Jump to content

Question for Potential New GK Player


JustKimV1

Recommended Posts

Hi im a long time collecter and painter of 40k models but never more then a few per army for fun but me and my BF decided for the first time collect armies to battle each other, since i always went for aliens and he went for imperial figures in collecting we decided to swap, so he chose Tyranids and i was left to choose a marine army, i wanted to go with Grey Knights as i love the new models and really enjoyed the new fluff, i was gonna go with a mostly terminator army with dreadknight support and his army will be a bit of everything tyranid army(neither of us really care to much at this stage for great builds just models we like) now to my question, sorry for rambling

 

 

 

Will the Grey Knights be to powerful against Tyranids?(as iv read a few other people saying possibly but wanted to ask experianced players who will have had a closer tactical look at the new GK codex)

 

 

As we want to have fun battles and it wont be much fun if one army has a major advantage over another.

 

 

 

Thanks for any help you can offer as if my worry is true then ill consider a normal space marine chapter or maybe Black Templars.

 

 

Kim

it depends on each of your builds. grey knights have a large advantage with weight of fire and all the instant death wounds they can cause (great for killing the big guys). tyranids have a great counter to that with their shadows of the warp ability making us take psychic tests on 3d6 instead of 2 and plenty of cheap bodies to soak up all that fire.

 

i think tyranids will be one of the armies grey knights will do well against but only if they can neutralize synapse creatures early. so the answer to your question is: yes and no :D. hope this helps

Keep in mind that in the first round of combat, the Synapse creatures will be striking at I1.

 

GKs are a powerful army, but by no means are they overpowered. Their strengths are weighed out by their relative scarcity on the battlefield, and the loss of a few traitsthat they had in the last codex. Personally, GKs needed the points drop. I've been playing them for years now, against cheesier opponents. It's about time we have a good codex :)

 

From the few games i've had with the new codex, shutting down our psychic powers hurts badly. Played a 2k battle against Eldar, complete with Eldrad. His mere presence on the field intimidated me to the point of not using a single psychic power until he was removed from the game. Tyranids aren't anywhere near as deadly with Shadow In The Warp, but it's still highly likely to make you fail quite a lot. Even if you don't end up perilling your Justicars, not having the advantage of S5, or being able to cast Cleansing Flame before you charge a brood of 30 Hormagaunts, can make it a bit of an uphill fight.

Once Eldrad was gone though, I let the sorcerous energies flow through my forces, delivering them a decisive victory.

 

It's all to do with how you play them. But the Grey Knights aren't overpowered, mind you the Tyranids did get gimped a little with their latest codex.

Essentially my advice to anyone who is starting GW games is this: Look at all the pictures, read all the fluff, then pick the army that just sounds neat, or looks neat, or just seems right for you. Don't look at the rules, listen to that little voice inside your head that lures you to one army or another.

 

I've ignored that voice a time or two in the past, and tried other forces. I've ended up getting rid of them and gone back to the ones that the little voice was luring me to in the past anyway. It saves time to just listen the first time :cuss

 

Mechanics wise, there are some things the Grey Knights and Inquisition do well, and some things they do not so well. I however am a firm believer in the idea that any dog can beat any other dog on any given day. There isn't an auto-win feature really. It may require time and fine tuning, learning which units work for you and which don't, but if you keep your mind on the mission objectives it's relatively balanced for most gaming purposes. It's not a perfect balance, but overall it's there. You and he should both do fine :ermm:

For a first real army, pick something that looks awesome. Then read about them, if you like their fluff, you have a winner. Then get their codex and decide which units look appealing. Build a small army, then have at it. If it doesn't work, start making changes until you end up with something that is balanced between what you like and what will work on the field. For instance, my first 40k army was Daemonhunters, I started them because I loved the idea of super elite terminator wearing psycannon toting extremests. I ended up getting rid of my small army and getting out alltogether. I ended up getting back into the hobby and have restarted Grey Knights. And I'm running the army Ive always wanted to, it looks a bit like this

Driago

5x Paladin (NDH + PC, NFF + PC, NFS, NFH, NFF)

5x Paladin (NDH + PC, NFF + PC, NFS, NFH, NFF)

5x Paladin (NDH + PC, NFF + PC, NFS, NFH, NFF)

Dreadknight (Greatsword, Heavy Incinerator, Personal Teleporter)

Dreadknight (Greatsword, Heavy Incinerator, Personal Teleporter)

Dreadknight (Greatsword, Heavy Incinerator, Heavy Psycannon

 

A very small number of ultra elite guys smashing against torrents of fire and waves of enemies. Its not the most competitive list around, but It is certainly fun, and I have manged to win 2 out of 3 games so far with them. Win Win.

 

And yes, GKs can be very effective against Tyranids though the specific build of each army is important.

Keep in mind that in the first round of combat, the Synapse creatures will be striking at I1.

 

Seen this mentioned a few times, can anyone actually point me to where synapse=psyker is stated? Don't see it in my nid book and would like to know where before this comes up for me on either side.

Previous editions had Synapse as a psychic power, or had the quirk of all the synapse creatures also being psykers. As the Tyranid Codex has been altered since this is the case, if it doesn't say Psyker or have an actual psychic power it isn't one :devil:
Keep in mind that in the first round of combat, the Synapse creatures will be striking at I1.

 

Seen this mentioned a few times, can anyone actually point me to where synapse=psyker is stated? Don't see it in my nid book and would like to know where before this comes up for me on either side.

 

Synapse is not a psychic power anymore in the current codex, but the unts that are psykers have that rule clearly stated under their own special rules.

 

So Tyrants, tervigons, zoanthropes etc. = psykers

 

Tyranind warriors & shrikes = non psykers with the synapse rule. Concequently no Psychout grenades

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.