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Made in us
Been Around the Block




What combination of tactics and/or allies would allow for the most possible damage on turn one? This includes using the new special Grey Knights detachment that allows to turn 1 Deep Strike on 3+, using as many psychic powers on turn 1, using SM with Tigurius and Centurions as a detachment, using AM and infantry blobs or Heavy Support... just curious what you guys can come up with.
   
Made in se
Ork Boy Hangin' off a Trukk




I'm building a list focused on combating IG and Tau castles: GK and SW. Turn one, I drop down three pods: one with a strike squad and ML3 libby with the relic book, and the other two with two purifier combat squads each. Backfield is held by two WC batteries (inquisitor and 3x psyker+2 acolytes) meaning I can pretty reliably fire off 3, possibly up to five cleansing flames in the first psychic phase. Now beyond This the list isn't as alpha strikey - I've let the wolves cover AA with two stormwolves, and provide two more pods with melta armed Grey Hunters.

Four cleansing flames will average 28 S5ap4 cover ignoring hits per unit in a Castle. I am very much going to enjoy the first drop, barring any pesky culexus assassins.
   
Made in us
Leaping Khawarij






Right now Grey Knights and Drop Pods with an Aegis Defense Line equipped with a Comms Relay seems to be the best for dropping in an Alpha Strike.

The ADL would let you sit your Centurions in the back to do what they do and the Comms Relay would be there for you to re-roll Reserve Rolls on the GK coming in Turn 1.

Half your Drop Pods have to come in on Turn 1 anyway allowing even more back up with for the GKs.

To me this is why the best Ally combo for the GKs are SM. Maybe some AM to provide heavy armor support from the backfield but you can make an Alpha Strike monster taking advantage of the Deep Strike and Drop Pod mechanics. The same can be done with SW as well.

 
   
Made in ca
Commander of the Mysterious 2nd Legion





I dunno if you;'re running the nemisis strike force drop podding your GKs seems to be mostly a waste of points.

Opinions are not facts please don't confuse the two 
   
Made in se
Ork Boy Hangin' off a Trukk




BrianDavion wrote:
I dunno if you;'re running the nemisis strike force drop podding your GKs seems to be mostly a waste of points.


You don't drop your knights - you drop your allies next to your deep striking knights My list above is an exception though: purifiers do not have deep strike, so they need the pods to deliver that wicked inferno of theirs. My libby+strikes only got a pod to ensure they come on at the same time, because I want the Liber Demonica in range. Also I needed an uneven pods #
   
Made in us
Did Fulgrim Just Behead Ferrus?





Fort Worth, TX

I actually just played a game trying out the Nemesis Strike Force for the first time. My "insurance policy" for guaranteeing maximum first turn deep striking was a bunker with a comms relay, and an Inquisitor inside. The Inquisitor also had three servo skulls that I placed around the board to help reduce my scatter.

Another possible ally for Grey Knights in this instance would be Dark Angels Deathwing. You can automatically bring them all in on Turn 1, and Belial's unit won't scatter, either. All of their shooting is also twin linked when they drop in, boosting their effectiveness that turn. Scouting Ravenwing bikes could also be useful, as they come with teleport homers.

"Through the darkness of future past, the magician longs to see.
One chants out between two worlds: Fire, walk with me."
- Twin Peaks
"You listen to me. While I will admit to a certain cynicism, the fact is that I am a naysayer and hatchetman in the fight against violence. I pride myself in taking a punch and I'll gladly take another because I choose to live my life in the company of Gandhi and King. My concerns are global. I reject absolutely revenge, aggression, and retaliation. The foundation of such a method... is love. I love you Sheriff Truman." - Twin Peaks 
   
Made in us
Boom! Leman Russ Commander






o help with getting the units in, could also use some guard allies so you could get a master of the fleet and maybe even a few primaris psychers. avnt gotten the new Grey knight codex but if the drop pods are fast sttack, could drop in 2 vet squads in them as well.

clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
Made in se
Ork Boy Hangin' off a Trukk




Grey Knights do not have drop pods at all - it's Space Wolves that does, so you need to ally them in
   
Made in us
Boom! Leman Russ Commander






Thanks for the info.
Just curious, can ya still take coatez or if possible just him? Him combined with byorn fell handed could go a long way towards getting you first turn (unless GK have a character that does the same thing of course) and podded down, he seems like he could be nasty in his own right.

clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
Made in us
Leaping Khawarij






TompiQ wrote:
Grey Knights do not have drop pods at all - it's Space Wolves that does, so you need to ally them in


But the only things you would need to drop pod in would be Purifiers. Other than that, the GK have their own DS mechanics that they can use. Using the Nemesis Strike Force Detachment and then the Grey Knights Brotherhood Formation for bigger games is the way to go so that you can Deep Strike things in First Turn.

