponenent cant seem to shoot them off an
objective allowing your forces to to freely move about the board.
- They have a deathstar Paladins although I'd rank them as tied for second as Wraithwing being 1st and being tied with Abaddon's cultist/ termi deathstar, they also havea death star assassin which can be quite strong as well
-They are the greatest anti-horde army in the game. Purifers cleansing flame is the bane of orks, nids, and IG.
- They are all psychers. FW for everybody means they can go toe to toe with MC's and slay them in one hit in addition Coteaz is the cheapest psycher granting some of the greatest benefits in the
game
-Finally they are the army of Deepstrike. Most people believe DeathWing to be the really only strong army when it comes to DS because they can come in on turn 1 but, Grey Knights have a strong
one as well especially if coordinated in one all out strike on a Flank of the Board.

Cons
- They are marines, which means they die like marines and they cost more points than marines(although I do believe the points are justified +1 DS +1 FW+1 Psycher+1 WarpQuake +1Aegis, that
seems like 20 points to me and I am spoiled and couldn't image my marines without them anymore.)
- They have no range. Psyfleman dreads are awight in all honesty but if you don't get first turn to an army with better range then don't expect them to be around to long.
- There anti Flyer is mediocre at best. Taking a SR for anti-flyer purposes is a mistake as any army like Necs or IG will easily beat you in the fight over air, and thiers are cheaper. Psycannons can
take them down and with psybolts you can glance them but you can't be waisting time shooting at them.
- AP2 fire will put your army down quickly if you don't have cover for your guys and even with rhino's they'll be walking around quite often because it's not like rhinos are gonna last too long.
-They assault like normal marines. On the charge against PA opponents they are strong; against horde armies and those with higher I and more attacks unless purifiers/paladins they will be chewn up.
- As they are psychers they are very suceptible to DTW, Hoods, rune preist warding runes of eldar, and shadows of the warp from Nids. There psychic powers are their strength and when battling
just to use them they tend to have trouble.
______________________________________________________________________________________________________
Grey Knight Grandmaster Tactics.
Grand Strategy for Paladins/ Interceptors/NOT DREADKNIGHTS
really there is no other reason to take this guy except for Paladins to become scoring and Interceptors to shunt to objectives. You do not make Knights scoring. There purpose is to draw fire, tie up,
and Die -DTD This is a simplified role purpose I'll go into their tactica later but for now that's it. Back to the GM he is way to many points to spend not to put Grand Strategy in serious usage.
______________________________________________________________________________________________________
Grey Knight Brother Captain
Dont take this guy for anything other than fluff or fun he's an expenseive psycher inquisitor with termi armor missing the psycannon and servo skulls.
______________________________________________________________________________________________________
Librarian
Sparky
1. put him at the head of pallistar give him a ward stave, make him a lv 3 psycher and roll on the divination tree for a 50/50 chance to have 2+ re-rollable 2++ Invul re-rollable in combat. This unit
will be pretty much nigh on invincible. you can practice rolling dye with huge hand fulls and see that you just wont take any wounds. Then in combat you laugh at your opponent when all their
attacks literally spark off and your guys massacre them. If you take this loadout I'd suggest GM sword, radnades- Libby ward stave, lv 3 psycher, 4 psycannons 4 hammers sword, banner. you get 2 guys to LoS attacks you don't like onto your guys ie LC with a 4++. You get 12 re-rolling hammer strikes with prescience 16 -re rolling psycannon shots rediciously high numer of re-rollable 2+ saves. This unit shy of a vindicator blast Will Not Die and I guarantee will win relic everytime. Only draw back obviously the number of points to field this unit.

Cleansing Flame (no better way to say it)
2. Libby lv 3 psycher ward stave in a unit of 10 purifiers. loadout will be 4 psycannons 6 swords
Ideally you want to get prescience re-rollable saves and 4+ invul so your army can go up against pretty much anything and you 3+ invuls on you enitre purifier unit in close combat 4+ invuls outside
and pretty much you walk them into the middle of the battle field against nids or orks and burn them all to pieces with multi assault. Another thing you can do to make them even more destructive is give them an SR and drop them off on you opponents side amongst a gunline and multi assault then entire horde of them the next turn(IG)

Bomber Man
3. I've never done this and I don't plan to but you can use Him and I don't necessarily recommend it. inquizitor Kamarazov and him have a field day as you deepstrike him alone amongst your oppnents
horde of guardsman center that pie plate on him and he becomes a walking nuclear bomb as you set 2-3 large blast around him and blow up all his guys./ youdrop next to a parking lot rhino and blow
up all of them. Since he has re-rollable saves he has a quite strong chance of surviving the str 10 blast and will survive all the str6 blast.

