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Made in gb
Ship's Officer



London

 Nithaniel wrote:
Mandragola wrote:

I'm not sure why you would get -1 to hit a wave serpent that advanced. That's not normally the case, and I can't see anything about it in the wave serpent's rules. There are some eldar skimmers with a built in -1 to hit, but wave serpents aren't them.


He had the vectored engines upgrade that means opponents subtract 1 from hit rolls for ranged attacks that target it if it advanced.

It's an expensive upgrade but we were playing Power levels so...

That'll do it. I'm not a fan of power levels myself, mainly because I'd need two versions of all my units - one for PL and one for matched play.
   
Made in us
Devestating Grey Knight Dreadknight




Has anyone experimented with using guilliman for his +1 charge bubble on an alpha strike? With an 8" move, D6+1 advance and a 12" bubble he can project his aura a minimum of 22" (before any rerolls) out from your deployment zone, meaning that you'll get the benefit on first turn 9" charges as long as your opponent is 31" or less from your deployment zone. Add in a GK warlord with FTTF and you now have a 66% chance of making the charge vs. 47% with GK alone (if my math is correct).
Downsides are that I hate primarchs (for fluff reasons) and for basically the same points you can get 3 5-man interceptor squads, which depending on what else you drop may result in an equivalent number of first turn charges and gives you more deepstrike slots as well.

Hope is the first step on the road to disappointment. 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

Guilliman is functionally a fancy HQ Dreadnought. No reason why you can't use him as such.

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 nz
Unshakeable Grey Knight Land Raider Pilot




Guilliman is quite undercosted just based on his combat prowess. That's before you start considering the army buffs he gives. Any army list he is included in is objectively better than one without him.
   
Made in gb
Regular Dakkanaut





 greyknight12 wrote:
Has anyone experimented with using guilliman for his +1 charge bubble on an alpha strike? With an 8" move, D6+1 advance and a 12" bubble he can project his aura a minimum of 22" (before any rerolls) out from your deployment zone, meaning that you'll get the benefit on first turn 9" charges as long as your opponent is 31" or less from your deployment zone. Add in a GK warlord with FTTF and you now have a 66% chance of making the charge vs. 47% with GK alone (if my math is correct).
Downsides are that I hate primarchs (for fluff reasons) and for basically the same points you can get 3 5-man interceptor squads, which depending on what else you drop may result in an equivalent number of first turn charges and gives you more deepstrike slots as well.


If you want to make it even nastier, consider that only one model from a unit has to be in range of Guilleman's aura. A five man paladin squad stretched out in a line covers, what, close to 15 inches? And as long as the front model can get into cc, you've accomplished your goal, do its closer to 45'' from your deployment zone
   
Made in us
Ragin' Ork Dreadnought




I've played two games including some amount of Grey Knights now, and I have to say, I'm extremely underwhelmed.
To be fair, both games I've had pretty bad Psychic phases on turn one, but that's kind of part of the problem - They NEED to have a really good psychic phase, and if they don't, you've got an army that does shooting worse than just about everyone and does melee only marginally above average.
The only thing that they've done reasonably well is tank damage, but as far as I'm concerned, being able to kill things is vastly more important than being able to not be killed, at least past turn 1.

The only shooting that actually seems to leave a dent in my opponent is the GMDK souped up with Psybolt Ammo (or whatever it's called for Heavy Weapons,) but that ability burns through command points really quickly, just to get his shooting up to a basic level of competence. In my opinion, you shouldn't have to spend 300 points on a model, and then also burn two Command Points every turn, just to get a reasonable amount of shooting out of Grey Knights.

If I need something outside of Stormbolter shots (and Stormbolter equivalents from Psilencers, who have better Damage which is meaningless against most targets who have multiple wounds, since most multi-wound targets are also high Toughness or have a good save, or both,) it seems like I'm SOL.
Thoughts?
   