 
   
Made in se
Ork Boy Hangin' off a Trukk




 Envihon wrote:
TompiQ wrote:
Grey Knights do not have drop pods at all - it's Space Wolves that does, so you need to ally them in


But the only things you would need to drop pod in would be Purifiers. Other than that, the GK have their own DS mechanics that they can use. Using the Nemesis Strike Force Detachment and then the Grey Knights Brotherhood Formation for bigger games is the way to go so that you can Deep Strike things in First Turn.


Indeed, the only reason to put anything but purifiers in pods as a GK is if you want them to show up on T1 guaranteed. In my case, I wanted my Libby in range of the purifiers with the relic book to boost their casts, and I already had 4 pods in.

Also, about the grey knights brotherhood formation: it is way too subpar - you're better off with extra NSFDs that doesn't force you to take weak units.
   
Made in us
Leaping Khawarij






TompiQ wrote:
 Envihon wrote:
TompiQ wrote:
Grey Knights do not have drop pods at all - it's Space Wolves that does, so you need to ally them in


But the only things you would need to drop pod in would be Purifiers. Other than that, the GK have their own DS mechanics that they can use. Using the Nemesis Strike Force Detachment and then the Grey Knights Brotherhood Formation for bigger games is the way to go so that you can Deep Strike things in First Turn.


Indeed, the only reason to put anything but purifiers in pods as a GK is if you want them to show up on T1 guaranteed. In my case, I wanted my Libby in range of the purifiers with the relic book to boost their casts, and I already had 4 pods in.

Also, about the grey knights brotherhood formation: it is way too subpar - you're better off with extra NSFDs that doesn't force you to take weak units.


The problem with the Brotherhood Formation is not its effectiveness but the amount of points it is. Taking that formation with everything in a 5 man squad and no upgrades what so ever, that Formation is 2,000 points so doing anything else to them would have you exceed that and it is clearly an Apocalypse formation. The NSFD is what you want to take if you are having a game under 2,000 points. The only you gain from the Brotherhood over the NSFD is if you really wanted the Psychic Brotherhood perk for taking the formation.

 
   
Made in se
Ork Boy Hangin' off a Trukk




 Envihon wrote:
TompiQ wrote:
 Envihon wrote:
TompiQ wrote:
Grey Knights do not have drop pods at all - it's Space Wolves that does, so you need to ally them in


But the only things you would need to drop pod in would be Purifiers. Other than that, the GK have their own DS mechanics that they can use. Using the Nemesis Strike Force Detachment and then the Grey Knights Brotherhood Formation for bigger games is the way to go so that you can Deep Strike things in First Turn.


Indeed, the only reason to put anything but purifiers in pods as a GK is if you want them to show up on T1 guaranteed. In my case, I wanted my Libby in range of the purifiers with the relic book to boost their casts, and I already had 4 pods in.

Also, about the grey knights brotherhood formation: it is way too subpar - you're better off with extra NSFDs that doesn't force you to take weak units.


The problem with the Brotherhood Formation is not its effectiveness but the amount of points it is. Taking that formation with everything in a 5 man squad and no upgrades what so ever, that Formation is 2,000 points so doing anything else to them would have you exceed that and it is clearly an Apocalypse formation. The NSFD is what you want to take if you are having a game under 2,000 points. The only you gain from the Brotherhood over the NSFD is if you really wanted the Psychic Brotherhood perk for taking the formation.


