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Made in us
Omnipotent Necron Overlord






 Nithaniel wrote:
Any tips on how best to deal with T7 vehicles?

I went up against a triple wave serpent list and a hemlock yesterday. I had very little answer for it as he was advancing the serpents giving me -1 to hit them and moving and firing psycannons is at -1 as well. I was relying on gating and charging but once the GMDK got focus fired into oblivion I was failing 9" charges all game.

Shoot the hemlock - charge the serpents. Shoot all 2000 points at the hemlock if you must. Also GMDK are our best shooters - bring more than one.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in gb
Fresh-Faced New User




 Nithaniel wrote:
Any tips on how best to deal with T7 vehicles?

I went up against a triple wave serpent list and a hemlock yesterday. I had very little answer for it as he was advancing the serpents giving me -1 to hit them and moving and firing psycannons is at -1 as well. I was relying on gating and charging but once the GMDK got focus fired into oblivion I was failing 9" charges all game.


How about Ven dreads with twin lascannon and missile launchers as fire support with Kaldor Draigo giving rerolls? I haven't tried the tactic yet but I plan on using 2 alongside my in your face alpha strike tactics in my 2000pt army. I believe it could be quite powerful from deep cover with astral aim.
   
Made in gb
Been Around the Block




So I came to Greys in 8th because I'm a terminator fanboy and I've done Deathwing armies in the past and psychic monks in battle plate appeals.

Gonna go out on a limb and say I'm happy taking terminators over Paladins for core to get access to the battalion (no strike squads here...)

2000 Points
GMNDK - g.psilencer, h.psycannon, greatsword, first to the fray, sanctuary, purge soul, teleporter
GMNDK - g.psilencer, h.psycannon, daemonhammer, gate of infinity, purge soul, teleporter

GKT - 5, 2 swords, 2 halberds, daemonhammer, psilencer
GKT - 5, 2 swords, 2 halberds, daemonhammer, psilencer
GKT - 5, 2 swords, 2 halberds, daemonhammer, psilencer

Interceptors - 10, 2 psilencers, justicar w/halberd, 7 falchions
Interceptors - 10, 2 psilencers, justicar w/halberd, 7 falchions
Interceptors - 5, 1 psilencer, justicar w/halberd, 3 falchions

so 5 interceptor units on the table who all shunt turn 1. 5 units in deep strike to come down turn 1.

Lives or dies on the effectiveness of the alpha strike and spammy as hell, but if i wanted power armoured foot soldiers or storm ravens i'd be taking marines.
   
Made in gb
Neophyte undergoing Ritual of Detestation




Ericthegreen wrote:
So I came to Greys in 8th because I'm a terminator fanboy and I've done Deathwing armies in the past and psychic monks in battle plate appeals.

Gonna go out on a limb and say I'm happy taking terminators over Paladins for core to get access to the battalion (no strike squads here...)

2000 Points
GMNDK - g.psilencer, h.psycannon, greatsword, first to the fray, sanctuary, purge soul, teleporter
GMNDK - g.psilencer, h.psycannon, daemonhammer, gate of infinity, purge soul, teleporter

GKT - 5, 2 swords, 2 halberds, daemonhammer, psilencer
GKT - 5, 2 swords, 2 halberds, daemonhammer, psilencer
GKT - 5, 2 swords, 2 halberds, daemonhammer, psilencer

Interceptors - 10, 2 psilencers, justicar w/halberd, 7 falchions
Interceptors - 10, 2 psilencers, justicar w/halberd, 7 falchions
Interceptors - 5, 1 psilencer, justicar w/halberd, 3 falchions

so 5 interceptor units on the table who all shunt turn 1. 5 units in deep strike to come down turn 1.

Lives or dies on the effectiveness of the alpha strike and spammy as hell, but if i wanted power armoured foot soldiers or storm ravens i'd be taking marines.


Looks fun to play for sure! All of nothing.

I'm curious why you gave one of the GM's gate? They're going to teleport in so why not give vortex of doom for more power given this is an all or nothing strategy?
   
Made in gb
Fresh-Faced New User




Ericthegreen wrote:
So I came to Greys in 8th because I'm a terminator fanboy and I've done Deathwing armies in the past and psychic monks in battle plate appeals.

Gonna go out on a limb and say I'm happy taking terminators over Paladins for core to get access to the battalion (no strike squads here...)