Made in us
Omnipotent Necron Overlord






Waaaghpower wrote:
I've played two games including some amount of Grey Knights now, and I have to say, I'm extremely underwhelmed.
To be fair, both games I've had pretty bad Psychic phases on turn one, but that's kind of part of the problem - They NEED to have a really good psychic phase, and if they don't, you've got an army that does shooting worse than just about everyone and does melee only marginally above average.
The only thing that they've done reasonably well is tank damage, but as far as I'm concerned, being able to kill things is vastly more important than being able to not be killed, at least past turn 1.

The only shooting that actually seems to leave a dent in my opponent is the GMDK souped up with Psybolt Ammo (or whatever it's called for Heavy Weapons,) but that ability burns through command points really quickly, just to get his shooting up to a basic level of competence. In my opinion, you shouldn't have to spend 300 points on a model, and then also burn two Command Points every turn, just to get a reasonable amount of shooting out of Grey Knights.

If I need something outside of Stormbolter shots (and Stormbolter equivalents from Psilencers, who have better Damage which is meaningless against most targets who have multiple wounds, since most multi-wound targets are also high Toughness or have a good save, or both,) it seems like I'm SOL.
Thoughts?

GK have 3 units worth taking
GMDK
Strike squads (and interceptors)
Storm Ravens

everything else is overpriced considerably. All of our stratagems are overpriced too. Basically all the 2's should be 1's - considering GK are expensive AF and are going to have less command points to begin with.

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
Decrepit Dakkanaut




 Xenomancers wrote:
Waaaghpower wrote:
I've played two games including some amount of Grey Knights now, and I have to say, I'm extremely underwhelmed.
To be fair, both games I've had pretty bad Psychic phases on turn one, but that's kind of part of the problem - They NEED to have a really good psychic phase, and if they don't, you've got an army that does shooting worse than just about everyone and does melee only marginally above average.
The only thing that they've done reasonably well is tank damage, but as far as I'm concerned, being able to kill things is vastly more important than being able to not be killed, at least past turn 1.

The only shooting that actually seems to leave a dent in my opponent is the GMDK souped up with Psybolt Ammo (or whatever it's called for Heavy Weapons,) but that ability burns through command points really quickly, just to get his shooting up to a basic level of competence. In my opinion, you shouldn't have to spend 300 points on a model, and then also burn two Command Points every turn, just to get a reasonable amount of shooting out of Grey Knights.

If I need something outside of Stormbolter shots (and Stormbolter equivalents from Psilencers, who have better Damage which is meaningless against most targets who have multiple wounds, since most multi-wound targets are also high Toughness or have a good save, or both,) it seems like I'm SOL.
Thoughts?

GK have 3 units worth taking
GMDK
Strike squads (and interceptors)
Storm Ravens

everything else is overpriced considerably. All of our stratagems are overpriced too. Basically all the 2's should be 1's - considering GK are expensive AF and are going to have less command points to begin with.

I think Paladins are worth it but that's just how I feel.

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

Waaaghpower wrote:
an army that does shooting worse than just about everyone

The only shooting that actually seems to leave a dent in my opponent is the GMDK souped up with Psybolt Ammo (or whatever it's called for Heavy Weapons,) but that ability burns through command points really quickly, just to get his shooting up to a basic level of competence. In my opinion, you shouldn't have to spend 300 points on a model, and then also burn two Command Points every turn, just to get a reasonable amount of shooting out of Grey Knights.


I don't know how you can think this. GK has been a solid gunline army for the last three codices. We have SBs to take down hordes, and melee to take down elites. Correct target priority is the only way to win with GK, and mistakes (even small ones) cost games. I spend a LOT of time figuring out how my Ravens and Purgators will shoot, probably too much. I spend more time there than I do in the psychic phase!

Since 8e dropped I haven't fought any IKs yet, so I'm unsure how I'd do now (and this was in 7e my weakest matchup), but I feel better about it than I did before, knowing I'll at least be able to ding the thing.

