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2020/02/15 20:28:17
Subject: Grey Knights Tactica: The Psychics Awaken!
Murrax9 wrote: I'm confused as to why people are seemingly throwing away the Grand Master in Dreadknight from their lists. I struggle to see how a Grey Knight list can function without at least one. I also think that the astral aim+landraider combo is just so good. A reminder that the 2x land raider GK list won a pretty big tournament in Australia last year.
You do know that a completely infantry GK list claimed a 6-0 victory in a tournament just on the weekend? The GK player was one of only 2 of the armies that were undefeated (the other was the Iron Hands army who came in first place).
I'm not going to say GMNDK are bad, though even the champion of the Aussie tournament you're referencing said in an interview, that if he was to revamp his GK list, the first thing to go would be his lone GMNDK...so competitively I certainly don't think they're essential anymore.
Lol I'm a little embarrassed because I remember him saying that on the Frontline Gaming podcast. Well, I still think they are good! Grey Knights don't have a lot of options, I just think astral aiming land raiders and GMNDK are the two things that GK have that are really original and unique.
2020/02/16 04:21:21
Subject: Grey Knights Tactica: The Psychics Awaken!
I tend to spend my turns alternating between mortals and shooting tides. My 10 man strike squads doing the lifting with psybolt and my pallies with my psilencers.
Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016)
2020/02/16 21:24:10
Subject: Re:Grey Knights Tactica: The Psychics Awaken!
Sorry for the noob question, but does armoured resilience modify poison's 4+ to a 5+? Or can poison not be modified? I could not find a definitive answer.
Cheers
2020/02/16 21:54:03
Subject: Re:Grey Knights Tactica: The Psychics Awaken!
Sorry for the noob question, but does armoured resilience modify poison's 4+ to a 5+? Or can poison not be modified? I could not find a definitive answer.
Cheers
It would indeed. It applies a -1 to wound rolls, which the Poison's 4+ to-wound is.
Clocks for the clockmaker! Cogs for the cog throne!
2020/02/20 19:38:23
Subject: Re:Grey Knights Tactica: The Psychics Awaken!
ok, now have 5 solid games useing Greyknights 2.0 Game 1, used ITC rules, vs Chaos-iron warriors, Greyknights won, Game 2, used ITC rules, vs Eldar (Ynnari) - was close at first, but then round 3, managed to totally shut down his psychic stuff, and manage to land my own psychic bomb, Greyknights won Game 3, used ITC rules, vs Dark Angels, Greyknights won Game 4, used standard GW missions from CA 19, vs Necrons. this game ended in a DRAW, opponent rolled at end of turn 5 to see if game ended, it ended, however, we did a rough calculation, if had gone to 6 or 7, game would have gone to the Greyknights, was a totally awsome game, and extremly close Game 5, used standard GW missions from CA 19, vs Chaos-iron warriors again, Grey Knights won
Conclusions I have drawn from these games 1- in game 5, I changed up army a bit, and decided to try out useing 2x Grandmaster Nemisis Dreadknights (for the past year, I have not used them at all, my army has been 100% infantry), conclusion, GMNDK suck donkey balls, big fat hairy swety donkey balls. they are going on the shelf, permanently
2- Greyknights are the single hardest army I have ever played, the amount of synergy between units and psychic powers is insane, I have to concentrate on each and every decision I make, I have to concentrate on each and every move I make to ensure that all units are properly supporting each other with the various psychic powers and buffs, I end every game with a slight headache from such intense concentration, but damned have I been having fun
3- the Paladin bomb is awsome, use it smartly, it can be a massive distraction carnifex and draw a lot of the opponents attention
4- useing a librarian with innerflame as an assassination tactic is AWSOME, however, choose your target wisely, in game 4, I had the choice to destroy a squad of oblits or totally kill his warlord, I decided to kill the warlord, for both the VP and the psychological aspect, hind sight, I realy should have targeted the oblits as they continued to do major damage, I won the game inspite of this, but it was damned close there for a bit
5 - except for game 5 were I tried out the dreadknights, it looks like my army will remain the same no matter what opponent I am playing, only the tactics will change, what psy powers I choose and how I utilize them, and relics might change
Army consists of 2x Battalions combined forces total Voldus Draigo Captain - warlord - first to the fray Librarian - relic - shard
6x Strike squads with Falchions 1x Paladin ancient 1x Apothecary 1x Paladin squad (10 paladins) with Falchions 2x Interceptor squads with Falchions (a few hammers scatters on the various "sergeants") total 1933 points 13 command points
hard to talk about tactics, as I used different tactics vs different opponents.. some times I had the paladins and some characters in reserve, other times I had strike squads in reserve, depends heavily on terrain and mission as to what I choose to place in reserve and what I choose to place on the board
This message was edited 2 times. Last update was at 2020/02/20 20:09:02
2020/02/20 19:56:35
Subject: Re:Grey Knights Tactica: The Psychics Awaken!
