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Made in us
Oozing Spawning Vat





I've seen some back and forth on taking psycannon's on the the 3+ save marines, what are your guys pro's / con's of taking things like psycannon's on strikes squads and purifiers? putting 2 cannons on a purifier squad or having and extra 2-4 shots from a rhino seems good.

or are they just to slow to afford to stop and shoot? thoughts?

   
Made in us
Decrepit Dakkanaut




You pay a lot for force weapons and wanting to fight on the move. With Salvo, the Psycannon wants the literal opposite of that.

Purifiers can sorta stay in the same place, so while you might be able to get away with Psycannons there, it is still pretty sketchy.

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 nl
Regular Dakkanaut




I think it's also because of how fragile our power armour units are, 3+,t4 just get killed to easy in this meta. Our units are already expensive and psycanons are also the most expensive options.

However in a rhino it could work, but then psycanon wants range while purifiers wants to get close for cleansing flame, so mixed goals. Would be perfect if purgations equip with psy with increase there range to 36

This message was edited 1 time. Last update was at 2016/03/30 06:48:46


 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

arthorn wrote:
I think it's also because of how fragile our power armour units are, 3+,t4 just get killed to easy in this meta. Our units are already expensive and psycanons are also the most expensive options.

However in a rhino it could work, but then psycanon wants range while purifiers wants to get close for cleansing flame, so mixed goals. Would be perfect if purgations equip with psy with increase there range to 36

Purgators should have Slow and Purposeful, so they can actually use the heavy and salvo weapons they are intended to have.

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 nl
Regular Dakkanaut




Indeed would be awesome!

Any tips on taking on necrons?
   
Made in us
Decrepit Dakkanaut




Always have Force ready to go on melee weapons and rush in.

Theoretically Psilencers would be good, but they have no AP, which means your opponent gets ALL their saves and a 5+++.

You would also try to ally in another force with better OS than you to hold objectives. I'd recommend MT for this, as they can do special weapon spam and don't require transports to be bought, unlike Sisters.

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 nl
Regular Dakkanaut




What's the effect of force? Insta killing reducing reanimated protocol?

Yes I was thinking of skirari as alies in case of objects game
   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

arthorn wrote:
What's the effect of force? Insta killing reducing reanimated protocol?

Yes I was thinking of skirari as alies in case of objects game


Force gives Instant Death, which reduces necron reanimation saves by 1 (so 6+ in CAD and 5+ in Decurion).

Also, many necron units have multiple wounds, so Force of course helps in those cases (Wraiths, Overlords, Scarabs, Destroyers and Spyders to name a few)

6000+
2500
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2000
 
   
Made in us
Decrepit Dakkanaut




Your Force weapons all ignore their armor too, so they'll only get a 5+++ in a Decurion. That's pretty necessary.

There's an issue with Dreadknights though. They'll either perform well or just get stomped.

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 ca
Resolute Ultramarine Honor Guard






Vancouver, BC

1 Librarian

1 Strike or Terminator squad

2 Dreadknights

Then next detachment

1 Librarian

1 strike or terminator squad

2 dreadknights

Then next detachment...


But seriously, solo GKs will probably want as many baby carriers as possible, with terminators to score (or strikes if you want to save points) and Librarians to go with them. If you want a Paladin Star, I would suggest Draigo AND Stern, and a Libby if you can swing it.

And then as many baby carriers as you can fit.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Nasty Nob on a Boar





Galveston County

Would you ever consider running a Dreadknight without a melee weapon? Just running with Psycannon/Incinerator and dual powerfists?

This message was edited 2 times. Last update was at 2016/04/05 01:12:23


No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in us
Decrepit Dakkanaut




Never. Force is much too important.

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 us
Nasty Nob on a Boar





Galveston County

1 Librarian

1 Strike Squad w/transport

Terminator squad

2 Dreadknights

Then next detachment

1 Librarian

1 strike Squad w/transport

Terminator squad

2 dreadknights

1850pts



This is what I'm actually debating about...

No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in us
Storm Trooper with Maglight





Buffalo, NY

Trying to put together an 1850 list - I only have 3 NDKs but I'll include Draigo to pick up the slack. I've been away from the game since the end of 6th edition, so I'm wondering what the general game plan is with these GK lists nowadays. My meta is pretty competitive, so I'm not worried about being a cheesy dick.

