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![[Post New]](/s/i/i.gif) 2014/01/05 19:17:49
Subject: GK in 6th?
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Stalwart Strike Squad Grey Knight
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Just curious as to how well this list would do with 6th out and around.
1500- Grey Knights Roster
HQ: Grand Master Mordrak
1 Grand Master Mordrak
4 Ghost Knight- Nemesis Force Halberd
Troops: Grey Knight Strike Squad
1 Justicar- Nemesis Daemonhammer)
1 Grey Knight- Incinerator
3 Grey Knight- Nemesis Force Halberd
1 Razorback- Psybolt Ammunition; Twin-Linked Assault Cannon
Troops: Grey Knight Strike Squad
1 Justicar- Nemesis Daemonhammer
1 Grey Knight- Incinerator
3 Grey Knight- Nemesis Force Halberd
Heavy Support: Land Raider Redeemer
1 Land Raider Redeemer
Heavy Support: Nemesis Dreadknight
1 Nemesis Dreadknight
Elite: Venerable Dreadnought
1 Venerable Dreadnought- Psybolt Ammunition; Assault Cannon; Missile Launcher
Fast Attack: Grey Knight Interceptor Squad
1 Justicar- Nemesis Force Sword; Storm Bolter)
4 Grey Knight- Nemesis Force Sword; Storm Bolter
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![[Post New]](/s/i/i.gif) 2014/01/05 19:41:50
Subject: GK in 6th?
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Ladies Love the Vibro-Cannon Operator
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Well, I'd drop the Redeemer and give the GKSS a Psyback. Moreover, I'd add a OM Inquisitor w/ terminator armor, psycannon to the Mordrak unit.
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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."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2014/01/05 20:17:02
Subject: Re:GK in 6th?
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Road-Raging Blood Angel Biker
Behind you...
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WHERE is the vindicare assassin? You never leave home without one. RETURN WHEN YOU HAVE ONE OR I WILL CAPS LOCK YOU TO DEATH!
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![[Post New]](/s/i/i.gif) 2014/01/05 20:41:37
Subject: GK in 6th?
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Guard Heavy Weapon Crewman
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Vindicares are pretty much required in Gk armies. I find that the redeemer looks nice on paper. However, since it can only move 6 and flamestorm isn't torrent, it is hard to find things worth shooting. I also suggest giving your dread an autocannon instead of the missile launcher. Autocannons make better use of psybolts.
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"In battle, you're either killing or dying. So don't stop not dying!"
"The enemies of Mankind may employ dark sciences or alien weapons beyond Humanity's ken, but such deviance come to naught in the face of honest human intolerance backed by a sufficient number of guns" |
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![[Post New]](/s/i/i.gif) 2014/01/06 04:10:01
Subject: GK in 6th?
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Member of the Malleus
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TBone wrote:Just curious as to how well this list would do with 6th out and around.
1500- Grey Knights Roster
HQ: Grand Master Mordrak
1 Grand Master Mordrak
4 Ghost Knight- Nemesis Force Halberd
Troops: Grey Knight Strike Squad
1 Justicar- Nemesis Daemonhammer)
1 Grey Knight- Incinerator
3 Grey Knight- Nemesis Force Halberd
1 Razorback- Psybolt Ammunition; Twin-Linked Assault Cannon
Never give your Justicar a Hammer unless you want him to die in a challenge. Also psycannons are a must. Do NOT give anyone a CC upgrade. Strike Squads are not a CC unit.
Troops: Grey Knight Strike Squad
1 Justicar- Nemesis Daemonhammer
1 Grey Knight- Incinerator
3 Grey Knight- Nemesis Force Halberd
Same as above
Heavy Support: Land Raider Redeemer
1 Land Raider Redeemer
problem with this is getting him into position to do anything, I would drop it for more boots on the ground
Heavy Support: Nemesis Dreadknight
1 Nemesis Dreadknight
Better yet, drop the Land Raider and beef up your DK, how you listed him he will be do nothing other than being a meat shield
Elite: Venerable Dreadnought
1 Venerable Dreadnought- Psybolt Ammunition; Assault Cannon; Missile Launcher
No, just no. NEVER use the Venerable. Paying 50+ points for an extra BS is not worth it
Fast Attack: Grey Knight Interceptor Squad
1 Justicar- Nemesis Force Sword; Storm Bolter)
4 Grey Knight- Nemesis Force Sword; Storm Bolter
Also, you do not need a vindicare assassin. On paper he is amazing, but for me I find him just being a target before he does anything.
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I make bad decisions and think they are good.
Team No Bueno
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![[Post New]](/s/i/i.gif) 2014/01/06 09:21:56
Subject: Re:GK in 6th?
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Stalwart Strike Squad Grey Knight
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Appreciate all the advice...will rework the list. More to follow...
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![[Post New]](/s/i/i.gif) 2014/01/07 00:37:16
Subject: Re:GK in 6th?
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Stalwart Strike Squad Grey Knight
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1500 - Grey Knights Roster
HQ: Grand Master Mordrak
1 Grand Master Mordrak
4 Ghost Knight- Nemesis Force Halberd
HQ: Castellan Crowe
1 Castellan Crowe
Troops: Purifier Squad (5)
1 Knight of the Flame
2 Grey Knight- Psycannon
2 Grey Knight- Nemesis Force Sword
1 Razorback- Psybolt Ammunition
Troops: Purifier Squad (5)
1 Knight of the Flame
2 Grey Knight- Psycannon
2 Grey Knight- Nemesis Force Sword
Troops: Purifier Squad (5)
1 Knight of the Flame
2 Grey Knight- Psycannon
2 Grey Knight- Nemesis Force Sword
Heavy Support: Nemesis Dreadknight
1 Nemesis Dreadknight- Heavy Incinerator; Nemesis Greatsword; Teleporter
Fast Attack: Grey Knight Interceptor Squad
1 Justicar
4 Grey Knight
ADL w/ Quad Gun
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This message was edited 1 time. Last update was at 2014/01/07 15:35:33
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![[Post New]](/s/i/i.gif) 2014/01/07 01:21:26
Subject: GK in 6th?