2000 Points
GMNDK - g.psilencer, h.psycannon, greatsword, first to the fray, sanctuary, purge soul, teleporter
GMNDK - g.psilencer, h.psycannon, daemonhammer, gate of infinity, purge soul, teleporter

GKT - 5, 2 swords, 2 halberds, daemonhammer, psilencer
GKT - 5, 2 swords, 2 halberds, daemonhammer, psilencer
GKT - 5, 2 swords, 2 halberds, daemonhammer, psilencer

Interceptors - 10, 2 psilencers, justicar w/halberd, 7 falchions
Interceptors - 10, 2 psilencers, justicar w/halberd, 7 falchions
Interceptors - 5, 1 psilencer, justicar w/halberd, 3 falchions

so 5 interceptor units on the table who all shunt turn 1. 5 units in deep strike to come down turn 1.

Lives or dies on the effectiveness of the alpha strike and spammy as hell, but if i wanted power armoured foot soldiers or storm ravens i'd be taking marines.


Personally I'd want some more high strength attacks/shots. If a GMDK goes down in opponent turn 1 (not necessarily unlikely with alot of focus fire), it could become quite difficult. Dealing with high toughness, high wound flyers could also be difficult. I suppose it all depends on the opponent's list really. I completely agree that the alpha strike is where Grey Knights win or lose. We simply don't deal well with attrition.
   
Made in gb
Been Around the Block




Kahor wrote:
Looks fun to play for sure! All of nothing.

I'm curious why you gave one of the GM's gate? They're going to teleport in so why not give vortex of doom for more power given this is an all or nothing strategy?


Good question. In the 1500 version of the list, one of the dreadknights has to start on the table and use Gate, so its a holdover from that. The only powers i'm married to are Sanctuary for the warlord and hammerhand for the terminators. the rest I think I can test, but will likely end up with a mix of purge soul and vortex.

RobHampster wrote:
Personally I'd want some more high strength attacks/shots. If a GMDK goes down in opponent turn 1 (not necessarily unlikely with alot of focus fire), it could become quite difficult. Dealing with high toughness, high wound flyers could also be difficult. I suppose it all depends on the opponent's list really. I completely agree that the alpha strike is where Grey Knights win or lose. We simply don't deal well with attrition.


that is a problem. I'm kinda relying on pushing through psilencer wounds and the CC potential of the GMNDK with sword and hammer (i don't like the aesthetics of the hammer.l would prefer double fist, but needs must). Alongside the terminators who will never catch a flyer.

This in your face 9 inches away from turn 1 with charge rerolls is undoubtedly more effective with massed strike squads - double the storm bolter shots, double the heavy weapons fire. same amount of attacks in CC for the points. But power armour is not as pretty as terminator armour
   
Made in us
Pewling Menial




Not sure if this has been discussed but is it legal to use Heed the Prognosticars on a unit that is not on the battlefield yet?

I ask because it must be used at the start of your turn, and deep striking doesn't happen until the end of your movement phase.

I don't see any particular rule against it, but it also feels a little weird.
   
Made in de
Fresh-Faced New User




Ericthegreen wrote:
So I came to Greys in 8th because I'm a terminator fanboy and I've done Deathwing armies in the past and psychic monks in battle plate appeals.

Gonna go out on a limb and say I'm happy taking terminators over Paladins for core to get access to the battalion (no strike squads here...)

2000 Points
GMNDK - g.psilencer, h.psycannon, greatsword, first to the fray, sanctuary, purge soul, teleporter
GMNDK - g.psilencer, h.psycannon, daemonhammer, gate of infinity, purge soul, teleporter

GKT - 5, 2 swords, 2 halberds, daemonhammer, psilencer
GKT - 5, 2 swords, 2 halberds, daemonhammer, psilencer
GKT - 5, 2 swords, 2 halberds, daemonhammer, psilencer

Interceptors - 10, 2 psilencers, justicar w/halberd, 7 falchions
Interceptors - 10, 2 psilencers, justicar w/halberd, 7 falchions
Interceptors - 5, 1 psilencer, justicar w/halberd, 3 falchions

so 5 interceptor units on the table who all shunt turn 1. 5 units in deep strike to come down turn 1.

