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![[Post New]](/s/i/i.gif) 2014/06/07 00:26:10
Subject: Re:Grey Knight Tactics in 7th
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Sinewy Scourge
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"Ok" is quite a understatment IMO. 10 points for a master level 1 psyker with 2 powers from some of the best psycic power tabels, and which are spamable, makes them great. 6 units of 3 henchmen with psyker in razorback with psyboltammo is 408 points. 12 units of objective secured and 12 warp charges. And a great warp charge generator for other psykers in the GK army.
Yup. They are unquestionably incredible for only 10 points.
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2nd Place 2015 ATC--Team 48
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![[Post New]](/s/i/i.gif) 2014/06/07 05:23:26
Subject: Grey Knight Tactics in 7th
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Member of the Malleus
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undertow wrote:Tyfus wrote: easysauce wrote:didnt see they were on the list for rolling on powers,
derp
they are ok now i guess, better then before certainly
"Ok" is quite a understatment IMO. 10 points for a master level 1 psyker with 2 powers from some of the best psycic power tabels, and which are spamable, makes them great. 6 units of 3 henchmen with psyker in razorback with psyboltammo is 408 points. 12 units of objective secured and 12 warp charges. And a great warp charge generator for other psykers in the GK army.
I'm considering starting a GK army, what do people normally choose for the two other chumps? I haven't played a game with them yet, but so far in my list building I've been messing around with a 4 man group: 1 Psyker and 3 Servitors w/Heavy Bolters. It seems like a fair amount of shooting for cheap.
Also, Orbital Strike Relays, good idea or waste of points? The Psyk-Out Bomb seems like it would be nice against summoning farms or a bunched up seer council.
The Oribital Relays are a waste in my eyes because they will always scatter the 2D6 inches. Unlikely it will hit what you want. The Stormraven is a fantastic choice because of their mindstrike missiles.
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I make bad decisions and think they are good.
Team No Bueno
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![[Post New]](/s/i/i.gif) 2014/06/07 07:12:47
Subject: Grey Knight Tactics in 7th
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Daemonic Dreadnought
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Chimera also have beastly potential when combined with psybacks. Psychic shriek and 3 plasma guns is a lot of dakka going out the fire point, or a unit of strikes/purifiers can trade transports. The av10 flanks can be protected with cover/los blocking by psybacks positioned on the flanks and Chimeras in the center.
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This message was edited 1 time. Last update was at 2014/06/07 07:13:23
Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2014/06/07 09:38:00
Subject: Re:Grey Knight Tactics in 7th
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Veteran Inquisitorial Tyranid Xenokiller
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If your area allows forgeworld, the most recent imperial armour book allows GK to take Inquisitorial Valkyries. They can trade their two hellstrike missiles for two mindstrike missiles for free, and for 10pts get two heavy bolter sponsors to go with their multilaser.
We can take them in squadrons of 3 in fast attack, or as dedicated transports for Henchmen squads.
They addition (mind you, only if your allowed to play forgeworld) opens up a whole new can of hard counter to daemons. For 128pts you get your stand Psychic battery with a nice valkyrie escort. (You can get a Lascannon for 15pts more)
This unit provides:
-objective secured scoring x2
-Anti-pysker
-Anti-infantry/Light Armor (3x S6 shots and 6x S5 shots)
-Some Anti-Air (Won't scratch AV12 very well unless you get in on rear armor.)
What do you guys think of making use of this new assets?
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Inquisitor Jex wrote:Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote:So the solution is to lie and pretend that certain options are effective so people will feel better? |
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![[Post New]](/s/i/i.gif) 2014/06/07 11:17:14
Subject: Re:Grey Knight Tactics in 7th
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Regular Dakkanaut
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Coyote81 wrote:If your area allows forgeworld, the most recent imperial armour book allows GK to take Inquisitorial Valkyries. They can trade their two hellstrike missiles for two mindstrike missiles for free, and for 10pts get two heavy bolter sponsors to go with their multilaser.
We can take them in squadrons of 3 in fast attack, or as dedicated transports for Henchmen squads.
They addition (mind you, only if your allowed to play forgeworld) opens up a whole new can of hard counter to daemons. For 128pts you get your stand Psychic battery with a nice valkyrie escort. (You can get a Lascannon for 15pts more)
This unit provides:
-objective secured scoring x2
-Anti-pysker
-Anti-infantry/Light Armor (3x S6 shots and 6x S5 shots)
-Some Anti-Air (Won't scratch AV12 very well unless you get in on rear armor.)