I totally forgot about the game I had vs Eldar (ynnari), (edited my above post to include it ) not sure if I should count that one, yes, I won, but he was trying out a completely new army for himself, he normaly plays craftworld list, but wanted to try Ynnari, I managed to create insane havoc for him during his psychic phase, denying a lot of his stuff,
Greyknights will do quite well vs Eldar and Thousand sons, because of the army wide +1 to cast, +1 to deny the witch, Librarians can get +2 to deny the witch if within 12" (psychic hood) and nearly every unit in a greyknight army can deny at least once (and there are stratagems to help with deny as well )
This message was edited 1 time. Last update was at 2020/02/20 20:08:38
2020/02/20 21:26:38
Subject: Grey Knights Tactica: The Psychics Awaken!
Gunrunner1775 wrote: I totally forgot about the game I had vs Eldar (ynnari), (edited my above post to include it )
not sure if I should count that one, yes, I won, but he was trying out a completely new army for himself, he normaly plays craftworld list, but wanted to try Ynnari,
I managed to create insane havoc for him during his psychic phase, denying a lot of his stuff,
Greyknights will do quite well vs Eldar and Thousand sons, because of the army wide +1 to cast, +1 to deny the witch, Librarians can get +2 to deny the witch if within 12" (psychic hood) and nearly every unit in a greyknight army can deny at least once (and there are stratagems to help with deny as well )
That's great to hear. I picked up the new book over the weekend but haven't had time to really digest it yet. I am so happy though - my GK have been collecting dust for over two years now. Can't wait to roll them out and, hopefully, at least not get trounced.
2020/02/20 22:36:50
Subject: Re:Grey Knights Tactica: The Psychics Awaken!
Army consists of 2x Battalions
combined forces total
Voldus
Draigo
Captain - warlord - first to the fray
Librarian - relic - shard
6x Strike squads with Falchions
1x Paladin ancient
1x Apothecary
1x Paladin squad (10 paladins) with Falchions
2x Interceptor squads with Falchions
(a few hammers scatters on the various "sergeants")
total 1933 points
13 command points
Do you run any special weapons, or is it just storm bolters? Do you use the shooty tide at all? If so how have you been using it?
I haven't had enough games yet, but in the two I've played so far I'm leaning towards mostly MW and shadows, with a nip into the shooty tide if I have a 10 man squad that can fire souped up bolters at a bunch of primaris or something.
2020/02/21 04:09:48
Subject: Grey Knights Tactica: The Psychics Awaken!
zero special weapons, stormbolters only (I did mess with psilencers some )
as for which Tide, it depends on the tactical situation, I always start in Tide of Shadows
2020/02/21 16:18:51
Subject: Grey Knights Tactica: The Psychics Awaken!
Gunrunner1775 wrote: zero special weapons, stormbolters only (I did mess with psilencers some )
as for which Tide, it depends on the tactical situation, I always start in Tide of Shadows
Do you find the Apothecary and the Ancient that valuable? Removing them you could probably git in a Fast Attack formation for an additional +1 CP, and another Interceptor squad. I haven't been playing with those two characters much simple because you can get another squad for their cost.
2020/02/21 17:02:10
Subject: Grey Knights Tactica: The Psychics Awaken!
Hulksmash wrote: Apoth is generally an inner fire bomb. Ends up normally being far more useful than another 5 dudes.
I can understand that, but his list is using the Libby as the Fire Bomb. I was wondering if he figured he got enough traction out of those characters abilities with his Paladin Bomb to be worth it. (I assume they were popping out with the bomb)
2020/02/21 19:37:39
Subject: Grey Knights Tactica: The Psychics Awaken!
I run an apothecary pretty much 100% of the time, but I only use him to heal stuff. I don’t like risking a 50/50 chance on the revive to not be able to charge or use spells unless it’s a game changer to get a Paladin back.
