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GK allying into Imperial Guard


raverrn

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I'm sure most of you have, by now, seen or heard about the new guard codex. Having put a little thought into it, the codex is the best thing to ever happen to GK since 3rd edition.

 

Reasons you should stop playing pure GK:

  • Orders - These can affect any friendly unit. Imagine the ability to twin-link your Purgation squads, force re-rolls of cover saves, or get a 5+ cover save in the open.
  • Priests - It's the Chaplain you've always wanted! He comes with an eviscerator and rosarius, but the big bonus is all your terminators re-rolling to hit.
  • Astropaths - +1 on all your reserve rolls. Need I say more?
  • Competent Anti-tank - Be they Devil Dogs, Medusas, or Vanquishers, you really shouldn't fear armor any more.
  • Crazy Special characters - Al'rahem lets you shoot and run. Straken gives you Furious Charge and Counter-attack This is what Grey Knight should hit like - two tons of bricks.
  • Valkyrie Assault Carriers - For about the same cost as two old Rhinos you can have a 12/12/10 Fast Skimmer that Deep Strikes AND Scouts, with a transport of 12, that can be armed with a Lascannon and Krak missiles, that you can disembark from at any speed, that can carry 12 Terminators. Words cannot express how happy I am about this aircraft. It's begging to be loaded with the most killy of assault troops and driven straight at the enemy - and we have the most killiest of assault troops.

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Are you sure the valkyrie can carry 12 terminators? If someone brought a Valk filled with 10 termies to a game I would have a problem, and I think most other people would as well. Your best case scenario is probably transport capacity of six terminators, and to be honest most people would consider the Valk incapable of carrying termies.

 

Is there not some special rule that prohibits termies from riding in transports unless otherwise noted?

 

Cheers!

I'm sure most of you have, by now, seen or heard about the new guard codex. Having put a little thought into it, the codex is the best thing to ever happen to GK since 3rd edition.

 

Reasons you should stop playing pure GK:

  • Orders - These can affect any friendly unit. Imagine the ability to twin-link your Purgation squads, force re-rolls of cover saves, or get a 5+ cover save in the open.
  • Priests - It's the Chaplain you've always wanted! He comes with an eviscerator and rosarius, but the big bonus is all your terminators re-rolling to hit.
  • Astropaths - +1 on all your reserve rolls. Need I say more?
  • Competent Anti-tank - Be they Devil Dogs, Medusas, or Vanquishers, you really shouldn't fear armor any more.
  • Crazy Special characters - Al'rahem lets you shoot and run. Straken gives you Furious Charge and Counter-attack This is what Grey Knight should hit like - two tons of bricks.
  • Valkyrie Assault Carriers - For about the same cost as two old Rhinos you can have a 12/12/10 Fast Skimmer that Deep Strikes AND Scouts, with a transport of 12, that can be armed with a Lascannon and Krak missiles, that you can disembark from at any speed, that can carry 12 Terminators. Words cannot express how happy I am about this aircraft. It's begging to be loaded with the most killy of assault troops and driven straight at the enemy - and we have the most killiest of assault troops.

 

Reasons you should continue (or start) to play pure Grey Knights:

* Grey Knights are the epitome of awesomeness. Ergo, including anything in your list that is not a Grey Knight diminishes the awesomeness of your list.

* Not being fearless is seriously not awesome.

 

Food for thought. :blush:

 

-Silent Requiem

 

Edit - On a more serious note:

* Special orders sound like "win more" for us rather than a new tool

* Chaplain would make our GKT more dangerous in assault, but then you have committed them to the assault

* I can't recall ever having an issue with reserves, but then I run with redundancy

* My GHLR do pretty well in the anti tank department, and without rhinos I couldn't run a mech list without them any way

* I loath special characters, but they could potentially be worth it for some players, depending on the cost

* Valkyrie is genuinely a new tool, but it would depend in the cost

 

All told, I am happy for Guard players, but I see no good reason to sacrifice the purity of my list. And as a painter, why, oh why, would I trade Grey Knights for 4 times as many Cadians?

Is there not some special rule that prohibits termies from riding in transports unless otherwise noted?

 

As far as I can see - having checked over the IG codex, the DH codex, and the BGB there is nothing that says Termis (or any 40mm base models) take up multiple spots in a transport, or cannot be transported.

I posted something similiar not too long ago, and it got closed because we are talking about an IG army with Grey Knight allies, a no-no on the power armored forum.

 

As for putting 10 GKT in a valkyrie/vendetta, remember you are already probably greatly upsetting your opponent by playing Straken with 2 GKT squads in valkyries/vendettas, streching the ally rules to the limit and destroying the balance of IG, who are supposed to be terrible in close combat.

 

Do you really need to add insult to injury by saying that because your GKT do not actually state they take up 2 spots in a transport, even though in the land raider entry in the DH book they take up 2 times the room as power armor grey knights, you can put up to 12 terminators in a valkyrie?

 

I think we Daemonhunter players need to pick our battles, and I for one am just happy to be putting 5 GKT + priest in a scouting Valkyrie.

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