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Grey Hunters are best troops in the game?


army310

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I don't know of they're the best troops in the game. They're certainly very good. A few things make them this way:

 

1. Possession of both a Bolter AND a Bolt Pistol and CCW, thus granting them 2 base attacks AND the range and rapid-fire of a Bolter.

 

2. Access to special weapons and, in the event of a 10 man squad, a second special weapon at no extra cost.

 

3. Counter-Attack, which greatly diminishes the advantage of charging them.

 

4. For 10 points, Wolf Standards make them absolutely brutal for a single round of combat.

 

That said, their real power is more in flexibility than in raw strength at any one thing. They don't shoot particularly better than regular Space Marines, Necrons, etc, and they won't out-fight Genestealers, even point-for-point, but if you want somebody who can do both and still have a 3+ save, they're one of your best choices.

 

-Stormshrug

Recently, I've been using four 10-man squads of Grey Hunters. I give two of them a pair of meltaguns and the other two a pair of flamers. Each squad has Mark of the Wulfen and a Drop Pod.

 

Also, don't dismiss Grey Hunters vs. Genestealers in combat. I played a game against Tyranids last night and my Grey Hunters out slugged Genestealers twice. Just make them assault you through cover and your Grey Hunters go first. Couple that with a turn of rapid fire shooting and you should wipe them out before they can even attack you.

Recently, I've been using four 10-man squads of Grey Hunters. I give two of them a pair of meltaguns and the other two a pair of flamers. Each squad has Mark of the Wulfen and a Drop Pod.

 

Also, don't dismiss Grey Hunters vs. Genestealers in combat. I played a game against Tyranids last night and my Grey Hunters out slugged Genestealers twice. Just make them assault you through cover and your Grey Hunters go first. Couple that with a turn of rapid fire shooting and you should wipe them out before they can even attack you.

 

 

Don't Genestealers have / have access to Frag Grenade equivalents (Flesh Hooks)? That negates the advantage of cover, regrettably. It seems like virtually everything you'd actually want to use cover against for combat has them (Genestealers, Death Company, Nobz, etc).

 

That said, you're right to emphasize that Grey Hunters DO have a big advantage against Genestealers - Bolters - and they can use these to brutal effect to thin them out before they get close enough to assault. To use GHs to the greatest effect, you have to play to their versatile strengths.

 

-Stormshrug

The flexibility of Grey Hunters is what makes them the best troop in the game, IMO.

 

As for equipping them, you are going to run into people that claim fluff dictates a diversified build and people that claim redundancy builds are key.

 

 

Whats redundancy builds?

The flexibility of Grey Hunters is what makes them the best troop in the game, IMO.

 

As for equipping them, you are going to run into people that claim fluff dictates a diversified build and people that claim redundancy builds are key.

 

 

Whats redundancy builds?

Multiples of the same wargear sets and ability to do multiple jobs.

Isn't flexibility the biggest strength any spacemarine or troop can have? They have the best armor of any "standard" troop choice. They have the ability to have 2 special weapons (which I feel is MUCH better than a special and a heavy), and they come equipped to bring the good fight against just about any other unit out there. Grey hunters epitomize the saying "shoot the assaulty and assault the shooty". No other troop choice out there can do that better IMO.
Don't Genestealers have / have access to Frag Grenade equivalents (Flesh Hooks)? That negates the advantage of cover, regrettably. It seems like virtually everything you'd actually want to use cover against for combat has them (Genestealers, Death Company, Nobz, etc).

 

-Stormshrug

 

You're thinking of Lictors, I think. They're right on the next page so I could understand the confusion. Genestealers have access to Furious Charge, Poison, and Re-rolls but nothing that acts like an Assault Grenade.

The flexibility of Grey Hunters is what makes them the best troop in the game, IMO.

 

As for equipping them, you are going to run into people that claim fluff dictates a diversified build and people that claim redundancy builds are key.

 

 

Whats redundancy builds?

 

As what was said, multiple squads with the same build.

 

For example, 2 GH squads with x2 meltas and 2 with x2 flamers. You have a backup anti-armor and backup mob control.

 

This is my personal playstyle versus counting on a single diversified gear squad to be an all-comers squad. I don't rely on one all-comers squad when I can run two specialized squads in close support of eachother.

are Grey Hunters are the best troops in the game? and if so how would you arm them?

One of the reasons they are the best troops in the game is that they have a dozen or more unit builds that are viable, effective, and powerful options.