There seems to be a general consensus on what to take, but I'm interested in tactics and deployment

Right now my list looks something like this:

NSF 1:

Libby - Liber Daemonica, ML3
Draigo

5 Terminators - Falchions and Hammer
5 Terminators - Falchions and Hammer

NDK - Teleporter, Sword, Psycannon, Incinerator
NDK - Teleporter, Sword, Psycannon, Incinerator

NSF 2:

Libby - ML3

5 Terminators - Falchions and Hammer

NDK - Teleporter, Sword, Psycannon, Incinerator

(I also have plenty of PAGKs and interceptors if terminators aren't the way to go. No rhinos anymore unfortunately, but I could borrow a few or just go buy some)

So,

Do you just deploy Draigo turn 1 and then use gate to get around? Should the rest of the terminator squads deep strike or hang back on objectives? If the better option is deep striking the non-Draigo squads, is it worth bringing a teleport homer and/or Ordo Malleus Inquisitor w/ servo skulls?

Any help would be appreciated. Thanks!

Edit: Removed white space at the bottom of the post...

This message was edited 1 time. Last update was at 2016/04/05 04:05:29


 
   
Made in us
Decrepit Dakkanaut




Well I'll tell you right now that 4 Falchions is overkill on points.

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 us
Storm Trooper with Maglight





Buffalo, NY

Thanks, I'll cut those back a bit. How many should you take in a 5 man squad of termies?
   
Made in nl
Regular Dakkanaut




Its a matter of preference; last weekend my falchions termies destroyed arround 15 marines 5 devastators, with hammerhand they destroyed a pask squad in another game (he just started didnt had the guard blob to protect it from a close deepstrike) so I like to run one squad 5falchions with the attacks they rock, I have 2ndk, squad with 2 pscyanon libby hammers halberds, 10interceptor, draigo in 1500 so my assault termites tend to survive

Do you play kill points or maelstrom min case of latter you need either interceptor or as with a preference for interceptors

This message was edited 1 time. Last update was at 2016/04/05 06:25:11


 
   
Made in us
Decrepit Dakkanaut




Just one pair on the Sergeant should be fine as it makes him mildly better at challenges you'll want to throw him at to save your precious HQ's from having to deal with.

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 us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

 Uriels_Flame wrote:
Would you ever consider running a Dreadknight without a melee weapon? Just running with Psycannon/Incinerator and dual powerfists?

Powerfists are melee weapons. Just saying.

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 nl
Regular Dakkanaut




Lol sX2 ap 2 put in work.

Thus far when I play my grey knight all my opponents are taking off guard if I deepstrike shunt in there face T1. I was thinking to use this lack of knowledge in a all shunt list(3ndk,15+interceptors). Think it would work?
   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

If people you're playing are surprised my a shunting Dreadknight then I'd say yes, a shunt list would work just fine.

6000+
2500
2000
2000
 
   
Made in us
Judgemental Grey Knight Justicar






Slayer-Fan123 wrote:
Well I'll tell you right now that 4 Falchions is overkill on points.


I disagree. On a dedicated assault unit, Falchions are a nice boost to attacks. Mathematically, people have hashed it out, and it always depends on your target whether Halberd or Falchions are better. It's really more personal preference most of the time.


 
   
Made in us
Shunting Grey Knight Interceptor





 rabidguineapig wrote:
Trying to put together an 1850 list - I only have 3 NDKs but I'll include Draigo to pick up the slack. I've been away from the game since the end of 6th edition, so I'm wondering what the general game plan is with these GK lists nowadays. My meta is pretty competitive, so I'm not worried about being a cheesy dick.

There seems to be a general consensus on what to take, but I'm interested in tactics and deployment

Right now my list looks something like this:

NSF 1:

Libby - Liber Daemonica, ML3
Draigo

5 Terminators - Falchions and Hammer
5 Terminators - Falchions and Hammer

NDK - Teleporter, Sword, Psycannon, Incinerator
NDK - Teleporter, Sword, Psycannon, Incinerator

NSF 2:

Libby - ML3

5 Terminators - Falchions and Hammer

NDK - Teleporter, Sword, Psycannon, Incinerator

(I also have plenty of PAGKs and interceptors if terminators aren't the way to go. No rhinos anymore unfortunately, but I could borrow a few or just go buy some)

So,

Do you just deploy Draigo turn 1 and then use gate to get around? Should the rest of the terminator squads deep strike or hang back on objectives? If the better option is deep striking the non-Draigo squads, is it worth bringing a teleport homer and/or Ordo Malleus Inquisitor w/ servo skulls?