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 gb
Fresh-Faced New User




Slayer-Fan123 wrote:
 Xenomancers wrote:
Waaaghpower wrote:
I've played two games including some amount of Grey Knights now, and I have to say, I'm extremely underwhelmed.
To be fair, both games I've had pretty bad Psychic phases on turn one, but that's kind of part of the problem - They NEED to have a really good psychic phase, and if they don't, you've got an army that does shooting worse than just about everyone and does melee only marginally above average.
The only thing that they've done reasonably well is tank damage, but as far as I'm concerned, being able to kill things is vastly more important than being able to not be killed, at least past turn 1.

The only shooting that actually seems to leave a dent in my opponent is the GMDK souped up with Psybolt Ammo (or whatever it's called for Heavy Weapons,) but that ability burns through command points really quickly, just to get his shooting up to a basic level of competence. In my opinion, you shouldn't have to spend 300 points on a model, and then also burn two Command Points every turn, just to get a reasonable amount of shooting out of Grey Knights.

If I need something outside of Stormbolter shots (and Stormbolter equivalents from Psilencers, who have better Damage which is meaningless against most targets who have multiple wounds, since most multi-wound targets are also high Toughness or have a good save, or both,) it seems like I'm SOL.
Thoughts?

GK have 3 units worth taking
GMDK
Strike squads (and interceptors)
Storm Ravens

everything else is overpriced considerably. All of our stratagems are overpriced too. Basically all the 2's should be 1's - considering GK are expensive AF and are going to have less command points to begin with.

I think Paladins are worth it but that's just how I feel.


I think there is a lot of strength in the alpha strike. Significant fist mover advantage can be gained with effective grouping for auras and rerolls and target priority. Given that GKs are highly likely to be able to move first, this is probably the only way to even up against some army's. At some points levels, lists are hard to design for effective alpha strikes. Personally, I've played 1000pt alpha strike with Paladins and a GM Dreadknight followed by a beta strike with purifiers and a doomglaive from my stormraven all concentrated for rerolls and allowing elimination of a couple of high priority targets through psychic,shooting and melee damage combined. If the alpha strike goes quite badly or you lose the initiative you are highly likely to lose
   
Made in us
Ragin' Ork Dreadnought




 Elric Greywolf wrote:
Waaaghpower wrote:
an army that does shooting worse than just about everyone

The only shooting that actually seems to leave a dent in my opponent is the GMDK souped up with Psybolt Ammo (or whatever it's called for Heavy Weapons,) but that ability burns through command points really quickly, just to get his shooting up to a basic level of competence. In my opinion, you shouldn't have to spend 300 points on a model, and then also burn two Command Points every turn, just to get a reasonable amount of shooting out of Grey Knights.


I don't know how you can think this. GK has been a solid gunline army for the last three codices. We have SBs to take down hordes, and melee to take down elites. Correct target priority is the only way to win with GK, and mistakes (even small ones) cost games. I spend a LOT of time figuring out how my Ravens and Purgators will shoot, probably too much. I spend more time there than I do in the psychic phase!

Since 8e dropped I haven't fought any IKs yet, so I'm unsure how I'd do now (and this was in 7e my weakest matchup), but I feel better about it than I did before, knowing I'll at least be able to ding the thing.

We have SBs to take down hordes, sure, but you know where else I can get SBs?
From Dominions, for 12ppm.
GK might have been a solid gunline in previous codices, but they certainly aren't anymore.


I agree with the statement that there are only three or four good units in the codex. (Three, plus Paladins if you're feeling generous - They're still not good, but they are better by comparison than Terminators at any rate.)
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Waaaghpower wrote:
We have SBs to take down hordes, sure, but you know where else I can get SBs?
From Dominions, for 12ppm.
GK might have been a solid gunline in previous codices, but they certainly aren't anymore.


So go play SoB? This is GK tactics, not Imperial Soup. Although a list with Sisters as Troops, backed up by GMDKs and Ravens, might be interesting....