Death From the Shadows
4. lv 3 Libby wardstave and rad nades with a sqaud of henchmen consisting of deathcult assassins and crusaders ideally 2-3 crusaders and 9 - 10 assassins. This unit with 4 attacks each on the
charge gives 40 re-rollable attacks re-rollable attacks -re-rollable saves on the libby 3+ invuls to LoS hitting on 3s wounding on 3s man this unit is just straight up death. and they attack first over
pretty much everything. Best part is that you can fickle with the size of the squad and give them either a LR/ SR/ or Chimera and have a transport to run them up the field and you can believe this
unit will scare your opponet to no end.
______________________________________________________________________________________________________
Brotherhood Champion
This guy actually has usage. If you stick him in a unit say a unit with a libby like above and get him to challenge a commander and knowing he will die he can take out a Swarmlord or Abaddon you
like? xD
______________________________________________________________________________________________________
Grey Knight Terminators
They are like any other terminators just with hammerhand. and FW's. They play eactly the same and there tactics are the same. Really no need to go into depth on these guys.

______________________________________________________________________________________________________
Grey Knight Strike Squads

These guys at least for me are always the core of my army. I love em they deepstrike have plenty of shooting power and handle the following roles perfectly Anti Heavy Armor/ DS/ Shooting/ Obj
capturer.

How to play them.
1. LF's just absolute neusances. Well that's why these guys have deepstrike. Take some servo skulls put them in the middle of the board/ corners near objectives drop down and shoot the crap out
of them. on average you get around 3 wounds after saves if your lucky maybe 4-5 and if your real lucky take out the whole squad. Now all the Heavy Support is gone and your army is in 24" range
to shoot your opponent next turn and they arent in double tap range so they only get one shot each. the game has drastcially changed in your favor.

2. Daemons Warpquake by combat squad and give your opponent a square or give em non at all how much of a **** you want to be is up to you . If I play against screamers and flamers, I stand by the saying " The only way to win is not to play" xD other than that you can seriously warpquake much of the field as at 1500 you can average around 2-4 ss which is 4 of 6 squaers and 1750 3-5 which is 5 of 6 squares and focus fire everything that happens to come in on that one square and if you have coteaz nearby you just shoot the crap at whatever is coming down in the last square. Cheesy yes. but at the end of the day Cheesy vs Cheesy our cheesy wins.

3. Ig really depends on the number of flyers he has. and the number of guns. If they have for 3 vendettas thats 9 lascannons per turn but given granted he cant shoot at you everyturn especially if
your in combat. I'd suggest that if you don't have transports to deepstrike them on a flanks behind his vehicles or heavy guns ie LC and take a side. this is the easiest way you can minimize the
number of guys shooting at you as well as take out a nice portion of his army and then begin to assault them and while this is all going on your opponents flyers have to try and circle around to get
back to your guys by which time its already to late as your'e in assault with them.

4. DE combat squad your men and pop all the vehicles is pretty much what I do and then I leave the rest to something with higher fire power to take out the stragglers.

5. Harliestar shoot them/ deepstrike and flank them on sides to take out warwalkers if they have any/ make your opponent have to choose which way to go with his army and while that's going on you
can take objectives with you other squads and use you main force to shoot them from the front.

6. PM/ Epidermus Probably the toughest opponent other than Necron Flyer force for obvious reasons. They get 3+ with 5++ and their T5 negates our psybolts so on average well take out 2 guys per
turn and the same for them, so really a battle attrition and game of dice. Ideally you want to get into assault and the best case scenario is that you have a wardstave to surive the pw/ pf attacks
and then you with your ap3 attacks and str 5 from hammerhand you give them a 5++ FNP but you get a 2+ so you win. As for epidermus these guys arent the guys to bring him down you need a
more specialize unit in our codex to take him out.