Lives or dies on the effectiveness of the alpha strike and spammy as hell, but if i wanted power armoured foot soldiers or storm ravens i'd be taking marines.


Wouldn't your alpha strike be stronger if you DON'T combat squad?
In my opinion the stratagems get way more efficient that way.
Its the GK dilemma. Psybolt works best on large units, but to get enough CP you have to field MSU.
   
Made in gb
Been Around the Block




Can get away with not combat squadding 1 unit if one of the gmndk takes gate of infinity.

5 on the table means 5 in reserve though
   
Made in us
Judgemental Grey Knight Justicar






 Red Comet wrote:
 Homeskillet wrote:
Rolling Thunder wrote:
So the warlord trait FttF is obviously great, especially with NDK GMs teleporting in, but I find that if the warlord is a NDK GM, he is priority number one and tends to get iced, giving up VPs for Slay the warlord... To address this, I have found that making a lowly Apothecary the warlord to be an interesting solution... Give him the Curiass of Sacrifice, and with his innate healing, he is a real bugger to kill... You can still teleport him in with your NDKs and paladins so the benefit from FttF, which seems to work well...

Thoughts?


When he drops in and gets Sanctuary up, the GM is crazy resilient. The 3++ is no joke, and you can always command point a re-roll if needed if you fail that Lascannon save. Also, I've been using a Techmarine to be the GM's healbot, and it's been working great.


Automatically Appended Next Post:
 Red Comet wrote:
Hey all. This is my first attempt at a Grey Knight's list in 8th edition. Do you all have any thoughts on it? I'm looking to make this into an all comer's list that I can work towards building/painting up that can also be somewhat competitive.


+ HQ +

Grand Master in Nemesis Dreadknight: Warlord Trait: First to the Fray, Dreadfist, Dreadknight teleporter, Gate of Infinity, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword, Sanctuary

Lord Kaldor Draigo: Gate of Infinity, Sanctuary

+ Troops +

Strike Squad : Gate of Infinity
. 3x Grey Knight (Falchion): 3x Storm Bolter
. Grey Knight (Psilencer): Psilencer
. Grey Knight Justicar: Storm bolter, Two Nemesis Falchions

Strike Squad : Gate of Infinity
. 3x Grey Knight (Falchion): 3x Storm Bolter
. Grey Knight (Psilencer): Psilencer
. Grey Knight Justicar: Storm bolter, Two Nemesis Falchions

Strike Squad: Gate of Infinity
. 3x Grey Knight (Falchion): 3x Storm Bolter
. Grey Knight (Psilencer): Psilencer
. Grey Knight Justicar: Storm bolter, Two Nemesis Falchions

+ Heavy Support +

Purgation Squad: Gate of Infinity
. 4x Purgator (Psilencer): 4x Psilencer
. Purgator Justicar: Storm bolter, Two Nemesis Falchions

Purgation Squad Gate of Infinity
. 4x Purgator (Psilencer): 4x Psilencer
. Purgator Justicar: Storm bolter, Two Nemesis Falchions

+ Flyer +

Stormraven Gunship 2x Hurricane Bolter, 2x Stormstrike Missile Launcher, Twin Assault Cannon, Twin multi-melta

Stormraven Gunship 2x Hurricane Bolter, 2x Stormstrike Missile Launcher, Twin Assault Cannon, Twin multi-melta

+ Dedicated Transport +

Razorback: Twin Assault Cannon

Razorback Twin Assault Cannon

Razorback Twin Assault Cannon


Very solid list. I think Draigo is unnecessary in this build, but if you like him, he's never bad. You could put in a Techmarine to heal the GM, or replace Draigo with a Chaplain or cheaper GM. I'd also consider Lascannons on your Stormravens; you have a lot of good anti-infantry, but a bit more anti-tank could be great.

Huh a techmarine sounds really good to help keep the the GM alive. My only worry is trying to keep him close to the GMDK since I'd probably end up putting the GMDK in reserves. How do you play it? A Chaplain or a cheaper GM both sound good.
I was also thinking about Lascannons, but I was considering putting them on the Razorbacks. What do you think about Lascannons on the Stormravens and the Razorbacks?


Yeah I pay the CP to put the Techmarine on the Teleportarium. I don't think Chaplains will ever be bad if you're playing GK, we tend to be better in assault anyway. I don't think it'd hurt to make one Razorback a Lascannon, but twin Assault Cannons mow through infantry quite nicely.


