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Made in us
Longtime Dakkanaut






Should I make them into a paladins or into termies and how should I kit them?
   
Made in gb
Khorne Rhino Driver with Destroyer



York

Is it your first squad?? Termi troops are a core really, 1 hammer per 5 men seems to be the rule.

Psycannons and Incinerators are awesome special weapons and both will do well in any situation (imo I personally prefer the incinerator).

Cannot stress enough how good deep striking scoring termis are... Although if you run NSF you lose scoring but its very worth it tbh!!!!

Short version - Termis all the way, Paladins are a luxury I find, good in some lists, looking at you Draigo!

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My hobby blog! - Please have a read! 
   
Made in us
Decrepit Dakkanaut




1-2 Hammers and a Psycannon. Cheap and simple is the best way to do it.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Khorne Rhino Driver with Destroyer



York

205pts aprox cheap for GK haha... probs one of the most expensive troop choices in the game, but well worth their points!

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My hobby blog! - Please have a read! 
   
Made in us
Devestating Grey Knight Dreadknight




I run mine as 1 psycannon, 1 hammer (rarely 2, if I've got points), and halberds on everyone else. I personally like halberds, because with S5 base they wound most stuff on 3s without needing to use hammerhand...but if they do they jump up to S7; which allows you touch AV13, pen AV12, and wound T8 on 5s instead of 6s. 4 halberds=8 points, so it's not an expensive upgrade either and gives them (IMO) some extra utility.

Hope is the first step on the road to disappointment. 
   
Made in us
Fresh-Faced New User





The way I run mine is a 10 man squad with 1 hammer, 4 falchions, 3 swords and 2 psycannons. Combat squad the unit to where the hammer and falchions are in one squad and the psycannons are in the other. I find that its best for each squad to have a defined role. The psycannons deep strike in and hit rear armor or any other vulnerable targets and the close combat squad can engage a variety of targets.
   
Made in at
Slashing Veteran Sword Bretheren






 greyknight12 wrote:
I run mine as 1 psycannon, 1 hammer (rarely 2, if I've got points), and halberds on everyone else. I personally like halberds, because with S5 base they wound most stuff on 3s without needing to use hammerhand...but if they do they jump up to S7; which allows you touch AV13, pen AV12, and wound T8 on 5s instead of 6s. 4 halberds=8 points, so it's not an expensive upgrade either and gives them (IMO) some extra utility.


I dont remember there being any vehicles with rear AV12 or 13

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 Ravenous D wrote:
40K is like a beloved grandparent that is slowly falling into dementia and the rest of the family is in denial about how bad it is.
squidhills wrote:
GW is scared of girls. Why do you think they have so much trouble sculpting attractive female models? Because girls have cooties and the staff at GW don't like looking at them for too long because it makes them feel funny in their naughty place.
 
   
Made in au
Horrific Howling Banshee





Sir Arun wrote:
 greyknight12 wrote:
I run mine as 1 psycannon, 1 hammer (rarely 2, if I've got points), and halberds on everyone else. I personally like halberds, because with S5 base they wound most stuff on 3s without needing to use hammerhand...but if they do they jump up to S7; which allows you touch AV13, pen AV12, and wound T8 on 5s instead of 6s. 4 halberds=8 points, so it's not an expensive upgrade either and gives them (IMO) some extra utility.


I dont remember there being any vehicles with rear AV12 or 13


your forgetting walkers and having to attack their front armour

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Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

The best load out for Grey Knight Terminators as 2 Hammers per 5 model (not the Justicar, give him Melta Bombs), Falchions on the rest, max number of Psycannons. If you are low on points, Swords and Halberds are fine instead of Falchions, although they are weaker choices. The Hammers are a must, though.

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
Omnipotent Necron Overlord






I disagree Jeff. Hammers I find to be a waste - most of the time. Terminators are not elite CC killers - they shouldn't need AP 2. and when you can reach str 7 with hammer hand and a halberd for 2 points - why spend 8 more points to have base str 8? 5 halberds for the cost of 1 hammer. I take the halberds every time. 1 Hammer can't hurt - I just find that I usually don't have the points for it.

