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Adding Grey Knights


Malus the Destroyer

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I currently play an old Dex, Dark Angels. I love TDA marines, and I love the robed bad ass look. So I play heavy Deathwing with some PA support squads. Now, I am grossly infatuated with the GKs. Amazing story, greatest looking Marine models, and planning on adding them to my DA DIY successor chapter.

 

Let's set some parameters first.

I DO NOT PLAY tournies, or with strangers, just with my friends.

I already have my own fluffy reasons why GK's would accompany my force.

Now the question is, how many, and what.

Do I take a squad or so of PAGKs? Or TDA GKs? This is from a competitive standpoint to supplement my force against Orks, IG, Traitor IG, and Nurgle Marines.

Do I get them their own LR/variant? Or abuse the DW Assault rule with them? Looking for experienced GK players opinions.

I'm slowly going to work into building a large GK force, if for nothing else than to have them.

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I believe GK TDA Marines are kinda beast in CC, never faced them myself, and don't have the DH codex handy. Would it be prudent, to say attach an I. Chaplain to their squad to get more bang for the buck on CC, or keep him with the TLC squad?

To be honest I never played Sm's myself. I'm a Black Legion player who recently started GK's. So I only have limited knowledge on Chaplain performance.

If you field a GK termie squad meant and equipped for combat - perhaps. But what did you mean with TDA / TLC?

I think TDA = Tactical Dreadnought Armoued - so hes talking about terminators.. i would get at least one squad of them, have a look at your delivery options... lots of players on these and other forums praise the GK land raider crusader for its power of the machine spirit + "always firing" rule on the hurricane bolters. its a great way to get in someones face with some termies and ensure that they suffer a few casualties to ensure the assault succeeds. personally i like the look of the newer GK Redeemer - psyk out grenades mean you always strike at I10 on the first turn assaulting from the raider - very cool rule.. combine it with a grandmaster and you should be able to topple pretty much any independent character or fancy command squad before they can even return strikes. and then theres the str6 ap3 ignores invuls inferno cannon.. whats not to like?
I believe GK TDA Marines are kinda beast in CC, never faced them myself, and don't have the DH codex handy. Would it be prudent, to say attach an I. Chaplain to their squad to get more bang for the buck on CC, or keep him with the TLC squad?

 

Keep them with the lightning claws, they need the re-rolled hits more than the GK because;

1)GK's are Ws5 whilst terminators are Ws4 so an added boost to the chances of hitting in CC is always usful

2)GK terminators are pretty awsome already, With S6 power weapons and Ws5, they really don't need a CC boost.

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