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![[Post New]](/s/i/i.gif) 2014/10/08 13:36:20
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Grim Rune Priest in the Eye of the Storm
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Name: Grey Knight Interceptor Squads
FOC: Fast Attack
UNIT TYPE: Infantry
UNIT COMPOSITION: 5-10 Models
WARGEAR:
Frag, Krak, Psyk-Out Grenades
Nemesis force sword [S4, AP3, Melee, Force, Daemonbane]
Personal Teleporter: [Models with a personal Teleporter add the Jump type to their unit type. For example, an Infantry model with a personal Teleporter becomes Jump Infantry, whilst a Monstrous Creature with a personal Teleporter becomes Jump Monstrous Creature. In addition, once per game, a unit composed entirely of models with personal Teleporters can make a Teleport shunt instead of moving in the Movement phase. A unit making a Teleport shunt moves up to 30" in the Movement phase. This move cannot end up on another unit or impassable terrain, but ignores intervening units, terrain etc. A unit cannot charge in the same turn that it makes a Teleport shunt.]
Power Armor [3+ Save]
Storm Bolter [24”, S4, AP5, Assault-2]
SPECIAL RULES:
And They Shall Know No Fear
Brotherhood of Psykers (Mastery Level 1)
Combat Squads
Preferred Enemy (Daemons)
Purity of Spirit
The Aegis
PSYKER:
Strike Squads know the Banishment and Hammerhand powers from the Daemonology (Sanctic) discipline.
OPTIONS:
For every five models in the unit, one Grey Knight may take an item from the Special Weapons list.
Psycannon [24”, S7, AP4, Salvo 2/4, Rending]: Probably the best of the three Heavy Weapons. This is a powerful weapon in a Interceptor Squad, but with such a mobile squad you are not going to get much use out of it at its full potential.
Psilencer [24”, S4, AP-, Heavy-6, Force]: Another good weapon. With Force you can ID anything up to S6, this includes most Daemons, Nids, and Riptides and the High RoF gives you a good chance of that. This is a powerful weapon in a Interceptor Squad, but with such a mobile squad you are not going to get much use out of it at its full potential.
Incinerator [Template, S6, AP4, Assault-1, Soul Blaze]: This is a nasty weapon that works on just about everything including a lot of Vehicles. You just have to get close, which is not that hard. Its Soul Blaze Power can make it very nasty vs. many targets. This is the Weapon of Choice for Interceptors.
Any Grey Knight may take items from the Melee Weapons list.
>Nemesis Force Daemon Hammer [S8, AP2, Concussive, Force, Daemonbane, Two-Handed, Unwieldy]: A great choice for Crushing most everything out there. Hammerhand only adds to your Crushing Power. I would suggest taking at least one per 5 Models for S8 and AP2 Attack I would not suggest giving to to your Justicar.
>Nemesis Force Falchions [S4, AP3, Force, Daemonbane, Specialist Weapon]: As you get them in Pairs they add one Attack. If you got the points go for it go for it for your Justicar. When in the Justicar and mixed with your Hammerhand on the Assault you are talking about 4 S6 Attacks.
>Nemesis Force Halberd [S5, AP3, Force, Daemonbane, Two-Handed]: A good choice for the extra strength, especially when mixed with Hammerhand.
>Nemesis Force Warding Staff [S6, AP4, Concussive, Force, Daemonbane, Ward, Two-Handed]: Not a great choice, but not a bad one. Is great for whacking MCs to Vehicles. Hammerhand also give you the same Strength as a base Daemon Hammer. It could also look real cool. It might be worth one per Squad for the Deny the Witch Bonus.
The Justicar may take items from the Melee Weapons and/or Special Issue Wargear lists.
Uses and Abuses:
Small and Cheap: Just take 5 of them and maybe add an Incinerator.
Large and not so Cheap: Take all 10 with 2 Incinerators, the Justicar with Paired Falchions, 2x Daemon Hammers, One Warding Staff and the rest with Halberds. This will give a good solid Strike Force that can deal with most Targets.
Alpha Strike: Mix 1-3 of these, plus 1-3 Dreadknights and your Turn one Deep Strikes as part of the Nemesis Strike Force to overwhelm your opponent.
Maelstrom Objective Grabber: Save your Shunts to grab Objectives quickly later in the game.
Shoot and Scoot: After Deep Striking next to a Unit and inflicting heavy damage, Shunt the next turn to do the same on the other side of the table. This will cause some confusion and for your opponent to react to you.
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![[Post New]](/s/i/i.gif) 2014/10/08 13:54:56
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Don't forget Justicar teleport homers!
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![[Post New]](/s/i/i.gif) 2014/10/09 13:26:09
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Grim Rune Priest in the Eye of the Storm
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Name: Stormraven Gunship
FOC: Fast Attack
UNIT TYPE: Vehicle (Flyer, Hover, Transport)
UNIT COMPOSITION: 1 Stormraven Gunship model
WARGEAR:
Twin-Linked Assault-Cannon [24”, S6, AP4, Assault-4, Rending]: A nasty Anti-Most anything weapon. Also a good Dog-Fighting weapon.
Twin-Linked Heavy-Bolter [36”, S5, AP4, Heavy-3]: A good medium range weapons, good for most infantry and can be used against Light Armored Vehicles.
Four Stormstrike Missiles [72”, S8, AP-2, Heavy-1, Concussive, One Use]: The truly only long ranged weapon in your arsenal. This can be realing good in a Dog Fight or against Vehicles or MCs, especially FMCs.
Ceramite plating [Weapons with the Melta special rule do not roll an extra D6 Armour penetration at half range or less when shooting at a vehicle with Ceramite plating]: This is always good.
SPECIAL RULES:
Assault Vehicle: Passengers disembarking from Access Points on a vehicle with this special rule can charge on the turn they do so (even in a turn that the vehicle was destroyed, or in the following turn) unless the vehicle arrived from Reserve that turn.
Power of the Machine Spirit: In a turn in which the vehicle neither moves Flat Out nor uses smoke launchers, the vehicle can fire one more weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting.
Skies of Fury: If the Stormraven Gunship has moved more than 6", passengers can still disembark, but they must do so as follows: Nominate any point over which the Grey Knights Stormraven moved that turn and deploy the squad as if it were Deep Striking onto that point. If the unit scatters, every disembarking model must immediately take a Dangerous Terrain test. If any of the models cannot be deployed, the entire unit is destroyed. Models that disembark using the Skies of Fury special rule cannot charge in the turn that they do so.
TRANSPORT:
Transport Capacity: The Stormraven Gunship can carry two separate units: one unit of up to 12 models in its cabin, plus a single Dreadnought in its rear grapples. The Stormraven Gunship can carry Jump Infantry.
Fire Points: None.
Access Points: A Stormraven Gunship has one Access Point at the front of its hull, one on either side and one at the rear.
OPTIONS:
May replace Twin-Linked Assault-Cannon with one of the following:
>Twin-Linked Plasma-Cannon [36”, S7, AP2, Blast, Heavy-1, Gets Hot]: A nice choice for an Close Support Weapon. Through if you are forced to Jink you can not fire it.
>Twin-Linked Las-Cannon [48”, S9, AP2, Heavy-1]: This gives you a real nasty Multi-Tasker. You can use it while Dog Fighting or against ground Targets, especially with it being in the Turret.