My most recent game was against a BA player with Razorspam. He had 6 untis of Scouts (all with missiles ofc), a Xiphon, and Dante+Priest+Lieutenant boxed in by 8 Assaultbacks and a Predator. THAT's a gunline. 96 S6 AP-1 rerolling all hits and wounds of 1. A Xiphon to murder my flyers, and missiles+Pred to back it up.
And I outshot him, which I'm very proud of.

We definitely have shooting, and the staying power to hold objectives, which Sisters, with their S3T3, do NOT have.

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 us
Omnipotent Necron Overlord






Slayer-Fan123 wrote:
 Xenomancers wrote:
Waaaghpower wrote:
I've played two games including some amount of Grey Knights now, and I have to say, I'm extremely underwhelmed.
To be fair, both games I've had pretty bad Psychic phases on turn one, but that's kind of part of the problem - They NEED to have a really good psychic phase, and if they don't, you've got an army that does shooting worse than just about everyone and does melee only marginally above average.
The only thing that they've done reasonably well is tank damage, but as far as I'm concerned, being able to kill things is vastly more important than being able to not be killed, at least past turn 1.

The only shooting that actually seems to leave a dent in my opponent is the GMDK souped up with Psybolt Ammo (or whatever it's called for Heavy Weapons,) but that ability burns through command points really quickly, just to get his shooting up to a basic level of competence. In my opinion, you shouldn't have to spend 300 points on a model, and then also burn two Command Points every turn, just to get a reasonable amount of shooting out of Grey Knights.

If I need something outside of Stormbolter shots (and Stormbolter equivalents from Psilencers, who have better Damage which is meaningless against most targets who have multiple wounds, since most multi-wound targets are also high Toughness or have a good save, or both,) it seems like I'm SOL.
Thoughts?

GK have 3 units worth taking
GMDK
Strike squads (and interceptors)
Storm Ravens

everything else is overpriced considerably. All of our stratagems are overpriced too. Basically all the 2's should be 1's - considering GK are expensive AF and are going to have less command points to begin with.

I think Paladins are worth it but that's just how I feel.

Paladins aren't bad. They are much better than terms. They just don't do enough damage for their points though IMO. They really need Sanctuary too - I'd much rather put that on a GMDK. you are right though - they are a viable choice. I overlook them because they just don't jive well with the rest of the army.

I think GK need to do significant shooting damage on their alpha to win games. Even with reroll charges from FTTF I'm not getting enough things into combat to justify taking a purely close combat oriented unit.


Automatically Appended Next Post:
 Elric Greywolf wrote:
Waaaghpower wrote:
We have SBs to take down hordes, sure, but you know where else I can get SBs?
From Dominions, for 12ppm.
GK might have been a solid gunline in previous codices, but they certainly aren't anymore.


So go play SoB? This is GK tactics, not Imperial Soup. Although a list with Sisters as Troops, backed up by GMDKs and Ravens, might be interesting....

My most recent game was against a BA player with Razorspam. He had 6 untis of Scouts (all with missiles ofc), a Xiphon, and Dante+Priest+Lieutenant boxed in by 8 Assaultbacks and a Predator. THAT's a gunline. 96 S6 AP-1 rerolling all hits and wounds of 1. A Xiphon to murder my flyers, and missiles+Pred to back it up.
And I outshot him, which I'm very proud of.

We definitely have shooting, and the staying power to hold objectives, which Sisters, with their S3T3, do NOT have.

That's a pretty scary list. How did that battle go exactly and what did you bring?

This message was edited 1 time. Last update was at 2017/08/31 14:38:45


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
Fresh-Faced New User





Ok So I played my first game with the new codex. 2000 pts Grey Knights vs YNNARI.

Turn one:
Top: Grey Knights bounce off of the transports with everything in them. From shooting I managed to put one transport into a reduced profile. The Dreadknight into close combat with a wave serpent due to first to the fray warlord trait. So to summarize I did about 14 wounds to transports.
Bottom: Eldar deploy a dire Avenger Squad and fire dragon squad from each wave serpent. A soul bust physic power allows a squad of fire dragons to fire twice and kill the dead knight. The rest of the fire dragons and three squads of warp spiders kill one and a half squads of terminators. The dire avengers kill all the strikes that deep struck in. The scorpions assault one razorbacks, and the dreadnought.