Also, I’ll stick psilencers anywhere and everywhere they’ll fit. They’re crazy good for any situation.
2020/02/21 21:04:19
Subject: Grey Knights Tactica: The Psychics Awaken!
as far as apothecary and ancient, I very much prefer to have back up redundancy in psy powers, multiple characters will have the same psy powers
example of how I have used them
paladins+captain+ancient+apothecary deepstrike in
Paladins - cast hammerhand on themselves
Apothecary - casts armored resilience on paladins
Ancient - casts astral aim on paladins
Captain - casts sanctuary on paladins
from my back field support I will have another unit cast gate of infinity on voldus or draigo and toss them forward near the paladins
- captain has first to the fray, so paladins can re-roll failed charges, even if they fail the charge, they are a monster of a unit to shift from what ever location I droped them
you assign relics / psy powers at beginning of game, so this is only one example, I have changed up quite a bit every game useing different units and different combos
2020/02/23 18:12:50
Subject: Grey Knights Tactica: The Psychics Awaken!
Well, I've finally watched the battle aftermath of Lawrence Baker (GT, Bournemouth).
He's a nice guy and made definitely a great job.
Now I have a better idea how to run this list.
The two large Paladin squads and the characters play the major role
and the buffing of the Paladins is key.
Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
I played in a 1000pt 4-round tournament this past weekend using CA19 Schemes of War. You build a deck of (minimum) 18 cards and each mission has a little twist.
I went back and forth between Paladins and NDKs for this low point setting. One GMDK and two NDKs has 6 more wounds, a bit better invuln, higher toughness, and is easier to get into terrain for Shadows (instead of having 10 40mm bases touching terrain AND in coherency, I only need 3 120mm ovals touching terrain anywhere on the board).
Pallies have WAY more attacks, I could take special weapons, and I can do crazy things with strats.
While the Pallies have higher damage output, they also have insane CP usage--and with only 8CP (+ ~4 from psychic) I decided to go with the more survivable NDKs.
My list was:
Shard Libby
Matrix Libby (backfield Dominus support)
GMDK, psilencer psycannon hammer, Warlord (Loremaster with Purge and Vortex)
7xGKSS with psilencer
5xGKSS with psilencer
5xGKSS
2xNDK with fists, incinerator, teleport
Game 1
Spoiler:
Game 1 was against DE Venoms and a Razorwing. He was insanely mobile. 3x Venoms full of Warrior poison. Raider with disruptors. Razorwing with disruptors. 5x mandrakes in DS and another merc assault unit.
I shuffled the terrain into a 4x4 table and my opponent agreed, even though we were playing on 6x4. This did a lot to negate his mobility.
DE went first. His weapons bounced off my GMDK--all that poison only wounds on a 6+ against vehicles, and with -1 to hit from Shadows I made the four or five saves required. On my counter-punch I stayed in Shadows, dropped a Vortex onto a Venom and hit three units (didn't quite manage to kill his Archon, but it was close; and mortals are a good way to get through that 2++). The Vortex killed the Venom and he disembarked the Warriors. The follow-up Purge on them killed the squad.
On his turn he again bounced off my 1+/3++, but after some chatting with me I convinced him to shoot at least SOME of his poison at GKSS, and he killed two. Yay for him! His Mandrakes dropped in and failed a charge.
I held the middle and dropped in the NDKs, Libby, and GKSS, scoring Linebreaker (or whatever the card is called) for d3 points. Switched to Escalation and cleared out a surprising number of models. Got his Archon Warlord with a combo of smites and incinerators through some clever positioning. Cleared out the Madrakes with GKSS shooting.
On his turn the Razorwing swung around to get my GKSS in the backfield. Drazar (or whatever the named guy is) one-shotted a NDK with his fight twice D3 weapon!
By this point he had Drazar, the Flyer, a Venom, and a squad of Warriors. I had lost a NDK and four GKSS, leaving me with the bulk of my army. He was winning by about 5pts!
On my turn, bottom of T3, I gated the GMDK onto an objective I wanted to hold. I did more damage with smites, although quite a few things were out of range, damn those DE engines! I charged up the NDK guns to take out the Razorwing, but between the GMDK and some SBs, only did six wounds, which was disappointing--I had thought it would be more!