Any help would be appreciated. Thanks!

Edit: Removed white space at the bottom of the post...


I have never deployed GK without an Inquisitor and Servo-skulls. They help you get even more aggressive with your DS placement, with the side bonus of reducing scatter for the Greater Psycannon blast mode. I love 'em. And if you go with OM, he can get terminator armor and DS with your GKT squads (HIWPI anyway; let's please not get into an 'ICs from different detachments' discussion that goes on for 5 pages).

Also, terminator squads should not usually want to hang back on objectives. I understand playing to the objectives, but that depends on what type of game you're playing (maelstrom, campaign, kill points, etc). Terminators do so much better getting stuck in than they do camping on an objective trying to tank a bunch of plasma shots or fusillade of rapid-fire small arms shots. They will never win in a shootout. Put those multiple ID S6+ ap3 attacks to good use and sweep up objectives in the end game.

6000+
4500+
1500+
500+ 
   
Made in us
Storm Trooper with Maglight





Buffalo, NY

Thanks for the insight, I am going to include an inquisitor for the servo skulls (and the awesome fluffiness) but I'm not sure if I want to run an ordo malleus in terminator armor to add another hammer, or just put a power armored xenos inquisitor w/ rad grenades in Draigo's squad for some more reliable wounding (especially against a WK, which I have a strong possibility of facing).

I'll probably get a game in with them tomorrow, so maybe I'll try rad grenades and falchions in Draigo's squad, and some halberds in the other.
   
Made in us
Regular Dakkanaut





While this is also inquisition tactics, grey knights are the ones truly needed to make this combo work effectively.

First: You get a Grey Knight Librarian (preferably ML3), and have his dedicated to rolling for sanctuary.

Second: Take an inquisitorial detachment (preferably with a xenos inquisitor for the rad and psychostroke grenades for added close combat hilarity).

Third: Get a inquisition henchmen squad with a good amount (say 4) crusaders, and a priest (or two if you want extra insurance that this will work). Fill up the rest of the slots with other henchmen that will wreck face in close combat.

Fourth: Put them all into an assault transport of your choice (land raider or storm raven).

Fifth: Run this transport towards the nearest enemy you want to see disappear/locked in combat for all eternity.

Sixth: Have the squad pop out, and cast sanctuary on with your librarian. Cast hammerhand too if you have the warp charges.

Seventh: Charge into combat. Have the priests use their hymns to give rerollable saves in close combat.

Result: You now have a squad that rerolls attacks (zelot), has a 2+ invulnerable save (crusaders + sanctuary) that is rerollable (priest hymns). You also can have +2 to strength (hammerhand), loads of AP 3 attacks, and not to mention added melee craziness (psychostroke grenades), AND a -1 to target toughness (rad grenades).

Let me say that again. 2++ rerollable saves.

Thoughts?

Like I said, it's inquisition too, but Grey knights play an important part. No other army can do this combo as well, and the knights can bring in a storm raven turn 1 if they use the nemesis strike force formation.

The Eye of Night- Psst! Oi, git! Wanna buy sum waagh?
Sgt. Vanden- Oh sweet lord I just googled it...
Bobthehero-*laughs in hotshot volley rifle*  
   
Made in us
Decrepit Dakkanaut




 Homeskillet wrote:
Slayer-Fan123 wrote:
Well I'll tell you right now that 4 Falchions is overkill on points.


I disagree. On a dedicated assault unit, Falchions are a nice boost to attacks. Mathematically, people have hashed it out, and it always depends on your target whether Halberd or Falchions are better. It's really more personal preference most of the time.

I'm simply suggesting sticking with mostly Swords and a Hammer per 5. Otherwise you're paying a LOT for a unit that can still easily die.

A pair of Falchions or a Halberd won't kill you, but they aren't close to necessary.