 
   
Made in us
Omnipotent Necron Overlord






like the rest of the GK army.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Judgemental Grey Knight Justicar






 Xenomancers wrote:
like the rest of the GK army.


True story.


 
   
Made in us
Fresh-Faced New User




Los Angeles, California

Has anyone experimented with adding a single Warding Staff to their Strike Squads & Paladins?

The additional invulnerable save comes in handy sometimes but I'm not sure it's worth the loss in DPS output.

40K:
Adeptus Custodes
Adepta Sororitas
Questor Imperialis 
   
Made in us
Clousseau





East Bay, Ca, US

stillflowing wrote:
Has anyone experimented with adding a single Warding Staff to their Strike Squads & Paladins?

The additional invulnerable save comes in handy sometimes but I'm not sure it's worth the loss in DPS output.


I do this sometimes. All in all a 5++, or 4++ with sanctuary, on a power armored model, isn't the worst thing in the world. You probably have better things to apply sanctuary to, but even so, it can situationally benefit you.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Devestating Grey Knight Dreadknight







Huh.. just realized a Champion can get a 2++ in the fight phase as well.

Hmmm, the Champion is pretty damn flexible. 3++ from Sanctuary and then his Blade Shield stance means he is the only model that can reach a 2++ without using a Stratagem. He is only really limited by his low # of attacks.

 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in us
Kid_Kyoto






Probably work

I haven't played with the GK Codex yet. Having that been said, it usually takes me a game or two to wrap my head around it. I'm thinking about this for my initial 2000 point list:

Battalion:
GMNDK - Heavy Psycannon, Gatling Psilencer, Teleporter, Warlord (FttF),
Voldus

5 Strike Squad - Psilencer, Daemonhammer, 3 falcions
5 Strike Squad - Psilencer, Daemonhammer, 3 falcions
5 Strike Squad - Psilencer, Daemonhammer, 3 falcions

TLLC Razorback
TLLC Razorback
TLLC Razorback

Vanguard:
Draigo

Paladin Ancient - Banner of refining flame
5 Paladin Squad - 3 Falchions, 2 psilencers and falchions
5 Purifier Squad - 5 Falcions

The DHs will probably make their way to the Paladins and Purifiers, but the plan here is to use the 15 strikes to DS screen my razorbacks, and then hold backfield objectives with them, and then use the other 6 drops to basically just try to out alpha-strike the enemy.

Has anyone tried anything similar to this? Obviously this method is sort of putting literally all the eggs into one basket and relying on FttF for the first turn assaults. How's that been working for people? Has anyone crunched the odds of that paying off?



Automatically Appended Next Post:
Now I'm also considering a warding staff in the paladins to give one of them a 3++ with sanctuary if I don't make the assault.

This message was edited 2 times. Last update was at 2017/08/23 23:04:20


Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in nz
Brainy Zoanthrope






I have had great success with this list. (1500)

Outrider Detachment

GMNDK-Heavy Psycannon, Gatling Psilencer, Teleporter, Nemesis Greatsword (warlord)

Interceptor x6 Falcions
Interceptor x5 Falcions
Interceptor x5 Falcions



Vanguard Detachment

GMNDK-Heavy Psycannon, Gatling Psilencer, Teleporter, Nemesis Greatsword

Apothecary- Warding stave and Relic storm bolter
Paladins x5 -Halberds
Dreadnought - Twin las cannon and Missile launcher

Warlord knows Sanctuary and hammer hand
Other GMNDK knows vortex and Sanctuary
Dreadnought knows Astral aim
Everyone else knows Gate of infinity

Having that dreadnought just hide some place and pop shots at vehicles at just about any place on the table is very annoying. My whole army can be right in the enemy face.

I ran this list last night against space wolves and Tau and it was very one sided. The Grand master just gets targeted but works perfectly as a distraction.
   
Made in se
Fresh-Faced New User




Sorry but battlescribe is wrong. GM and GMNDK can cast two powers but only know one power plus smite.
   