7. MSU grey knights keep them in full squads and shoot the transports and then shoot the guys inside. you have more numbers he has more trasnports wupi doo your guns glance/ pen their
transports its not that hard just tactics is all.

8. Palli star. focus on the support units your guns are a waste on his armor. After you take out his support then focus on the star

9. Wraith Wing Tarpit the crap out of them after shooting down some of the numbers in their squads your FW should do the rest. It's all you can do. but you have a failry good chance when you do
tarpit.
______________________________________________________________________________________________________
Intercpetors
The bread and butter of our armthere quick assault and shunt allowing them to reach other points is what makes them strong.
1. GM scoring on them combat squad now you have 2 shunting units for last turn objectives. Ideally though this hardly works and is not the best usage for them but if you do want to do this I'd
suggest 2 units of interceptors full so they can survive.

2. Give them a wardstave and 2 psycannons in a 10 man squad and combat squad them into one unit with psycannons and one unit with a wardstave. shunt them over and have the wardstave unit
tie up a unit of oblits/ or my favorite abaddon deathstar (because he must accept a challenge xD) and tie up 500 points and any other unit that comes to help becomes tied up in the same combat.
Imagine that tieing up 1000points with one dood because you double assaulted. The rage I can't Imagine. meanwhile you entire army moves about shooting the rest of their army. And the other 5
man squad pops vehicles. making back even more points. This is what I do.

3. 2 incinerators on a squad shunt over and burn stuff is the last thing with a wardstave for the same type of playstyle as above just with incinverators this time

-Daemons shunt over to their side and warpquake.
-PM/ Epidermus These are the guys for dealing with Epidermus get that wardstave in there with your guys and try and do as much as you can to shoot them to deah with your 5 man psycannon
squad while keeping out of range of their army then go in for the kill.
- DE Combat squad and pop vehicles
-Harliestar jump over and pop some walkers
-IG gunline shunt over and pop vehciles tie up a unit afterwards the next turn so you can allow your troops some relieved shooting.
-LF shunt over turn 2 when you guys are all deepstriking and wipe you opponents LF's in one harsh and unforgiving strike.
-MSU Knights pop transports with your 2 5 man squads
-Palistar shunt over and pop those psyfleman dreads in the back while your strikes give support shooting his strikes and then focus down his palis.
-wraithwing get one wardstave in combat with a wraith unit, get the other unit of 5 to shunt and pick off warrior squads trying to cap objectives.
______________________________________________________________________________________________________
Purgation Squad
Obviously great for taking out people behind buildings you cant see. But I really dont recommend these guys psycannnons on these guys are so expensive and then you really want to get a psycher
with prescience to give them greatest benefit. then again you also need a 10 man squad because with 5 those guys are gonna go fast and you need to have expendables. once against why I don't
really recommend these guys they are really only best stationary with full number of shots and re-rollable hits. Better just have a normal strike squad or something.
______________________________________________________________________________________________________
Paladins
Really not much to say here How to use them is pretty simple.
______________________________________________________________________________________________________
Purifiers
Once again everyone knows how they are used in MSU with razorbacks and 2x psycannons. other than that my example above with the libby making them a nice ANTI- FLYER unit with plenty of shots
re-rolling from 4 psycannons and anti horde is what makes them great.
______________________________________________________________________________________________________
Techmarines
Conversion Beamer, bolster defenses where a vindicare assassin is, repair a LR not too much more to talk about with him.
______________________________________________________________________________________________________
Rhino
If you don't know how to use a rhino I don't think your'e playing the right army xD
______________________________________________________________________________________________________
Razorback
MSU with purifiers is the best way to use them.
______________________________________________________________________________________________________
DreadKnights
The argument on whether to take a PT of not is totally up to you. Personally I don't use them just because I find it to be to many points. I can make due out of them just by deepstriking them and
getting the same benefit Ideally you always want a heavy incinerator the HPsycannon is crap don't get it. I deally these guys should be a support unit to your army when they deepstrike. Your
opponent must choose between strikes and Knights at the end one will get through. They become great at coordinated strikes with interceptors. The interceptors pop vehicles and the knights burn
the people inside. Generally these guys are the bane of DE, Tau, IG , NIDS anything with a 4+ pretty much. Just make sure that when you do use them coordinate your strikes with a strike squad or
interceptors. something like pop and burn or somehting hold and assault. always run in doubles they die to fast other ys
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Psyefleman Dreads
pretty self explanatory. get First Blood should be their Primary Objective.
______________________________________________________________________________________________________

