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		<title><![CDATA[Latest posts for the thread "Grey Knights newbie"]]></title>
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				<title>Grey Knights newbie</title>
				<description><![CDATA[ Im looking at proxying my <span class="glossaryitem" onmouseover='gp(695);'>SWs</span> as <span class="glossaryitem" onmouseover='gp(305);'>GK</span>, just for something different and to test them out but have no clue about them really, having never played nor faced them.<br /> I have pretty much a full range of <span class="glossaryitem" onmouseover='gp(695);'>SWs</span> from troops to tanks, flyers and characters but dont have anything for a <span class="glossaryitem" onmouseover='gp(514);'>DK</span> - so they are out in a list.<br /> <br /> Any advice on whats a solid base for them - Im looking at a more fun build than super competitive but dont want to get stomped either.]]></description>
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				<pubDate><![CDATA[Fri, 22 Apr 2016 16:26:51]]> GMT</pubDate>
				<author><![CDATA[ Ratius]]></author>
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				<title>Grey Knights newbie</title>
				<description><![CDATA[ For a 1k fun list with no dk, I take;<br /> <br /> <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 3 Libby with meltabombs<br /> <br /> 5 termis, psycannon, 4 halberds and 1 hammer<br /> <br /> 5 Purifiers, 1 halberd <br /> <br /> 5 purgation with 4 psycannons<br /> <br /> 5 purgation with 4 psycannons and hammer<br /> <br /> 5 interceptors with incinerator<br /> <br /> Razorback with stormbolter.<br /> <br /> It is easy to use, holds its own against "regular" armies, and I've won more than I've lost with it.  ]]></description>
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				<pubDate><![CDATA[Fri, 22 Apr 2016 16:38:36]]> GMT</pubDate>
				<author><![CDATA[ JamesY]]></author>
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				<title>Grey Knights newbie</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> have a special detachment called the Nemesis Strike Force that only requires 1 Troop but allows up to 4 elites but only 2 heavy support choices. The main special rule granted by this detachment is the ability to roll for Deep Strike reserves on turn 1.<br /> <br /> With that in mind, Generally a list would start with 1 <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 3 Librarian and a 5man unit of Terminators, equipped with a psycannon and 1 hammer at a minimum.<br /> <br /> After that you can add more Terminators, Dreadknights or Interceptors and still be competitive. Draigo can be taken as a Lord of War (also allowed in the Nemesis Strike Force) and comes stock with Gate of Infinity, allowing him to teleport a unit around the table at will. Plus he's a nice beat-stick.<br /> <br /> Other selections that can be used and still remain somewhat competitive if used correctly are Purifiers and Paladins. <br /> <br /> Purifiers are power-armored, can't deep strike on their own, but have 2 attacks and can take 2 heavy weapons per 5 models. Most importantly, they come stock with the power 'Cleansing Flame' and are psycher mastery <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2. Purifiers are excellent units with 1 glaring weakness... the lack of a decent way to get Cleansing Flame into 9" range without allying in Drop Pods. If you're willing to ally in <span class="glossaryitem" onmouseover='gp(124);'>SW</span> Drop Pods then these guys are great.<br /> <br /> Paladins are Terminators with 2 wounds that can upgrade one model to an apothecary and can take 2 heavy weapons per 5 man. These are generally considered too expensive for what they do but some people still use them.<br /> <br /> Stormravens can but good as gunboats but as transports they're lacking. At best, you can get a turn 3 charge. Meanwhile, most of your units could deep strike on turn 1 and get a turn 2 charge without the risk of being blown out of the sky because your Stormraven took an unlucky hit.<br /> <br /> The rest of the codex is stuff that is not competitive. You can take them if you want to intentionally nerf yourself. Dreadnoughts who are overpriced. Purgations who want to be long ranged heavy support but can only take weapons with 24" range or less. (the psycannon is 24" salvo and the psilencer is 24" heavy). All the <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> except the Librarian are melee specialist in a shooting edition. And Strike Squads who are barely cheaper than Terminators but provide far less offensive capability.]]></description>
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				<pubDate><![CDATA[Fri, 22 Apr 2016 16:39:50]]> GMT</pubDate>
				<author><![CDATA[ Zimko]]></author>
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				<title>Grey Knights newbie</title>
				<description><![CDATA[ The most competitive units are the Librarian <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>, Draigo, purifiers w/ rhino, and the Dreadknight. Interceptors can be good too. A force weapon is a good pickup for the dreadknight, as well as both heavy weapons and definitely best of all the personal teleporter. <span class="glossaryitem" onmouseover='gp(652);'>TEQs</span> should get psycannons, <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> get incinerators. The codex is <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> heavy, but with the amount of AP2 in the game they're not point effective. Draigo is the guy who'll tank damage for you, better than a 5 man <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> squad and the cheaper <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> Strike Squad is exactly as capable as the <span class="glossaryitem" onmouseover='gp(652);'>TEQs</span> when it comes to stopping power. For a competitive list I'd go with one terminator squad or less. I'd even recommend the NSF detachment, which only requires one troop.<br /> <br /> There <span class="glossaryitem" onmouseover='gp(305);'>GK</span> tactica discussion is here if you want to check it out: <a href="http://www.dakkadakka.com/dakkaforum/posts/list/682457.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/682457.page</a>]]></description>
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				<pubDate><![CDATA[Fri, 22 Apr 2016 16:46:13]]> GMT</pubDate>
				<author><![CDATA[ slip]]></author>
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