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NEW 'Dex GK Termie Squad Load-out


Capt. Kenaz

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Just like the title says:

 

What do you think, or from your recent experience is the best all around, take on all games/situations GK termie squad load-out???

 

I figured:

Justicar with D-hammer and storm bolter

x2 Halbreds

psy-cannon

warding stave

one pair of falchions

 

hammer for the really big baddies

halbreds to strike earlier than most

warding stave to help soak up a wound

psycannon to help thin out enemy numbers or weaken a tough enemy monster, etc.

amnd the falchions for the extra oommpphf in close combat.

 

What have you had success with, and what is the most balanced for you results on the table and points wise???

 

Sorry if this has been done to death before, but I wanted some feedback on the topic instead of searching a hundred other threads!

 

Thanks 'gain! :lol:

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Justicar w/ MC Hammer is a favorite of mine. Fairly consistent high str (especially with HH) attacks.

 

Halberds are fairly cheap on Termie's because you give up the 4++ in CC from the default sword to get the +2 In. Still a good buy because with a good number of high In FW attacks, you can neutralize your opponent before he attacks you.

 

Not sure on the Warding Stave. Fairly expensive, and doesn't help you on your way in to CC, and once there while it helps you soak a wound, it's not doing much for you offensively as compared to a Halberd for instance.

 

I think Falchions on Termie's are doable, though a lot of people don't like them even with the +2 attacks interpretation. At +2 attacks, I think they add some serious oomph in CC on a termie or 2. At +1 attacks, not nearly as much, and probably not worth the points.

 

 

Pyscannon imo is a given, with relentless giving you the 4 rending shots on the move ...

I like 4 halberds, 1 hammer (not on justicar) and one psycannon (with one of the halberds, and also not on the justicar). It's as cheap as it gets, and generally speaking, it's better to strike first than to try and get an extra attack or two.

 

I like the warding stave, but I find it's too expensive for my tastes. I always find "better" places to spend those points. :) Besides, I prefer having 2 more attacks at Init 6 than trying to play wound allocation shenanigans. Killing the power fist early is better than trying to absorb his hits in my book. :lol:

 

Also, the loadout I gave is pretty good on wound allocations as it is: Justicar, hammer, psycannon, 2 halberds.

I like 4 halberds, 1 hammer (not on justicar) and one psycannon (with one of the halberds, and also not on the justicar). It's as cheap as it gets, and generally speaking, it's better to strike first than to try and get an extra attack or two.

 

I like the warding stave, but I find it's too expensive for my tastes. I always find "better" places to spend those points. :) Besides, I prefer having 2 more attacks at Init 6 than trying to play wound allocation shenanigans. Killing the power fist early is better than trying to absorb his hits in my book. ;)

 

Also, the loadout I gave is pretty good on wound allocations as it is: Justicar, hammer, psycannon, 2 halberds.

 

 

Doesn't the Justicar goes in the same group as the Halberds? Same characteristics, same special rules, same weapons and wargear?

Probably be lynched for this. ;)

 

I'd replace all Terminators (that aren't Ghost Knights) for an equivalent amount of Paladin.

 

That's their best loadout. :)

 

(yes, yes, scoring aside. Which really is a product of your list as a whole, not the basis for a single unit 'best' load out! :P )

Doesn't the Justicar goes in the same group as the Halberds? Same characteristics, same special rules, same weapons and wargear?

The Justicar is his own group because he doesn't have exactly the same characteristics, special rules, etc. Firstly, he is the justicar, a model that is specifically named in every GKT unit. Secondly, the justicar is the specifically designated model that suffers from Perils of the Warp. (At least at first.)

Justicar Halberd

Daemon Hammer Psycannon

Halberd

Halberd

Sword

 

For a 10 man squad, double the above and add psybolt ammunition.

Interesting. Why combine the hammer and psycannon on the same model instead of letting the psycannon model have a halberd so a different model gets the hammer?

A habit of mine with wound allocation from my DriagoWing. Usually you would like to preserve both the hammer and psycannon in a squad. Though rare I'd hate to assign an AP2 to either the psycannon or hammer if it could be prevented. This allows me to potentially keep the CC, AT, and Ranged capabilities of the unit intact. The tactic works better with Paladins, but should still work with GKTs at higher risk as it only takes one failed save to lose both.

