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How to convert Grey Knights? And what weapons to use?


hendybadger

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I am new to Daemonhunters and Ive been looking at a GK only force.

Before this I have built Tyranids which are no problem to convert at all.

But what about GK?

What can you do with them so every model isnt the same?

Which weapons look best on them and why use them?

Any help is welcomed.

 

Abit off topic but..

What build of GKGMs, GKBCs and GKJs work well?

What about TH/SSs, Psycannons and Incinerators in units?

 

Thanks in advance

But what about GK?

What can you do with them so every model isnt the same?

Which weapons look best on them and why use them?

Any help is welcomed.

 

There are about 5 different poses (more if you count special weapon dudes), so you've got enough variation in each squad for it to not be a problem.

 

If you really wanna personalise them, give each personal heraldry. The DH codex gives you great tips on how to achieve this. Remember, leave their armour in the Bolter+Blue Ink kinda colour, don't paint bits red or black (I rage when people screw with the Grey Knight paint-scheme). Seriously, they're one Chapter, no need to ruin their look. Their personal heraldry (shoulder shield on the Terminators etc) you should bling up though.

 

What build of GKGMs, GKBCs and GKJs work well?

What about TH/SSs, Psycannons and Incinerators in units?

 

Hmmm...well, here is how I view things;

 

- Justicars: Give him a targeter, he's done. Pre-measuring shooting distances isn't just good for shooting, it also works great for judging movement and assault distances. It's not as important when they're mechanised, but with foot-slogging squads it's near-mandatory. Don't give him anything else, targeter is all he'll need.

 

- Mechanised Grey Knights: If your Troop squads are in LRC's, take incinerators on them. Tank Shock enemy units so they get all bunched up, hop out and shoot them, then finish off with an assault. It makes Ork and IG players cry, and even Marines get badly mauled by the sheer weight of damage you pump out.

 

- Foot-slogging Grey Knights: In smaller games, you don't have the points for LRC's, so you'll need to bunker down in cover and snipe the enemy. In this situation, psycannons are ideal. Not only do they give you valuable reach and hitting power, they can also be fired on the move and prior to an assault.

 

- Terminators: Always take a squad incinerator. Sometimes you might wanna swap one guy for TH+SS, although if you have 'Hammerhand' on your GM don't do it. You're taking GKT's for their I4 S6 power weapon attacks, TH's are not needed. With the Brother-Captain, you might wanna swap his storm bolter for a chainfist, just as a 'get out of walker combat/rip open enemy tanks easily' trump card.

 

- Grandmaster: I outfit mine with 'Sacred Incense', 'Hammerhand' and a combi-melta. 'Sacred incense' benefits the whole unit against Chaos, 'Hammerhand' means you can tear enemy walkers apart before they can strike, and the combi-melta is good for popping a transport then assaulting the occupants, or nailing that annoying walker before it can engage you. I would give him a chainfist like with the Brother-Captain, but for the same price I get three items instead of just one (like above).

 

 

I'll tell you now, pure Grey Knights are on the hardest armies to play with. I'd recommend you take at least some IG or SoB to supplement your Knights with anti-tank firepower (meltaguns, lascannon etc). At 2,000pts, you can start taking LRC's in Heavy Support to cart around all your squads, and their pintle multi-meltas mean you don't need allies anymore.

I have thought about adding some alies but I like the idea of a pure GK force abit too much.

CHainfists seem nice but Im not sure if I would be able to get them looking right on the models.

And the models are the main reason I want them.

What about Psycannons and TH/SS on termies? Worth it?

Psycannons are great. They work well with the Shrouding and give you a STR 6, 36" on the move threat. Great for knocking out light vehicles and chewing up troops.

 

Pure GKs are a tough list to win with. You will have basically three types of units to work with: LR/LRCs, GKTs, and PAGKs. Options are thin. You are pretty much required to have two or three Land Raiders or better yet, LRCs. ISTs are not just fluffy, they give you options and flesh out your army.

Personally, I build my list in order to include models that I love to paint/play with/are fluffy (like in my own personal fluff, not especially GW one)... so i've got one of the 3 LR (LR/LRC/LRR), several dreads, etc... so I won't answer your pragmatic questions!

But regarding your conversion question , here is what I use :

http://www.forgeworld.co.uk/acatalog/gkc1store.jpg + Assault/command SM bits.

 

Tchezz.