May replace Twin-Linked Heavy Bolter with one of the following:
Twin-Linked Multi-Melta [24”, S8, AP1, Heavy-1, Melta]: This makes you a Superior Dog Fighter is you can get close and if you still have the Assault Cannon you will be trying to do that anyways. With the Las-Cannons you can make quick kills on most Tanks.
>Typhoon Missile Launcher [Frag: 48”, S4, AP5, Blast, Heavy-2 or Krak: 48”, S8, AP3, Heavy-2]: This gives you Multi-Tasking Long Ranged Strike capability. This easily makes it a TAC choice.
May replace its two side Access Points with side Sponsons, each with hurricane Bolters [24”, S4, AP5, Twin-Linked, Rapid Fire-3]: This amount of Anti-Infantry Fire Power can be very useful.
May take any of the following:
>Searchlight [Good for Night Fighting]
>Extra Armor [Crew Stunned become Crew Shaken]
>Locator Beacon [Friendly units do not scatter when they Deep Strike, so long as the first model placed is within 6" of a model with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn in order for it to be used.
Uses and Abuses:
Basic and Cheap: don't bother with ant upgrade.
Infantry Hunter: Keep the Assault Cannon and Heavy Bolters and add the Hurricane Bolters.
Long Range Infantry Hunter: Take the Plasma-Cannons and the Typhoon Missile Launcher. The Hurricane Bolters are a good option here.
Long Range Tank Hunter: Take the Twin-Linked Las Cannon and Typhoon Missile Launcher. Consider taking a Sky-Shield Landing Pad.
Close in Tank Hunter: Keep the Assault Cannons and take the Multi-Meltas.
Sky-Shield Landing Pad: Add “Ready for Take Off” and this lets you start on the table. Take one of the Long Range Options and start with the Shields Up. This gives you a 4++ Save until you are ready to move. Drop the Shields and then take off. On Turn two you can start Zooming and be able to unload your cargo with Skies of Fury. If you have a Locator on board you should be able to keep you from Scattering. This leaves the Pad open for late arrivals if you wish.
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![[Post New]](/s/i/i.gif) 2014/10/09 13:38:48
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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What should also be stated is that if you're putting something in it...it's almost certainly purifiers.
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![[Post New]](/s/i/i.gif) 2014/10/09 14:23:13
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Grim Rune Priest in the Eye of the Storm
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ductvader wrote:What should also be stated is that if you're putting something in it...it's almost certainly purifiers.
Probably, but I did cover that with the Purifiers.
I used to put my Librarian and Paladin Squad in it, but with the NSF, I don't need to anymore so I am not sure what I am going to put in it. My Purifiers are currently in a Razorback, but then I only have 6 of them.
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![[Post New]](/s/i/i.gif) 2014/10/09 19:01:58
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Shunting Grey Knight Interceptor
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Will a locator beacon still prevent scattering from Skies of Fury? That seems too easy. If I can convince my regular opponent of that combo, there is no reason for me to ever leave the SR on the shelf!
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![[Post New]](/s/i/i.gif) 2014/10/09 19:14:47
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Grim Rune Priest in the Eye of the Storm
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SkrawnyNob wrote:Will a locator beacon still prevent scattering from Skies of Fury? That seems too easy. If I can convince my regular opponent of that combo, there is no reason for me to ever leave the SR on the shelf!
As long as the Stormraven started the turn on the table and the unit deploy within 6" there should be no reason it would not work.
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![[Post New]](/s/i/i.gif) 2014/10/11 13:23:55
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Grim Rune Priest in the Eye of the Storm
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Fast Attack [Base Dedicated Transports]
Name: Rhino
FOC: Fast Attack
UNIT TYPE: Vehicle (Tank, Transport)
UNIT COMPOSITION: 1 Rhino
WARGEAR:
Storm Bolter [24”, S4, AP5, Assault-2]
Searchlight [Ignore Night Fighting Penalties
Smoke launchers [1 Turn 5+ Cover Save]
SPECIAL RULES:
Repair: If a Rhino is Immobilized, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilized. Note that a successful Repair does not restore a Hull Point.
TRANSPORT:
Transport Capacity: Ten models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
Fire Points: Two models can fire from the Rhino’s top hatch.
Access Points: The Rhino has one Access Point on each side of the hull and one at the rear.
OPTIONS:
>Dozer blade [Vehicles equipped with Dozer blades treat their front Armor as one higher than normal when ramming. Furthermore the vehicle can re-roll failed Dangerous Terrain tests.]: This one of those options that should be taken most of the time.
>Extra Armor [Vehicles equipped with extra Armor count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead]: The only thing it truly does is let you still move.
>Hunter-Killer Missile [Infinite, S8, AP3, Heavy-1 One Use]: I actually like these. Take 4-5 of them on different vehicles and on turn one when you are of of range with the rest of your weapons fire all of them at the same target. You can devastate T4 Character or Battle Suits with this “Alpha Strike.”
>Storm Bolter [24”, S4, AP5, Assault-2]: I feel this is a good if you are planning on not using your Rhino just as a “Battle Taxi”.
How to use and abuse
Battle Taxi: Take no upgrades at all. It can get you across the field, but I would not count on it. It also cant help your Pack fight or hold objective well.
M113 ACCV [Armored Cavalry Combat Vehicle]: Take the Second Storm Bolter and a full 10 Model Strike, Purifier or Purgation Squad with Special Weapons. This gives you a good Rate of fire and you move across the Battlefield. It will also have some ability to hold Objectives.
Rhino Rush: This is an old school trick.
1] Take multiple Rhinos.
2] Place them in a ^ formation.
3] Turn-1 the point Rhino Pops Smoke and the other two use the first one for Cover.
4] Turn-2 a different takes point and Pops Smoke while the others hid and get cover.
5] Rinse-Repeat as Necessary/Possible.
You can use the same trick to protect other vehicles.
Name: Razorback
FOC: Fast Attack
UNIT TYPE: Vehicle (Tank, Transport)
UNIT COMPOSITION: 1 Razorback
WARGEAR:
Twin-Linked Heavy Bolter [36”, S5, AP4, Heavy-3]: A good solid weapon. It is best at Anti-Infantry and can do some Light Anti-Vehicle Work
Searchlight [Ignore Night Fighting Penalties
Smoke launchers [1 Turn 5+ Cover Save]
TRANSPORT:
Transport Capacity: Six models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
Fire Points: None.
Access Points: The Razorback has one Access Point on each side of the hull and one at the rear.
OPTIONS:
May replace its Twin-Linked Heavy Bolter with one of the following:
>Twin-Linked Heavy-Flamer [Template, S5, AP4, Assault-1]: Great if you want some up close ignore cover firepower. It could also be good for helping clear objectives.
>Twin-Linked Assault-Cannon [24”, S6, AP4, Assault-4, Rending]: A Great Mid-Ranged weapon. It is also a Multi-Tasker being good at Anti-Armor, MC and Infantry Weapon.
>Twin-Linked Las-Cannon [48”, S9, AP2, Heavy-1]: This gives you some long range Anti-Tank Weapon. With the Twin-Link it will probably not miss much.