 

They have a good statline, adaptable basic kit with good options to expand into for different jobs and at different point levels. They are good at shooting, assault, holding and taking ground, and they do well footslogging, mechanized, or drop podding into battle.

 

What more could you want?

 

I have three basic squads I use on a regular basis:

 

10 GHs- 2x PG, PF- 185pts.

10 GHs- 2x MG, PW- 170pts.

10 GHs- 2x Flamer, PF- 175pts.

 

From there I add on a Rhino or a DP depending on what style of army Im building. Plasma Pistols and Wolf Totems are luxury items, but ones that come up fairly frequently- though I dont often give the MG squads PPs, Ill give it to the plasma hunters for the extra AP 2 dakka at short ranges, or to the flamer hunters for a bit of flexability.

 

Youll also note that my Meltagun Squads dont get a PF, but the other two do. Plasma Hunters do the most work in my army, and so they get a PF to make sure they can hurt anything, anytime. Flamer Squads get them to make sure that my opponent cant capitalize on a squad built to destroy infantry with something big like a wraithlord, or chaos dread. The Melta-hunters however get a PW to give them a bit more anti-infantry potential in CC, in balance to their anti-tank/MC capabilities in shooting.

 

One upgrade I do not use is Mark of the Wulfen. I dont like it, for its price Id rather have the Powerweapon and frankly I like to run my armies a bit on the lean side.... there just isnt cause or place for it in 99/100 of my battles.

And they are sexy. You forgot Sexy. It's their most important stat.

 

 

And it's the Grey Hunters that always win the day for me.

1) It goes with out saying my friend.

2) Yeah, they do that for me too.

Well...I find that having a MotW in a GH squad that doesn't otherwise have the other CC goodies can be useful. It does wonders in my Scout units. Though for me,Plasma guns are the things I tend to avoid. Though I am working on changing that for the GH squad I use on Defense. The offense Squads get Meltaguns.

I have found that GH do indeed win games, and everything else in the army is there to support them. Personally I run full 10man squads as follows:

 

2X Melta

MotW

PW

Wolf Banner

Rhino

 

They can pretty much take on vehicles and troops with little problems. The only thing they're weak against are MC's and the like, since they have no fist, and I've been debating swapping a PW for a PF.

Don't Genestealers have / have access to Frag Grenade equivalents (Flesh Hooks)? That negates the advantage of cover, regrettably. It seems like virtually everything you'd actually want to use cover against for combat has them (Genestealers, Death Company, Nobz, etc).

 

Not in their new 'dex. The only 'nid creatures to get flesh hooks now are lictors, and they've completely changed what they do.

 

But I do agree with most here that the GH is our bread-and-butter unit. Their standard kit, coupled with the options available to them, makes them one of the best units in 40k.

I think one of the bigger things I like about Grey Hunters other than their incredible flexibility, is their cost. 3 Points less then your standard tact marine adds up fast in a 10man squad, not to mention for 5 Tacts is 100 points but 5 GH is only 75(if I memeber right, to lazy to look at either codecies) This goes to same for GH vs. CSM, their cheaper combined with their greater flexibility is just to good.
Don't Genestealers have / have access to Frag Grenade equivalents (Flesh Hooks)? That negates the advantage of cover, regrettably. It seems like virtually everything you'd actually want to use cover against for combat has them (Genestealers, Death Company, Nobz, etc).

 

That said, you're right to emphasize that Grey Hunters DO have a big advantage against Genestealers - Bolters - and they can use these to brutal effect to thin them out before they get close enough to assault. To use GHs to the greatest effect, you have to play to their versatile strengths.

 

-Stormshrug

Last Codex, they got nerfed!

Its only 1pt less than a standard tac marine sonofblood.... same pricing as chaos marines.

 

We come out ahead of them because of cheaper weapon options...

 

Tac marines at 1 point dearer don't get bolter, bolt pistol & close combat weapon loadout (= 2 attacks cc, 3 on the charge!) and counterattack which you get if you choose not to charge (a very effective GH tactic).

 

Chaos marines yes on the loadout but again we do get counterattack and I know they have lots of specialist builds but remember the points.

 

Also, do not underestimate Mark of the Wulfen, it's a great ace in difficult situations. My MotW guy does more damage most games than the attached WolF Guard Pack Leader with a Power Fist, the dice gods love this guy!!!!

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