Land Raiders

How you normally would use a LR
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Storm Raven
Self Explanatory Always run in doubles they die way to fast other ys
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Draigo
Obvious Usage. hes a combat monster
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Captain Stern

Ehh if someone has something to add on him post and I'll put it in
otherwise I haven't used him.
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Castellan Crowe
Put him on a quad gun of run him along behind or in a rhio to otherside or something otherwise he's probably not gonna do anything.
______________________________________________________________________________________________________
Thawn
put him in a 5man squad drop on an objective and stay there. Profit.
or you can drop him on your opponents side and use him like bomberman with the libby except if this guy dies it doesnt matter as he'll get up after dieing. and proceed to continue to be a nuc
______________________________________________________________________________________________________

Inquisitors/ Coteaz/ Valeria

termi armor psycher servo skulls psycannons nothing more said. Put Coteaz in a squad of purifiers or something any give them some 2+ re-rollables some re-rolls to hit or some 4+ invuls and then you get a deepstrike counter with IBEY. He works with Palis as well but Libby has T4 5 invul possiblle standard and can take a wardstave so at the end the choose is yours. Valeria is very much the same as
a brotherhoodchampion put her in a strong unit like the deathcult assassins and an inquisitor or libby and dare the swarmlord/abby into combat.
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Acro Flagellant

I'd like to get some input from others I don't tuse them too much.
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Banisher
put them in the squad with your assassins so now even daemons fear them. Daemons fear ironic.
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Monkey
put them in a sqaud that you plan on being primarliy for shooting such servos or sanctioned psychers and profit. or you can put one in your assassin unit and have a tank popper as well.
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Warrior Acolyte
I'd like to get some input from others I don't use them too much.
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Vindicare Assassin
Primary Objective first turn is get First Blood. second turn take away an invul save from someone would otherwise be a big problem. Then start picking off champs
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Calidus Assassin

drop on a Heavy weapon team and pretty much assassinate the unit then he normally dies well normally he does.
______________________________________________________________________________________________________
Culexus and Eversor
aren't really useful right now sadly because they can't join units and have to walk across the field.
______________________________________________________________________________________________________
Help with List building

Tactics
Now That we Have all these traits listed now we need to assemble our list. Some poeple build their list by what they want
We don't have any luxury for that we must think to counter.
Anti-flyer -psycannons, dreads, quad gun, SR
Anti-Tank-psycannons, SR, hammers/ NDK/monkeys
Anti-Horde- purifiers/ incinerators/ Firepower Bomberman
Anti-DeathStar-Sparky, Assassins star, wardstavecounter
Anti-Psycher Psycocollumns, assault with psychers
Anti-Deepstrike GK SS/ Coteaz
Anti-Long Range Deep Strike/ Vindi/ shunts
Anti-Cover Incinerators Firepower
Anti-MC FW's /psycannons/ MC


After that simply try and get as many things as you can. Anyone who has played Guild Wars knows that you can't be great at everything
you can only spec into a portion and make sure you have some strengths so you are strong against something. Keep that in Mind
I'm not saying you can't be good at everything its just hard to be able to do so at least with great effeciency.

Hope this helps
______________________________________________________________________________________________________
Sample List
well the list I use personally and examples of how I use my army in coordination against some commonly found list and armies

HQ

Inquisitor 64 Support for DS and Shooting.
3 servo skulls
psycher

Elites
10 Purifiers 280 Anti- Horde/ Anti- Flyer/ Anti Heavy Infantry/ Anti-Vehicle/ Anti MC /Firepower
4 psycannons

Troops
10 Grey Knights 240 Anti -DS /Firepower/ Anti-Vehicle
2 psycannons, psybolts

10 Grey Knights 240 DS/ Anti -DS /Firepower/ Anti-Vehicle
2 psycannons, psybolts

Fast Attack
10 Interceptors 325 Anti- DeathStar/ Anti-Tank
2 psycannons, warding stave


Heavy Support
DreadKnight 160 Anti- MC/ Anti- Cover
HI
DreadKnight 160 Anti- MC/ Anti- Cover
HIf