By the end of turn two I had two grand masters with two wounds left and two terminators and one strike squad in my back field.Both of my razor backs were being assaulted by wave serpents along with the dreadnought. I had killed two squads in total. So we ended the game at the end of turn 2 when it became painfully apparent that I would be tabled in a turn or two at most. I'm very disappointed.

YNNARI force:
3 wave serpents with 3x Shuriken Cannons
3 x 5 Dire Avenger Squads.
3 x 5 Fire Dragon Squads with 1 Fire Pike.
1 x Yvraine
1 x Fuegan
3 x Warp Spider Squads
3 x Striking Scorpions.

Grey Knights:
2 x 5 Strike Squads with Psi-Cannon, 4 swords
1 x 5 Strike Squad 5 swords
2 x 5 man Terminator squads with 1 DH, 1 x Psi-Cannon, and 4 Halberds
1 x Venerable Dreadnought with 2x Twin Auto Cannons
2 x Razorbacks with twin lascannons and storm bolter.
1 x Dreadknight with Heavy Psi-Cannon and two doom fists
1 x Grandmaster with Daemon Hammer, and relic storm bolter.
1 x Grandmaster with relic Halberd and Psi-Cannon
1 x Techmarine


   
Made in us
Decrepit Dakkanaut




 Elric Greywolf wrote:
Waaaghpower wrote:
We have SBs to take down hordes, sure, but you know where else I can get SBs?
From Dominions, for 12ppm.
GK might have been a solid gunline in previous codices, but they certainly aren't anymore.


So go play SoB? This is GK tactics, not Imperial Soup. Although a list with Sisters as Troops, backed up by GMDKs and Ravens, might be interesting....

My most recent game was against a BA player with Razorspam. He had 6 untis of Scouts (all with missiles ofc), a Xiphon, and Dante+Priest+Lieutenant boxed in by 8 Assaultbacks and a Predator. THAT's a gunline. 96 S6 AP-1 rerolling all hits and wounds of 1. A Xiphon to murder my flyers, and missiles+Pred to back it up.
And I outshot him, which I'm very proud of.

We definitely have shooting, and the staying power to hold objectives, which Sisters, with their S3T3, do NOT have.

A SoB is much more durable for the points than our cheapest infantry unit. You're blind for completely deciding otherwise.

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
Clousseau





East Bay, Ca, US

Sisters of Battle are good for filling out a secondary battalion due to points restrictions, but I wouldn't drop any PAGK from your base plan to bring them in. If I was going to do that, it would MAYBE be with a Repressor and 4x Melta Dominion squad. But that again is expensive (for points-strapped GK), over 200 points, which is points I don't really have. In the grand scheme of things this is stupid cheap for what you get, but we're Grey Knights players.

Another thought:

has anyone considered Tarantula sentry guns? we need cheap DS denial, and these could be pretty handy. What do you think?



Automatically Appended Next Post:
DarkOnes wrote:

Grey Knights:
2 x 5 Strike Squads with Psi-Cannon, 4 swords
1 x 5 Strike Squad 5 swords
2 x 5 man Terminator squads with 1 DH, 1 x Psi-Cannon, and 4 Halberds
1 x Venerable Dreadnought with 2x Twin Auto Cannons
2 x Razorbacks with twin lascannons and storm bolter.
1 x Dreadknight with Heavy Psi-Cannon and two doom fists
1 x Grandmaster with Daemon Hammer, and relic storm bolter.
1 x Grandmaster with relic Halberd and Psi-Cannon
1 x Techmarine


Hi i'm going to share my thoughts on this list. I play in tournaments against meta factions like Ynnari/Eldar, Tau, AM, etc.