>Las-Cannon [48”, S9, AP2, Heavy-1] and Twin-Linked Plasma-Gun [24”, S7, AP2, Rapid Fire, Gets Hot]: This is a good mix of Long Range Anti Tank and Mid Ranged firepower.
>Dozer blade [Vehicles equipped with Dozer blades treat their front Armor as one higher than normal when ramming. Furthermore the vehicle can re-roll failed Dangerous Terrain tests.]: This one of those options that should be taken most of the time.
>Extra Armor [Vehicles equipped with extra Armor count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead]: The only thing it truly does is let you still move.
>Hunter-Killer Missile [Infinite, S8, AP3, Heavy-1 One Use]: I actually like these. Take 4-5 of them on different vehicles and on turn one when you are of o range with the rest of your weapons fire all of them at the same target. You can devastate T4 Character or Battle Suits with this “Alpha Strike.”
>Storm Bolter [24”, S4, AP5, Assault-2]: I feel this is a good if you are planning on not using your Razorback just as a “Battle Taxi”.
How to use and abuse
HMMWV: Take no upgrades at all. It can get you across the field and the Heavy Bolter works like an M2HB. It will get your 5-6 Model Squad across the battlefield.
Warrior APC: Again make it simple. Upgrade the Heavy Bolter with most anything giving you some extra firepower. The Assault Cannon would be a good choice.
Bradley Fire Team: Take one of the two Las-Cannon Options. You can use it to fight along side your Squad or use it to just a transport with a BFG.
M-18 Hellcat [Fast Attack Option]: Take the Twin-Linked Las-Cannon. Then Shoot and Scoot (Well this is 40k so it is Scoot and Shoot).
1] Turn-1: Move at Full Speed across the Battlefield using cover, if you cant get cover, Pop Smoke.
2] Turn-2: Look for some Side or Rear Armor and Blast away.
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![[Post New]](/s/i/i.gif) 2014/10/12 13:32:04
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Grim Rune Priest in the Eye of the Storm
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Name: Purgation Squad
FOC: Heavy Support
UNIT TYPE: Infantry
UNIT COMPOSITION: 5-10 Models
WARGEAR:
Frag, Krak, Psyk-Out Grenades
Nemesis force sword [S4, AP3, Melee, Force, Daemonbane]
Power Armor [3+ Save]
Storm Bolter [24”, S4, AP5, Assault-2]
SPECIAL RULES:
And They Shall Know No Fear
Brotherhood of Psykers (Mastery Level 1)
Combat Squads
Deep Strike
Knight Vision [Lets you ignore Night Fighting]
Preferred Enemy (Daemons)
Purity of Spirit
The Aegis
PSYKER:
Terminators know the Banishment and Hammerhand powers from the Daemonology (Sanctic) discipline.
OPTIONS:
Up to 4 Purgation Squad members may take an item from the Special Weapons list.
Psycannon [24”, S7, AP4, Salvo 2/4, Rending]: Probably the best of the three Heavy Weapons. This is a powerful weapon in a Purgation Squads hands.
>When used in a Static Position it works great as 4x 24” Rending Auto-Cannon. Attach a Divination Psyker and you could end up with a decent AAA Unit, it might even be worth giving them a ADL with a Quad Gun.
Psilencer [24”, S4, AP-, Heavy-6, Force]: Another good weapon. With Force you can ID anything up to S6, this includes most Daemons, Nids, and Riptides and the High RoF gives you a good chance of that.
Incinerator [Template, S6, AP4, Assault-1, Soul Blaze]: This is a nasty weapon that works on just about everything including a lot of Vehicles. You just have to get close, which is not that hard. This would a good choice if you plan on Assaulting with them, especially out of a Land Raider or Stormraven.
Any Grey Knight may take items from the Melee Weapons list.
>Nemesis Force Daemon Hammer [S8, AP2, Concussive, Force, Daemonbane, Two-Handed, Unwieldy]: A great choice for Crushing most everything out there. Hammerhand only adds to your Crushing Power. I would suggest taking at least one per 5 Models for S8 and AP2 Attack I would not suggest giving one to your Justicar.
>Nemesis Force Falchions [S4, AP3, Force, Daemonbane, Specialist Weapon]: As you get them in Pairs they add one Attack. If you got the points go for it go for it for your Justicar. When in the Justicar and mixed with your Hammerhand on the Assault you are talking about 4 S6 Attacks.
>Nemesis Force Halberd [S5, AP3, Force, Daemonbane, Two-Handed]: A good choice for the extra strength, especially when mixed with Hammerhand.
>Nemesis Force Warding Staff [S6, AP4, Concussive, Force, Daemonbane, Ward, Two-Handed]: Not a great choice, but not a bad one. Is great for whacking MCs to Vehicles. Hammerhand also give you the same Strength as a base Daemon Hammer. It could also look real cool. It might be worth one per Squad for the Deny the Witch Bonus.
The Justicar may take items from the Melee Weapons and/or Special Issue Wargear lists.
The unit may select a Rhino or Razorback as a Dedicated Transport.
Uses and Abuses:
Small and Cheap: Just take 5 of them and maybe add an 4 Incinerators.
Large and not so Cheap: Take all 10 with 4 Psycannons, the Justicar with Paired Falchions, 2x Daemon Hammers, One Warding Staff and the rest with Halberds. This will give a good solid Strike Force that can deal with most Targets. This is also a good choice for Tank Hunting.
Monster Hunters: Just increase the number of Daemon Hammers and Warding Staves. Replace the Psycannons, with Psilencers. Remember you only need one Penetrating Wound to kill off your Average MC with a Force Weapon.
In a Rhino: With the ability to fire out of the Top-Hatch makes this one a good choice. It might even be worth taking two different weapon systems for different targets. When you unload then you can Combat Squad putting two of each in each Combat Squad.
In a Razorback: This lets you easily take an extra body (With a Daemon-Hammer). Could tool it up to fill the same role as the Squad inside, though with this Armies lack of Anti-Tank I would just take on of the Las-Cannon variants for a little Punch.
Duel Razorback: Take a 10 Squad and intimidately Combat Squad putting one into the Dedicated Transport and a the Second Combat in your FA Razorback. You could do the same with Rhinos.
Stormraven: This is a good option if you are planning Assaulting with 4 Incinerators.
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![[Post New]](/s/i/i.gif) 2014/10/13 15:15:16
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Grim Rune Priest in the Eye of the Storm
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Name: Nemesis Dreadknight
FOC: Heavy Support
UNIT TYPE: Monstrous Creature (Character)
UNIT COMPOSITION: 1 Model
WARGEAR:
Force Shielding [2+/5++ Save]
Two Power Fist [S10, AP2, Specialist Weapon]: With its 4 Base Attacks is great for dealing with 99% of the Targets out there.
SPECIAL RULES:
And They Shall Know No Fear
Psykers (Mastery Level 1)
Deep Strike
Preferred Enemy (Daemons)
Purity of Spirit
The Aegis
PSYKER:
Terminators know the Banishment and Sanctuary powers from the Daemonology (Sanctic) discipline.
OPTIONS:
May take a personal Teleporter: Becomes a Monstrous Jump Creature with a 1 a game 30” Shunt]: This makes him a very mobile unit.
