Gentlemanloser Posted April 3, 2011 Share Posted April 3, 2011 Mobility for my Grey Knights is one of the largest bug bears for my list making at the moment. I just can't settle, or decide on exactly how to get my guys to where they need to go. Especially with the lack of ranged attacks greater than 24" Range. So, what mobility option do we have? 1) The Summoning. Risky until FAQed due to scatter, we can get potentially two Psychers casting this. Maybe up to 6 units per round shifted around with this power. 2) Deep Strike. Most of our units can Deep Strike (only the Purifiers, Brotherhood Champions and Purgation Squads can't!), but while we have Psychic Communion to help with reserve rolls, we lack any sort of Drop Pod Assault/Teleport Assault. TH are also limited, and there's limited ways to get them across the board anyway. We lack the security of Drop Pods to minimise DS mishaps, but have a unique measure in Servo Skulls to help with that. 3) Spear of Light. The Grand Stratgey option to give d3 units Scout. This could help setting up Alpha strikes with Interceptors or NDKs, or give us the option to Outflank from Reserves controlled by Psychic Communion. 4) Transports. At last, we have access to more than just the Land Raider. We can now purchase Rhinos for our PA units and have the Storm Raven. Expensive Transports impact our numbers, and might not be worth taking. We also have the option for our Terminators to 'jack an Inquisitorial Chimera to ride around in. 5) Personal Teleporters. Our Jump Infantry. This has the added bonus of a once per game 'shunt' move, but is a very expensive option. 6) First to the Fray. Limited to one SC and his unit, plus any atached ICs. It's our first turn DS, with no scatter to boot. Limitd by the limited squad optionsof the unit that gets this ability. How do we use these options for forge a coherant advance for our army? We're going to need to mix and match the various options. There's no use in having a single transport advancing, while the rest of our army languishes behind. And we can't really hold back as we lack the long range firepower. In particular, what mobility do we use for our TDA equipped units? Or do we resort to footslogging, with as many bodies as we can cram into our lists? How have you been working the GK mobility? Link to comment https://bolterandchainsword.com/topic/226406-gk-mobility/ Share on other sites More sharing options...
Joasht Posted April 3, 2011 Share Posted April 3, 2011 Off the top of my head right now I'm thinking Rhino/Razor spam. Its a good balance of cost, reliability and speed while other options tend to be different shades of risky, expensive and/or situational. Link to comment https://bolterandchainsword.com/topic/226406-gk-mobility/#findComment-2711191 Share on other sites More sharing options...
Justcar Posted April 3, 2011 Share Posted April 3, 2011 Off the top of my head right now I'm thinking Rhino/Razor spam. Its a good balance of cost, reliability and speed while other options tend to be different shades of risky, expensive and/or situational. That is probably what most people are going to do and it works quite well. BUT...my soul cries out against it. It doesn't feel Grey Knights-y! That is where the conundrum begins! We need speed! But, our transports (the ones you would WANT to use are costly) we have deep-striking, but that ends up being dangerous/random/footslogging after they land!! If anyone has a good solution, I would love to hear it! Link to comment https://bolterandchainsword.com/topic/226406-gk-mobility/#findComment-2711196 Share on other sites More sharing options...
Slind Posted April 3, 2011 Share Posted April 3, 2011 Well - I acknowledge the fact that GK can play Razor-spam, like no one else (Fortitude is divine in that build) and that it is most likely the most powerful option. However, I personally also find it the most boring and stupid build to ever hit the 40k tabletops. I am trying to get the Deep Strike option to work. It is not as reliable as other options, but IF I can get it to work, it will deal almost any weakness in the codex. Furthermore it is a long time since I have seen a codex where the word Deep Strike is used so often. I can't imagine that the play testers has wrapped the codex up saying: "Fluff-wise this will be all about deep striking, but we will make sure that you can not create a good list with that as the main deployment method." Link to comment https://bolterandchainsword.com/topic/226406-gk-mobility/#findComment-2711209 Share on other sites More sharing options...
Joasht Posted April 3, 2011 Share Posted April 3, 2011 Well - I acknowledge the fact that GK can play Razor-spam, like no one else (Fortitude is divine in that build) and that it is most likely the most powerful option. However, I personally also find it the most boring and stupid build to ever hit the 40k tabletops. I should probably get this out of my system; I hate Razorspam simply because I think many people practically worship it as being the "end-all" that it really isn't. Not saying you do, but I mean, theres a number of people out there that do. /rantover That said, I actually think GKs are a poor army to Razorspam. Why? Small squads means: 1) Some upgrades like Psybolts become inefficiently costed as its the same for 5 or 10 men. 2) GK's die like any other Space Marine, and small squads is an easy way to pretty much hand them a whole bunch of points. Space Marines are not entirely tough in 5-6 man squads, and the fact each of you guys cost more per model means each loss is more dearly felt. 3) More tiny squads means more Psychic Tests, increasing the risk of losing models per turn to Perils. 4) GKSS/Purifiers get one special gun per 5 men, and your "sergeant" cannot take a combiweapon. This combined with the fact that you are stuck with a simple Psycannon instead of say, two meltas (meltagun + combi melta) means that your small squads lack that extra "oomph" that most armies get from those tiny squads. I'm not saying Psycannons are bad, but it lacks the sheer stopping power of a meltagun to the face. And yes, I love combiweapons on sergeants that use Powerfists.... 5) Everyone short of Purifiers are actually still subject to Leadership. Just some thoughts of mine :huh: Link to comment https://bolterandchainsword.com/topic/226406-gk-mobility/#findComment-2711251 Share on other sites More sharing options...
Gentlemanloser Posted April 3, 2011 Author Share Posted April 3, 2011 GKSS/Purifiers get one special gun per 5 men Purifers get 2 weapons per 5. :huh: Link to comment https://bolterandchainsword.com/topic/226406-gk-mobility/#findComment-2711261 Share on other sites More sharing options...
TheReclusiarch Posted April 3, 2011 Share Posted April 3, 2011 Just like the original poster I have had big problems with figuring out how to get some mobility into my Grey Knights. So far I've resorted to doing a 2000 pts list with a mix of almost everything; Deep Striking Paladins and Terminators mixed with Terminators going in Stormraven (can be changed to a Land Raider) and my Strike Squads going in a Rhino and a Interceptor squad teleporting around the area. It's a jack-of-all-trades but master of none, and I'm not sure I like it yet. What I would love the most would be reliable deep striking combined with both feets on the ground with minimal transports. Just the Grey Knights and their prey! Link to comment https://bolterandchainsword.com/topic/226406-gk-mobility/#findComment-2711265 Share on other sites More sharing options...
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