The rest of the turns were me mopping up and him running away. I killed the Flyer and the Warriors with mortals. I killed the Venom with bolters. I killed Drazar on T6 with a GoI charge. Killing that guy got me 8 points, somehow, and with First Strike, Linebreaker, and Warlord, that put me solidly in the lead.
That NDK was the only unit he killed. He only killed a few more PAGK throughout the game (5, I think, with one of those from Perils). I was also surprisingly mobile, which he wasn't expecting. With a T2 deep beta strike and GoI every turn, I could get where I wanted.
I did around 40 mortals throughout the course of the game. Even "wasting" them on chaff, bypassing wounding and saving is a big deal.
Game 2
Spoiler:
Game 2 was against Valhallan Guard. 2x Tank Commanders, two Commanders and two Platoon leaders. Six guard squads, an Astropath, and two Hellhounds. One mortar and one missile squad. (The missile squad gets +1 to hit and +1 to wound every turn, through orders and a strat. This is pretty good.)
I got first turn against his castle. GMDK Gates and gets super Vortex on a Hellhound, which takes six. Astropath dies. Russ takes three wounds. Infantry squad loses two. I then Purge the Hellhound, but roll poorly and it loses only two more.
In shooting, I kill the Hellhound, which explodes: a few wounds on the Russ and some more infantry models. I fail the charge on the Russ.
His entire army shoots at the GMDK, killing it despite Shadow and a 3++. Just bad rolls on my part, nothing else I could've done. He scores a lot.
On T2 top I drop in the Libby to Inner Fire the other Russ, doing 9 wounds. I drop a NDK to Vortex the wounded Russ, which also hits the second Hellhound (he didn't learn). It's down to three wounds, just like the other one. I drop the GKSS and the second NDK to take out some infantry squads who had advanced into the middle. Swap to Escalation. Smites hit chaff. My Incinerator gets a single attack through his Russ save, doing 2D and putting it at ONE WOUND.
Bottom T2 his Hellhound whiffs and kills a single Striker. He heals his Russ back to 2, and Valhalla counts that as 4 wounds on the damage chart, so he's doing well still. I do poorly at surviving again, with a NDK taking 8 damage from a combo of Russ and missile squad. My suicide Libby dies, predictably. He's pulling ahead in points.
Top T3 I finish up that damned Russ with a Smite. I move forward with the other NDK and flame the Mortar squad, wiping it out (d6 hits, wound on 2+, only a 6+ save, each fail is a dead base).
The rest of the game is Guard shooting at PAGK. I do kill the second Russ, but that Hellhound is largely undamaged. I smite snipe his Warlord, but the end score is 25-21, his lead.
I think I should've concentrated on those missiles more, they were deadly. This is a game where Paladins would've been better than NDKs for the increased firepower.
Game 3
Spoiler:
Game 3 was against Orks, a mix of Bad Moon Lootas and Killa Kans. There were two Big Meks with Shokk guns, one of them had a crazy relic version, some Grots, and a dragster.
I went first again, and T1 I dropped the GMDK and hit his dragster Purge, doing quite a few wounds. Then did super Vortex on it, killing it; hitting the Deff Dred (leaving it with 2 wounds); killing several lootas, killing quite a few grots, and putting the artillery gun down several wounds.
Bottom T1, the Ork shot lots of stuff into the GMDK, who died again, sadly. But he soaked up the Big Meks and the Lootas. The grot kans killed two GKSS models.
Top T2, NDKs come down threatening his front line. Libby bombs the Warlord, doing waaaay more than the 4 wounds necessary to kill him. GKSS sits between two distant grot units with the intent to shooty kill one and charge the other. I stay in Shadows. First NDK finishes off the Dread's two wounds and kills more Lootas with a Vortex, while his incinerator kills the artillery gun. GKSS squad Gates forward and mops up the remaining Lootas.
At this point Ork player concedes. All he had left was some Kans (which he could foresee would die to mortals and NDK charges on the next turn), one unit of grots (which would die to SBs and charges next turn), and a Big Mek. I kept playing the cards and got 28VP
Fun games. I was hopeful that I would pull into 2nd place with 3 wins and 1 loss, but the TO cancelled the fourth game and we ended there. Also starting an hour late made this a poorly-run tournament.
Things I took away: if you do choose to run NDKs (and at small points they're a good investment), ALWAYS tag the terrain for Shadows. It's easy to do.