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 us
Monster-Slaying Daemonhunter






Dimmamar

 Palleus wrote:
While this is also inquisition tactics, grey knights are the ones truly needed to make this combo work effectively.
Spoiler:

First: You get a Grey Knight Librarian (preferably ML3), and have his dedicated to rolling for sanctuary.

Second: Take an inquisitorial detachment (preferably with a xenos inquisitor for the rad and psychostroke grenades for added close combat hilarity).

Third: Get a inquisition henchmen squad with a good amount (say 4) crusaders, and a priest (or two if you want extra insurance that this will work). Fill up the rest of the slots with other henchmen that will wreck face in close combat.

Fourth: Put them all into an assault transport of your choice (land raider or storm raven).

Fifth: Run this transport towards the nearest enemy you want to see disappear/locked in combat for all eternity.

Sixth: Have the squad pop out, and cast sanctuary on with your librarian. Cast hammerhand too if you have the warp charges.

Seventh: Charge into combat. Have the priests use their hymns to give rerollable saves in close combat.

Result: You now have a squad that rerolls attacks (zelot), has a 2+ invulnerable save (crusaders + sanctuary) that is rerollable (priest hymns). You also can have +2 to strength (hammerhand), loads of AP 3 attacks, and not to mention added melee craziness (psychostroke grenades), AND a -1 to target toughness (rad grenades).

Let me say that again. 2++ rerollable saves.

Thoughts?

Like I said, it's inquisition too, but Grey knights play an important part. No other army can do this combo as well, and the knights can bring in a storm raven turn 1 if they use the nemesis strike force formation.


I've done this unit, and it is loads of fun. I have the Xenos Inq with grenades, 4 DCA, 4 Crusaders, 2 priests, Libby, and Draigo, all in a LRC. Trukk up the middle, hit something, and then something else, and then something else, very hard.
Clever positioning makes this a very survivable unit. Multi-assault units, and with that many attacks losing the charge bonus starts to not matter. (Plus, not killing everyone keeps you locked in and invulnerable to shooting.)

This message was edited 1 time. Last update was at 2016/04/06 17:51:27


LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in nl
Regular Dakkanaut




Sounds Like a strong cheddar tactic I think also the unconventional tactics would work. Pretty sure people raged quite
   
Made in us
Shunting Grey Knight Interceptor





 Palleus wrote:
While this is also inquisition tactics, grey knights are the ones truly needed to make this combo work effectively.
Spoiler:

First: You get a Grey Knight Librarian (preferably ML3), and have his dedicated to rolling for sanctuary.

Second: Take an inquisitorial detachment (preferably with a xenos inquisitor for the rad and psychostroke grenades for added close combat hilarity).

Third: Get a inquisition henchmen squad with a good amount (say 4) crusaders, and a priest (or two if you want extra insurance that this will work). Fill up the rest of the slots with other henchmen that will wreck face in close combat.

Fourth: Put them all into an assault transport of your choice (land raider or storm raven).

Fifth: Run this transport towards the nearest enemy you want to see disappear/locked in combat for all eternity.

Sixth: Have the squad pop out, and cast sanctuary on with your librarian. Cast hammerhand too if you have the warp charges.

Seventh: Charge into combat. Have the priests use their hymns to give rerollable saves in close combat.

Result: You now have a squad that rerolls attacks (zelot), has a 2+ invulnerable save (crusaders + sanctuary) that is rerollable (priest hymns). You also can have +2 to strength (hammerhand), loads of AP 3 attacks, and not to mention added melee craziness (psychostroke grenades), AND a -1 to target toughness (rad grenades).

Let me say that again. 2++ rerollable saves.

Thoughts?

Like I said, it's inquisition too, but Grey knights play an important part. No other army can do this combo as well, and the knights can bring in a storm raven turn 1 if they use the nemesis strike force formation.


All of this is hardcore. I would expect this unit to roll over just about every thing you could throw at it.
I just have to quibble with the Stormraven arriving turn 1. NSF only gives Rites of Teleportation to units arriving by DS. Maybe put it on a Skyshield Landing Pad? Or the LRC holds more bodies anyway.

6000+
4500+
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500+ 
   
Made in nl
Regular Dakkanaut




All out stuff should arrive in turn 1 since we are so depending on it, via rites or however gw wants to name it:p

Question the new psychic powers useful or not?
   
 
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