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Ultramarine Chaplain with Hate to Spare
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You want to be competitive in 6th with GKs you want at least 2 preferably 3 Dreadknights. Never ever take the Heavy Psycannon though it is terrible. You need a Teleporter (you are a primarily combat unit) great sword (ludicrously good for its points) and a Heavy Incinerator (clears drones from Tau Death stars and does good ranged damage).
Vindicare is very Meh. You kill vehicles in 6th with HPs not 1 big shot like 5th. This has diminished his appeal. I'm slightly biased admittedly as my Vindicare assassin has a less tthan 50% hit rate in over 30 games (GKs were my main army for 5th).
Don't buy CC weapons for strike squads ever. To be honest these days strikes are my least favourite troops choice for GKs beating out Terminators since the Helldrake came to town.
The dreads need to be used in 3s but 6th has really hurt them. Their firepower is still amazing but they go down so quickly now. Whilst the Dreadknight has been such a huge winner in this edition they really are the only HS choice worth thinking about.
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![[Post New]](/s/i/i.gif) 2014/01/07 11:27:45
Subject: GK in 6th?
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Stalwart Strike Squad Grey Knight
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FlingitNow wrote:You want to be competitive in 6th with GKs you want at least 2 preferably 3 Dreadknights. Never ever take the Heavy Psycannon though it is terrible. You need a Teleporter (you are a primarily combat unit) great sword (ludicrously good for its points) and a Heavy Incinerator (clears drones from Tau Death stars and does good ranged damage).
Vindicare is very Meh. You kill vehicles in 6th with HPs not 1 big shot like 5th. This has diminished his appeal. I'm slightly biased admittedly as my Vindicare assassin has a less tthan 50% hit rate in over 30 games ( GKs were my main army for 5th).
Don't buy CC weapons for strike squads ever. To be honest these days strikes are my least favourite troops choice for GKs beating out Terminators since the Helldrake came to town.
The dreads need to be used in 3s but 6th has really hurt them. Their firepower is still amazing but they go down so quickly now. Whilst the Dreadknight has been such a huge winner in this edition they really are the only HS choice worth thinking about.
Ok so I am looking at taking Terms instead for my TCs? Bare bones, like the strike squads, or do I invest in an upgraded TC? GK suffer from only 2 options for TC unless I drag along Crowe for Purifier spam list? What are your thoughts here?
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![[Post New]](/s/i/i.gif) 2014/01/07 11:54:02
Subject: GK in 6th?
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Ultramarine Chaplain with Hate to Spare
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Crowd and Purifiers are still good (not the easy win button of 5th). Paladins are string in this edition. Henchmen are now the strongest troop choice for Grey Knights and Coteaz is the strongest special character (but then you're not really doing Grey Knights are you). This issue is neither of the normal troops choices are near as effective as their upgraded counter parts.
Compare a Strike with a Halberd for 25 points with a Purifier with the same equipment for just 26. So that extra point gains you fearless, an extra attack, better leadership AND an better psychic power!!! Just for 1 point! They also get double the psycannons per squad. The issue the PA Grey Knights have is Helldrakes no save just double the cost marines dying like guardsmen.
AA is a problem for the dex over all too (further compounding the issue above). So my advice is think what you want the list todo overall and pick the troops choice that best supports that. The issue with the codex is that all the effective units these days are huge points cost (Dreadknight is 260, Stormraven is 255, paladinstar is about 800-1000 and is outmatched by all the current death stars except for perhaps Seercouncil).
Due to this the Grey Knights have to stick to 1 thing and try to excell at that 1 thing above all others.
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![[Post New]](/s/i/i.gif) 2014/01/07 14:30:30
Subject: GK in 6th?
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Worst comes to worst...divination psyker in a squad of 4 psycannons (Purifiers/Purgators/Paladins).
Full strength puts it at 6 S7 hits. (likely 1 rend) and 3 hits when on the move, non-Paladins, isn't awful either.
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![[Post New]](/s/i/i.gif) 2014/01/07 15:38:41
Subject: GK in 6th?
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Stalwart Strike Squad Grey Knight
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FlingitNow wrote:Crowd and Purifiers are still good (not the easy win button of 5th). Paladins are string in this edition. Henchmen are now the strongest troop choice for Grey Knights and Coteaz is the strongest special character (but then you're not really doing Grey Knights are you). This issue is neither of the normal troops choices are near as effective as their upgraded counter parts.
Compare a Strike with a Halberd for 25 points with a Purifier with the same equipment for just 26. So that extra point gains you fearless, an extra attack, better leadership AND an better psychic power!!! Just for 1 point! They also get double the psycannons per squad. The issue the PA Grey Knights have is Helldrakes no save just double the cost marines dying like guardsmen.
AA is a problem for the dex over all too (further compounding the issue above). So my advice is think what you want the list todo overall and pick the troops choice that best supports that. The issue with the codex is that all the effective units these days are huge points cost (Dreadknight is 260, Stormraven is 255, paladinstar is about 800-1000 and is outmatched by all the current death stars except for perhaps Seercouncil).
Due to this the Grey Knights have to stick to 1 thing and try to excell at that 1 thing above all others.
Alright worked 3 squads of Purifiers in there. Added an ADL w/ Quad Gun for AA since we lack that at the moment. I couldn't afford 2 DKs. Would it be better to remove the FA selection to add back my Psy-Rifle Dread?
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