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Grey Knights under 5th Edition


tksolway

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I've played the Grey Knights for a long time. So I have been thinking of what to do with them in 5th Edition. My first game of 5th with them is upcoming this weekend so I have a couple changes to my normal strategy. Let me know what you guys think.

 

First of all, i used to run a squad of 8 Terminators in a Crusader, instead of deep striking them. Now i am thinking of running just a 5 Terminator Squad with deep strike. (i never really liked foot slogging them with Psi-Cannons simply because I use them as my CC Specialists). This frees up all of my Heavy support squads for my next idea. i am taking 3 Lance Strikes. With the new template rules and the concentration on Objectives I think this may work. Specifically i need all three of them, hence dropping the Land Raider. The idea is to use the three Strikes to funnel my opponent into an area where my troops can Dakka them to death.

 

I am also using a Troop Platoon from the Imperial Guard as a meet shield, the idea being that they stand beside or just behind my Marines and when my opponent gets within assault range, they step out front. My opponent is forced to assault them first, best case situation is they slaughter the entire unit and are totally open on my next turn to Dakka then Choppa.

 

So For 1500 Points I have

 

HQ Brother Captain + 4 Termies

3x 10 Man Marine Squads

1 Platoon with command Squad and 2 Squads

3x Lance Strikes

 

at 2000 points it is simply scaled up, we include a second 5 Man termie Squad and 2x 9 Man Marine squads.

 

I'm not sure how well it will work at 2000 points simple because there will be more heavy armor on the other side, but i think it will work well at 1500 points. What do you think?

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This should probably be in Ordos Inquisition, but I can probably offer you a little advice.

 

I wouldn't take the Guardsmen unless you intend to take a full squad. A small squad won't offer enough fire support for the rest of the army. You can easily sacrifice 1 squad of 10 man marines for a bulkier Guard regiment, but I think the easiest (possibly best) would be the Lance Strikes. Orbital bombardments are a little to iffy for luck. I am more familiar with Witch Hunters than Daemonhunters, but they share many things, like Inducted Guard and Orbital Strikes.

Welcome back to the fold! Sadly, I have to break some bad news to you straight off. Orbital strikes are 0-1 choices only. I would also always recommend the melta torpedo over the lance strike in an "all-comers" list. It's more versatile by far, capable of insta-killing MEQs and, more importantly, actually threatening to enemy armour. The lance strike's superior strength pales in comparison to the 2d6 armour penetration you get from the melta torpedo. Especially when you consider that you have to very lucky to even touch a vehicle with the scattering template, let alone ensure that the center hole covers the hull so you get the benefit of the full strength of the strike. In any case, 8 + 2d6 is far more effective than 10 + 1d6 for vehicle kills. :lol:

 

Now, if you know you're going against hordes like Orks or 'nids, by all means, take the lance strike. But otherwise, always choose that melta torpedo.

I have one question, do any of these names ring a bell to you?

Hammerhead, Falcon, Leman Russ, Land Raider, Predator, Vindicator, Battlewagon, Exorcist, Fire Prism etc. etc.

 

In other words, how do you plan to deal with enemy armour? Even if you could take 3 Strikes, they simply are not reliable enough to do the damage. Vehicles play a major part in most games near where I play, so I always have a few units capable of taking them out.

I did miss that, it is 0-1. What do poeple normally use for anti-armor with GK? Do you just take 3 Dreadnoughts? I just played a 1500 point game with a friend (SM) he was playing Iron Hands, so He had a Pred, Rhino, and Three Dreads, I brought a Land Raider Crusader and a Dreadnought (Las + Missile). I my armor didn't kill anything (managed to immobilize a dread and Destroy a Weapon on another), but I managed to destory both the Rhino and the Pred with assaults. With Strength 6 and hitting rear armor, its really easy to penetrate them. Has anyone tried just using more troops as a way to combat armor?

Grey Knights are fantastic now at killing most armour in assault, however there is a great deal of armour you don't want to be in assault range with. Like Vindicators or Dreadnoughts etc. There is also the fact that a great deal of armour you simply won't catch, like Hammerheads or Fire Prisms. Land Raiders will still be a huge problem, though you can ignore Monoliths to an extent.

 

Hellfire Dreadnoughts or standard Land Raiders are the usual anti armour platforms short of inducting/allying. I take two of the former in 1000pt lists and usually handle armour fairly well for a DH list.

Short of allying/inducting, all you get are TLLC/ML dreads and land raiders. That's why I pretty much always take a squad of inferno-pistol-toting Seraphim along with a Superior and her eviscerator. They're fast, they can actually get up close to enemy armour in a hurry, they take a lot of heat off of my GKs as they march around the field. If you can manage to afford a Canoness as well (inferno pistol, eviscerator, jump pack, cloak, mantle), then do it! 3 Faith Points is a decent amount for what you need to have happen with these girls. Yes, this is expensive, but I've found this kind of unit more dependable than even 5th edition land raiders. I take the girls and two hellfire dreadnoughts to every game nowadays, and I do well enough against armour to keep me winning.

Land Raiders!

 

Land Raiders are completely the way forward now. With the new-and-improved Machine Spirit, there's nothing really to stop you from taking three (or more!). Expensive, but will really ruin your opponent's day. They carry enough anti-tank, and you can hole your expensive troops choices up inside, turning the whole land raider into a giant scoring unit. (If you don't care about being fluffy you can stick those fragile guardsmen units in your LRs, allowing them to take objectives in safety).

 

Other than that, Inquisitors provide more respectable anti-tank (anti-tank should always be your first worry with Grey Knights) and stormtroopers in rhinos spread out the targets a bit more.

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