Actually, it is incredibly ineffective. You are forced to take purifiers, a dreadnought and purgation squads, neither of which can deep strike. It is incredibly bloated, for the sole bonus of +1 to cast attempts, which mainly contributes to hammerhand casts since you can't add librarians. (I know the other characters can generate powers as well. But it's not enough to justify the formation). If you used two NSFDs instead, you could go all out on DK:s, terminators and interceptors instead, led by two librarians - way more powerful on the alpha strike.
   
Made in us
Grey Knight Purgator firing around corners



Ohio

I'm a big fan of the Firestorm Redoubt. If the enemy has any fliers it targets them with a pair of Quad Icarus Lasannnons, a Comms relay within 3" gives you re-rolls on your reserves, an objective can be placed within 3" of the Redoubt so the embarked unit can hold it as well as the Comms Relay, even better if the unit has Objective Secured. 6 models can fire out of the fortification, and another unit can be embarked on the battlements with 4+ cover, and a Void Shield protecting them.

Statistically, your opponent won't have the firepower to destroy the bunker before your turn 1 reserves come in, even if he goes first.

I also highly recommend taking at least 2 Dreadknights with Heavy Incinerators for units in cover, and Heavy Psycannons for everything else. Dreadknights are the most "shooty" unit the Grey Knights have right now, and as a bonus, they can Deep Strike where they need to be, have a 12" movement with the Personal Teleporter, and can make a 30" shunt later in the game to snag an objective (Perfect for Maelstrom missions).
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, if you want an alpha strike, take Dreadknights and Intercepters for shunting and Termies to deep strike in round 1 thanks to the specific GK detachment.

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 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

Draigo + Stern + TDA GK (Pallies or GKT) = 2++ sv "Gate-Star"

Add in max NDK, max GKIS, ML3 Libby, and go all-in turn 1.

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
Been Around the Block




SQUAD A
Draigo (has Gate of Infinity)
Tigurius (roll for Invisibility)
Attached to 3x Centuarions /w Grav Cannons

SQUAD B
Librarian ML 3 /w book (roll Sanctic for Gate of Infinity, Cleansing Flame, Vortex of Doom, and Sanctuary in order of importance)
Librarian ML 3 (if didn't get Gate of Infinity and Cleansing Flame and Vortex of Doom then roll on Sanctic, otherwise roll Telekinesis for Psychic Maelstrom)
Attached to 5x Terminators /w 1x Daemon Hammer, 4x Falchions, 1x Psycannon

SQUAD C
5x Terminators /w 1x Daemon Hammer, 4x Falchions, 1x Psycannon

SQUAD D
5x Scouts

SQUAD E
Nemesis Dreadknight /w Incinerator and Personal Teleporter

TOTAL: 1852 points


PLAN
1) Deploy Draigo/Tigurius Centurion squad on table
2) Scouts Infiltrate
3) Librarian Terminator squad Deep Strike into heart of enemy troops
4) Nemesis Dreadknight Deep Strike on side that Centurion squad will Gate of Infinity
5) Other Terminator squad Deep Strike with Nemesis Dreadknight
6) Centurion squad Gate of Infinity to good LOS position within 24" but far enough they won't be able to charge next turn, also cast Invisibility
7) Librarian Terminator squad cast Cleansing Flame, Vortex of Doom, Psychic Maelstrom, then Gate of Infinity to join up with Centurion squad and Nemesis Dreadknight
8) Centurions shoot
9) Librarian Terminator squad shoots
10) Nemesis Dreadknight shoots
11) Other Terminator squad shoots
12) Scouts shoot

This message was edited 3 times. Last update was at 2014/09/01 17:38:57


 
   
Made in us
Leaping Khawarij






tSygna wrote:
SQUAD A
Draigo (has Gate of Infinity)
Tigurius (roll for Invisibility)
Attached to 3x Centuarions /w Grav Cannons

SQUAD B
Librarian ML 3 /w book (roll Sanctic for Gate of Infinity, Cleansing Flame, Vortex of Doom, and Sanctuary in order of importance)
Librarian ML 3 (if didn't get Gate of Infinity and Cleansing Flame and Vortex of Doom then roll on Sanctic, otherwise roll Telekinesis for Psychic Maelstrom)
Attached to 5x Terminators /w 1x Daemon Hammer, 4x Falchions, 1x Psycannon

