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Footslogging GKs


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It's great we finally have access to Rhinos, and dedicated transports for our Troops.

 

But, if you fancied gettign away from the common Mech (or even MSU) trend, how would you build your GK list?

 

DSing with Skulls? Interceptors and PT DreadKnights? Dual GMs for two lots of Scouts?

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For pure footslogging, I thought about a number of options. One I liked was Xenos inquisitor w/ I win grenades, 10 terminators, 20 strikes, 20 interceptors. Halberds/ hammers/ psycannons on termies, swords/hammers/psycannons on strikes, swords/ hammers/ incinerators on the interceptors. Psybolts on eveything! Swap inquisitor for librarian with santuary and shrouding if points allow - probably doable, but I can't recall exact figures. This is for 2000 points.

If you were intending on footslogging, you would need at least 2 squads at regular speed, terminators or strike squads. While these could deep strike in, lets assume they are walking up the battlefield. You should then need a libby with shrouding, and either some fast choices like dreadknights with PT/interceptors, or some hard to shift units like pallies.

 

I play a draigo wing, and I generally footslog (I dont want to lose 300+ points due to deepstrike mishap and cant fit any skulls in as draigo is my only hq).

As long as the board isn't too big, and depending on set up, I generally do ok, although at 2000 points I will take a libby with skulls and then use the option for deepstriking.

 

Pallies are good for footslogging, as most weapons will either bounce off or only wound one at a time, a 10man squad with a cover save (not that hard to get with terminator sized models) and a libby nearby and draigo is quite a lot of points, but is also rather hard to shift :)

As much as I love the Draigowing I'm building for Blog Wars over on my blog I cant help but think it's a bit of a 1 trick pony against most armies...once an opponent realises that they should ignore Draigo's squad suddenly those foot slogging Paladins start to drop much easier.

Unfortunately the old adage of death by statistics seems to be all the more true with Draigowing...or maybe that's just because I'm playing Adam from the Space Wolves blog (yeah won that 1) and James who loses regularly on the the same blog lol (won that 1 too) but they both made the mistake of targeting the Draigo unit and I do dread the re-match taking all that krak and melta on a unit where I can't allocate to his awesomeness!

I've finally gotten home for the summer and gotten to play a few games with the new GK. I tend to run a footslogging forces, so I actually have some practical experience with this playsyle now. First thing I have to say is that it works GREAT! Seriously, I took the Rhinos OUT of one of my lists, and it performed so much better. I spent hardly any time in my transports, there's plenty of cover without them, and they give up easy KPs.

 

The thing to realize is that GK are a fantastic shooting army. And with a 30" threat bubble (6" move + 24" shoot), they really don't need any transports to get closer. Just load in lots of bodies, psycannons, and Psybolts!

 

Here's a 2000pt list I played earlier today.

 

GM: Digi-Weapons (unfortunately didn't have the points for a psycannon on him)

 

10 Termies: 2x Psycannon, 2x Hammer, 4x Sword, 4x Halberd

10 Strikes: 2x Psycannon, Psybolts, MC-TH

10 Strikes: 2x Psycannon, Psybolts, MC-TH

10 Strikes: 2x Psycannon, Psybolts, MC-TH

 

10 Interceptors: 2x Psycannon, Psybolts, MC-TH

 

Dread: 2x Autocannon, Psybolts

Dread: 2x Autocannon, Psybolts

 

 

The idea behind this list is to start everything in reserve. The Dreads walk in while the rest deep-strikes. We played a Pitched Battle Annihilation. He played Inquisition with Coteaz, Karamazov, a Vindicare, 2 Techmarines, and 6 henchmen units in a Rhino, Razorback, Chimera, and Redeemer. He took first turn and spread out his forces in cover all across his deployment zone. Then all I had to do was bring everything on the flank opposite the Coteaz/Plasma Servitors/Vindicare cluster. Having everything deep-strike let me dictate the terms of engagement, and not having all those AV11 cardboard boxes around meant it was really hard for him to score any KPs at all.

 

The one thing this particular army lacks is stuff to reliably take out AV 13+ vehicles. My CC power isn't wonderful, but I have enough bodies with force weapons that it's not bad either. When I don't want to abuse Reserves, I'll swap out Interceptors, Termies, and/or a Strike squad for a vindicare, dreadknight with incinerator, and some purifiers. I also have been having good luck with OX inquisitors with conversion beamers instead of the GM.

 

I should also mention that after the game mentioned above (which I won 8-0, btw), we played again. He tweaked the same list, and I switched to the following tri-raider list:

 

OX Inq: PA, Hammerhand, Rad Grenades, Digi-Weapons

 

Techmarine: rad grenades, warding stave

Ven dread: 2x Auto, psybolts

9 Purifiers: 2x Psycannon, Psybolts, MC-TH, 6x Halberd

 

10 Strikes: 2x psycannon, psybolts, 2x TH

10 Strikes: 2x psycannon, psybolts, 2x TH, Stave

 

Raider:

Raider:

Crusader: MM

 

This time, we played a Dawn of War Capture and Control. He had both Inqs and 2 of his 3 shooty squads by his objective, with a CC squad behind, a vindicare off to the side, and the last 3 henchmen squads (1 psyker, 1 melta, 1 CC) advancing. Although the psyker squad's rhino immobilized first turn and I took out the vindicare before he killed anything, my Raiders crumpled under melta/lascannon fire. I did manage to kill everything by his objective, but at the cost of my Strike squad there, and he completely dislodged me from my objective, so he won 1-0. So even when mobility and resilience are needed, it looks like even the mighty land raiders didn't actually help.

 

Looks like I'm sticking to footsloggers! :P

If I was going to foot slog it, I'd probably be running a Grand Master with a lot of terminators and two units of full stregth interceptors. My interceptors would be my mobile troops (with 'grand strategy') to get objectives that I couldn't reach walking. Plus, I think they're a good choice out of the book in general.

I've been running a bit of a mix, but I have been toying with deep strike and psychic communion on an Inquisitor and it has been very useful. A single GKSS being held off by communion in order to deep strike onto objectives late game when the enemy is out of position or has lost their movement through transport destruction is quite sneaky. Or deep striking behind tyranid lines mid game when the trygons are in my half trying to catch me in order to slam hive guard/tervigons/gaunts.

 

Not sure about dual GMs. With reduced mobility I'd go towards higher body counts.

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