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Made in us
Boom! Leman Russ Commander





Ohio

So I've looked into grey Knights as an ally to my guard. But I really don't know much about them. Last I really played against them was back in 5th? When they had psycannon spam.

What are some tactics I could use to have an effective ally? I also kinda like the idea of purifiers with their cleansing flame.

I can play mech or foot guard so I guess I like the idea of a counter assault unit or something to harass my opponent with. I have very little psykers so getting some warp charges would be a nice buff to help me deny.

Where do I start as a small ally? I don't have their codex and know little about the new codex.

Thanks for the help!

 
   
Made in gb
Regular Dakkanaut




A librarian and a squad of terminators is a good starting point. I never played purifiers as they tended to die on me. Dread Knights and interceptors are also good units to look at as they can have a 12 move with a once per game shunt of 30. Combine this with the nemsis formation which allows you the possibility of a turn one deepstrike, for some real fun.
   
Made in us
Boom! Leman Russ Commander





Ohio

I kinda figured some termies and a librarian would be a good start.

Now for the librarian what powers am I looking forward to trying to get? Any specific table?

As for termies I think before back in 5th people usually took halbards but I honestly don't remember to much so I could be wrong but what type of weapon load out would I be looking for with them.

Also from what I've heard, grey Knights lost psybolt ammo???

For this strike formation what is its composition include?


Automatically Appended Next Post:
Thanks again for the reply!

This message was edited 1 time. Last update was at 2015/10/12 21:37:02


 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

I'd recommend picking up the Grey Knight codex, most of your answers are there.

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
Boom! Leman Russ Commander





Ohio

That's why I'm here lol. I'm trying to get an idea of how the grey Knights are and if I really want them. I don't want to buy a codex then find out I don't really think they will have any impact and then have a random codex laying around lol. I won't fall into GW and let them steal my money!

 
   
Made in us
Locked in the Tower of Amareo




GK are super duper elite and super killy in close combat. However, their shooting kinda sucks against most foes and if your opponent has the right weapons, they make you pick up very expensive models very quickly.
   
Made in us
Fresh-Faced Inquisitorial Acolyte




United States

if you want to be really cheesy take crowe, attach him to a giant blob squad and have him cast cleansing flame. you will measure from the edge of the blob because he is part of the unit. lets you reach out and touch quite a few things. also you get that sweet ld10 on your blob.
   
Made in us
Devestating Grey Knight Dreadknight







 Renesco P. Blue wrote:
if you want to be really cheesy take crowe, attach him to a giant blob squad and have him cast cleansing flame. you will measure from the edge of the blob because he is part of the unit. lets you reach out and touch quite a few things. also you get that sweet ld10 on your blob.


Fearless actually.

 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in us
Boom! Leman Russ Commander





Ohio

Martel732 wrote:
GK are super duper elite and super killy in close combat. However, their shooting kinda sucks against most foes and if your opponent has the right weapons, they make you pick up very expensive models very quickly.


That works pretty well then for my guard as I really struggle with close combat and my only option is to pretty much take conscripts and a priest to assault or tie things up.

But being pretty strong in close combat will help. And the lack for their firepower will only be helped by my imperial guard fire power.

 
   
Made in us
Boom! Leman Russ Commander





Ohio

As 5 terminators will probably be my starting troops, what's the usual ratio to take for their close combat weapons. I've tried looking at multiple lists but it seems like it's different for most people.

 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

A good rule of thumb for arming GK TDA units is 1-2 Hammers per 5 (not on the Justicar), and as many Falchions as you can afford. Always take max Psycannons.

GK PA units are the same, except that 1 Hammer per 5 is good, and always take Incinerators if you take a special weapon at all. Never put a Hammer on the Justicar, a hidden Hammer is better than losing it to a sniper or challenge. Justicars are better off with Falchions and Melta Bombs.

GK Librarians are the best model to take the Staff, as their higher Psychic Mastery Level synergizes better with Adimantium Will from the Staff. It you really really want a cheap Hammer on the Librarian, take Melta Bombs instead.

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
Boom! Leman Russ Commander





Ohio

What bonus does the fashions give to them, just an extra attack since there are 2?

I see people mix and match some halbards in which if I remember give +2 strength.