Aegis Defense Line 50 Anti-LR

pts:1499

As you can see I don't have a deathstar but an anti-death star. I don't have Anti psycher so I will have to use tactics to get into assault with them.
however I've covered over many of the roles many times for certain areas such as 2 anti cover, 4 anti tank A possible 6 Anti DS, plenty of firepower.
I will be weak against Flyers with only one anti and it will take tactics to take out LR but it can most certainly be done with coordination and distraction.
For say dropping in 2 strike squads and 2 knights and shunting over 2 interceptors on turn 2 for an all out quick assault and take out an enemy flank/ or vehciels/ or LR infantry
I will be weak against other psychers but if I can assault them then I will have greater chance of dealing with them.
______________________________________________________________________________________________________
DE
setup:ADL combat squad interceptors/ combat squad purifiers/ dependant on first or second hold Knights in reserves so they arent shot up.
I then engage in popping all vehicles
I then drop my knights on my field with accuracy from servo skulls and burn down the stragglers intercpetors hit up vehicles from behind
rinse and repeat

Harliestar
setup: ADL combat squad interceptors and purifiers. hold strikes and knights in reserves. and drop them all over the field and make him have to go after stuff. Interceptors pop the walkers in behind with shunts and the strikes help out after deeostrike the knights come from the front to help out the purifers. Now he has to make a whole lot of decisions and generally he has to seperate alot of stuff to take on my armiescapping power.

LF
Deepstriking everyone except for the purifiers and interceptors. My guys do behind the ADL and go to ground first turn next turn I strike with everything. game should be about over unless they have TWC.

IGI will set down the ADL with the purifiers combat squaded, same thing with interceptors, then I will drop everything on his side, pop the the vehicles burn the guardsman assault next turn. Then the vendettas he has coming in get one turn to shoot at e befoer they have nothing left to shoot because everyone is in combat

Daemons
Warpquake FTW

Wraithwing
set down everyhing on the field behind the ADL dont combat squad anything but the interceptors. Tarpit the crap out of the wraiths and leave his flyers no targets. while this is going on the combat squaded intercpetors take out his objective cappers.

Pali Star
set up ADL combat squad nothing but interceptors. walk the knights down field with everything. The strikes focus on his support units and my interceptors shunt over and knockout some psyfelman dreads. the purifiers and 2 NDK go to war with the pali star and after my strikes and interceptors have taken care of everything they join.

Nids

setup ADL purifiers combat squad, intercpetors combat squad, walk knights down the field and burn crap strikes should be focusing on clearing the hordes while you knights try to get into combat with the tervions/ MC's. The purifiers focus on flyrants if they have any and you always have deepstrike for Doom. Interceptors can take out Hive guard or Biovores

Chaos
ADL:Interceptors combat squad: deepstrike a flank with everyone else. Shoot down the flyer if they have one with purifiers interceptors get into combat with the Obllits and hold them while the other 5 pop vehicles and shoot into units making back points and some knights can come over to free that unit in assault

Really at the end of the day I have covered my weaknessess and still have one essential quality that is firepower. 4 squads 2 shots each is alot of fire power from 24" range. But every unit complements each other and has specified roles. Also you see I play out every situation relatively the same so I have consistency while playing and I'm never doing anything totally bizzare.


Well I hope you take something or some new ideas that you didn't know of and make good use of them

This message was edited 9 times. Last update was at 2013/02/19 21:54:24


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Judgemental Grey Knight Justicar





New Zealand

Any chance you could change the formatting, subtitles etc, kind of hard to read with all the single lines and single line spacing
   
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Purposeful Hammerhead Pilot





London

Does anyone know if the rumors and GW site are true and that Storm Ravens have been moved to Heavy Support or am i just panicking over nothing? My heavy support options are already full with DK's and Dreads, this could cause quite a problem if we have to also fit Storm Ravens in there too...that would be one tight fit


Automatically Appended Next Post:
 Messy0 wrote:
Does anyone know if the rumors and GW site are true and that Storm Ravens have been moved to Heavy Support or am i just panicking over nothing? My heavy support options are already full with DK's and Dreads, this could cause quite a problem if we have to also fit Storm Ravens in there too...that would be one tight fit


Sorry ignore me, the FAQ for death from the skies clearly answers that they are still fast attack. My bad

This message was edited 1 time. Last update was at 2013/02/19 11:14:15


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Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

Interesting upcomming challenges I forsee us facing soon. Some guy locally is already planning the SM air forces now as he has the storm ravens and plans to borrow my storm ravens to try it out. That's alot of flying things and with PoTMS he'll be able to engage quite a lot of things with them. Toss in some drop pods and you really can't be sure that you'll have any AA ground forces left by the time the flying blue circus shows up.