What do you guys think of making use of this new assets?
Seems OK for the points. Other than that unit i don't think the FW GK units are very good. The Inq. Valkyrie is available also through codex I, but without mindstrike missiles.
For anti-demon/psyker I usually prefere the stormraven with henchmen inside. The stormraven is also good against other flyets and you get the multimelta against AV 14.
The valkyrie is objective secured in hoover mode (as the SR is scoring). The problem is to get your hull within 3" of objectivs. That's only possible if you place objectives higher than ground level. In some GT this is not allowed.
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This message was edited 3 times. Last update was at 2014/06/07 11:23:27
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![[Post New]](/s/i/i.gif) 2014/06/07 17:08:13
Subject: Re:Grey Knight Tactics in 7th
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Ladies Love the Vibro-Cannon Operator
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JGrand wrote:"Ok" is quite a understatment IMO. 10 points for a master level 1 psyker with 2 powers from some of the best psycic power tabels, and which are spamable, makes them great. 6 units of 3 henchmen with psyker in razorback with psyboltammo is 408 points. 12 units of objective secured and 12 warp charges. And a great warp charge generator for other psykers in the GK army.
Yup. They are unquestionably incredible for only 10 points.
Looks quite interesting.
There are lots of points left to fill the rest. Even a more expensive tank like a LR would be justifiable.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2014/06/10 16:06:42
Subject: Grey Knight Tactics in 7th
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Longtime Dakkanaut
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I think the 'problem' with GK is what to do with the warp charges generated. Sure the psyker henchmen could each do a psychic shriek, but it is doubtful they will all be in range or doubtful you'd want them out of their transports all the time. So what are all those warp charges used for? On what? What else goes in the list?
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![[Post New]](/s/i/i.gif) 2014/06/10 16:47:13
Subject: Grey Knight Tactics in 7th
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Lieutenant Colonel
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while i think the pyskers got a buff, even a large one, I would be very hesitant to make a list around 3 man squads in rhinos/backs, just doesnt seem very durable at all, and in this edition obj secured troops will need to stay alive till the last turn if you want to win.
not a bad list IMO, but far from the best one makable with the codex and rules as they are right now.
personally I am more excited about gaining BB with the imperium and being able to add some first turn drop pod goodness to my alpha strike lists.
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![[Post New]](/s/i/i.gif) 2014/06/10 18:16:31
Subject: Grey Knight Tactics in 7th
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Longtime Dakkanaut
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Easy sauce I think the idea is that they are so cheap the rest of the army can be used to beat up the other side's troops. Or you do allies to get some tougher troops to claim further away objectives. Or you only take 4 razors and have two Troop units of something tough like ____ I don't know what.
Psy razorbacks are pretty good and with Coteaz they only cost a little more to become scoring. Seems like a no brainer to rune at least a few.
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![[Post New]](/s/i/i.gif) 2014/06/11 10:51:58
Subject: Re:Grey Knight Tactics in 7th
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Veteran Inquisitorial Tyranid Xenokiller
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I was thinking about taking Eldar Allies for my GK list. Something along the lines of Farseer jetbike mantle of laughing god, Spirit Stones. A small jetbike scoring squad or two and a wraithknight.
This is to accompany my Dreadknight heavy GK list. I felt that I could harness the High Mastery level of the farseer offensively using my Gk as a warp charge battery. I will have Coteaz of course as well.
What do you think of combining these two armies (allies of convenience btw)
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Inquisitor Jex wrote:Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote:So the solution is to lie and pretend that certain options are effective so people will feel better? |
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![[Post New]](/s/i/i.gif) 2014/06/13 15:01:09
Subject: Re:Grey Knight Tactics in 7th
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Regular Dakkanaut
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Coyote81 wrote:I was thinking about taking Eldar Allies for my GK list. Something along the lines of Farseer jetbike mantle of laughing god, Spirit Stones. A small jetbike scoring squad or two and a wraithknight.
This is to accompany my Dreadknight heavy GK list. I felt that I could harness the High Mastery level of the farseer offensively using my Gk as a warp charge battery. I will have Coteaz of course as well.