Made in us
Fresh-Faced New User




 daedalus wrote:
I haven't played with the GK Codex yet. Having that been said, it usually takes me a game or two to wrap my head around it. I'm thinking about this for my initial 2000 point list:

Battalion:
GMNDK - Heavy Psycannon, Gatling Psilencer, Teleporter, Warlord (FttF),
Voldus

5 Strike Squad - Psilencer, Daemonhammer, 3 falcions
5 Strike Squad - Psilencer, Daemonhammer, 3 falcions
5 Strike Squad - Psilencer, Daemonhammer, 3 falcions

TLLC Razorback
TLLC Razorback
TLLC Razorback

Vanguard:
Draigo

Paladin Ancient - Banner of refining flame
5 Paladin Squad - 3 Falchions, 2 psilencers and falchions
5 Purifier Squad - 5 Falcions

The DHs will probably make their way to the Paladins and Purifiers, but the plan here is to use the 15 strikes to DS screen my razorbacks, and then hold backfield objectives with them, and then use the other 6 drops to basically just try to out alpha-strike the enemy.

Has anyone tried anything similar to this? Obviously this method is sort of putting literally all the eggs into one basket and relying on FttF for the first turn assaults. How's that been working for people? Has anyone crunched the odds of that paying off?



Automatically Appended Next Post:
Now I'm also considering a warding staff in the paladins to give one of them a 3++ with sanctuary if I don't make the assault.


Chance of rolling a 9 or better is 0.2777 (success of first roll). So 1-0.2777=0.7223 (likelihood of failure of first roll). Probability of succeeding with a the reroll is 0.7223 X 0.2777 = 0.2006. So total probability of success is 0.2777 + 0.2006 = 0.4783. Roughly the same odds as trying g to charge from 7-8 inches.

Love GMNDKs,
Strike squads are strong as the required troop choice,
love Paladins,
Draigo and Voldus are individually a no brainer to improve the alpha strike effectiveness with rerolls and auras and whatnot (not sure I'd take both especially as the GMNDKs already have rerolls and you can only ever reroll once),
I find that purifiers are a waste of time unless you can certainly drop them right in the face of an important unit to purifying flame and light them up with bolter fire and then charge if still required (I use a storm raven with purifiers in my 1000pt list, it also drops a doomglaive right in their face at the same time reinforcing my first turn deepstrike) - the purifiers then inevitably die very quickly, I'm dubious about the value of the paladin ancient (my grey Knights have never failed a morale test and leadership is a waste of time unless you purge soul every turn) - the extra attack is clearly useful against infantry but the ridiculous amount of storm bolter fire generally deals with them and I find cc to be a waste of time with infantry against high toughness stuff.
I haven't really considered TLC razorbacks, I use Ven dreads (or regular dreads in KDs aura) to access lascannon. I prefer no degeneration and the increased hits. Also psykers so astral aim... However the razorbacks are definitely cheaper...


Automatically Appended Next Post:
 Deepeyes wrote:
I have had great success with this list. (1500)

Outrider Detachment

GMNDK-Heavy Psycannon, Gatling Psilencer, Teleporter, Nemesis Greatsword (warlord)

Interceptor x6 Falcions
Interceptor x5 Falcions
Interceptor x5 Falcions



Vanguard Detachment

GMNDK-Heavy Psycannon, Gatling Psilencer, Teleporter, Nemesis Greatsword

Apothecary- Warding stave and Relic storm bolter
Paladins x5 -Halberds
Dreadnought - Twin las cannon and Missile launcher

Warlord knows Sanctuary and hammer hand
Other GMNDK knows vortex and Sanctuary
Dreadnought knows Astral aim
Everyone else knows Gate of infinity

Having that dreadnought just hide some place and pop shots at vehicles at just about any place on the table is very annoying. My whole army can be right in the enemy face.

I ran this list last night against space wolves and Tau and it was very one sided. The Grand master just gets targeted but works perfectly as a distraction.


Have you though about Ven dreads for increased hits?

This message was edited 1 time. Last update was at 2017/08/24 08:14:11


 
   
Made in nz
Brainy Zoanthrope







Have you though about Ven dreads for increased hits?


Nice, I dropped one interceptor and got it to fit
   
Made in gb
Ship's Officer



London

I'm looking at taking a mixture of GKs and Imperial fists in a tournament army I'm working on. A battalion of each should give me a lot of CPs, a decent hammer and anvil for deployment purposes, and prevent me from running out of psychic powers to cast.

