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Hey mates. After getting started with my Gk's and having a few models (Draigo + Terminator/Paladin Squad of 10x, and 2x Stormravens), I wanted to ask you this simple question so that way I can focus on building a competitive list for GK's as soon as possible, as I have a tournament coming up and would like to have a solid list prepared for it. Now basically, since I have been on hiatus and still learning 6th edition, what GK lists are the most effective in this edition and which lists aren't? Looking for feedback from fellow GK players who have had success running GK's in this edition so far, as well as opponents who have come across a nasty GK list that has tabled opponents. Appreciate all the help.

This message was edited 1 time. Last update was at 2013/11/26 06:13:25


 
   
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Coteaz, Henchmen with Psybacks, a Stormraven or two and 3 Dreadknights is a pretty solid build.

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 ImotekhTheStormlord wrote:
Coteaz, Henchmen with Psybacks, a Stormraven or two and 3 Dreadknights is a pretty solid build.



This is about what is viable. Psyrifle Dreads are another option if you want to cut the Knights and play defensively which is how I run them.

TEQ are pretty poor in 6th, a lot of ap2 and assault doesn't have the kind of payout that it used to. Couple that with cheaper firepower which gives people the ability to really effectively prioritize targets which hurts CC oriented units more than ranged and they really become unexciting.

It's a fun army but the codex has taken a tremendous hit come 6th, a lot of the MEQ are over-costed and lack mobility. Inquisition has really gutted the GK codex. I really hope they release a new one sooner rather than later, although that is wishful thinking at best.

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 Aijec wrote:
 ImotekhTheStormlord wrote:
Coteaz, Henchmen with Psybacks, a Stormraven or two and 3 Dreadknights is a pretty solid build.



This is about what is viable. Psyrifle Dreads are another option if you want to cut the Knights and play defensively which is how I run them.

TEQ are pretty poor in 6th, a lot of ap2 and assault doesn't have the kind of payout that it used to. Couple that with cheaper firepower which gives people the ability to really effectively prioritize targets which hurts CC oriented units more than ranged and they really become unexciting.

It's a fun army but the codex has taken a tremendous hit come 6th, a lot of the MEQ are over-costed and lack mobility. Inquisition has really gutted the GK codex. I really hope they release a new one sooner rather than later, although that is wishful thinking at best.


This is what I heard already, however many people it appears are able to still win with the GK's, withe the majority of them struggling against lists such as the op Tau book and the Eldar (don't even get me started on what happens when you combine them, its no fun at all to say the least). THat being said, when looking at the GK's, it seems that many people either run a Inquisitorial Henchman Army for the most part, as well as 1x to 2x units of GK's, whether it be Terminators, Interceptors or GKSS. Have heard mixed reviews about the Dreadnoughts, and besides that, I have heard that the Dreadknight is one of the more solid choices in the GK boo, along with the Stormraven. That being said, I'm sure that there is a competitive GK list out there that I haven't even considered so if anyone knows of one or plays it. I know its a noob question but I am still a noob in terms of playiing GK's in this edition so I could really use the help.
   
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Eh, I'm having a decent run against my local group with GK, they're still decent at least(granted, I've only played 3 games since switching over from pure BA). I've yet to face the Tau/Eldar players (only one of each here luckily).

Honestly I'd proxy a few different themed lists with someone who's willing to let you proxy, and go from there. I'll never run the Coteaz/Henchmen w/ Psybacks list, it's the stereotypical and standard net list for GK.

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 troa wrote:
Eh, I'm having a decent run against my local group with GK, they're still decent at least(granted, I've only played 3 games since switching over from pure BA). I've yet to face the Tau/Eldar players (only one of each here luckily).

Honestly I'd proxy a few different themed lists with someone who's willing to let you proxy, and go from there. I'll never run the Coteaz/Henchmen w/ Psybacks list, it's the stereotypical and standard net list for GK.


I kinda fell the same way, as by going that rout then you might as well as play the IG, as thats what you pretty much are becoming at that point. What kind of lists do you run or have tried? Which ones have you had the most success with? And just for kicks, have you ever tried running the Draigowing list and how did it do? I have only played one game with them but it was against mediocre competition so it was hard to say if it was worth all the points to be frank. Hoping to find someone with a competitive list to see how they do.
   
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GK are still pretty decent when teamed with Necrons. But not decent against Taudar.
   
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Are there any?

 ImotekhTheStormlord wrote:
Coteaz, Henchmen with Psybacks, a Stormraven or two and 3 Dreadknights is a pretty solid build.

Indeed, looks solid. It can be competitive if played right.

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Most of the lists people have for GKs these days that are considered competative might as well be Codex: Inquisition with Allies. You rarely see actual Grey Knights fielded as the main force of the army.

It's always Coteaz, Henchies, maybe Psydreads or DKs and a Storm Raven.