For your Strike Squads: Drop the psycannons, they're just plain bad for their points. It looks like you included 2 of them here, which is some points back. Secondly, proxy your swords as falchions, or halberds. -3AP rarely comes up because most anything worth hitting will have a 4++, or 5++. You're trading attacks for -1ap, or trading +1 strength for -1ap. Neither is a good tradeoff in 8th edition.

This right here gives you the 3 troops you need to create a battalion. So, you can drop the terminators completely. If you want to run a gun on 1 out of 5 on your strikes, do it with Psilencers, or incinerators. Either gun has a use case.

Lazorbacks don't work well for us. They're a points efficient lascannon platform in a long range shooting army, which we aren't. It looks like you're trying to have some long range shooting, but what ends up happening is that armies with guns will out-range you, and assault armies will tie up these and your dreadnought as soon as possible. If you are going to use razorbacks, use them as transports, with assault cannons. I would drop the Dreadnought entirely, or use a doomglaive dreadnought, and pay 1 command point to put him in the Teleportarium (one of our better stratagems).

There is no reason to bring an nemesis dreadknight and two grand masters. Drop one grand master and upgrade your nemesis dreadknight to a GMNDK. Give him the Gatling Psilencer and the Heavy Psycannon. He's a gun platform beast. You can put the GMNDK in reserve, too. Give him first to the fray, coupled with your teleportarium dreadnought that would be dangerous.

This should get you some points back. The core idea I play grey knights with is that you want to travel as a unified force. Splitting your force in half is a recipe for disaster, because an opponent will identify which half of your army poses the greater threat and eliminate that.

With the extra points you do have some options. For your second HQ, another grand master is redundant. I would encourage you to consider Voldus, or Draigo, they're our 2 best HQs for a few reasons. Voldus knows 3 powers, and is a monster in CC. Draigo knows 2, but is a bigger monster in CC and is more survivable, he also acts as a true force multiplier in rerolling all misses as opposed to just 1s. But he is more expensive.

I would also suggest more bodies. A purgation squad, for instance, might be a useful include. A gatling psilencer squad placed in the right spot can be throwing out 28 dice per turn. As an example. Since you're already paying the troop tax, if you want to bring terminator armor, do it in the form of Paladins. if you want terminators, you should drop a strike squad so you have the minimum 3 troops for the battalion.

Hope this helps.

How i would start the restructure:

Grey Knights:
3 x 5 Strike Squads, all with Falchions / Halberds, maybe 1x incinerator per squad
1 x Doomglaive Dreadnought, or close range dreadnought
2 x Razorbacks with twin Assault cannons and storm bolter.
1 x Grand Master Nemesis Dreadknight with Heavy Psi-Cannon, Gatling Psilencer, and two doom fists
1 x Voldus

This should leave you like 800 points to spend.

This message was edited 9 times. Last update was at 2017/08/31 15:45:34


 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 gb
Ship's Officer



London

I do think that there's a pretty strong case for fielding two detachments; one of GKs to deep strike in and one of something else to deploy on the ground.

This is because none of the good GK units (apart from flyers) want to set up on the board. But other stuff is happy to.

The other problem with a full 2k list of GKs is that you quickly run out of psychic powers to cast. As soon as you've got 7 units (or less if some people can cast more than one power) you have a problem. You can still smite of course, but it's not as strong as the proper powers - unless you're fighting daemons.

Sisters would be a very valid option. You've got Celestine, who can join in your turn 1 zerg. So can dominions, in whatever transport. Battle sisters and dominions make far better objective-sitters than anything in the GK codex.

It's actually quite straightforward to fit in two battalions in a 2k list. You get a bunch of extra CPs that you can spend on stuff like powering up your grand master DK's guns.

Sisters also suffer from diminishing returns a bit, with acts of faith. They get to do one per turn across the army, regardless of how many of them there are - plus potentially some extra ones from Celestine and imagifers.

A weakness of the combo is that both sisters and GKs tend to emit the same kind of firepower - lots of S4 shooting. Arguably, a better complement for GKs would be somebody packing a bunch of lascannons or plasma. This can be found in the imperial guard army list.
   
