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Best configuration for 6 GKs (power armor) vs. Daemons?


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Psycannon bolts aren't a bad choice, since that makes your Justicar's Storm Bolter ignore invulnerable saves. Unfortunately two of the better pieces of anti-Daemon wargear (Sacred Incense and the Grimoire of True Names) are HQ-only. Actually, a properly decked out GKGM can be a very scary force in any army fighting daemons, and is one of the few things that can have a good chance of killing a Bloodthirster in close combat.

 

As a side-note, most players don't like to mix an Incinerator with a Psycannon, given that it mixes two weapons with very different ranges and combat roles. With a Rhino to move them I'd say 2x incinerators is a great option; with the right placement there's not much that can survive getting hit by a pair of heavy flamer templates that deny the only save the vast majority of daemons get.

I agree with Chengar Qordath, psycannon bolts aren't a bad choice. However, unlike Chengar, I think the points would be better spent on going for another psycannon in the squad. It used to be popular back in the day to have small quads with maxed psycannons, sitting back and blasting away while shrouding would do a decent job protecting them. I think it's useful against daemons because you will have a guaranteed round of shooting, two if you take an inquisitor with a couple of mystics. But the dual incerators can be useful because daemons DS in a tight formation but chances are that you will not be in range without severely exposing yourself. Therefore, it is important to follow up with a different assault unit since most daemons have an equal or higher initiative and are very lethal to your GKs in close combat, especially since you give up your two str 6 attacks to get those special weapons.

Psycannons are great and I generally prefer to use them the same way jakehunter52 does, but in my experience a pair of incinerators in a borrowed Rhino is better against Daemons. Shrouding isn't that much of a help against an army where most builds have almost no long-range shooting. That said, they can definately be useful with Inquisitor+Mystic Squad to give free shooting at deepstrikers, though I generally prefer just using a firebase Inquisitor retinue instead (1 Psycannon, 2 Heavy Bolters, and a Plasma Cannon that's brutal to clustered up Deep-strikers and negates the Feel No Pain saves most Nurgle units have).

 

Since Rhinos have two firepoints, you could field the unit as a drive-by incinerator squad, which would provide some protection againt being assaulted. Rites of Exorcism also helps vs. non-Slaanesh armies since going thourgh difficult terrain means hitting at Initiative 1, making the 1st turn charge a bit less painful. Still, with the exception of Tzeentch units you should avoid cc with Daemons whenever possible; going into cc with all-rending Daemonettes or all power-weapon Bloodletters tends to be very painful.

With the Rhino as a transport, I agree with the assessment that a pair of incinerators is, overall, going to be far more effective. You won't be able to kill Fateweaver quite as easily, but you will be able to pull off absolutely devastating drive-bys.

 

Alternatively, if you're more of a shooting nut, go with a pair of psycannons instead and turn the Rhino into a mobile bunker, firing both pyscannons out the firing points.

 

But mixing one psycannon and one incinerator really isn't helping you much. Go one way or the other. Otherwise you're compromising your killyness on the outside chance that a bit of flexibility might be handy. I think it's better to play tactically smart and take advantage of your specilaizations rather than try and cover all your bases at once and end up with something that does nothing at all very well.

I have used this squad as is and they can bust a nut when it comes to daemons. Two psycannons are too expensive, while two incinerators means they have to get up close. The pyscannon is there in case I happen to run across the Fateweaver. They have done quite well as configured. I am going to take psy bolts and a targeter plus meltabombs and frag.

 

0b ;)

In a rhino - drop one of the GKs and take 2 psycannons (same points cost for the unit). Mobile bunker gets my vote ! And they instakill T3 units ;)

 

Also depends a little on what type of Daemon you are fighting. If they have grenades and/or higher Init than my guys, incinerators can be more useful for taking them down before they assault.

In a rhino - drop one of the GKs and take 2 psycannons (same points cost for the unit). Mobile bunker gets my vote ! And they instakill T3 units :)

Actually, he recoup 10 pts if you drop a GK because the incinerator would no longer be legal. Mobile bunker is only 15 pts more than what you've got now, BO...

 

You know you want it. :D

I am considering the doing following:

 

My Squads of PAGK: 1 x Justicar, 2 x Psycannons, 3 PAGK in a Razorback (armed with Psycannon) ... New-ish Forgeworld Model.

I think it would make an awesome, albeit expensive firebase against daemons.

 

My Fast Attack squads i usually arm with 2x Incinerators, for that up-close-nd-personal flaming goodness ...

 

Note: I have lost more time with my Pure GK army, drawn a couple, won never! Although my army is fluffy as hell, if that counts for something? :)

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