Titan87 Posted March 1, 2010 Share Posted March 1, 2010 The question is pretty self explanatory. I got 6 GKTs from a friend, and am looking at starting a GK army so a few questions... 1. How do you kill high AV Targets? It seems you lack fast melta so what are your tactics and units for tank hunting 2. How do you use your troops choices, and how many do you put in ? The PAGK seem way to good to sit on an objective, but the guard are pretty squishy. 3. What do you guys think are the "must have" units in the Codex when playing at 2500 points (It will take a while but we only play at 2000 points or above, usually 2500) Link to comment https://bolterandchainsword.com/topic/193685-thinking-of-starting-gk-and-wanting-to-know-what-to-get/ Share on other sites More sharing options...
JamesI Posted March 1, 2010 Share Posted March 1, 2010 Pure GK has a hard time with tanks. Dreads/Land Raiders can help. ISTs with 2 meltas in a rhino is a good anti-tank unit. Link to comment https://bolterandchainsword.com/topic/193685-thinking-of-starting-gk-and-wanting-to-know-what-to-get/#findComment-2300982 Share on other sites More sharing options...
BlackSpike Posted March 1, 2010 Share Posted March 1, 2010 Note: We generally play 1500pts. Advice is based on this experience. Lascannon dreads, Land Raiders and IST-melta-rhino are about the only decent anti-tank GK have. S6 halberds on PAGK are ok in CC, as you can rear-armour their tanks (usually 10). At 2500pts, land Raiders are probably the option, but watch out for meltas/Monsters/deffrollas. I'm not sure if Justicars are worthwhile in PAGK squads - everyone says how expensive they are. 6-7 PAGK makes an OK squad, more gets very expensive. But at 2500pts, maybe you can enlarge them. At 2500, you can probably afford a PAGK fast-attack squad to deep-strike. Hard at lower points, as you need the troops. What HQ(s) are you planning? GKT-boss with GTK mates, or Inquisitor with retinue, or both? Link to comment https://bolterandchainsword.com/topic/193685-thinking-of-starting-gk-and-wanting-to-know-what-to-get/#findComment-2301070 Share on other sites More sharing options...
number6 Posted March 1, 2010 Share Posted March 1, 2010 Welcome! To start with, you could always incorporate your GKTs into your other Imperial armies as allies. They are superior assault units to even Vulcanized TH/SS termies against most targets, and the provide a lot of muscle -- and firepower -- to both SM armies and IG armies. I would recommend you not try building a pure GK army. For starters, the army itself is kind of in limbo. The codex and models can be difficult to obtain. They're not being restocked in most stores. Secondly, a pure GK army is far too limited to deal with even halfway decent armies. I would recommend you check out the army lists in this topic. Link to comment https://bolterandchainsword.com/topic/193685-thinking-of-starting-gk-and-wanting-to-know-what-to-get/#findComment-2301078 Share on other sites More sharing options...
ntgcleaner Posted March 1, 2010 Share Posted March 1, 2010 1. How do you kill high AV Targets? It seems you lack fast melta so what are your tactics and units for tank hunting Usually we would run around 2 squads of 5 IST's with meltas in a Rhino with Smoke (and sometimes extra armor). If you are running Daemonhunters, you are going to have a couple of Land Raiders on the board. I think someone said you can have up to 6? 3 of which are dedicated transports. Those lascannons are pretty nice. Plus if you give your justicar melta bombs, you could use him as a secondary tank hunter. (REMEMBER! All GK's when in Close Combat hit at St. 6!, so you can glance anything with rear armor 12 or less with their regular NFW). 2. How do you use your troops choices, and how many do you put in ? The PAGK seem way to good to sit on an objective, but the guard are pretty squishy. Although GK's are fearless, it is still nice to fill them in and have numbers. They are pretty mean in Close Combat against equal or less opponents. Don't expect them to survive with some Thunderhammer termies hitting them though. If they are assaulting out of a LR or LRC, maybe give them a couple Incinerators, as long as you have enough Nemesis Force Weapons to help them survive. Sure, they are pretty good to be sitting on an objective, but if you give them a Psycannon or 2, they have range and shooty power. If you run IST's it is hands down, generally accepted as "5 IST's with 2 meltas in a Rhino". You will hear that over and over again. 3. What do you guys think are the "must have" units in the Codex when playing at 2500 points I'm still only playing 1500 points, though I did scrounge up a 2000 pt game yesterday. If I were to run 2500, I would take something like this HQ - Grand master w/ Retinue of 6x Termies w/ 1x TH/SS (attached to HQ) Inquisitor with Terminator Armor, TH/SS (Inside) Land Raider Crusader w/ Smoke 824 pts Elite - 8 Termies (one is BC) w/ 2x TH/SS (Inside) Land Raider Crusader w/ Smoke 711 Elite - 1 Callidus Assassin 120 Troops - 5 IST's w/ 2 Meltaguns (Inside) Rhino w/ Smoke 120 Troops - 5 IST's w/ 2 Meltaguns (Inside) Rhino w/ Smoke 120 Troops - 10 PAGK (1 is Justicar w/ Meltabombs) (inside) Land Raider w/ Smoke 530 2425 total points, which gives you 75 pts to work out the rest. I'm sure I'll get a lot of criticism for this list, but it's what I would do until I could actually see what's playing. Maybe take out a bunch of termies from each squad and make a couple purgation squads to sit back and fire. Link to comment https://bolterandchainsword.com/topic/193685-thinking-of-starting-gk-and-wanting-to-know-what-to-get/#findComment-2301089 Share on other sites More sharing options...
ntgcleaner Posted March 1, 2010 Share Posted March 1, 2010 I'm not sure if Justicars are worthwhile in PAGK squads Sry, but you NEED to have a Justicar. Codex states (pg 29 Grey Knights) "Number/squad: 1 Grey Knight Justicar and 4-9 Grey Knights" Also, Listen to number6, He always has great advice (If you like to ally with another army ;) ) I personally have been trying to use a Pure DH list and I'm not doing so badly, unless we're talking about my games vs. Tau. That's a hard army to play and I can't even imagine them at 2500 pts. Link to comment https://bolterandchainsword.com/topic/193685-thinking-of-starting-gk-and-wanting-to-know-what-to-get/#findComment-2301094 Share on other sites More sharing options...