I plan on eventually getting interceptor squads as well. I've heard they are pretty mobile which is something my guard army lacks so I feel like I would be really interested in them. For these squads I've noticed people do what you mentioned and give a 10 man unit 2 incinerators, a hammer and then combat squad them and have both the incinerators in one unit and have the other one with the hammer and standard dudes. Is that a pretty standard unit for them?

Thanks again for the help!

 
   
Made in us
World-Weary Pathfinder




 jeffersonian000 wrote:
A good rule of thumb for arming GK TDA units is 1-2 Hammers per 5 (not on the Justicar), and as many Falchions as you can afford. Always take max Psycannons.

GK PA units are the same, except that 1 Hammer per 5 is good, and always take Incinerators if you take a special weapon at all. Never put a Hammer on the Justicar, a hidden Hammer is better than losing it to a sniper or challenge. Justicars are better off with Falchions and Melta Bombs.

GK Librarians are the best model to take the Staff, as their higher Psychic Mastery Level synergizes better with Adimantium Will from the Staff. It you really really want a cheap Hammer on the Librarian, take Melta Bombs instead.

SJ


Just a note on hiding hammers from snipers by putting them on non-characters (sergeants, etc), this actually ensures a sniper that gets to place its shots can place it on the hammer guys. And you can't LoS with a non-character. Now, snipers aren't that effective against TEQ (unless they get a 6 to wound, and a 6 to hit) but, just be aware. Sniper weapons are perfect for picking out special weapons. I would avoid putting your hammers and psy cannons on the same dude for this reason.
   
Made in us
Boom! Leman Russ Commander





Ohio

I will have to make sure I keep that in mind, I didn't think about that.

 
   
Made in us
Guarded Grey Knight Terminator





Lendys wrote:
 jeffersonian000 wrote:
A good rule of thumb for arming GK TDA units is 1-2 Hammers per 5 (not on the Justicar), and as many Falchions as you can afford. Always take max Psycannons.

GK PA units are the same, except that 1 Hammer per 5 is good, and always take Incinerators if you take a special weapon at all. Never put a Hammer on the Justicar, a hidden Hammer is better than losing it to a sniper or challenge. Justicars are better off with Falchions and Melta Bombs.

GK Librarians are the best model to take the Staff, as their higher Psychic Mastery Level synergizes better with Adimantium Will from the Staff. It you really really want a cheap Hammer on the Librarian, take Melta Bombs instead.

SJ


Just a note on hiding hammers from snipers by putting them on non-characters (sergeants, etc), this actually ensures a sniper that gets to place its shots can place it on the hammer guys. And you can't LoS with a non-character. Now, snipers aren't that effective against TEQ (unless they get a 6 to wound, and a 6 to hit) but, just be aware. Sniper weapons are perfect for picking out special weapons. I would avoid putting your hammers and psy cannons on the same dude for this reason.


Precision shots are rare, and sniper weapons are almost universally weak. Not something I would be concerned about, not compared to the guaranteed ability of any of the numerous combat characters in the game to single out and kill squad sergeants.

I am the Hammer. I am the right hand of my Emperor. I am the tip of His spear, I am the gauntlet about His fist. I am the woes of daemonkind. I am the Hammer. 
   
Made in us
Tzeentch Veteran Marine with Psychic Potential





 DarkLink wrote:
Lendys wrote:
 jeffersonian000 wrote:
A good rule of thumb for arming GK TDA units is 1-2 Hammers per 5 (not on the Justicar), and as many Falchions as you can afford. Always take max Psycannons.

GK PA units are the same, except that 1 Hammer per 5 is good, and always take Incinerators if you take a special weapon at all. Never put a Hammer on the Justicar, a hidden Hammer is better than losing it to a sniper or challenge. Justicars are better off with Falchions and Melta Bombs.

GK Librarians are the best model to take the Staff, as their higher Psychic Mastery Level synergizes better with Adimantium Will from the Staff. It you really really want a cheap Hammer on the Librarian, take Melta Bombs instead.

SJ


Just a note on hiding hammers from snipers by putting them on non-characters (sergeants, etc), this actually ensures a sniper that gets to place its shots can place it on the hammer guys. And you can't LoS with a non-character. Now, snipers aren't that effective against TEQ (unless they get a 6 to wound, and a 6 to hit) but, just be aware. Sniper weapons are perfect for picking out special weapons. I would avoid putting your hammers and psy cannons on the same dude for this reason.