May take up to two weapons from the following list (each weapon can be taken only once):
>Heavy incinerator [Template, S6, AP4, Heavy-1, Soul Blaze, Torrent]: This is a great weapon for dealing with multiple targets. It can even deal with most transports. Torrent give it about a 20” overall range so it mixes well with the other ranged weapons. Also Brutal with Overwatch.
>Gatling Psilencer [24”, S4, AP-, Heavy-12, Force]: A very nasty Anti-Infantry Weapon. With is huge RoF it can quickly inflict lots of wounds and with its Force Property can threaten many Multi-Wound Models.
>Heavy Psycannon
>>Focused Fire [24”, S7, AP4, Salvo 3/6, Rending]: This works vest vs Multi-Model Units and Vehicles.
>>Area Saturation [24”, S7, AP4, Heavy-1, Large Blast, Rending]: Great for dealing with Concentration of Models, like that Terminator Squad that just Teleported in. It can also be a good choice for dealing with Vehicle Squadrons.
May replace one power fist with one of the following:
>Nemesis Daemon Hammer [S10, AP2, Melee, Specialist Weapon, Concussive, Daemonbane]: Well it is nasty, though the only reason to truly take it is for the Concussive and Force Effect.
Nemesis Great Sword [S10, AP2, Melee, Force, Daemonbane, Master-Crafted, Specialist Weapon]: another Good choice, but the reason to take it for the Master-Craft and Force ability.
Uses and Abuses:
Keep Him Cheap: Just take him with no real Options [You should never see this one on the table]
Fast Mover: Take the Personal Teleporter for the high speed [This is almost an Auto-Take]
Monster Hunter: Take both the Psilencer and Psycannon. This should give you a lot of shots with some chances for IDs. Take the Hammer or Sword to also give you more ID Chances.
Tank Hunter: Take the Psycannon and/or Incinerator. This gives you an excellent chance of killing off the target and if you need to you can Assault with multiple S10 Attacks.
Infantry Hunter: Take the Psilencer and/or Incinerator, though the Psycannon in Blast mode would work to. I would not bother with a sword or hammer as odds are anything you hit is probably going to be ID'd with your S10 Attacks in Melee.
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![[Post New]](/s/i/i.gif) 2014/10/14 14:47:17
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Guarded Grey Knight Terminator
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Anpu42 wrote:Name: Nemesis Dreadknight
FOC: Heavy Support
UNIT TYPE: Monstrous Creature (Character)
UNIT COMPOSITION: 1 Model
WARGEAR:
Force Shielding [2+/5++ Save]
Two Power Fist [S10, AP2, Specialist Weapon]: With its 4 Base Attacks is great for dealing with 99% of the Targets out there.
SPECIAL RULES:
And They Shall Know No Fear
Psykers (Mastery Level 1)
Deep Strike
Preferred Enemy (Daemons)
Purity of Spirit
The Aegis
PSYKER:
Terminators know the Banishment and Sanctuary powers from the Daemonology (Sanctic) discipline.
OPTIONS:
May take a personal Teleporter: Becomes a Monstrous Jump Creature with a 1 a game 30” Shunt]: This makes him a very mobile unit.
May take up to two weapons from the following list (each weapon can be taken only once):
>Heavy incinerator [Template, S6, AP4, Heavy-1, Soul Blaze, Torrent]: This is a great weapon for dealing with multiple targets. It can even deal with most transports. Torrent give it about a 20” overall range so it mixes well with the other ranged weapons. Also Brutal with Overwatch.
>Gatling Psilencer [24”, S4, AP-, Heavy-12, Force]: A very nasty Anti-Infantry Weapon. With is huge RoF it can quickly inflict lots of wounds and with its Force Property can threaten many Multi-Wound Models.
>Heavy Psycannon
>>Focused Fire [24”, S7, AP4, Salvo 3/6, Rending]: This works vest vs Multi-Model Units and Vehicles.
>>Area Saturation [24”, S7, AP4, Heavy-1, Large Blast, Rending]: Great for dealing with Concentration of Models, like that Terminator Squad that just Teleported in. It can also be a good choice for dealing with Vehicle Squadrons.
May replace one power fist with one of the following:
>Nemesis Daemon Hammer [S10, AP2, Melee, Specialist Weapon, Concussive, Daemonbane]: Well it is nasty, though the only reason to truly take it is for the Concussive and Force Effect.
Nemesis Great Sword [S10, AP2, Melee, Force, Daemonbane, Master-Crafted, Specialist Weapon]: another Good choice, but the reason to take it for the Master-Craft and Force ability.
Uses and Abuses:
Keep Him Cheap: Just take him with no real Options [You should never see this one on the table]
Fast Mover: Take the Personal Teleporter for the high speed [This is almost an Auto-Take]
Monster Hunter: Take both the Psilencer and Psycannon. This should give you a lot of shots with some chances for IDs. Take the Hammer or Sword to also give you more ID Chances.
Tank Hunter: Take the Psycannon and/or Incinerator. This gives you an excellent chance of killing off the target and if you need to you can Assault with multiple S10 Attacks.
Infantry Hunter: Take the Psilencer and/or Incinerator, though the Psycannon in Blast mode would work to. I would not bother with a sword or hammer as odds are anything you hit is probably going to be ID'd with your S10 Attacks in Melee.
1 more option. full kit. personal teleport, sword, incinerator, heavy psycannon. This thing is a monster on the board. so versatile. I had 2 dk's in a recent tournament running with this load and they were all-stars.
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"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus
If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again |
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![[Post New]](/s/i/i.gif) 2014/10/15 14:25:50
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Grim Rune Priest in the Eye of the Storm
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Name: Land Raider
FOC: Heavy Support
UNIT TYPE: Vehicle (Tank)
UNIT COMPOSITION: 1 Land Raider
WARGEAR:
Twin-Linked Heavy Bolters [36”, S5, AP4, Heavy-3]: Great for taking down Infantry and Light Transports. With the Twin-Linked it can even make it a makeshift AAA Platform.
Two Twin Linked Las Cannons [48”, S9, AP2, Heavy-1]: Can take down most Models. With the Twin-Linked it can even make it a makeshift AAA Platform.
Searchlight
Smoke launchers
SPECIAL RULES:
Assault Vehicle: Passengers disembarking from Access Points on a vehicle with this special rule can charge on the turn they do so (even in a turn that the vehicle was destroyed, or in the following turn) unless the vehicle arrived from Reserve that turn.
Power of the Machine Spirit: In a turn in which the vehicle neither moves Flat Out nor uses smoke launchers, the vehicle can fire one more weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting.
TRANSPORT:
Transport Capacity: 10 models/5 Terminators.
Fire Points: None.
Access Points: A Land Raider has one Access Point at the front of its hull and one on each side of its Hull.
OPTIONS:
Take a Multi-Melta [24”, S8, AP1, Melta, Heavy-1]:
Extra Armor [Vehicles equipped with extra Armor count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead]: The only thing it truly does is let you still move.
Hunter-Killer Missile [Infinite, S8, AP3, Heavy-1 One Use]: I actually like these. Take 4-5 of them on different vehicles and on turn one when you are of of range with the rest of your weapons fire all of them at the same target. You can devastate T4 Character or Battle Suits with this “Alpha Strike.”