What do you think of combining these two armies (allies of convenience btw)
Nah, i'm really unshure if GK/Eldar is a good combination in 7.ed. Shure you can go MC-spam, but not being battlebrothers hurts a lot. Specially when it comes to throwing pshycic powers around.
Now when GK is BB with the rest of the empire, there are so many good combinations there.
One being GK as a Warp charge battery for a centurion star with Tiggy. With objective secured and maybe MSU on the way up, GK/ SM and GK/ IG also has a lot of mech options.
I have 3 dreadknights and have played them a lot i 5. and 6.ed, and some 7.ed. I have more and more problems making them work in competitive play. They may work in a huge alpha strike army with shunting, and maybe some SM/ SW drop pods, but im unshure. They are not that difficult to kill, and kitted out with teleporter they are rather expensive. Barebound they are of course cheap, but slow as hell.
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This message was edited 2 times. Last update was at 2014/06/13 15:01:51
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![[Post New]](/s/i/i.gif) 2014/06/13 18:39:44
Subject: Re:Grey Knight Tactics in 7th
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Judgemental Grey Knight Justicar
USA
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Are Vindicare Assassins worthwile? The ability to strip a gear-based invulnerable save and the turbo-penetration round seem nice, but it seems like he'd die pretty quickly, and might only get one shot per game.
Still worth taking?
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![[Post New]](/s/i/i.gif) 2014/06/13 18:45:50
Subject: Grey Knight Tactics in 7th
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Quick-fingered Warlord Moderatus
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I never found him worth taking, especially for the points. A vindicare is another 5 man strike squad, or even more henchmen
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3000
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![[Post New]](/s/i/i.gif) 2014/06/13 18:46:46
Subject: Re:Grey Knight Tactics in 7th
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Regular Dakkanaut
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undertow wrote:Are Vindicare Assassins worthwile? The ability to strip a gear-based invulnerable save and the turbo-penetration round seem nice, but it seems like he'd die pretty quickly, and might only get one shot per game.
Still worth taking?
Still good at killing high AV armour. We lack a FAQ now on wether he ignors Look out sir. I have seen people argue over this. His main problem was that any good player with suitable targets, will know to take him out early. And he is not hard to kill if you focus fire on him.
So i would sadly say - no
Love the model though
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![[Post New]](/s/i/i.gif) 2014/06/14 01:42:02
Subject: Grey Knight Tactics in 7th
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Member of the Malleus
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So I don't start another topic, what are everyone's view on strike squad rhino/razorback spam for those not wanting to run henchmen?
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I make bad decisions and think they are good.
Team No Bueno
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![[Post New]](/s/i/i.gif) 2014/06/14 02:55:16
Subject: Grey Knight Tactics in 7th
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Stealthy Warhound Titan Princeps
Phoenix, AZ, USA
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FinkleLord wrote:So I don't start another topic, what are everyone's view on strike squad rhino/razorback spam for those not wanting to run henchmen?
MSU Strikers are right there with MSU Purifiers and MSU Hench-folk. Warp Charge spamming is key, atm, so any form of multiple small Psyker units is good. That or Shunt lists. Draigowing seems to now be an addition to the other GK lists, rather than a stand alone build.
SJ
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“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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![[Post New]](/s/i/i.gif) 2014/06/14 13:05:42
Subject: Grey Knight Tactics in 7th
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Regular Dakkanaut
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FinkleLord wrote:So I don't start another topic, what are everyone's view on strike squad rhino/razorback spam for those not wanting to run henchmen?
I would say strikes squad has gotten a little worse, with the loss of warp quake. If you want GK MSU mech i would rate bouth henchmen and purifiers far better.
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![[Post New]](/s/i/i.gif) 2014/06/14 15:39:01
Subject: Grey Knight Tactics in 7th
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Killer Klaivex
Oceanside, CA
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The thing with the Vindicare is that you can now attach other characters to him. +65 points gets you an inquisitor with terminator armor.
Don't for get you can hide him out of sight and pop off shots with his pistol.
With a pair or three attached characters, he is pretty solid holding the line behind a defense line.
The real problem with him is that he's unique. If I could run 3 of them, I would.