Made in us
Clousseau





East Bay, Ca, US

Imperial Guard is the go-to, but you're largely immobile with that section of your force. Celestine is a must include for GK IMHO.

This message was edited 1 time. Last update was at 2017/08/31 15:49:57


 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




If you have elite slots to burn you could always throw in a few units of servitors if you want to stay pure GK and maximize your reserve potential. Unfortunately as soon as you give them weapons to make them more useful they end up costing almost as much as strikes.

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





Thanks for the updates.

So take a GMDK. If you must bring a second GM take Voldus.

If we don't bring long range fire power how are you guys dealing with vehicles? If we manage to assault them I'd suspect that they would just fall back leaving that unit exposed.
   
Made in us
Kid_Kyoto






Probably work

DarkOnes wrote:

If we don't bring long range fire power how are you guys dealing with vehicles? If we manage to assault them I'd suspect that they would just fall back leaving that unit exposed.


I know you're not here for my opinion, but I'll open my mouth anyway. My mathhammer puts lascannon razorbacks as the most effective antitank gk have for the points. The survivability is the fundamental issue.

In melee, 5 strikes with falchions have a 54% chance of doing a non-zero number of total damage, and it drops off fast:
Spoiler:

A: 10 S: 4 AP: -2 D: d3 @ BS or WS: 3+
vs T: 8 sv 3+
Damage Outcomes percent
0 4612 46.1%
1 1255 12.6%
2 1397 14.0%
3 1530 15.3%
4 508 5.1%
5 335 3.4%
6 244 2.4%
7 62 0.6%
8 32 0.3%
9 15 0.1%
10 4 0.0%
11 3 0.0%
12 2 0.0%
13 1 0.0%


Hammerhand improves that somewhat, but it's still not great:
Spoiler:

A: 10 S: 4 AP: -2 D: d3 @ BS or WS: 3+
vs T: 8 sv 3+
Damage Outcomes percent
0 4612 46.1%
1 1255 12.6%
2 1397 14.0%
3 1530 15.3%
4 508 5.1%
5 335 3.4%
6 244 2.4%
7 62 0.6%
8 32 0.3%
9 15 0.1%
10 4 0.0%
11 3 0.0%
12 2 0.0%
13 1 0.0%


Remember also that, while that looks disappointing, you'll nickle and dime more damage through smites and shooting, and if you assault the vehicle and it just falls back, at least it's not shooting (unless it's Eldar or something cheaty like that).

I've been thinking about the psilencers more based upon what Marmatag et al have been saying and I'm coming around to those being the way to go. Realistically, GK weapons are not great for anti-tank. With that in mind, the psycannon gets you about a 16.6-33.3% better chance to wound per shot (and -1 AP), while the psilencer gets you a 66% chance to do at least one more damage per wounding shot, and you get more shots, and it's significantly cheaper. It just feels like the way to go.

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





East Bay, Ca, US

I mean Grey Knights have weaknesses. ITC rankings-wise, it's a bottom tier faction.

You will run into lists that give you problems. Specifically, anything with high strength, high damage shooting, will hurt your defense, and anything with a lot of cheap bodies, and vehicles, will stymie your offense, by in large.

There is no panacea for some stuff out there, as Grey Knights. There are things you will not be able to deal with.

What you need to do is learn how to deploy and move such that you're pulling your opponent out of position. Imperial Guard are a hard-counter to us for this reason, they don't need to move, and they have a huge layer of unkillable bodies preventing us from getting close to their tanks, and we're certainly not killing them at range.

But know your weaknesses, and play to your strengths. This is not an easy army to play.

 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







Man now I wish there was a power that was essentially telekinesis where you were able to move enemy models out of the way. Like draw a 12 inch beam where all enemy models were moved 2 inches out of the way from the beam.

It would allow battlefield positioning to become more potent and psychic denial would become relevant so gunlines couldn't park their asses down.

