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Grey Knights Strike Squad unboxing and my confusion regarding the different squads  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Regular Dakkanaut





[I'm putting this here as it's more Kill Team-related than general 40K painting and modeling.]

So I recently bought a Grey Knights Strike Squad boxed set so my wife and I can have a Psychic phase in our Kill Team matches. I got surprised though that there are actually different kinds of Grey Knights: Members of:

a. Purgation squads
b. Purifiers
c. Interceptor squads
d. Strike Squads (curious as the boxed set itself is called "strike squad." "Some of the dudes in the Strike Squad set can be assembled as members of a Grey Knights Strike Squad. While you can choose to build the others as part of other squads." Isn't that... odd?)

Should I magnetize my backpacks (some have teleporters, signifying that whomever has those is part of an Interceptor Squad) in the hopes that if ever GW luanches Kill Team v2.0, this faction might have separate stats for each Grey Knight squad?

https://www.youtube.com/watch?v=k57Cmi_ggzg
   
Made in ca
Junior Officer with Laspistol





London, Ontario

The different "units" that a GK strike squad can make are just different focuses of the special / heavy weapons that Strike squads can take in smaller quantities.

Purgation are the "Devastator" squads of GK.
Purifiers focus on Flamers, if I recall, and used to have a short-ranged psychic power.
Interceptors are Strike squads that move faster thanks to their different backpacks. (Assault marines)
Strike Squads are the "tactical marines".

The stats have traditionally been the same. The only difference was number of special / heavy weapons, and then the Interceptors move faster than the Strikes.

Magnetizing backpacks is easy enough... but doubtful it will be necessary.
   
Made in us
Regular Dakkanaut





 greatbigtree wrote:


The stats have traditionally been the same. The only difference was number of special / heavy weapons, and then the Interceptors move faster than the Strikes.



Aaaaah. Thanks Greatbigtree!

(Sorry for the late reply; due to what's been going with the world, I've been buried in RL priorities.)
   
Made in ca
Junior Officer with Laspistol





London, Ontario

Happy to help, hope you're having fun with it!
   
Made in us
Regular Dakkanaut





 greatbigtree wrote:
Happy to help, hope you're having fun with it!


Thanks! Have yet to assemble them. This pandemic has really buried me in RL priorities hence the glacial progress and replies. Hopefully, things pick up soon.

Excited about these minis nonetheless though! ^_^
   
Made in ca
Junior Officer with Laspistol





London, Ontario

All good buddy, RL can be a pain these days.

My experience with GK in KT has been using a Psilencer for the Heavy. The one that does d3 damage? Multi-damage is awesome in KT for taking things out.

All the CC weapons do at least d3 Damage, so while the TH is tempting, I don't find it necessary.


My personal KT is based on the Ninja Turtles... Leo (leader) has a sword, Donnie (Comms) has a staff, Raph (Zealot) and Mikey have a pair of "falchions". I have Metalhead (the robot turtle?) as my Heavy, with the psilencer. The five of them are a really fun team, and the smite power is excellent.

The best part of the GK kit is that you can basically build any combination of dudes you feel like, and then pick 5 for any given mission. An excellent value, in my eyes.

Good luck!

This message was edited 1 time. Last update was at 2021/01/11 17:55:51


 
   
Made in us
Regular Dakkanaut





 greatbigtree wrote:
All good buddy, RL can be a pain these days.

My experience with GK in KT has been using a Psilencer for the Heavy. The one that does d3 damage? Multi-damage is awesome in KT for taking things out.



Yeah. Pandemics suck. :(

Psilencers are insanely good vs GEQs. I'll be sure to use it if going against Save: 4+ forces. However, with MEQs the AP: 0 becomes problematic. I find the incinerator can't do much work in non-Arena tables; always, my wife kills it before it can do anything. XD

 greatbigtree wrote:


All the CC weapons do at least d3 Damage, so while the TH is tempting, I don't find it necessary.



I very much agree. The -1 hurts it too. :(

 greatbigtree wrote:



My personal KT is based on the Ninja Turtles... Leo (leader) has a sword, Donnie (Comms) has a staff, Raph (Zealot) and Mikey have a pair of "falchions". I have Metalhead (the robot turtle?) as my Heavy, with the psilencer. The five of them are a really fun team, and the smite power is excellent.


Haha nice!

I've played two games so far with my wife and I find that she has adapted quickly---she now hugs terrain so my psybolts only kill on rolls of 5+. Clever!

 greatbigtree wrote:



The best part of the GK kit is that you can basically build any combination of dudes you feel like, and then pick 5 for any given mission. An excellent value, in my eyes.

Good luck!


True true. Making a roster with them is a breeze!

Thanks Greatbigtree! You too! ^_^

   
 
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