Storm Bolter [24”, S4, AP5, Assault-2]: I feel this is worth it as all it takes is one weapon destroyed result to make you mobile cover. It also give a extra weapon to take that Weapon Destroyed Result.
Use an Abuse:
Bear Naked: No upgrades, no nothing. Still is a tough costumer with some killer firepower.
Tank Hunter: Take the Multi-Melta and possibly a HK Missile. You need to get close, but you should be able to so you might as well pick up a Storm Bolter while you are at it.
Long Range Tank Hunter: If you take anything make it a HK Missile. You can sit 4' away and just blast your targets.
Merkava Transport: You will be surrounded be the heaviest Armor in the game, you should feel safe getting there. And once you get there the Assault Ramp lets you pile out and Charge
>Power Armor Grey Knights: For this Land Raider, I think this the best choice. One you can get a good number of models in it and Most Power Armored Grey Knights have Frag Grenades.
>Terminator Grey Knights: A good choice to get your Terminators across the battlefield close. You can fit 5 with a Special Weapon.
PotMS: This give you the ability to kill two targets at once. Don't be afraid to target Transports. You have the ability to Kill 2 a turn or at least ruin their day. Most you only need a 2+ to Glance and a 3+ to Pen.
AV14 Charge: Just move 12” on Turn-1 one and pop smoke. If you have 2-3 of them you opponent may need new undergarments.
1st Turn Assault [Works best if you go second]: Start at the forward edge of your Deployment Zone.
>Move 6”
>Disembark 6”
>Assault 2d6”
This will give you a 14-24” Assault Range.
Weapon Placement: This is a big one. If you put them in the Front Side Doors it give you a few inches of Range, but might cause an issue with disembarking. Placing them on the Rear Doors solves the Disembarking but might give your opponent cover.
Name: Land Raider Crusader
FOC: Heavy Support
UNIT TYPE: Vehicle (Tank)
UNIT COMPOSITION: 1 Land Raider
WARGEAR:
Twin-Linked Assault Cannon [24”, S6, AP4, Heavy-4, Rending]: Great for taking down Infantry and Transports. With the Twin-Linked it can even make it a makeshift AAA Platform.
Two Hurricane Bolters [24”, S4, AP5, Rapid Fire-3]: Can take down most Infantry quickly.
Frag Assault Launchers: Any unit charging into close combat on the same turn as it disembarks from a Land Raider Crusader or Redeemer counts as having frag grenades.
Smoke launchers
SPECIAL RULES:
Assault Vehicle: Passengers disembarking from Access Points on a vehicle with this special rule can charge on the turn they do so (even in a turn that the vehicle was destroyed, or in the following turn) unless the vehicle arrived from Reserve that turn.
Power of the Machine Spirit: In a turn in which the vehicle neither moves Flat Out nor uses smoke launchers, the vehicle can fire one more weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting.
TRANSPORT:
Transport Capacity: 16 models/8 Terminators.
Fire Points: None.
Access Points: A Land Raider has one Access Point at the front of its hull and one on each side of its Hull.
OPTIONS:
Take a Multi-Melta [24”, S8, AP1, Melta, Heavy-1]:
Extra Armor [Vehicles equipped with extra Armor count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead]: The only thing it truly does is let you still move.
Hunter-Killer Missile [Infinite, S8, AP3, Heavy-1 One Use]: I actually like these. Take 4-5 of them on different vehicles and on turn one when you are of range with the rest of your weapons fire all of them at the same target. You can devastate T4 Character or Battle Suits with this “Alpha Strike.”
Storm Bolter [24”, S4, AP5, Assault-2]: I feel this is worth it as all it takes is one weapon destroyed result to make you mobile cover. It also give a extra weapon to take that Weapon Destroyed Result.
Use an Abuse:
Bear Naked: No upgrades, no nothing. Still is a tough costumer with some killer firepower.
Tank Hunter: Take the Multi-Melta and possibly a HK Missile. You need to get close, but you should be able to so you might as well pick up a Storm Bolter while you are at it. Though the Crusader does not make a good Tank Hunter.
Merkava Transport: You will be surrounded be the heaviest Armor in the game, you should feel safe getting there. And once you get there the Assault Ramp lets you pile out and Charge
>Power Armor Grey Knights: For this Land Raider, I think this a good choice. One you can get the whole Squad inside along with a couple of Characters in Terminator.
>Terminator Grey Knights: A good choice to get your Grey Knights across the battlefield close. You can fit 8 with a Special Weapon or multiple Characters.
PotMS: This give you the ability to kill two targets at once. Use the Hurricane Bolters and the Assault Cannon against one and the the second Hurricane Bolter on another. If you set it up right you can fire all of your anti-Infantry Weapons at one Target and the Multi-Melta at another.
AV14 Charge: Just move 12” on Turn-1 one and pop smoke. If you have 2-3 of them you opponent may need new undergarments.
1st Turn Assault [Works best if you go second]: Start at the forward edge of your Deployment Zone.
>Move 6”
>Disembark 6”
>Assault 2d6”
This will give you a 14-24” Assault Range.
Weapon Placement: This is a big one. If you put them in the Front Side Doors it give you a few inches of Range, but might cause an issue with disembarking. Placing them on the Rear Doors solves the Disembarking but might give your opponent cover.
Name: Land Raider Redeemer
FOC: Heavy Support
UNIT TYPE: Vehicle (Tank)
UNIT COMPOSITION: 1 Land Raider
WARGEAR:
Twin-Linked Assault Cannon [24”, S6, AP4, Heavy-4, Rending]: Great for taking down Infantry and Transports. With the Twin-Linked it can even make it a makeshift AAA Platform.
Two Flamestorm Cannons [Template, S6, AP3, Heavy-1]: Can take down most Infantry quickly once you are close enough. It can also penetrate a lot of Vehicle Armor. (I managed to catch two Land Speeders once with one and popped both in 5th)
Smoke launchers
Frag Assault Launchers: Any unit charging into close combat on the same turn as it disembarks from a Land Raider Crusader or Redeemer counts as having frag grenades.
SPECIAL RULES:
Assault Vehicle: Passengers disembarking from Access Points on a vehicle with this special rule can charge on the turn they do so (even in a turn that the vehicle was destroyed, or in the following turn) unless the vehicle arrived from Reserve that turn.
Power of the Machine Spirit: In a turn in which the vehicle neither moves Flat Out nor uses smoke launchers, the vehicle can fire one more weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting.
TRANSPORT:
Transport Capacity: 12 models/6 Terminators.
Fire Points: None.
Access Points: A Land Raider has one Access Point at the front of its hull and one on each side of its Hull.
OPTIONS:
Take a Multi-Melta [24”, S8, AP1, Melta, Heavy-1]:
Extra Armor [Vehicles equipped with extra Armor count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead]: The only thing it truly does is let you still move.
Hunter-Killer Missile [Infinite, S8, AP3, Heavy-1 One Use]: I actually like these. Take 4-5 of them on different vehicles and on turn one when you are of range with the rest of your weapons fire all of them at the same target. You can devastate T4 Character or Battle Suits with this “Alpha Strike.”
Storm Bolter [24”, S4, AP5, Assault-2]: I feel this is worth it as all it takes is one weapon destroyed result to make you mobile cover. It also give a extra weapon to take that Weapon Destroyed Result.
