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What "KIND" of army would you say pure GK is?


MuGGzy

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I am slowly trickling in some GKs and will either add them as allies to my sons BA army or get more and make a pure GK force. I was wondering what people would consider the army to "play like". Obviously they are SM so they have Power Armor and they can shoot. But are they similar to any other army that you can compare them to? Are they good all around against any force or only against a chaos or demon army?

Are they more about gimmics/tricks/finesse?

 

Just wondering what I am getting myself into. I used to have a pure SoB force and that was my only brush with any Inquisition based army.

I would say they're highly reactive. The style tends to feature someone who really plays based on what their opponent is doing, being fairly well rounded, armed with assault weapons that don't matter whether you move or not, and as good receiving a charge as they are charging (generally speaking). As a whole it's a unique experience.. I've not played with a lot of the units in the DH side of the Inquisition, but they definately have a different style than the other Imperial armies.

 

Check the Water Warrior thread at the top of the sub-forum here to see examples of what I mean.

Cover isn't important? That's news to me when your basic troops cost a ton of points and even vs SM you'll be greatly outnumbered. You don't make proper use of cover and you'll get wiped every time. PAGK should be shooty first and if your opponent is stupid enough to get into assault range then that's his loss. GKT are good as mobile firebases with 2-3 psycannons at 36" and shrouding they're hard to hit.

 

Most competetive armys are not pure GK, they use IST as troops choices and GKT in LRCs to smash up stuff in cc. Only time I'd ever use PAGK is as a mini purgation troops choice to sit on the home objective. And honestly for the price of that you can get an entire inducted IG platoon to do the same job better and with way more firepower.

They can roll up and Deepstrike into any assault agaisnt a gunline army.

 

And can tactically fallback while fireing against any assaulty army.

 

And lets not forget DH have the best gimmicks ever. Lance striking aginast an assaulty army means targing a terrain piece near your deployment. But on tuesday I penetrated my own LRC twice with the lance! And lets not forget Deamonhosts and Assassins. Oh and Mystics. Lots of fun.

 

-Gib-

PA is better than any cover save, you get into shooting range either mounted or behind you vehicles, then start a shooting advance then Charge as soon as you can. Of course it depends on what your fighting but not relying on fixed cover gives you alot more options.
PA is better than any cover save, you get into shooting range either mounted or behind you vehicles, then start a shooting advance then Charge as soon as you can. Of course it depends on what your fighting but not relying on fixed cover gives you alot more options.

Don't count on power armour when facing Vindicators, Medusas and Russes. Sickening to watch expensive models get wiped off the table.

(Hence the Inquisition Project gives them invulnerable saves ... amongst other things.)

Medusas, Vindicators and anything that can conceivably pop LRs is my first point of order to be honest. And that's what ISTs with Meltaguns and Lascannon are for.

 

 

100% agree.

 

A pure GK army will fail unless you have a complete knowledge of the mechanics of 40k. Even then they still might fail :(

I would honestly suggest you go with a "pure" deamonhunters army to begin with. It is much more forgiving then a GK army. This will give you an idea of how GK's play on a table top (and will be much more forgiving on your wallet! )

I must simply reference Silent Requiems Treatise on GK Tactics. Any one who is dead-set on playing GK's as "better berserkers" is mad. MAD I TELL YOU! ;) But seriously.

In my experience as a "lifetime" Grey Knight player is that GK's fill no particular role, but if you must classify them I'd venture to say that they are mid-range powerhouses. 20"-24" is the "Glory-Zone" for my Grey Knights. Far enough to avoid most charges and counter the failed ones all the while pumping an astounding 18+ Stormbolter shots into any nearby group. Keep your GK's near to each other if possible. No one should under-estimate the massed firepower of multiple GK squads.

 

Oh and before I forget two words... Land Raider.... Get them....

 

=]D[=

Medusas, Vindicators and anything that can conceivably pop LRs is my first point of order to be honest. And that's what ISTs with Meltaguns and Lascannon are for.

100% agree.

 

A pure GK army will fail unless you have a complete knowledge of the mechanics of 40k. Even then they still might fail ;)

I would honestly suggest you go with a "pure" deamonhunters army to begin with. It is much more forgiving then a GK army. This will give you an idea of how GK's play on a table top (and will be much more forgiving on your wallet! )

I throw Chimeras at everything. Especially the Imperial Armour version with the autocannon. I don't even care if it works. I love Chimeras too much.