Using Psychic Channeling is a tough call between Vortex and Inner Fire. I think I'd rather have a certain Vortex than a higher Fire, most of the time. But if I have something like a Knight or Gulliman, I'll probably want a lot of dice for Fire.
I was on the fence for taking Matrix on my backfield manipulation Libby, but that relic helped avoid Perils three or four times, and that was valuable.
"[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
2020/02/26 04:11:10
Subject: Grey Knights Tactica: The Psychics Awaken!
So far I'm 3 for 3 with GK post RoD. Really really enjoying them again and will probably be putting the Aeldari on the shelf for a while to give the guys in Grey a serious shot at some upcoming tournaments.
I'm finding that my overall battle plan is to play very cagey and a tight game. I'm happy to give up hold more for turns 1-3 but I'm usually keeping everything out of LOS and maximizing Edict Imperator and Astral Aim to clear out 1-2 units for the first 3 turns of the game with Psychic Onslaught on Purgation Squad and Psybolt on my Pally blob or Interceptors. If possible, I try to take some ruins or a magic box that gives me good coverage of the board with the Pallies and/or Interceptors but I am not afraid to shunt my interceptors to have them use Psybolt on turn 1 if it gives me vital board control.
This is usually giving me the kill and kill more which is helping me stay close on the primaries and inching closer to the kill secondaries I take.
Turns 3-4 is when I'll start to commit my Pally blob and then switch over to Tide of Escalation to do some major damage with smites It's really at that point where I'm starting to gate around to steal objectives and I'll even use Dynamic Insertion to do so.
I'm typically winning about 2-8 points scoring between 26-32 points in ITC format.
Once I've got my order of operations down on my psychic phase, I really started to fly with these guys.
Chief Filthy Casual at GDFC
https://www.grimdarkfilthycasuals.com
Hey guys, just wanted to share my latest experience with the new and improved GK! I played against Alpha Legion Possessed bomb last night. His list was:
Bro Captain with Psycannon, Warlord Draigo Libby with Shard (Inner Fire, Manipulation) Chappie (Litanies 2&3, Resilience) Chappie (Litanies 5&6, Resilience) Libby with Perils Stave, Shaper powers 6x5 Strikers, all with a psycannon Apothecary 10x Pallies, 4 psilencers, 4 falchions, 2 staves, 2 halberds 10x GKI, storm bolters
I won't go into a play-by-play, but the rundown was Pallies can kill Possessed, even at -2 to hit, with Draigo rerolls, ignore modifiers prayer, Convergence psilencers, and rerolling wounds in the fight phase. He lost around two models to smites, and then four to five more from shooting, and then the remaining ones to Nemesis weapons. The Tzaangors killed a single Chaplain on the charge, didn't kill anything when fighting again, and got wrecked by four characters in return, losing seven models to morale and then getting smites until they died. His Oblits smashed down behind my line and killed my Shaper, but in turn took three smites (for 9 damage) from characters and got finished off by several psycannons. Inner Fire suicide is very fun, but also costs 4CP (Deep Strike within 3", cast next power at +1, extend range 6", cast on 3d6 pick the highest) and may not be worth it. I killed a Daemon Prince, survived with one wound (Daemon perils), and then got shot by cultists and failed my final save. Still really cool. My GKI unit always dies, because it's PAGK that shunts aggressively. I'm considering swapping them out for a 5-man Paladin unit, but then I wouldn't have a unit for Psybolts.
We played ITC and I took Old School (First Strike, Warlord, Linebreaker, Last Strike), Behind Enemy Lines (get a point T1 if you have a unit in the enemy's deployment; get two points T2-6 if you have three units in the enemy deployment), and Reaper (get a point for every 20 wounds you cause). I maxed out those really easily, and had him tabled by T4. I didn't do quite as well with the holding objectives, but that was because I was constantly moving to shoot at Characters (he had seven, just like me). I got Kill More every turn, one turn getting SEVEN unit kills.
I am still learning how to juggle the Tides, as I haven't had much practice yet, but GK seems powerful enough to forgive some small mistakes, especially in a good matchup like against Daemons. For example, I could've been in Escalation and with each smite killed two Possessed models. I didn't do that ever, instead had Convergence up T2-4, and STILL managed to kill both a scary Possessed bomb and an Obliterator squad.
This message was edited 2 times. Last update was at 2020/03/01 07:13:09
"[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
2020/03/03 05:51:32
Subject: Re:Grey Knights Tactica: The Psychics Awaken!