Use an Abuse:
Bear Naked: No upgrades, no nothing. Still is a tough costumer with some killer firepower.
Tank Hunter: Take the Multi-Melta and possibly a HK Missile. You need to get close, but you should be able to so you might as well pick up a Storm Bolter while you are at it. Might actually make a better Tank Hunter than a LRC.
Merkava Transport: You will be surrounded be the heaviest Armor in the game, you should feel safe getting there. And once you get there the Assault Ramp lets you pile out and Charge
>Power Armor Grey Knights: For this Land Raider, I think this the best choice. One you can get all 10 of your models in it along with a Character in Terminator armor. 10 Purifiers with Crowe would be a good choice.
>Terminator Grey Knights: A good choice to get your Terminator Grey Knights across the battlefield close. You can fit 5 Paladins with 2 Special Weapon and a Grand Master with a 3rd Special Weapon.
PotMS: This give you the ability to kill two targets at once. Use the Flamestorm Cannon and the Assault Cannon against one and the the second Flamestorm Cannon on another. If you set it up right you can fire all of your anti-Infantry Weapons at one Target and the Multi-Melta at another.
1st Turn Assault [Works best if you go second]: Start at the forward edge of your Deployment Zone.
>Move 6”
>Disembark 6”
>Assault 2d6”
This will give you a 14-24” Assault Range.
Weapon Placement: This is a big one. If you put them in the Front Side Doors it give you a few inches of Range, but might cause an issue with disembarking. Placing them on the Rear Doors solves the Disembarking but might give your opponent cover.
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![[Post New]](/s/i/i.gif) 2014/10/15 20:36:26
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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I also highly suggest this for all Land Raider GK users out there.
http://www.bolterandchainsword.com/topic/101214-the-way-of-the-water-warrior/
It's old...but this edition's Grey Knights play much more old school than the 5th/6th ed GKs did.
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![[Post New]](/s/i/i.gif) 2014/10/15 22:16:07
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Devestating Grey Knight Dreadknight
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Wow that made me feel old, remember I first read that in 2008.
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SHUPPET wrote:
wtf is this buddhist monk ascendant martial dice arts crap lol
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![[Post New]](/s/i/i.gif) 2014/10/16 15:31:44
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Grim Rune Priest in the Eye of the Storm
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Doe to RL things it might be a little bit before I add to this.
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![[Post New]](/s/i/i.gif) 2014/11/11 01:01:59
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Grim Rune Priest in the Eye of the Storm
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Allies: Battle Brothers
Adepta Sororitas
Astra Militarum
Blood Angels
Dark Angels
Imperial Knights
Inquisition
Space Marines
Space Wolves
Adepta Sororitas [Sisters of Battle]
As an Ally: Unless you have a large Sister's Force I don't think Grey Knights would make a Good Ally.
As Allies: They should make good Allies.
Troops:
Battle Sisters Squad: You are going to have to take one, so stick them on an Objective with two Flamers and Combi-Flamer and one power Weapon.
Elite:
Sisters Repentia: With the Eviscerators could do some nasty things in close combat vs vehicles. This is a unit to take advantage of your Stormraven to target normal Ranks.
Fast Attack:
Seraphim Squad: With the option of buckets of Bolt Pistols and Hand Flamers and/or Inferno Pistols they could be a real deadly force to your chosen target. Might make a good companion for Interceptor Squad. You could also put a 5-6 Model Squad in a Stormraven.
Dominion Squad: Here is a nasty Squad you can Abuse. Shove them one of your Stormraven or Razorback. You can also use them to take/Hold Objectives. What you do with them depends on what you want to do with the 4 Special Weapons.
>Storm Bolter: If you age going to use them to hold an Objective or a general Combat Unit you could take the Storm Bolter.
>Flamer: If you are planning on going for Infantry, this is probably the best choice. A Stormraven or a Land Raider is probably a good choice. I think a Redeemer would be a good Fluffy Choice.
>Melta Gun: 4 Melta Guns out of a Stormraven can ruin anyone's day quickly, You can also scout with them if you need to.
Heavy Support:
Retributor Squad: Similar to the Dominion Squad, but with bigger Guns. There job should be based on there weapons.
>Heavy Bolter: Good for dealing most infantry at range. I would suggest unsung them for Objective holding. If you decide to shove them a Stormraven.
>Heavy Flamer: Another good choice for a Stormraven.
>Multi-Melta: Great for Tank Hunting. Again a great choice for Stormraven.
One I concept I was thinking about as an allied Force:
HQ: Canoness
Troop: Battle Sister Squad with a Flamer and Heavy Flamer in a Rhino
Heavy: Retributor Squad with 4 Heavy Flamers in a FA Pod and the Canoness.
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This message was edited 1 time. Last update was at 2014/11/12 14:32:57
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![[Post New]](/s/i/i.gif) 2014/11/11 15:40:15
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Shunting Grey Knight Interceptor
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Anpu42 wrote:Allies: Battle Brothers
Penitent Engine: Having trouble getting in close, Shove it into a Stormraven and land it near an entrenched infantry unit. Don't expect miracles, but it is a fast way to get them in to combat quickly.
I don't have the most recent rules for SoB, but isn't the Penitent Engine a Walker? Please explain how you would embark a vehicle inside a transport.
Otherwise I like the suggestions. Clearly a classic and flavorful companion force and one of the cheapest ways to get PA troops toting boltguns. For that reason alone I think you ought to be happy taking the Battle Sisters Squad to support your super-expensive Terminator and NDK units. Let the T3 girls take objectives while your silvery dudes do all the heavy lifting. I like the HS ally taking some much-needed longer range heavy bolters, too. Attach a Techmarine with the 36" Stormbolter Relic for extra staying power.
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![[Post New]](/s/i/i.gif) 2014/11/11 16:26:04
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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StormRaven can carry a Dread...can it carry any walker?
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![[Post New]](/s/i/i.gif) 2014/11/12 14:31:35
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Purify Edits [10/7/14}
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Grim Rune Priest in the Eye of the Storm
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SkrawnyNob wrote: Anpu42 wrote:Allies: Battle Brothers
Penitent Engine: Having trouble getting in close, Shove it into a Stormraven and land it near an entrenched infantry unit. Don't expect miracles, but it is a fast way to get them in to combat quickly.
I don't have the most recent rules for SoB, but isn't the Penitent Engine a Walker? Please explain how you would embark a vehicle inside a transport.
Otherwise I like the suggestions. Clearly a classic and flavorful companion force and one of the cheapest ways to get PA troops toting boltguns. For that reason alone I think you ought to be happy taking the Battle Sisters Squad to support your super-expensive Terminator and NDK units. Let the T3 girls take objectives while your silvery dudes do all the heavy lifting. I like the HS ally taking some much-needed longer range heavy bolters, too. Attach a Techmarine with the 36" Stormbolter Relic for extra staying power.
It says Dreads or Venerable Dreads.
That was actually a old house rule we did to help the Sisters, fixed.
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![[Post New]](/s/i/i.gif) 2014/11/13 13:49:19
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Sisters Edits [11/12/14}
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Grim Rune Priest in the Eye of the Storm
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Astra Militarum [Imperial Guard]
Due to the large number of units I am going to highlight some of the more interesting options.
Can work well in both directions.