BlackSpike Posted March 1, 2010 Share Posted March 1, 2010 I'm not sure if Justicars are worthwhile in PAGK squads Sry, but you NEED to have a Justicar. Codex states (pg 29 Grey Knights) "Number/squad: 1 Grey Knight Justicar and 4-9 Grey Knights" Also, Listen to number6, He always has great advice (If you like to ally with another army :) ) I personally have been trying to use a Pure DH list and I'm not doing so badly, unless we're talking about my games vs. Tau. That's a hard army to play and I can't even imagine them at 2500 pts. Sorry, my bad. Yes, you must take the Justicar in PAGK squads. I always like the look of Vindicare assassins, but have never tried any of them, so can't comment on their effectiveness. Link to comment https://bolterandchainsword.com/topic/193685-thinking-of-starting-gk-and-wanting-to-know-what-to-get/#findComment-2301147 Share on other sites More sharing options...
ntgcleaner Posted March 1, 2010 Share Posted March 1, 2010 the assassins are good depending on what armies you are playing. The callidus is great when attacking low LD units, the Vindicare is good for picking off certain models (I think that's the one) like Broadsides with shield drones. The Eversor is just amazing at CC and has a huge charge, plus kills hoards nicely when he dies. I don't know about the other one though. I haven't read much or heard much about it. Link to comment https://bolterandchainsword.com/topic/193685-thinking-of-starting-gk-and-wanting-to-know-what-to-get/#findComment-2301152 Share on other sites More sharing options...
Gentlemanloser Posted March 1, 2010 Share Posted March 1, 2010 Conversely, I'd advise you to stay away form the Assassins, until you're a little more used to the army, and want to try some stuff out 'for fun'. The Assassins took a bit hit with the intorduction of 5th. The Callidus remains the best of the bunch though. The Assassins suffer from; Can't Contest Objectives Can't ride in any transport No Frags Quite squishy Can't join any units (And True LoS kills them, even with a cover save from hiding behind another unit) Change to Assault Casualties means it's harder to clear the 'kill zone' in CC. Have to purchase an Inquisitor to unlock them As for specific; The Vindiare is rubbish. Useful only for the giggles on odd occasion he kills an IC, or Turbo Penetrates a Monolith. You'll find out of the 5-7 possible shots he gets a game, he'll not kill much. Especially frustrating when you use your Wound on 2+ single shot ammo. And roll a 1. On either to hit or to wound. The Culexus is relegated to gimmick uses with IG Psychers. Not really got much to say about him, no one really uses him. The Eversor can be a beast in CC. And once you get him there once, no one will ever let you get him there again. Too easy to kill before he reaches your opponents lines. The Callidus is best for AWIYE and her deployment. But is very expensive, especially considering that IG get Rambo... The DCA cost as much as a Terminator, don't have thier survivability, nor killing prowess. Skip these. Link to comment https://bolterandchainsword.com/topic/193685-thinking-of-starting-gk-and-wanting-to-know-what-to-get/#findComment-2301195 Share on other sites More sharing options...
Justicar Valius Posted March 1, 2010 Share Posted March 1, 2010 1500 points cookie cutter pure DH list = Grand Master, Hammer hand, psychic hood, master crafted nemesis force weapon, 200 Retinue: 4 Grey knight terminators, incinerator, 199 8 power armoured grey knights (including justicar with frag grenades) 2 incinerators , 246 5 Inquisitorial storm troopers, 2meltas, rhino with extra armour, smoke, 128 5 Inquisitorial storm troopers, 2meltas, rhino with extra armour, smoke, 128 7 Inquisitorial storm troopers, 2 flamers, 80 Land Raider Crusader, smoke, 258 Land Raider Crusader, smoke, 258 Is also my list and does O.K :) The wild card is the flamer unit which does camp on objectives a lot and normally takes a template to the face as soon as it's in the open. But normally they get good cover saves and lives! The rhino squads are your tankbusters. The power armoured grey knights are wimps and hide in their LRC until they get out, they then hide behind their LRC, then incinerate a squad. Grandmaster and company eat anything for breckfast. Till this day I wonder why no marine player takes our terminators over their own. And the GM is just vicious in closecombat. Link to comment https://bolterandchainsword.com/topic/193685-thinking-of-starting-gk-and-wanting-to-know-what-to-get/#findComment-2301202 Share on other sites More sharing options...
Magnus Thane Posted March 3, 2010 Share Posted March 3, 2010 Pure GK Force -> try 2-3 8 man GK squads. Incinerator > Psycannon USUALLY for such squads. Barebone GK squads are good too. GKT's are bliss. Low point games go for a Brother Captain, higher point games a Grand Master. For your anti tank fun go for Missile/Las Dreads and 1-2 LR's. GK's are not ubercompetitive but they are very fun. Link to comment https://bolterandchainsword.com/topic/193685-thinking-of-starting-gk-and-wanting-to-know-what-to-get/#findComment-2302755 Share on other sites More sharing options...
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