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Made in ca
Rampaging Carnifex





Toronto, Ontario

I recently started a Grey Knights army, all I have so far are a Dreadknight and a Terminator box. I'm planning on running some Inquisition allies to get some acolytes with plasma and melta guns, but I'm really at a loss as to how to run the Terminators. Since Grey Knights actually deign to equip theirs with frag grenades, it seems a Land Raider is less necessary for them than regular marines. How are they best used? In a Land Raider? Storm Raven? Teleport homer to deep strike them in? Please share your thoughts.
   
Made in us
Member of the Malleus





WI

Turn one deepstriking is great for them or the Mk1 Landraider known as Kaldor Draigo. Draigo has GoI on him already and can move faster than any Landraider and can actually tank wounds.

I make bad decisions and think they are good.

Team No Bueno
 
   
Made in ca
Rampaging Carnifex





Toronto, Ontario

How do they deep strike on the first turn? Also, what kind of equipment should I give them? In a 5 man unit I was thinking 2 men with falchions, 1 with halberd, 1 with stave to get a little bit of everything (also the above loadout comes out to an even 15 points in upgrades). Should I be throwing an incinerator in there too? Or psycannon?

This message was edited 1 time. Last update was at 2016/07/10 07:01:53


 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Their special detatchment Nemesis Strikeforce. 1-2 HQ, 1-6 troops, 0-4 elite, 0-3 FA and 0-2 HS. Lets them roll for reserves turn 1. Standard is an ML3 libby, 1 unit of termies and a pair of dreadknights. Rinse and repeat as points allow.

Termie loadout varies, but psycannons are the only high str shooting they have and it comes on relentless platforms in terminators, so they're pretty common. Incinerators are an acceptable choice as well, especially since you're going to be getting stuck in anyway. At least 1 hammer per 5 termies is also another common one, though more hammers aren't rare (though you'll have to have a spare source of hammers since the box only comes with 1 per 5.

Libby should usually be bringing the staff so he can supply Ad will and higher psycher level to any unit he joins. He's not suited to challenges anyway. If for some reason you're brining more than 1 unit of termies or your libby isn't joining the 1 unit that you did bring, then yeah, hand out a staff to one of them.

 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 gb
Been Around the Block





 Drasius wrote:
Their special detatchment Nemesis Strikeforce. 1-2 HQ, 1-6 troops, 0-4 elite, 0-3 FA and 0-2 HS. Lets them roll for reserves turn 1. Standard is an ML3 libby, 1 unit of termies and a pair of dreadknights. Rinse and repeat as points allow.

Termie loadout varies, but psycannons are the only high str shooting they have and it comes on relentless platforms in terminators, so they're pretty common. Incinerators are an acceptable choice as well, especially since you're going to be getting stuck in anyway. At least 1 hammer per 5 termies is also another common one, though more hammers aren't rare (though you'll have to have a spare source of hammers since the box only comes with 1 per 5.

Libby should usually be bringing the staff so he can supply Ad will and higher psycher level to any unit he joins. He's not suited to challenges anyway. If for some reason you're brining more than 1 unit of termies or your libby isn't joining the 1 unit that you did bring, then yeah, hand out a staff to one of them.

This pretty much, also the libby is actually good for using concussive ability which isn't often but then again my local meta is Necrons with wraiths.
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





Warp Rider wrote:
 Drasius wrote:
Their special detatchment Nemesis Strikeforce. 1-2 HQ, 1-6 troops, 0-4 elite, 0-3 FA and 0-2 HS. Lets them roll for reserves turn 1. Standard is an ML3 libby, 1 unit of termies and a pair of dreadknights. Rinse and repeat as points allow.

Termie loadout varies, but psycannons are the only high str shooting they have and it comes on relentless platforms in terminators, so they're pretty common. Incinerators are an acceptable choice as well, especially since you're going to be getting stuck in anyway. At least 1 hammer per 5 termies is also another common one, though more hammers aren't rare (though you'll have to have a spare source of hammers since the box only comes with 1 per 5.

Libby should usually be bringing the staff so he can supply Ad will and higher psycher level to any unit he joins. He's not suited to challenges anyway. If for some reason you're brining more than 1 unit of termies or your libby isn't joining the 1 unit that you did bring, then yeah, hand out a staff to one of them.