HQs:
Company Command Squad: I see the best thing out of a CCS is the Master of Ordinance and the Officer of the Fleet. Of coarse a CCS filled up with an Medic , 3x Melta-Guns and a Valk or other trasport. You could also put them with an ADL, Quad Gun and a Las Cannon.
>Master of Ordinance: He gives you Pie from Sky, witch can help a lot.
>Officer of the Fleet: Having your Terminators come in on a 2+ can only be a good thing.
Tank Commander/Knight Commander Pask: This is a great way to get us our Leman Russ [Well 2-3] as part of our list. This can be a good way to add some reliable Anti-Tank to your list.
Troops:
Infantry Platoon: This is good to get a lot of cheep bodies on the field.
>Heavy Weapons Squads: These could be great way add some firepower to your army.
>Special Weapons Squads:
1] Demolition Charge: Three in a Rhino could be fun and they run around throwing Demo Charges out the Hatch.
2] Flamer: Once more Three in a Rhino could be fun. Have one take a Demo Charge making it two Flamer and One Demo Charge for a punch.
3] Grenade Launcher: A relative cheap way to put out some Cupcakes.
4] Melta-Gun: A Melta Guns and a Demo Charge in a Rhino makes a quick and deadly tank hunter.
4] Plasma Gun: Theses would work as both a Point Defense Unit. Once more 2 Plasma Guns and a Demo Charge could be fun.
5] Sniper Rifle: 1-3 Sniper Squads could be handy.
>Conscript Mob: A fun way to bring mas numbers to the battlefield.
Veteran Squad: A good Unit to add some fire support. How you use them should depend on what gear you give them. If taken as allies this is a good choice for the one Troops Choice you take.
>Flamer: Great for taking Objectives and Holding them. I would also consider them in a Rhino. I would also take Demolitions and or Grenadiers for them as they will be in the thick of things. Forward Sentries would be good of you are planning on using them to hold an Objectives.
>Grenade Launcher: A relative cheap way to put out some Cupcakes. I would take these with the Mortar for lots of Cupcakes.
>Melta-Gun: great for Anti-Tank work. If you want to take a heavy weapon, go for the Las-Cannon. Good in a Rhino. I would also take Demolitions and/or Grenadiers for them as they will be in the thick of things. Forward Sentries would be good of you are planning on using them to hold an Objectives.
>Plasma Gun: Theses would work as both a Point Defense Unit on an Objective in a Rhino. A good heavy Weapon would be a Las-Canon.
>Sniper Rifle: Make them Forward Sentries for the Camo Cloaks and use them in cover. Just about any heavy Weapon other than Heavy Flamer or Mortar.
>Auto-Cannon: Good Long Range Firepower. I would mix it with Plasma Guns or Grenade Launchers.
>Heavy Bolter: This gives you a great RoF, especially when mixed with Harker.
>Heavy Flamer: Works best with the Flamers and you can still can take Heavy Weapons Team, I would suggest if you want one take the Heavy Bolter.
>Las-Cannon: Great Anti-Tank Weapon, I would take it with Plasma-Guns just to keep your Squad focused on it's Anti-Armor Role.
>Missile Launcher: General Duty Weapon Jack of Trades Weapon. I would take Grenade Launchers with this. I would only take Flakk Missiles if you plan on taking an ADL with Quad Gun.
>Mortar: This gives you some light Artillery, especially when mixed with Grenade Launchers.
Elites:
Orgyns: Could be real Nasty.
Bullgryns: You could use them like Orgyns. The other use would be as a mobile ADL for Dreads or other Vehicles.
Rattlings: Cheap Sniper Squad.
Wyrdvane Psykers: These are an interesting choice. They are cheep and can add a warp charge. Might be worth tossing in a Rhino. Mostly they increase the Warp Charges Available.
Fast Attack:
Scout Sentinel Squadron: This could be an interesting choice to give you some outflanking heavy Weapons.
Armored Sentinel Squadron: Relatively cheap Heavy Weapons.
Rough Riders: Well these could be useful giving you fast moving Assault Force. You could model them on bikes to fit the look more.
Hell-Hound Squadron: Fast moving light tanks could be a nice addition to add some firepower that can keep up.
Valkyrie Squadron: A cheep way to create an Air Grey Knight List. Just take 3 Grey Knight Strike Squads in a three Valkyrie Squadron. The big advantage it they will all show up on the same turn.
Vendetta Squadron: This could be a good choice to add some Air Defense to your list.
Heavy Support:
Leman Russ Squadron: This can add both Anti-Tank to Anti-Infantry to your List.
Hydra Battery: Relatively Cheap AAA Defense.
Basilisk Battery: Not Cheap, but if you feel you need heavy Artillery it is hard to beat.
Wyvern Battery: A good option and you can get them in 3s.
Manticore: Another Artillery piece, though I would be wary if you are running an aggressive list, friendly fire could be an issue.
Deathstrike Missile: Like the Manticore and the fact it goes off later in the game you could end up with a Friendly Fire.
One I concept I was thinking about as an allied Force:
HQ: Commander Pask with a Vanquisher and an Exterminator.
Troop: Plasma-Vets as an Objective Holder
Elite: Bullgryns to add cover for some of your PA Grey Knights.
Fast Attack: 3x Valkyries loaded with Strike Squads, Purifiers and/or Purgation Squads.
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![[Post New]](/s/i/i.gif) 2014/11/14 15:49:56
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Sisters Edits [11/12/14}
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Grim Rune Priest in the Eye of the Storm
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Blood Angels: If the rumors are true in a few month I will have to rebuild this one.
HQs:
Commander Dante: He gives you Access to Sanguinary Guard as Troops.
Troops:
Tactical Squads: Well, you can use them to hold Objectives using their Fast Rhino's.
Assault Squads: This gives you an anti tank unit or Infantry unit with there Infernus Pistol and Hand Flamer.
Death Company: Fearless and Relentless Assault Troops
Death Company Dreadnaught: A nasty Dread.
Elite:
Sanguinary Guard: Well it is a 2+ Assault Squad and a good bodyguard.
Furioso Dreadnaught: A tough Dreadnaught that if you can get it into Close Combat could be real nasty.
Furioso Librarian Dreadnaught: A Psychic Dreadnaught could be an interesting addition to your force. At the very least it will add Warp Charges
Terminator Squad [Assault]: These give you Lots of Storm Shields and/or Lighting Claws.
Terminator Squad [Tactical]: These give you access to Lots of Power Fist, Chain Fist and Cyclones.
TechMarine: The big advantage for the TechMarine is his Bolster Defenses.
Sternguard: This is a great choice. With their Special Ammunition and ability to take 2 Special Weapons could easily stand in for Death Watch
Sanguinary Priest: Another good choice to add FNP [5+] to one of your Squads. With the options for Terminator Armor or Jump Pack can keep up with almost any unit except when they Shunt.
Fast Attack:
Vanguard Veterans: Could make a good Proxy for Death Watch.
Baal Predator: Fast close support tank, could defiantly be worth it.
Attack Bike Squad: Not a bad choice to get 1-3 Multi-Meltas quickly across the field.
Bike Squad: This will give you a fast moving Unit.
Scout Bike Squad: Bikes with Scout and Teleport Homers.