For the 10-man GKT units in my Ghostwing, I'm going with:

 

Justicar

Psycan + Halberd

hammer

Halberd

Sword

 

Falchion

Psycan + sword

hammer

Halberd

Sword

 

Lets me do wound allocation when in combat squads, keeps enough 4++ saves for CC or Perils, leaves a hammer available in each group, and if the psycans are together that are different. Seem to be working. Not too worries about having enough I6 attacks as I tend to run a Librarian with Quicksilver and Warp Rift. My Ghost knights are about the same, except no Psycan while retaining an extra sword (since all arriving Ghosts have swords), so basically Hammer (Mordrak), Halberd, Halberd, Falchion, Sword, Sword. I'm still wavering between just leaving the Libby with the sword (free 4++ save vs Perils) or Warding Staff (expensive 2++ save). Too bad he does not come with an Iron Halo.

 

SJ

Wow, enough combinationa and good reasoning to make my head spin! Thanks for all the replies and words of advice.

 

So far I think my list is shaping up as follows:

 

GK Termie Sq.#1:

Justicar, halbred strm. bolter

Psy-cannon, halbred

x2 halbreds

D. Hammer

 

225 pts.

 

GK Termie Sq.#2:

Justicar Thawn

Psy-cannon, halbred

x2 halbreds

D. Hammer

 

300pts.

 

GK Termie Sq.#2:

Justicar, halbred, strm. bolter

Psy-cannon, halbred

x2 halbreds

Falchions

 

230 pts.

 

I've played with the idea of a ward stave in one of those squads, but as stated earlier by many, I don't think it's worth the points for the results on the table...

 

This still leaves me roughly 300 points out of my first 1,000 point block for my HQ...

 

decisions, decisions!

Yeah keep your hammer off the Justicar, so you don't lose it to a bad 'Perils'.

 

I'm not a fan of regular Terminators. In small squads, they are barely better than Purifiers. As a 10-man rock, I'd prefer to just take a pair of Strike squads inside (twice the bodies, twice the psycannon+storm bolter). Not to mention Paladins are so much better for so many reasons (most of all being double psycannon at 5-man and WS5 built in, not to mention the option for FNP if you wanna dump the points into them).

 

If you must, keep a 1-5 hammer ratio (anymore and you're wasting their combat potential), everyone else with halberds so you can make the most of your small number of WS4 attacks.

Yeah keep your hammer off the Justicar, so you don't lose it to a bad 'Perils'.

 

 

When you do that, you loose the benefit of making it master-crafted. I find the perils excuse isn't enough to move it to a normal squad member and loose such a good upgrade.

 

 

As for the rest of the squad, I am leaning towards having all my terminator/paladin heavy weapon men, keep their force swords for added defense. I would rather they had the better inv save.

When you do that, you loose the option of making it master-crafted. I find the perils excuse isn't enough to move it to a normal squad member and loose such a good option

 

You do realise you pay for master-crafting right? And believe me, with the amount of psychic powers Knights will be attempting (especially TDA dudes, who are geared for close-combat above all else), 'Perils' is a distinct possibility. There is also the issue of wound allocation potentially costing you the hammer. If they're separated, you can put all powerfist onto the Justicar, keep your hammer and regular guys.

 

As for the rest of the squad, I am leaning towards having all my terminator/paladin heavy weapon men, keep their force swords for added defense. I would rather they had the better inv save.

 

It's still only a 4+, which while certainly better than nothing, is still not that great. A better option is a halberd, because if you kill stuff before it can swing, it means less attacks coming at you when they get to strike back. Good offense boost > mediocre defense boost.

Yeah keep your hammer off the Justicar, so you don't lose it to a bad Perils'.

I firmly agree with this sentiment. I don't believe the master-crafted mod is worth the points, as definitely losing the hammer to a perils is worse than potentially still having the hammer post-perils. Re-rolling one failed roll to-hit is not good enough considering the risk here, IMHO.

You do realise you pay for master-crafting right? And believe me, with the amount of psychic powers Knights will be attempting (especially TDA dudes, who are geared for close-combat above all else), 'Perils' is a distinct possibility. There is also the issue of wound allocation potentially costing you the hammer. If they're separated, you can put all powerfist onto the Justicar, keep your hammer and regular guys.

 

Please reread the entry for wound allocation. A unique model is a unique model. Wargear differentiates them. It doesn't matter if its the Justicar, or a "regular guy" with the hammer. They are unique and MUST be allocated wounds separately. You cannot gain the benefit of removing a "regular guy" instead as that would be against the rules.

Please reread the entry for wound allocation. A unique model is a unique model. Wargear differentiates them. It doesn't matter if its the Justicar, or a "regular guy" with the hammer. They are unique and MUST be allocated wounds separately. You cannot gain the benefit of removing a "regular guy" instead as that would be against the rules.

 

Please re-read my post. I'm not in disagreement, I'm just advocating splitting up your various pieces of gear so that a bad 'Perils' or a bad armour save on the Justicar doesn't rob you of two benefits in one go. Sure, the hammer is no more protected from wound allocation luck than the Justicar, but at least it's dispersed between two instead of one model.

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