Has anyone else had success (or failure) running NO Paladins? I've been using 30 interceptors, 25 strikes and 2x5-man purgators plus a Ven Dread and some HQs and it's been doing pretty well, it has a lot of mobility and can overwhelm weak spots. Another list suggested by Nick Nanavatti on his podcast/website was to use a single Paladin blob to screen as many characters as you possibly can take for an untargetable smite castle.
Obviously double Paladin has been doing quite well and is a great list, I'm just curious if anyone has tried deviating from it in a competitive environment.
Hope is the first step on the road to disappointment.
2020/03/03 08:58:55
Subject: Grey Knights Tactica: The Psychics Awaken!
Obviously double Paladin has been doing quite well and is a great list, I'm just curious if anyone has tried deviating from it in a competitive environment.
Two large Paladin units certainly have their merits.
Lawrence Baker has built his list around these units,
with both units at the board and 6 small GKSS deep striking in round two.
He usually gated one unit (10 stormbolters) forward while the other unit (4 psycannons) moved forward with the characters.
This can be a bit tricky as they will come heavily under fire.
Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
greyknight12 wrote: Has anyone else had success (or failure) running NO Paladins? I've been using 30 interceptors, 25 strikes and 2x5-man purgators plus a Ven Dread and some HQs and it's been doing pretty well, it has a lot of mobility and can overwhelm weak spots. Another list suggested by Nick Nanavatti on his podcast/website was to use a single Paladin blob to screen as many characters as you possibly can take for an untargetable smite castle.
Obviously double Paladin has been doing quite well and is a great list, I'm just curious if anyone has tried deviating from it in a competitive environment.
Yeah, I've had success [like 5-0-1] with strikes, interceptors, dreadknight, & vendread, particularly in CA missions where just zoning out with interceptors and frontloading aggression wins the game quickly before the enemy can start dismantling the strikes. Stuff dies fast, but i score points to take a lead enough to win and have enough capability to snipe out the units to keep them down on scoring until its too late. That said, I wouldn't run this competitively because I think it's not very good, it's basically sacrificing units for points and capitalizing on the fact that the CA missions reward very frontloaded melee aggression and have very weak comeback potential.
Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades!
2020/03/04 13:59:09
Subject: Re:Grey Knights Tactica: The Psychics Awaken!
If you're interested in reading about Grey Knights tactica and strategies, we posted some thoughts to the site. Let us know if you have any feedback or other ideas!
greyknight12 wrote: Has anyone else had success (or failure) running NO Paladins? I've been using 30 interceptors, 25 strikes and 2x5-man purgators plus a Ven Dread and some HQs and it's been doing pretty well, it has a lot of mobility and can overwhelm weak spots. Another list suggested by Nick Nanavatti on his podcast/website was to use a single Paladin blob to screen as many characters as you possibly can take for an untargetable smite castle.
Obviously double Paladin has been doing quite well and is a great list, I'm just curious if anyone has tried deviating from it in a competitive environment.
I honestly think there's a lot of play without Paladins. Interceptors are great and their ability to Shunt into position can be huge for setting up big alpha/beta strikes. Also, for 90ish points, Purgation squads could almost be trade pieces to take out key enemy units. Psychic Onslaught with Bring Down the Beast will take down just about anything.
This message was edited 1 time. Last update was at 2020/03/04 14:57:03
Chief Filthy Casual at GDFC
https://www.grimdarkfilthycasuals.com
Soup player here. I wanted to throw my 2 cents in regarding the comments about Crowe not being any good.
I can understand that in a pure GK army, he pretty much just provides more of the same. A bunch of Str4 Ap- attacks, a couple of powers, reduced smite range. He's not providing much.
However, the moment you take him in a Soup army, he is incredible value. He doesn't care about losing Tides. I bring him in a GK Supreme Command along with Paladin Ancient with the relic banner to complement my Guard.
I let this GK Supreme Command stand amongst 90 Guardsmen and dare anything to charge them, who will promptly eat 2d6 mortal wounds in my next Psychic phase (one of which is a great use for a Command Reroll) followed by other mortal wound powers and a counter-charge.
Last weekend I rolled a 5 and a 6 for their smites, and combined with a couple other powers from the Supreme Command, wiped an entire 6-man White Scars Aggressors squad in my psychic phase that had outflanked, shot up and charged a bunch of guardsmen.