Heavy Support:
Dreadnaught: An easy way to add another Dreadnaught to your list,
Stormraven Gunship: Just what you always need, more Stormraven.
Devastator Squad: Can add some more firepower to your list, but nothing Special.
Predator/Whirlwind/Vindicator: With being Fast Vehicles these can be a great asset. All of them can mover 12” and Fire there basic Weapons.
One I concept I was thinking about as an allied Force:
HQ: Captain with Jump pack, Lighting Claw and Power fist along with an Honor Guard armed about the same.
Troop: Tactical Squad with Plasma Gun and Plasma Cannon as an Objective Holder
Elite: Plasma Armed Sternguard.
Heavy Support: Stormraven for the Sternguard and Grey Knight Dead.
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![[Post New]](/s/i/i.gif) 2014/11/17 16:09:28
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Sisters Edits [11/12/14}
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Grim Rune Priest in the Eye of the Storm
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Dark Angels:
HQs:
Azrael: Mostly a good choice because he unlock Terminators and Bikes as Troops. That and his ability to choose his Warlord Trait.
Belial: Making Terminators Troops is one big thing, but he can open up the ability to take three Deathwing Terminator Squads for use as an ally. [Deathwing Command Squad, Deathwing Knights, and a Deathwing Terminator Squad]. He can also pace them exactly where you want them on Turn 1 or 2.
Sammael: Similar to Belial, but with Bikes [Ravenwing Command Squad, Ravenwing Bike Squad and Ravenwing Bikes]. He also has his Flying Land Raider of Doom!
Company Master, Interrogator Chaplin, Chaplin, Librarian and TechMarine: Most of these are ok choices, but the big reason is to get your hands on a Power-field Generator and its 3” 4++ Bubble. Pod one of these in near your Dreads and/or Strike squads for extra survivability.
Deathwing Command Squad: This could make a good Bodyguard for one of your Characters.
Ravenwing Command Squad: The Teleport Homer can also be great for your Deep-striking Units.
Troops:
Tactical Squads/Scouts: Both are good solid choices, but you are not normality what going to ally for. Most likely this slot is going to be filled with Terminators or Bikers.
Elites:
Veteran Squad: Once more, they make great Death Watch.
Deathwing Knights: A Nasty choice to take as an Elite Choice. This gives you a good Bodyguard for Belial. Their Fortress of Shields only work on DA Units so it is not a real good choice for any others.
Deathwing Terminators: Isn't this the reason you are allaying with Dark Angels in the first place [or Ravenwing Bikes]. They can also make good Bodyguards for your Characters and give you a good mix of weapons like Thunder Hammer/Storm Shields, Lighting Claws and Plasma Cannons.
Dreadnaught: I would just make it a Deathwing Vehicle for its benefits, beyond that this choice is nothing Special.
Fast Attack:
Ravenwing Attack Squadron: Isn't this the reason you are allaying with Dark Angels in the first place [or Deathwing Terminators].
Ravenwing Support Squadron: This gives you up to 5 Land Speeders giving you a lot of Mobile Firepower.
Ravenwing Knights: Similar to the Ravenwing Attack squadron, but with better weapons. This is also a good choice fro a biker army lead by Sammael.
Ravenwing Darkshroud: The Shroud of Angels gives you a 6” Stealth Bubble. This can be a good thing with your PAGKs and vehicles that pop Smoke. Even in the open a 5+ Cover Save can save many units.
Nephilim Jetfighter: An ok Flyer. Its big thins are the Twin Linked Las-Cannon and Unrelenting Hunter. The ability it have a 2 in 6 chance of an Immobilized is over looked by a lot, but it can cause havoc with Zooming Fliers. The Avenger Mega-Bolter only looks to be good vs. Mob/Swarm Armies.
Ravenwing Dark Talon: A So-So fighter Bomber. It does suffers when Jinking as it shuts down 2 of its 3 weapons. When you can fire them off it is devastating, but should only be taken if you know your opponent has no AAA.
Heavy Support:
Devastator Squad: Can add some more firepower to your list, but nothing Special.
Predator/Whirlwind/Vindicator: Well you can add one to your list.
Land Raiders: When taken as a Dedicated Transport of Inner Circle Units you can add the “Venerable” to one.
Land Speeder Vengeance: This look like a good choice for a fast moving Vehicle/Monster Hunter.
One I concept I was thinking about as an allied Force:
HQ: Belial and a Deathwing Command Squad (Champion, Apothecary, Standard of Fortitude or Retribution, Assault Cannon)
Troop: 10 Models Deathwing Terminator Squad with a pair of Plasma Cannons and possibly a second one with Cyclones.
Elite: Deathwing Knights (Belial's Bodyguard)
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![[Post New]](/s/i/i.gif) 2014/11/18 15:09:53
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Sisters Edits [11/12/14}
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Shunting Grey Knight Interceptor
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Power-field Generator -- could that be improved with Sanctuary? That could be an insanely tough combo. Stern comes with that power without rolling!
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![[Post New]](/s/i/i.gif) 2014/11/18 15:14:28
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Sisters Edits [11/12/14}
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Grim Rune Priest in the Eye of the Storm
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SkrawnyNob wrote:Power-field Generator -- could that be improved with Sanctuary? That could be an insanely tough combo. Stern comes with that power without rolling!
No for two Reasons
1] The Power-Field Generator is a AV12 not a Save
2] Effects the Psyker (and his Unit)
Though it should work with a Skyshield Landing Pad
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![[Post New]](/s/i/i.gif) 2014/11/22 06:20:00
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Sisters Edits [11/12/14}
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Steadfast Grey Hunter
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Hey , reading your post it give the idea to run a list with spacewolves as the main army.
To use a TWC and make some synergy with the interceptor squad, something like use two units of three TWC, each with rune priest on bikes casting biomancy, and the mobility of the strike squad.
So the idea is to use the 30" move of the interceptor squad to help remove a possible threat to the calvary, like a squad of heavy weapons or some elite unit, and just leave a weak flank, do you think this is a good idea or just a expesinve waste of points???
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This message was edited 3 times. Last update was at 2014/11/23 05:11:38
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![[Post New]](/s/i/i.gif) 2014/11/30 15:17:30
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Sisters Edits [11/12/14}
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Regular Dakkanaut
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Anpu42 wrote: SkrawnyNob wrote:Power-field Generator -- could that be improved with Sanctuary? That could be an insanely tough combo. Stern comes with that power without rolling!
No for two Reasons
1] The Power-Field Generator is a AV12 not a Save
2] Effects the Psyker (and his Unit)
Though it should work with a Skyshield Landing Pad
PFG is a Dark Angles Power Field. The AV12 is called Void Shield
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![[Post New]](/s/i/i.gif) 2014/11/30 15:28:13
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Sisters Edits [11/12/14}
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Grim Rune Priest in the Eye of the Storm
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gausus wrote: Anpu42 wrote: SkrawnyNob wrote:Power-field Generator -- could that be improved with Sanctuary? That could be an insanely tough combo. Stern comes with that power without rolling!
No for two Reasons
1] The Power-Field Generator is a AV12 not a Save
2] Effects the Psyker (and his Unit)
Though it should work with a Skyshield Landing Pad
PFG is a Dark Angles Power Field. The AV12 is called Void Shield
Well then I am corrected and then I could work with it giving you a 3++ Save.
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