Jump to content

Grey Knight Terminators


Judanas

Recommended Posts

I recently got a rather good sum of money and picked myself up some Grey Knight Terminators.

 

I however run a SOB army. I picked up the Grey Knights because I love the model (Very pretty Nemesis Force Weapons).

 

However I was wondering if they would work to add to a SOB army. I was thinking of taking a grandmaster and 4 friends and having them deep strike in. They would provide a very tough secondary threat for the Sisters in Repressors I use.

 

Any suggestions/comments/ideas?

Link to comment
https://bolterandchainsword.com/topic/201101-grey-knight-terminators/
Share on other sites

Sisters aren't really an assaulty army, so adding in GKTs is a fine way to get some close combat oomph into your list.

 

Rather than deep striking, I would be tempted to field the unit with 1-2 psycannons and footslog 'em. Long range firepower is another weakness for Sisters that GKs can help cover. Their TDA and shrouding will help keep them alive while the entire army advances together ... and then they're there to help out in an assault as well.

There are lots of scary things that you can see coming at you from across the board. But ask most people in the know, and they will tell you that GKTs rank up there; Shrouding, psycannons, aegis, NFWs. If you have the points and the models, then you should absolutely add them. I agree with footsloging them, and would suggest that you have some psycannons, and, if you can, have one with TH&SS. While not as appealing as NFW and SB, It really does help against tougher things (like dreads) and lets you take advantage of the new wound allocation rules. How many you plan on running?
I've got a bit of experience running my squad of Elites GK Termies in my Witch Hunters army. I tend to use them as number6 has suggested. I take a squad of 5 (usually) with the BC with a free thunderhammer and then a purchased psycannon, then one additional termie with psycannon and 3 regular termies. They provide a combination of long range firepower on the move, counter-assault ability, and limited anti-tank firepower. I don't use psychic powers or anything with them. It clocks in at about 300 points, so I don't take it all the time, but they're incredibly useful when I do :P

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.