 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in ca
Willing Inquisitorial Excruciator





Sarasota, FL

Back after a long hiatus and a cross country move... have not even read 8th rules yet.

I have a Draigo, Libbie, 2x5 diversified Paladins, 2 Stormravens, 2 Psybolt Auto Dreads army that I love... is it viable in the new edition and meta at all?

Looking to hit up the new LGS and don't want to get steamrollered. Worth investing in books or just duck out and paint new stuff?

EDIT: Just busted out the army bags and remembered I have 2x10 Purifiers with Falchions and Psycannons as well. Seems my love of dual wield Falchions in the rule of cool paid off?

This message was edited 1 time. Last update was at 2017/09/01 23:31:04


7K Points of Black Legion and Daemons
5K Points of Grey Knights and Red Hunters  
   
Made in us
Unshakeable Grey Knight Land Raider Pilot




 BladeWalker wrote:
Back after a long hiatus and a cross country move... have not even read 8th rules yet.

I have a Draigo, Libbie, 2x5 diversified Paladins, 2 Stormravens, 2 Psybolt Auto Dreads army that I love... is it viable in the new edition and meta at all?

Looking to hit up the new LGS and don't want to get steamrollered. Worth investing in books or just duck out and paint new stuff?

EDIT: Just busted out the army bags and remembered I have 2x10 Purifiers with Falchions and Psycannons as well. Seems my love of dual wield Falchions in the rule of cool paid off?


Draigo, Paladins, Stormravens and Falchions are strong, so you're pretty well set already. Purifiers took a hit I'd say, but can still work well from Stormravens.

Psycannons are a bit expensive now and have been dethroned by psilencers which cost peanuts, so if you're still able to swap them out on your models that's what I'd do.

The new core rules are free so you can read up on them at your leisure, then grab the new GK codex. GK are doing well because we are one of the few armies with a codex released at the moment, so probably a good time to learn. They are still unforgiving like they've always been but the playstyle is something you're probably already used to.

This message was edited 2 times. Last update was at 2017/09/02 00:25:25


 
   
Made in us
Longtime Dakkanaut




DarkOnes wrote:
Thanks for the updates.

So take a GMDK. If you must bring a second GM take Voldus.

If we don't bring long range fire power how are you guys dealing with vehicles? If we manage to assault them I'd suspect that they would just fall back leaving that unit exposed.


I take a venerable Dreadnought with twin lascannon and missile launcher. I place it out of LOS and use astral aim to shoot anything I want. I bring a second one just in case I lose the first one.
   
Made in us
Unshakeable Grey Knight Land Raider Pilot




Going to be taking a Brotherhood Champ today, he actually seems like quite a good deal for only 115 points.

Anyone used him before and know of any good shenanigans? I'll try giving him the relic stormbolter as he hits on 2+.
   
Made in us
Devestating Grey Knight Dreadknight




We had a couple players with GK as primary do well at NOVA (Tyler Devries and Brad Townsend), anyone know what they were running?

Hope is the first step on the road to disappointment. 
   
Made in us
Judgemental Grey Knight Justicar






 Quickjager wrote:
Man now I wish there was a power that was essentially telekinesis where you were able to move enemy models out of the way. Like draw a 12 inch beam where all enemy models were moved 2 inches out of the way from the beam.

It would allow battlefield positioning to become more potent and psychic denial would become relevant so gunlines couldn't park their asses down.


That's a fun idea!


 
   
Made in us
Terrifying Wraith






My thoughts after my first game of 8th.

- Doomglaive Dreads are incredibly powerful especially in CC against other tough targets.
- Paladins with falchions are super reliable and durable.
- Draigo and Voldus are both exceptional HQs
- Smite is a game changer for them especially when demons are in the board.
- Psilencers are worth the extra 10 points on Paladins and rapid fire storm bolters are vicious.
- Apothecaries are tough to position to be of use for their skill. Might drop mine for an ancient instead.


Plan to add some scions for back field striking.

 
   
 
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