I've had good luck with what I call a Bamf!!! lists. Basically it's NDKs with flamer and Teleporter, Interceptor squads with a mix of halberds, Hammers and swords + Incinerators, and a combat squaded Strike squad with a Grand Master. I turn some interceptors into scoring if needed using Grand Strategy.
   
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DFW area Texas - Rarely

GK can still be very strong - they are a great army.

The challenges are most folks have learned how to play against them, or for some GK players - they relied upon the books strengths in 5th to win them games, and not their own skill.

The new tau are very strong (maybe not as strong as everyone thinks - as we all got used to the old version) but still have their weaknesses (i.e. kill the scoring units, low morale, etc.) and their vehicles took some major nerfs as well, and overall they are much less mobile than before - a savvy player can take advantage of this.

The new eldar are VERY tough...while overall they are still only t3 (which is huge), and runes of warding took an expected nerf.
However, they still have great psykers, an amazing flyer (fragile, but with amazing offensive capability - marines and tau would kill for that thing) incredible mobility (move shoot run...amazing in the hands of a skilled player) and of course, the basic gun now basically has rending against infantry.
Oh, yeah, and the wave serpent. Yeah, thats ugly.

But as a few of the poster's here have said - GK still got game.
Grand strategy is awesome, any dreadknight will own a riptide in CC, psybacks are still good, halbreds still wreck face, etc.

Also, psycannons and psyfledreds are better than ever - with av14 (their main challenge) being more rare than before.

But, as sated above "..if played right" never underestimate the most important component in your army - you.
learn from every game, talk to players whom you respect who do well with non-cheese lists, ask for feedback on your games.

Yeah, GK are a bit below he power curve right now - but that is a gift - play them, and learn them, and hone your skills - then, once you move to a codex that is more "hot" - the game will seem almost easy in comparison.

Other players of course, will say your "army" beat them...but of course, it will be you beating them - because you got better while playing weaker army and did not rely on grav guns or serpent shields or taudar as crutches.

I might even bring my gk out of retirement next year, once done with my current painting projects....

best of luck and have fun!

DavePak
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Okay so Jy2 has not showed up to this yet and I feel that any talk of competitive GK is not complete without mention of Jy2's batreps;
http://www.dakkadakka.com/dakkaforum/posts/list/564080.page

I also would like to point out that with the addition of Inquisition codex and red scorpions FW chapter tactics the GK have gained a major boost in power. The ability to take Additional inquisitors with psycannons, plasma syphons, etc. and the ability to add a IC which can gain tank hunter for one turn should definitely be mentioned. An EW biker lord could be a real bonus for closing and gives access to biker troops for the grav (anti riptide and wraithknight) and speedy objective captures. This of course assumes you don't take something like Jy2's necroknight list.
   
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 Rommel44 wrote:

I kinda fell the same way, as by going that rout then you might as well as play the IG, as thats what you pretty much are becoming at that point. What kind of lists do you run or have tried? Which ones have you had the most success with? And just for kicks, have you ever tried running the Draigowing list and how did it do? I have only played one game with them but it was against mediocre competition so it was hard to say if it was worth all the points to be frank. Hoping to find someone with a competitive list to see how they do.


Exactly!

I've done one that was a 2v2 with 10x strike, 10x terminators, a Brother Captain and a Vindicare. The strike squad got wrecked quick because I forgot to warpquake, and so the DA I was facing dropped a group of terminators on me using a bike squad with homers. My terminators actually did well though. I positioned them wrong or I would have probably won that game. The Vindicare was not worth its points, I managed to NOT penetrate 12 armor on one of my rolls, and then was still figuring out how to use him best so he was fairly ineffectual. In games since, I've loved him. He's taken out a Vindicator in one shot, and just done well in general where I need a scalpel.

The second I did Draigo Wing with a Vindicare and a Dreadknight and BA allies(I ran 3k points, my 2 opponents did 1.5 each). It actually performed well. The only problem with the Solodins holding my objectives was that my opponents DSed Chaos terminators in my backfield, and I couldn't manage to take out a squad of 3. The plasma from my BA tactical squad was the only thing that helped. Honestly, it just reinforces to use Strike squads though.

The last list was a 1k each, 3v3, lighter version of my first list...5x Strike, 6x Terminators, brother captain, Vindicare, Dreadknight. I am of the opinion you need 2 dreadknights for them to be actually effective after that game, and that I again need more strike squads. I REALLLLLY like the vindicare after that though, he one shot a vindicator first turn, which saved a good chunk of my ally's IG gunline.

In short...I need more games. I enjoyed Draigowing, and my opponents simply loathed them because they are such a pain to kill, and solodins are nice for holding objectives. Not to mention with psybolt ammo and psycannons, a paladin squad puts out a lot of nasty shots. I want to try it a couple more times. I do want to experiment more with fewer terminators, but need to build the models to do so.

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