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Thinking of getting some GK


gil galed

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Well i was thinking of buying some grey knights (browsing ebay as they are horrendously expensive new), i'm playing a drop pod SM army at the moment, what i want to know is if GK would offer much of a change of pace in terms of tactics? i suppose they won't all be deepstrike straight away, but yeh differences would be nice to know

 

Either way i imagine i'd pick up a squad to ally with my Space Marines

 

i'm also unsure whether i'd run a pure GK list (which appeals to me) or ally in other stuff (maybe some new guard)

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Well since the Grey Knight troop squads can not deepstrike and get no dedicated transports, the feel would be very different from the space marines. Also, deepstriking plays out very different from pods, due to the insane dangers of deepstrike. Finally, as Grey Knight squads do not get anti vehicle weapons, your anti tank will be very hard to come by--yet another departure from marines.

 

I suggest you read 'The way of the water warrior' for a fairly accepted defination of playstyles. Power armored Greyknights are a classic example of a water unit, while 10 man Tac squads are classic examples of an earth unit.

 

While you can use a squad in a different role, for example 5 PAGK rushing the enemy with 2 incinerators can be a capable 'Fire' unit, whenever you switch a units role from what they do best then you will be missing out on some efficiency. That said, if you identify with a particular elemental style, playing units that are built to match that style--even if not the most efficient--will net you better results than if you try and play optimised 'water' units if you are 'fire' at heart.

Well since the Grey Knight troop squads can not deepstrike and get no dedicated transports, the feel would be very different from the space marines. Also, deepstriking plays out very different from pods, due to the insane dangers of deepstrike. Finally, as Grey Knight squads do not get anti vehicle weapons, your anti tank will be very hard to come by--yet another departure from marines.

 

I suggest you read 'The way of the water warrior' for a fairly accepted defination of playstyles. Power armored Greyknights are a classic example of a water unit, while 10 man Tac squads are classic examples of an earth unit.

 

While you can use a squad in a different role, for example 5 PAGK rushing the enemy with 2 incinerators can be a capable 'Fire' unit, whenever you switch a units role from what they do best then you will be missing out on some efficiency. That said, if you identify with a particular elemental style, playing units that are built to match that style--even if not the most efficient--will net you better results than if you try and play optimised 'water' units if you are 'fire' at heart.

 

thanks alot devian ;) i'll go look

Thinking of a GK army as little more than silver/grey Space Marines is a common misconception. Even if you don't adhere to Silent Requiem's particular list build, his tactical observations are very astute.

 

GKs don't play like any other army in the game. If you play your GK army as if they were Marines, you'll lose.

 

If you play your GK army as a pure assault force, you'll lose ... at least to armies that really are -- or can be -- dedicated assault armies.

 

Success with GKs require finesse and patience. There is no simple tactical algorithm that can -- or should -- be followed from game to game. A GK general's game plan should be fluid and adjusted on the fly from game turn to game turn.

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