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The Conquerer






Waiting for my shill money from Spiral Arm Studios

 Xenomancers wrote:
I disagree Jeff. Hammers I find to be a waste - most of the time. Terminators are not elite CC killers - they shouldn't need AP 2. and when you can reach str 7 with hammer hand and a halberd for 2 points - why spend 8 more points to have base str 8? 5 halberds for the cost of 1 hammer. I take the halberds every time. 1 Hammer can't hurt - I just find that I usually don't have the points for it.


Str10 comes up a fair bit. Having 2 hammers per squad is a worthwhile investment. Its for the AP2 as much for the str10.

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Made in us
Regular Dakkanaut





Florida

Magnetize them and play several varieties til you feel comfortable with how you like to play them.

This message was edited 1 time. Last update was at 2015/05/19 15:25:16


Imperial Guard  
   
Made in at
Slashing Veteran Sword Bretheren






2 hidden Hammers among the squad are mandatory because it gives the GK unit a chance to take out enemy TEQs without losing one in the challenge.

I know GK termies will be at the receiving end of the whoopass can if they ever engage a unit of hammernators, but there are so many other 2+ units in the game that need taking care of, and the GK codex doesnt have much AP2 weaponry to begin with.

Plus as mentioned before, hammers + hammerhand (haha, how fitting) make them S10 which can easily cripple any tank or even walker the unit gets into h2h with.

2000 l 2000 l 2000 l 1500 l 1000 l 1000 l Blood Ravens (using Ravenguard CT) 1500 l 1500 l
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 Ravenous D wrote:
40K is like a beloved grandparent that is slowly falling into dementia and the rest of the family is in denial about how bad it is.
squidhills wrote:
GW is scared of girls. Why do you think they have so much trouble sculpting attractive female models? Because girls have cooties and the staff at GW don't like looking at them for too long because it makes them feel funny in their naughty place.
 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

 Xenomancers wrote:
I disagree Jeff. Hammers I find to be a waste - most of the time. Terminators are not elite CC killers - they shouldn't need AP 2. and when you can reach str 7 with hammer hand and a halberd for 2 points - why spend 8 more points to have base str 8? 5 halberds for the cost of 1 hammer. I take the halberds every time. 1 Hammer can't hurt - I just find that I usually don't have the points for it.

What you say is mostly true for PA, not for TDA. Although for PAGK, the 1 Hammer per 5 models (not on the Justicar, who should get Melta Bombs instead), the rest get Swords, and the only special worth taking is the Incinerator. And the only PAGK worth taking are Interceptors and Purifiers.

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 at
Slashing Veteran Sword Bretheren






Is the halberd a must have on the justicar? I recon it makes it easier for him to wound so should be worth the 2 points. Or are falchions the preferred justicar weapons?

Edit: There is only one hammer per box. That should settle the 1 or 2 hammers argument, unless you want to go bitz hunting.

This message was edited 2 times. Last update was at 2015/05/19 18:12:16


2000 l 2000 l 2000 l 1500 l 1000 l 1000 l Blood Ravens (using Ravenguard CT) 1500 l 1500 l
Eldar tactica l Black Templars tactica l Tau tactica l Astra Militarum codex summary l 7th ed summary l Tutorial: Hinged Land Raider doors (easy!) l My blog: High Gothic Musings
 Ravenous D wrote:
40K is like a beloved grandparent that is slowly falling into dementia and the rest of the family is in denial about how bad it is.
squidhills wrote:
GW is scared of girls. Why do you think they have so much trouble sculpting attractive female models? Because girls have cooties and the staff at GW don't like looking at them for too long because it makes them feel funny in their naughty place.
 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

Falchions out perform Halberds in most scenarios, with Halberds only pulling ahead vs AV13/T8. For those, you have Hammers. For everything else, Falchions are better. If points are too tight, Swords are free.

As to what comes in the box, just because GW F'd up the kit by not including all options does not means GW dictates what is actually the best way to arm your models. That said, magnets. We have seen three different optimal load outs in the last three GK codecii, which leaves magentizing your options the most optimal way to go.

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
 
   
 
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