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![[Post New]](/s/i/i.gif) 2014/06/14 16:43:52
Subject: Grey Knight Tactics in 7th
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Regular Dakkanaut
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HawaiiMatt wrote:The thing with the Vindicare is that you can now attach other characters to him. +65 points gets you an inquisitor with terminator armor.
Don't for get you can hide him out of sight and pop off shots with his pistol.
With a pair or three attached characters, he is pretty solid holding the line behind a defense line.
The real problem with him is that he's unique. If I could run 3 of them, I would.
Seems like a wast to attach IC to him.
GK/I have several good characters for buffing other units with nades and psycic powers. Babysitting the vindicare should not be a priority .
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This message was edited 1 time. Last update was at 2014/06/14 16:44:38
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![[Post New]](/s/i/i.gif) 2014/06/14 17:31:33
Subject: Re:Grey Knight Tactics in 7th
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Veteran Inquisitorial Tyranid Xenokiller
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Tyfus wrote: Coyote81 wrote:I was thinking about taking Eldar Allies for my GK list. Something along the lines of Farseer jetbike mantle of laughing god, Spirit Stones. A small jetbike scoring squad or two and a wraithknight.
This is to accompany my Dreadknight heavy GK list. I felt that I could harness the High Mastery level of the farseer offensively using my Gk as a warp charge battery. I will have Coteaz of course as well.
What do you think of combining these two armies (allies of convenience btw)
Nah, i'm really unshure if GK/Eldar is a good combination in 7.ed. Shure you can go MC-spam, but not being battlebrothers hurts a lot. Specially when it comes to throwing pshycic powers around.
Now when GK is BB with the rest of the empire, there are so many good combinations there.
One being GK as a Warp charge battery for a centurion star with Tiggy. With objective secured and maybe MSU on the way up, GK/ SM and GK/ IG also has a lot of mech options.
I have 3 dreadknights and have played them a lot i 5. and 6.ed, and some 7.ed. I have more and more problems making them work in competitive play. They may work in a huge alpha strike army with shunting, and maybe some SM/ SW drop pods, but im unshure. They are not that difficult to kill, and kitted out with teleporter they are rather expensive. Barebound they are of course cheap, but slow as hell.
After posting this I rethought the idea and came up with a similar notion. I'm basically preparing for FoB, so my list is 1500 and 2 book limited, but what do you think?
Coteaz
3x Henchmen: 2xacolyte w/stormbolters 1x psyker Razorback w/psyammo
1x Henchmen: 3xacolyte w/stormbolters 1x psyker Razorback w/psyammo
2x Nemisis Dreadknight w/ Teleporter and Heavy incinerator
Tigerius
8x tacical marines in a droppod melta//combimelta/melatbomb
3x Centruions Gravcannon/ amp/missile launchers/omniscope
It's a really basic list. marines are at 8 to give options to drop characters with marines for a heavier alpha. Otherwise coteaz/tiggy go in centurions. Henchmen ride around taking objectives and threatening Shriek/heavy flamer powers. And Nemesis Dreads enforce the law.
What do you think?
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Inquisitor Jex wrote:Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote:So the solution is to lie and pretend that certain options are effective so people will feel better? |
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![[Post New]](/s/i/i.gif) 2014/06/14 20:21:58
Subject: Re:Grey Knight Tactics in 7th
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Regular Dakkanaut
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Coyote81 wrote:Tyfus wrote: Coyote81 wrote:I was thinking about taking Eldar Allies for my GK list. Something along the lines of Farseer jetbike mantle of laughing god, Spirit Stones. A small jetbike scoring squad or two and a wraithknight.
This is to accompany my Dreadknight heavy GK list. I felt that I could harness the High Mastery level of the farseer offensively using my Gk as a warp charge battery. I will have Coteaz of course as well.
What do you think of combining these two armies (allies of convenience btw)
Nah, i'm really unshure if GK/Eldar is a good combination in 7.ed. Shure you can go MC-spam, but not being battlebrothers hurts a lot. Specially when it comes to throwing pshycic powers around.
Now when GK is BB with the rest of the empire, there are so many good combinations there.
One being GK as a Warp charge battery for a centurion star with Tiggy. With objective secured and maybe MSU on the way up, GK/ SM and GK/ IG also has a lot of mech options.