Precision shots are rare, and sniper weapons are almost universally weak. Not something I would be concerned about, not compared to the guaranteed ability of any of the numerous combat characters in the game to single out and kill squad sergeants.


Or the extremely common and on-demand Focused Witchfire powers. Grey Knights even get one of the best ones.

It's called a thick skin. The Jersey born have it innately. 
   
Made in us
Boom! Leman Russ Commander





Ohio

Alright so right now I'm saving up for the codex. Possibly will have it in a week or 2.

Then I'm looking at getting some terminators and a librarian to kick off the GK's. With the termies I'm looking at giving them all falchions except one dude will have a hammer. As that's usually the go too and best route for them right? And I assume I should also take a psycannon for them as well. Any other gear?

As for the librarian I'm taking the staff and lvl3 psyker. What powers should I aim for and I will probably give him melta bombs. Any other gear?

 
   
Made in gb
Dakka Veteran




I think you're probably over thinking it at the moment

We don't know the meta your playing in, what the rest of your army looks like (don't build your GK in isolation to your Guard) and what missions you normally play.

Wait until you've got the codex, have a read through and see what you need from the GK to compliment the rest of your army
   
Made in us
Boom! Leman Russ Commander





Ohio

Yea that makes sense lol. I play a pretty big mix of guard, either blob or mech. But I am planning on having the grey Knights as a force to deep strike in my opponents back field and harass a weak flank. After some time and saving up I will build it up to a nemesis strike force.

I play a lot of nids, crons, de, eldar, marines, chaos marines and daemons.

 
   
Made in us
Rookie Pilot



Ohiowa

As support for your guard, I'd take a librarian with sanctic daemonology, stave, the relic that makes him a better caster, stick him in a blob, take either termies or the power armor dudes to DS on an objective and die, and 2 nemesis dreadknights with the personal teleporters. T6 2+ armor jump MCs with a 30" one use teleport. Talk about counter charge.

The libby can give your blob +1 invuln, deepstrike, +2S, and a D vortex for kicks.
   
Made in us
Boom! Leman Russ Commander





Ohio

Awesome, thanks for the replies!

I really like what the Libby can do and having those extra psychic dice to deny other psykers will be great. I also usually use an inquisitor in my blobs but that 1 warp charge usually gets denied. But having the termies able to deep strike in is pretty awesome as they are more expensive than my Suicide scions but at least it will take a lot of fire power or some decent amount of ap1-2 to bring them down.

I do like the idea of interceptor squads mainly because the jump infantry and shunt gives a lot of tactical movement allowing them to grab objectives which is what my guard lacks heavily.

 
   
Made in us
Boom! Leman Russ Commander





Ohio

Alright ended up getting the codex.

I have some termies and got 1 guy with a psycannon and another guy with the hammer, for the rest of the gear is it better to go with the double falchions or the halberds? Is the +1 attack better than the +1 strength?

Also I really like the dread Knights and will have to make it my goal to get some. It would seem a personal teleporter, heavy incinerator,psycannon and a great sword are the way to go.

Also I got the idea down about interceptors above. Run 10 man squads and combat squad them, stick the 2 incinerators in one and the hammer in the other. Then give all the guys falchions. Any other way I should run them?

I also had Crowe and purifiers catch my eye. Crowe has to use both stances so essentially he has a 2+ and 4++ rerollable in combat and since he has smash his Melee attacks are at ap2 correct? How could I include him in a force? Run him with purifiers or throw him in a guard blob seems the way to go.

As for purifiers how would I jut these guys out and how would I go about transporting them on the field or getting them up the field?

Thanks for the replies!

 
   
Made in gb
Dakka Veteran




Librarian + Terminators + Nemesis Dreadknight. That is the basic.

If you want some more, grab 1 Purifier squad and 1 Interceptors (I assume you already have Valkyrie as air force).
   
Made in us
Boom! Leman Russ Commander





Ohio

Yea I typically have air covered with the vendetta and maybe a quad gun or hydras. But usually always a vendetta.

 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Keep in mind crowe only uses his stances in a challenge, otherwise he's got the only chainsword in the entire grey knight army (Str; User AP-).

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
Made in us
Boom! Leman Russ Commander





Ohio

Yea I had noticed that after I posted so unfortunately he doesn't look all that worth his points. But if he is facing armies with sergeant characters he could have them sit out if they deny the challenge.

 
   
 
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