SQUAD C
5x Terminators /w 1x Daemon Hammer, 4x Falchions, 1x Psycannon

SQUAD D
5x Scouts

SQUAD E
Nemesis Dreadknight /w Incinerator and Personal Teleporter

TOTAL: 1852 points


PLAN
1) Deploy Draigo/Tigurius Centurion squad on table
2) Scouts Infiltrate
3) Librarian Terminator squad Deep Strike into heart of enemy troops
4) Nemesis Dreadknight Deep Strike on side that Centurion squad will Gate of Infinity
5) Other Terminator squad Deep Strike with Nemesis Dreadknight
6) Centurion squad Gate of Infinity to good LOS position within 24" but far enough they won't be able to charge next turn, also cast Invisibility
7) Librarian Terminator squad cast Cleansing Flame, Vortex of Doom, Psychic Maelstrom, then Gate of Infinity to join up with Centurion squad and Nemesis Dreadknight
8) Centurions shoot
9) Librarian Terminator squad shoots
10) Nemesis Dreadknight shoots
11) Other Terminator squad shoots
12) Scouts shoot


I really like this strategy but the problem is I don't like having to play Ultramarines for it. I could do a modified one with Imperial Fists. I just don't like being overly dependent on named characters.

 
   
Made in us
Been Around the Block




 Envihon wrote:
tSygna wrote:
SQUAD A
Draigo (has Gate of Infinity)
Tigurius (roll for Invisibility)
Attached to 3x Centuarions /w Grav Cannons

SQUAD B
Librarian ML 3 /w book (roll Sanctic for Gate of Infinity, Cleansing Flame, Vortex of Doom, and Sanctuary in order of importance)
Librarian ML 3 (if didn't get Gate of Infinity and Cleansing Flame and Vortex of Doom then roll on Sanctic, otherwise roll Telekinesis for Psychic Maelstrom)
Attached to 5x Terminators /w 1x Daemon Hammer, 4x Falchions, 1x Psycannon

SQUAD C
5x Terminators /w 1x Daemon Hammer, 4x Falchions, 1x Psycannon

SQUAD D
5x Scouts

SQUAD E
Nemesis Dreadknight /w Incinerator and Personal Teleporter

TOTAL: 1852 points


PLAN
1) Deploy Draigo/Tigurius Centurion squad on table
2) Scouts Infiltrate
3) Librarian Terminator squad Deep Strike into heart of enemy troops
4) Nemesis Dreadknight Deep Strike on side that Centurion squad will Gate of Infinity
5) Other Terminator squad Deep Strike with Nemesis Dreadknight
6) Centurion squad Gate of Infinity to good LOS position within 24" but far enough they won't be able to charge next turn, also cast Invisibility
7) Librarian Terminator squad cast Cleansing Flame, Vortex of Doom, Psychic Maelstrom, then Gate of Infinity to join up with Centurion squad and Nemesis Dreadknight
8) Centurions shoot
9) Librarian Terminator squad shoots
10) Nemesis Dreadknight shoots
11) Other Terminator squad shoots
12) Scouts shoot


I really like this strategy but the problem is I don't like having to play Ultramarines for it. I could do a modified one with Imperial Fists. I just don't like being overly dependent on named characters.


Yeah I agree - I don't like the Ultramarines flavor personally either - Tigurius is the surest way to get any specific psychic power though, and getting Invisibility is pretty important for keeping those Centurions up and shooting as long as possible. What would you do with Imperial Fists? Or what other possible synergies do you see with other characters/chapters??
   
Made in us
Leaping Khawarij






I use my Centurions in a different way which is why I take Imperial Fists. Since the biggest hole in the GK strategy is anti-armor, I used allies to fill it and the Imperial Fists while being my favorite regular Chapter of Space Marines also have a great chapter tactic that helps with this: Tank Hunter on their Devastator Squads (Bolter Drill helps a lot with the mandatory troop choice that comes with it) but I have Devastator Centurions sit in the back with a Librarian to protect them and they use their TL LC and Missile Launcher to take care of the heavy armor and they re-roll all their penetrating shots. Having a tactical squad arrive via drop pod fits with the flavor of deep striking GK and provide a nice distraction as well. My Imperial Fists and GK have done well together,

 
   
 
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