I have 3 dreadknights and have played them a lot i 5. and 6.ed, and some 7.ed. I have more and more problems making them work in competitive play. They may work in a huge alpha strike army with shunting, and maybe some SM/ SW drop pods, but im unshure. They are not that difficult to kill, and kitted out with teleporter they are rather expensive. Barebound they are of course cheap, but slow as hell.
After posting this I rethought the idea and came up with a similar notion. I'm basically preparing for FoB, so my list is 1500 and 2 book limited, but what do you think?
Coteaz
3x Henchmen: 2xacolyte w/stormbolters 1x psyker Razorback w/psyammo
1x Henchmen: 3xacolyte w/stormbolters 1x psyker Razorback w/psyammo
2x Nemisis Dreadknight w/ Teleporter and Heavy incinerator
Tigerius
8x tacical marines in a droppod melta//combimelta/melatbomb
3x Centruions Gravcannon/ amp/missile launchers/omniscope
It's a really basic list. marines are at 8 to give options to drop characters with marines for a heavier alpha. Otherwise coteaz/tiggy go in centurions. Henchmen ride around taking objectives and threatening Shriek/heavy flamer powers. And Nemesis Dreads enforce the law.
What do you think?
I like it. Think you should try it out some.
Keep watching how the knights perform. Together they are expensive. If you don't think they perform, maybe consider adding one more centurions to your mini-star. Or some psyfmen dreads if MSU is rising. Or a stormraven (for anti psyker and some air defence). Maybe throw some henchmen into the raven.
You might also need more objective secured unit.
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This message was edited 1 time. Last update was at 2014/06/14 20:24:30
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![[Post New]](/s/i/i.gif) 2014/06/14 21:07:19
Subject: Grey Knight Tactics in 7th
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Killer Klaivex
Oceanside, CA
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What if you went with Rhino, extra storm bolter and psibolt ammo over the psiback?
You'd get 4 S5 shots, and still be able to cast out of the rhino's top hatch, and have the acolytes inside pop off some shots too.
93 points gives you 2 plasma guns, 2 S5 storm bolters a psychic, and a psychic rhino. All of which could be Objective Secured Scoring.
Seems pretty good for the points.
-Matt
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![[Post New]](/s/i/i.gif) 2014/06/15 03:40:53
Subject: Grey Knight Tactics in 7th
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Member of the Malleus
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HawaiiMatt wrote:What if you went with Rhino, extra storm bolter and psibolt ammo over the psiback?
You'd get 4 S5 shots, and still be able to cast out of the rhino's top hatch, and have the acolytes inside pop off some shots too.
93 points gives you 2 plasma guns, 2 S5 storm bolters a psychic, and a psychic rhino. All of which could be Objective Secured Scoring.
Seems pretty good for the points.
-Matt
You would lose range and can't you only shoot one at full bs and the rest snapshots?
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I make bad decisions and think they are good.
Team No Bueno
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![[Post New]](/s/i/i.gif) 2014/06/15 11:59:58
Subject: Grey Knight Tactics in 7th
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Veteran Inquisitorial Tyranid Xenokiller
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Honestly, so many of the possible psyker powers the henchmen could fire out of a rhino are so short, that to get in range I will probably being getting my rhino killed anyways. I think I'm better of paying the cheap amount of points (10) to upgrade to a razorback which can do some nice work in numbers.
shriek-18"
flame breath-template
smite-18"
A few random ones have 24", but even those are far and few.
I feel I'm better of running razorback which can shoot and I use for interference against assault units. (remember assault units don't consolidate against vehicles.)
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Inquisitor Jex wrote:Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote:So the solution is to lie and pretend that certain options are effective so people will feel better? |
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![[Post New]](/s/i/i.gif) 2014/06/16 13:33:53
Subject: Grey Knight Tactics in 7th
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Leaping Khawarij
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I used Eldar allies in 6th edition and it worked really well but I have yet to try it in 7th but the next game I play I am considering it.
I have mainly been using an Imperial Fist allies with a drop pod and honestly, I think it compliments a shunting list really well with drop pods coming in one turn one. I roughly have the same set up as the above with Tigurious except just a plain Libby and the Centurions have TL Lascannons.
Is Rhino and henchman spam still popular with GK? I never had luck with GKSS in Rhinos and decided to DS them in because the Rhinos always got blown up on their way to the target and wasn't worth the points.