Here's what I'm looking at:

Chaplain Dreadnought with lascannons and storm bolter 212
Primaris Librarian 105
10 Intercessors with sword and 2 grenade launchers 206
5 Intercessors with sword and grenade launcher 105
5 Intercessors with grenade launcher 101
Contemptor with assault cannons 165
Xiphon Interceptor 210

Grand Master in NDK with Psilencer, Gatling Cannon, Teleporter and Sword 285
Grand Master Voldus 190
10 Strikes 210
5 Strikes 105
5 Strikes 105

I've got a few questions:

I have the enhanced edition of the codex. In it, there's no mention of the falchions giving +1 attack if you've got two. Is that correct? I'm not sure if it's a revision or just a mistake.

I'm not sure who to make my warlord. The Chaplain dread and the GMDK are in contention for the title. The GMDK gets a cool warlord trait, but actually in my army there's not a huge amount of GKs who would benefit from it. If a GK is my warlord then I have to take a GK relic. If the chaplain was warlord he could take an ok warlord trait and the armour indominatus, giving him a cheeky 2+ save and the option of a 3++ for a turn. Any thoughts?

And do you think it's generally any good? The basic idea is that the imperial fists deploy and then the GKs teleport in to help out, where needed. The basic idea came from noticing that 10 strikes using psybolt ammo would unleash insane amounts of firepower, which seems like fun.

I do have a bunch of terminators as well. I'd consider using them as paladins and running a vanguard instead of a battalion, but I'm not sure that would fit. The 5-man strike squads look a little weak, but not useless. Ultimately they are still troop squads I can drop anywhere, and have decent firepower.

I think that having 9 CPs should be helpful, as it will let me pop psybolt ammo on the big strike squad and psychic onslaught on the GMDK when they turn up. I'm therefore tempted to stick with the two battalions.


I could also cut down some fat from my HQs and field a couple of 5-man terminator squads instead of the strikes. That would look like this:

Primaris Captain with Assault Bolter and Power Sword 95
Primaris Lieutenant with Power Sword 74
10 Intercessors with sword and grenade launcher 205
5 Intercessors with grenade launcher 101
5 Intercessors with grenade launcher 101
Contemptor with assault cannons 165
Xiphon Interceptor 210

Grand Master in NDK with Psilencer, Gatling Cannon, Teleporter and Sword 285
Brotherhood Champion 115
9 Strikes 189
5 Terminators 230
5 Terminators 230

Overall I think it probably isn't worth it, and I lose more than I gain.

And finally, here's an option with a vanguard detachment, featuring paladins and a FW dreadnought (which it happens that I've actually got!)

Chaplain Dreadnought with lascannons and storm bolter 212
Primaris Lieutenant with Sword 74
10 Intercessors with sword and 2 grenade launchers 206
5 Intercessors with sword and grenade launcher 105
5 Intercessors with grenade launcher 101
Xiphon Interceptor 210

Grand Master in dreadknight with psilencer, heavy psycannon and teleporter 285
10 Strikes with storm bolters and falchions 210
5 Paladins. Hammer and 2 Psilencers 298
Doomglaive Dreadnought with heavy Psycannon and Storm Bolter 168
Brotherhood Ancient (with falchion, obvs) 130

I think perhaps I like the final list most, though I would probably miss those 2 CPs. The doomglaive dread seems an ok swap for the contemptor. It has a vastly better gun, though it's probably not quite so good in cc.

This message was edited 2 times. Last update was at 2017/08/24 11:07:20


 
   
Made in us
Decrepit Dakkanaut




Split up the 10 man Intercessor squad. The Grenade Launcher upgrade can only be shot omce, because it's technically giving their regular grenades better range and you can only ever shoot one grenade per squad.

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
Ship's Officer



London

Slayer-Fan123 wrote:
Split up the 10 man Intercessor squad. The Grenade Launcher upgrade can only be shot omce, because it's technically giving their regular grenades better range and you can only ever shoot one grenade per squad.

I'm not going to do that. I like my 10 man squad. They can combat squad if I feel like it in any given game, and that's why I've spent 1pt on a 2nd grenade launcher.

Anyway, it's the GK stuff I'm interested in hearing feedback on. Thanks though!
   
Made in us
Decrepit Dakkanaut




Mandragola wrote:
Slayer-Fan123 wrote:
Split up the 10 man Intercessor squad. The Grenade Launcher upgrade can only be shot omce, because it's technically giving their regular grenades better range and you can only ever shoot one grenade per squad.