This pretty much, also the libby is actually good for using concussive ability which isn't often but then again my local meta is Necrons with wraiths.


If your meta is Wraiths, then concussive shouldn't apply since you should be using force (or DK if he lasts that long) and popping them instantly (or having them make a very annoying reanimation save and being fine).

 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 jp
Regular Dakkanaut





Also take an inquisitor with servo skulls for worry free deepstriking.
   
Made in us
Lead-Footed Trukkboy Driver





Boston

The best way to run them is away, from danger, which in this case is most popular units.
   
Made in ca
Insect-Infested Nurgle Chaos Lord






5 Man Psycannon squads teleporting in. That's how I run em.

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Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in us
Decrepit Dakkanaut




Psycannon and a single Hammer is decent enough.

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
Devestating Grey Knight Dreadknight




Slayer-Fan123 wrote:
Psycannon and a single Hammer is decent enough.

With tournament and now GW FAQs limiting your squads to one psychic power you might want to consider spending 8 points to give the rest of the guys halberds as well.

Hope is the first step on the road to disappointment. 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 greyknight12 wrote:
Slayer-Fan123 wrote:
Psycannon and a single Hammer is decent enough.

With tournament and now GW FAQs limiting your squads to one psychic power you might want to consider spending 8 points to give the rest of the guys halberds as well.

I was doing this before the FAQs (because I always read it as 1 power per ML) and not having to use dice on Hammerhand frees up more dice fore other powers, like Force. And it helps vs Walkers now that only 1 model can throw a Krak in assault. Halberds + Hammerhand gets you enough Str to Pen most walkers on 6s. By having Halberds, you can better use the 1 power you can cast: Force vs MCs or Hammerhand vs Vehicles.

Also don't forget that the Nemesis Strike Force comes with a LoW slot AND a Fortification slot. No suggestions on how to use these other than Draigo, I just noticed it wasn't listed earlier in the thread.

Here is my basic NSF setup:

Libby w/ Hammer
5 Termies w/ Psycannon, 1 Hammer, the rest w/ Halberds (including Jusicar)
2 DKs

The reason I go with the Hammer on the Libby is because he is WS5, so will hit on 3's vs most targets and it is a cheap way to get a 2nd Hammer in the unit. The Staff is a nice option, but I rarely find myseld needing it. Most Psychic heavy armies in my meta focus on Blessings, so the Ad Will is useless, and the targets I want the Termies to go after need higher Str and AP2 (MCs & Walkers)

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This message was edited 1 time. Last update was at 2016/07/11 12:48:24


   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

I have been running a squad of 5 with Psycannon and 5x Halberds.

I don't run hammers any more.

The Halberds can deal damage on their own and don't need to rely on hammerhand to get a decent strength buff.

That way I can save their Warp Charge for for something else. but if the utility arises I can throw on Hammer hand to pop a vehicle or pop force to crush a tough unit.

I actually find my Troops in my GK army to be the biggest waist of points. Even with a 2+/5++ they tend to drop dead quite quicly so I try and keep them cheep.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Sinji wrote:

I actually find my Troops in my GK army to be the biggest waist of points. Even with a 2+/5++ they tend to drop dead quite quicly so I try and keep them cheep.

I find this to be true for me as well. I don't run pure GK's, just a minimum NSF for 2 DKs. My Libby & 5 Termies are basically just a 300+ pt Distraction to keep fire away form the rest of my army. That's one of the reasons why I keep my Libby so cheap and don't bother upgrading his ML or giving him any Relics. I just give him a Hammer and sometimes a Combi-plasma.

Most often, I Deep Strike them as early as I can into the middle of the board, or behind a tank. In some games, I've actually gotten quite a value out of them by casting Force, Hammerhand & Prescience. My opponent knows he needs to deal with them, but with those powers up, only a Death Star unit (usually costing much more) can deal with them, allowing me to focus on the rest of his army.

I do find that the Hammers are needed as most things willing to charge them (and they will get charged) are either 2+ sv, high toughness, a Walker or multi-wound. Having 2 Hammers (1 on the Libby, the other on a regular Termie) guarantees that I have something to threaten those units even if any of those powers fail (which happens often). if you have 5pts left over, it's worth putting a Melta bomb on the Justicar too.

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This message was edited 2 times. Last update was at 2016/07/14 13:30:31


   
 
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