With that major threat eliminated in the psychic phase, My Tank Commanders and Artillery Aces were free to bombard the rest of his army.
2020/03/17 01:28:12
Subject: Grey Knights Tactica: The Psychics Awaken!
Had a game against triple Alpha Legion Deredeo on the weekend. Alpha Battalion (Apostle, Disco, Nurgle Prince, 10x3 Cultists, 10xBerzerks in Rhino, 3x Butcher Deredeos), TSons Magic Supreme (Prince, Ahriman on foot, Sorcerer), and Daemon Battalion (Slerald with Gem, Harpist, 3x3 Nurglings).
It was a tough slog. I'm thinking that three tides is too many to juggle, and I'd like to just have two to switch between--Shadows and Escalation.
ITC scoring, I won 25-24 with a single Librarian on the board.
The worst part of the game was when I didn't deny his bubble smite that hit all my characters. Next turn I had Perils due to the Harpist and killed several of my wounded characters.
Interestingly I had a much better time against a Possessed bomb the week previous.
"[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
2020/03/17 19:28:14
Subject: Re:Grey Knights Tactica: The Psychics Awaken!
slobulous wrote: Soup player here. I wanted to throw my 2 cents in regarding the comments about Crowe not being any good.
I can understand that in a pure GK army, he pretty much just provides more of the same. A bunch of Str4 Ap- attacks, a couple of powers, reduced smite range. He's not providing much.
However, the moment you take him in a Soup army, he is incredible value. He doesn't care about losing Tides. I bring him in a GK Supreme Command along with Paladin Ancient with the relic banner to complement my Guard.
I let this GK Supreme Command stand amongst 90 Guardsmen and dare anything to charge them, who will promptly eat 2d6 mortal wounds in my next Psychic phase (one of which is a great use for a Command Reroll) followed by other mortal wound powers and a counter-charge.
Last weekend I rolled a 5 and a 6 for their smites, and combined with a couple other powers from the Supreme Command, wiped an entire 6-man White Scars Aggressors squad in my psychic phase that had outflanked, shot up and charged a bunch of guardsmen.
With that major threat eliminated in the psychic phase, My Tank Commanders and Artillery Aces were free to bombard the rest of his army.
You could've just brought Purifiers instead which do more for the price. Crowe is bad. Period.
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.
2020/03/18 13:52:32
Subject: Re:Grey Knights Tactica: The Psychics Awaken!
You could've just brought Purifiers instead which do more for the price. Crowe is bad. Period.
The entire point of the tactic I explained, in which I used Crowe and a few other select characters to great effect in a soup army, is having untargetable mortal wound bombs hidden amongst 90 fearless guardsmen. Purifiers are not characters and would be immediately killed by thunderfire cannons etc. They cannot perform the same function by their very nature
2020/03/18 20:29:40
Subject: Grey Knights Tactica: The Psychics Awaken!
You could've just brought Purifiers instead which do more for the price. Crowe is bad. Period.
The entire point of the tactic I explained, in which I used Crowe and a few other select characters to great effect in a soup army, is having untargetable mortal wound bombs hidden amongst 90 fearless guardsmen. Purifiers are not characters and would be immediately killed by thunderfire cannons etc. They cannot perform the same function by their very nature
Purifiers would at least contribute firepower. Crowe having zero range makes him wasted points of sitting there looking pretty.
Also at least Purifiers can get the 4++ on demand, though the use is questionable. Still better than Crowe though.
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.
2020/03/19 16:04:19
Subject: Re:Grey Knights Tactica: The Psychics Awaken!
Slayer-Fan123 wrote: Purifiers would at least contribute firepower. Crowe having zero range makes him wasted points of sitting there looking pretty.
Also at least Purifiers can get the 4++ on demand, though the use is questionable. Still better than Crowe though.
Crowe comes stock with 2+ armor, 4++ invul, and has Character protection... comparing his durability to a 5 man purifier squad is laughable.
"Zero range" is also incorrect ; he has a storm bolter, and 2+ ballistic skill... However contributing a few more storm bolter shots is not even his purpose so that point is just irrelevant...
Are you really judging HQ characters by their shooting ability?
Crowe is a really cheap and durable mortal wound hose for his points and can add a lot to other imperial factions in a small GK detachment
This message was edited 5 times. Last update was at 2020/03/19 16:17:04