  • 1 month later...
GKT are good as mobile firebases with 2-3 psycannons...

 

i totally wish you can do this! but the coxes says that only up to one model can upgrade their stormbolter to an incinerator or psycannon. which is completely stupid, yet understandable. as 5 grey knights running arround with potential assault weapons as strong as heavy bolters that don't allow cover saves...... that would just hurt

 

Edit: please watch potentially discriminatory/harmful language as per the rules. ~INP

i totally wish you can do this! but the coxes says that only up to one model can upgrade their stormbolter to an incinerator or psycannon.

In actuality, you can upgrade the BC of the termies from the armory for a 2nd psycannon or incinerator, then if you attach Inquisitors in Termie armor with their own psycannon from the armory, or a GK Hero with their weapon from the armory you can increase the number.

In actuality, you can upgrade the BC of the termies from the armory for a 2nd psycannon or incinerator, then if you attach Inquisitors in Termie armor with their own psycannon from the armory, or a GK Hero with their weapon from the armory you can increase the number.

 

unfortunately as the BC is an enforced part of the squad he comes under the "up to one" part of the rule... which again is totally stupid.

 

however i guess you can argue this successfully depending on the people you play with :D

 

i totally forgot about the addition of an inquisitor and the Hero though, good spotting :P

unfortunately as the BC is an enforced part of the squad he comes under the "up to one" part of the rule....

The BC in the squad absolutely can take a psycannon. The squad options allow one model to upgrade his storm bolter to a psycannon. IN ADDITION, the BC is allowed to purchase wargear from the armoury. Since the psycannon is a piece of wargear in the armoury, you can therefore buy it for the BC, giving you a total of 2 psycannons in the squad.

 

You of course can then add in up to one GK Hero with a psycannon and up to 2 Inquisitors with psycannons, allowing you up to 5 psycannons in total, all of which can move and fire at full range (assuming you buy termy armour for the inquisitors). But then again, that's a minimum of 447pts, and is pretty much just silly.

And lets not forget DH have the best gimmicks ever. Lance striking aginast an assaulty army means targing a terrain piece near your deployment. But on tuesday I penetrated my own LRC twice with the lance! And lets not forget Deamonhosts and Assassins. Oh and Mystics. Lots of fun.

Now that I notice this, you must be really unlucky.

 

Or you're forgetting that blast weapons are reduced to half-strength against vehicles when the blast center is not directly on top of the vehicle. For this reason, melta torpedoes are often considered preferable against all but Terminators and Monstrous Creatures

The squad options allow one model to upgrade his storm bolter to a psycannon. IN ADDITION, the BC is allowed to purchase wargear from the armoury. Since the psycannon is a piece of wargear in the armoury, you can therefore buy it for the BC, giving you a total of 2 psycannons in the squad.

 

yeah i tried to argue that whole "in addition" thing as well but it didn't fololow through because the codex does not actually say "in addition" for the BC and i was forced to play to the limitations :( like i said i depends on who you play with weather your allowed to do that or not, its kinda one of those things you need a law degree in order to shut the other guy up.

 

however the situation worked out well for me as i gave the BC a force weapon instead and used it to IK Logan Grimnar in turn 3 ;) (fortunately he did not dispute the wording of "slain outright")... he should have let me take the psycannon :P

however the situation worked out well for me as i gave the BC a force weapon instead and used it to IK Logan Grimnar in turn 3 :P (fortunately he did not dispute the wording of "slain outright")... he should have let me take the psycannon :P

Being that the Force Weapon is also from the armory just like the psycannon if he lets you do one he lets you do the other :) He can't cherry pick your wargear for you!

Being that the Force Weapon is also from the armory just like the psycannon if he lets you do one he lets you do the other :HQ: He can't cherry pick your wargear for you!

 

he didn't... it was just the psycannon because of the limit to the whole spuad

Personally I would never play that fellow again ever if he's being that cheesy over 'any equipment allowed in the armory' where a psycannon is clearly allowed to be used by someone in Terminator Armor...

 

The squad options allow for one regular squad member to have the weapon, and the character options allow the BC to use any allowed thing (which includes psycannons, which by the way are a different point value than the squad options) to have a second. Clear as crystal.

 

If that's the way he's gonna play, if it were me he could go play by himself in the corner :P

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