He's not fully flushed out the list yet but I'm kind of already wondering what I can even try to do vs that many things (already bad enough vs necrons but now SM's doing it too lol)

Also interestingly enough, there's all these neat new daemon rules speculations that are comming up. Losing eternal warrior and getting able to walk / deploy on? Princes becomming HQ's instead of Heavy? All sorts of wacky I'm anticipating.

Been playing against alot of DA lately and I'm learning to respect the amount of fasting moving troops and how tough terminator amor is to crack when all you depend on are psycannons. Also the land raiders banner of devestation and power/shield generator combo has even my psycannon spam list feeling very out gunned. T5 bikes with tele homers scouting also very annoying to kill with death wing dropping right on top of them.

I've been doing alot of fun games lately with my GK + sisters's fluff list so I haven't tried to really counter them but been teaching new people the game. Wondering what other people's experiences have been. (incidentially I had lost my DK to a bunch of autogun cultists through shooting/close combat on the last game along with the guy making 10+ invul saves on his heldrake and the one time I did pen, I only got a crew stunned which he ignored and then regenerated his hullpoint next turn lol. That one unit won him the game by killing a squad of GK, 1/2 squad of sisters, a psyfle dread, coteaz, and a henchman squad in a kill points game by it self over 5 turns *we went to turn 7 and despite needing to roll a 4+ because of my warlord trait, it was destroying by turn 2 lol*

+ Thought of the day + Not even in death does duty end.


 
   
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New Jersey

 sudojoe wrote:
Interesting upcomming challenges I forsee us facing soon. Some guy locally is already planning the SM air forces now as he has the storm ravens and plans to borrow my storm ravens to try it out. That's alot of flying things and with PoTMS he'll be able to engage quite a lot of things with them. Toss in some drop pods and you really can't be sure that you'll have any AA ground forces left by the time the flying blue circus shows up.

He's not fully flushed out the list yet but I'm kind of already wondering what I can even try to do vs that many things (already bad enough vs necrons but now SM's doing it too lol)

Also interestingly enough, there's all these neat new daemon rules speculations that are comming up. Losing eternal warrior and getting able to walk / deploy on? Princes becomming HQ's instead of Heavy? All sorts of wacky I'm anticipating.

Been playing against alot of DA lately and I'm learning to respect the amount of fasting moving troops and how tough terminator amor is to crack when all you depend on are psycannons. Also the land raiders banner of devestation and power/shield generator combo has even my psycannon spam list feeling very out gunned. T5 bikes with tele homers scouting also very annoying to kill with death wing dropping right on top of them.

I've been doing alot of fun games lately with my GK + sisters's fluff list so I haven't tried to really counter them but been teaching new people the game. Wondering what other people's experiences have been. (incidentially I had lost my DK to a bunch of autogun cultists through shooting/close combat on the last game along with the guy making 10+ invul saves on his heldrake and the one time I did pen, I only got a crew stunned which he ignored and then regenerated his hullpoint next turn lol. That one unit won him the game by killing a squad of GK, 1/2 squad of sisters, a psyfle dread, coteaz, and a henchman squad in a kill points game by it self over 5 turns *we went to turn 7 and despite needing to roll a 4+ because of my warlord trait, it was destroying by turn 2 lol*


Heldrakes really are a bane. I don't moan and groan when I see one fielded against me though. I field them myself lol I just hope my purifier squad with 4 twin linked psycannons can get it done. I just played a tournament over the weekend, 1350, and I went up against a chaos list toting one. I was very unlucky I had to take 2 full turns of all my psycannons shooting it to score a wreck. If he had 2 heldrakes I would have lost the game simple as that. They just bring so much to the table. Vendetta's get a lot of flak for thier points but I think the Heldrake edges it out by a large margain when a lot of MEQ codex have moved away from rhinos and put all of thier boots in drop pods or on the field.

I need to return some video tapes.
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