I'm not going to do that. I like my 10 man squad. They can combat squad if I feel like it in any given game, and that's why I've spent 1pt on a 2nd grenade launcher.

Anyway, it's the GK stuff I'm interested in hearing feedback on. Thanks though!

The sergeants are a free upgrade for that extra LD and attack though. It doesn't make any sense.

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
Ship's Officer



London

Slayer-Fan123 wrote:
Mandragola wrote:
Slayer-Fan123 wrote:
Split up the 10 man Intercessor squad. The Grenade Launcher upgrade can only be shot omce, because it's technically giving their regular grenades better range and you can only ever shoot one grenade per squad.

I'm not going to do that. I like my 10 man squad. They can combat squad if I feel like it in any given game, and that's why I've spent 1pt on a 2nd grenade launcher.

Anyway, it's the GK stuff I'm interested in hearing feedback on. Thanks though!

The sergeants are a free upgrade for that extra LD and attack though. It doesn't make any sense.

I disagree. There are buffs and stratagems that target units. They have more effect on big units. I know I lose the sergeant's attack and LD, but it's a trade-off I'm willing to make.

A particular reason to run big units of intercessors is that they are much tougher for cc armies to deal with. 5-man squads can easily be mobbed by hordes one at a time but 10-man squads have a lot of wounds to chew through, and get to hit back. I sometimes charge people with them too, as I find that 21 S4 attacks is bad news for lots of units.

This is also why I'm running a unit of 10 strikes as well, by the way. I'll drop them in and fire 40 heavy bolter shots with psybolt ammunition.
   
Made in us
Regular Dakkanaut




I agree with having one large size squad at least for the stratagems. A 10 man strike squad with storms bolters is normally putting out 40 shots at rapid fire range. Against MEQ, that's roughly 27 hits, 14 wounds, and 5 dead marines. With the psybolt ammunition it goes to 27 hits, 18 wounds, and 9 dead marines. This isn't including the buff from S4 to S5 that will help if you decide to shoot at a T5 or T8 unit.

The bigger squads will result in more advantageous results from your stratagems. I wouldn't run all squads that way but at least have one larger squad to take advantage of it. Deep striking a 10 man squad and popping off that stratagem is a wicked way to start an alpha strike.
   
Made in us
Kid_Kyoto






Probably work

This is a weird question that probably has an obvious answer, but I don't have the codex on me. The biggest squad size of any sort of unit you can get in GK currently is 10 models, right?

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in us
Decrepit Dakkanaut




Mandragola wrote:
Slayer-Fan123 wrote:
Mandragola wrote:
Slayer-Fan123 wrote:
Split up the 10 man Intercessor squad. The Grenade Launcher upgrade can only be shot omce, because it's technically giving their regular grenades better range and you can only ever shoot one grenade per squad.

I'm not going to do that. I like my 10 man squad. They can combat squad if I feel like it in any given game, and that's why I've spent 1pt on a 2nd grenade launcher.

Anyway, it's the GK stuff I'm interested in hearing feedback on. Thanks though!

The sergeants are a free upgrade for that extra LD and attack though. It doesn't make any sense.

I disagree. There are buffs and stratagems that target units. They have more effect on big units. I know I lose the sergeant's attack and LD, but it's a trade-off I'm willing to make.

A particular reason to run big units of intercessors is that they are much tougher for cc armies to deal with. 5-man squads can easily be mobbed by hordes one at a time but 10-man squads have a lot of wounds to chew through, and get to hit back. I sometimes charge people with them too, as I find that 21 S4 attacks is bad news for lots of units.

This is also why I'm running a unit of 10 strikes as well, by the way. I'll drop them in and fire 40 heavy bolter shots with psybolt ammunition.

I can't see what single Strategem I would want to use on a group of Intercessors.

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
Smokin' Skorcha Driver




London UK

I'm still having trouble against Hemlock WF's. Any benefit in running a Stormhawk?
   
Made in us
Guarded Grey Knight Terminator






 daedalus wrote:
This is a weird question that probably has an obvious answer, but I don't have the codex on me. The biggest squad size of any sort of unit you can get in GK currently is 10 models, right?


Yes

"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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