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![[Post New]](/s/i/i.gif) 2014/06/16 13:42:49
Subject: Grey Knight Tactics in 7th
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Quick-fingered Warlord Moderatus
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I've honestly been toying around with the idea of Iron Hands allies with DP melta suicide squads or an Ironclad dread with Deathwind launchers. IWND DL Droppods can be a pain in the arse to deal with. Or a single Knight Errant to accompany two walking DKs with incinerators. All three moving 12", beasts at close combat. DKs can run interference for anything that tries to flank the Knight or bog it down. Top it off with an LRC packed with Crusaders, Inquisitor fishing for invis, DCAs, and a priest. If your meta allows FW, take a Sicaran tank for anti-Wave Serpent and to plug the anti-air hole. Fill the rest of points with psybacks and more MSU psyker+bolter acolyte henchmen squads.
My take on an "armour saturation" list.
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This message was edited 2 times. Last update was at 2014/06/16 13:46:35
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![[Post New]](/s/i/i.gif) 2014/06/16 15:11:46
Subject: Grey Knight Tactics in 7th
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Leaping Khawarij
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Well, that is just it, where does everyone feel that GK meta is going? Are we going to join the rest of the Imperium in turning the battlefield reminiscent of the 5th edition parking lot using Rhinos and Razorbacks or are we going to us our own advantages with the amount of DS we have in our codex with using allies to compliment with DP? Or with the Iron Hands example, using a little of both?
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![[Post New]](/s/i/i.gif) 2014/06/16 15:41:07
Subject: Grey Knight Tactics in 7th
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Quick-fingered Warlord Moderatus
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The way I see it, 6th edition parking lot became way less effective because we couldn't score with MSUs sitting in vehicles anymore. We just swung way back over the pendulum where now our DTs and their contents can score... (And count as Objective Secured, to boot...)
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This message was edited 1 time. Last update was at 2014/06/16 15:41:21
Click here for my Swap Shop post - I'm buying stuff!
DR:90-S++G++M+B++I+Pw40kPbfg99#+D++A++/eWDR++T(T)DM+
Black Legion/Iron Warriors/Night Lords Inquisitorial Friends & Co. (Inq, GK, Elysians, Assassins) Elysian Droptroops, soon-to-add Armored Battlegroup Adeptus Mechanicus Forge World Lucius
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![[Post New]](/s/i/i.gif) 2014/06/16 16:59:27
Subject: Grey Knight Tactics in 7th
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Leaping Khawarij
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Enigwolf wrote:The way I see it, 6th edition parking lot became way less effective because we couldn't score with MSUs sitting in vehicles anymore. We just swung way back over the pendulum where now our DTs and their contents can score... (And count as Objective Secured, to boot...)
This has almost made me want to try and break out the Rhinos again to see if I could have anymore luck with them. Either way, I can't CC whether they pop out of DT or DS in, I only will be able to shoot that turn and assault the next. The only good thing is being able to leave the Rhino behind on an objective. It definitely makes Razorbacks more valuable even if you just keep the Heavy Bolter with psybolts. Maybe I should try putting the armor back into my army to try it out, it would certainly allow my GKSS to be on the board turn one to help the shunting team.
Anyone use Rhinos or Razorbacks in 7th with their GKs and meet success? And not henchman...real GK.
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![[Post New]](/s/i/i.gif) 2014/06/16 17:05:42
Subject: Grey Knight Tactics in 7th
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Stealthy Warhound Titan Princeps
Phoenix, AZ, USA
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Enigwolf wrote:I've honestly been toying around with the idea of Iron Hands allies with DP melta suicide squads or an Ironclad dread with Deathwind launchers. IWND DL Droppods can be a pain in the arse to deal with. Or a single Knight Errant to accompany two walking DKs with incinerators. All three moving 12", beasts at close combat. DKs can run interference for anything that tries to flank the Knight or bog it down. Top it off with an LRC packed with Crusaders, Inquisitor fishing for invis, DCAs, and a priest. If your meta allows FW, take a Sicaran tank for anti-Wave Serpent and to plug the anti-air hole. Fill the rest of points with psybacks and more MSU psyker+bolter acolyte henchmen squads.
My take on an "armour saturation" list.
Walking DKs move 6", not 12". The PT changes them to Jump MCs, gaining a 12" move. Just say'n.
SJ
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“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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