As a standing model. Here is an exemple of thech-marine GK i've done with it :

http://www.bolterandchainsword.com/uploads..._3174_72296.jpg

I've done 6 more GK now using the tank commander +SM bits (don't have any picture yet.

Tchezz.

On the subject of converting, I myself have been abusing the SM Veteran/Command squads for this task, as they have a plethora of melee weapons and other fun options. Also, don't be afraid to look into other SM chapters for inspiration and weapons... Dark Angels and *gasp* CSM also have some nice options if you don't want to just be Halberds. I have created in the neighborhood of 6 PAGK's just by vulturing from other sets, and using unused bits. ( I know I know, I need to post them). My advice to you with any converting is try try try for plastic kits. With a quick search thru the Modeling Forums here and a little creativity you can really make some cool stuff.
The Grey Knights forum, i have been seeing a lot of great GK work here and as a good member of both this forum and the grey knights forum it is my duty to "recruit" new members (join or Coteaz will have you charged with excommunicae traitoris). but great work. a critique, the GK justicar's helmet should be silver or the rest of the gks should have gold helms. gks are very uniform, unlike other space marine chapters.
Psycannons are great. They work well with the Shrouding and give you a STR 6, 36" on the move threat. Great for knocking out light vehicles and chewing up troops.

 

Yeah, and for that reason I take them on Troops. On GKT's, they won't spend enough time shooting things to justify the expense.

What abotu using Dreads?

And which LR variants are best for the GK?

 

Dreadnoughts are good in smaller games, where points are tight but you still need long-range anti-tank. Hellfire-pattern is the way to go (missile launcher+twin-lascannon).

Landraider Crusader is the better of the two (the only other option we have is the standard Phobos-pattern). However, if you're opponents don't mind, you could use the GK Landraider Redeemer. It's more expensive and has no multi-melta, but it's still awesome.

 

.

And which selection is better game wise?

 

It really depends on the unit you're taking.

 

Crusaders work best up close, supporting a dedicated assault unit (like GKT's). They do have a modicum of anti-tank with their pintle multi-melta (favourite trick of mine is blow up an enemy transport, then assault your guys into the passengers), but they really work well at supporting an assault (with Hurricances and twin-AC to soften up larger infantry units, and frags so you can assault things in cover without fear).

 

Phobos-pattern are a fire support bunker you can charge out of. That is, they supply accurate and mobile lascannon (which does help against MC's, not so great against tanks though). As such, they work well as a transport for a fire support unit with moderate close-combat ability ie Grey Knights. Mind you, you can always advance the Raider with the Crusader in support, if your Grey Knights are packing incinerators.

 

Both of them are great, but it really comes down to what units you're transporting and what you want them to do.

 

For me, the Crusader is best, but thats because I prefer being aggressive and getting stuck in, not hanging back and taking potshots. Plus, I find the multi-melta blows up more tanks than the God-hammers of the Phobos.

And which selection is better game wise?

 

It really depends on the unit you're taking.

 

Crusaders work best up close, supporting a dedicated assault unit (like GKT's). They do have a modicum of anti-tank with their pintle multi-melta (favourite trick of mine is blow up an enemy transport, then assault your guys into the passengers), but they really work well at supporting an assault (with Hurricances and twin-AC to soften up larger infantry units, and frags so you can assault things in cover without fear).

 

Phobos-pattern are a fire support bunker you can charge out of. That is, they supply accurate and mobile lascannon (which does help against MC's, not so great against tanks though). As such, they work well as a transport for a fire support unit with moderate close-combat ability ie Grey Knights. Mind you, you can always advance the Raider with the Crusader in support, if your Grey Knights are packing incinerators.

 

Both of them are great, but it really comes down to what units you're transporting and what you want them to do.

 

For me, the Crusader is best, but thats because I prefer being aggressive and getting stuck in, not hanging back and taking potshots. Plus, I find the multi-melta blows up more tanks than the God-hammers of the Phobos.

 

 

 

Very large discussion on this in the forum already... I think it was titled something along the lines of "The Great Debate, LRC vs GHLR"

Yeah, thats probably your best bet. Remember, give the Crusader to your GKT's and the Phobos to your PAGK. If the extra lascannon is worth it when supporting the PAGK, keep it. If not, just take a Crusader.
I thought they were best used the other way around?

 

Nope. PAGK don't need frags anywhere near as much as GKT's do. Plus, the Crusader is a short-range gunship ideal for supporting an assault; the Phobos is more like a mobile bunker you can charge out of.

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