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Best Weapon Loadout


Morag

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Hey there,

 

I just started a Grey-Knight-Army and wondered what is the best weapon loadout for the different units... (5 to 10 man units)

 

Purifier Squads:

 

Paladin Squads:

 

Terminator Squads:

 

Strike Squads:

 

Interceptor Squads:

 

Purgation Squads:

 

 

Thanks for helping!

 

Greetings,

Morag

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There isn't really a best loadout, horses for courses and all that jazz.

 

Really, halberds on terminators (they're free!), psycannon (relentless!) and a hammer or two (1:5 men ratio) for insurance.

 

Strikes should have just psycannon and a hammer, maybe psybolts and/or a rhino if it suits your needs/playstyle.

 

Purifiers again go with halberds for atleast 5 on a ten man squad (dirt cheap), incinerators (free) or psycannon are up to your needs/ playstyle. Either go with 4, or 2 and 2 more halberds, and Include a hammer, or warding stave on KoF.

 

Paladins go nuts, take what's cool, all weapon choices have benefits to them!

 

Purgation squads, incinerators are free, so cheap 5 man suicide squad. Psycannon are bloody expensive, don't waste em on these guys.

 

Interceptors, people will tell you they aren't cc, so don't tool em for cc. I give mine falchions cause I think it looks cool though! Between psycannon and incinerators, both are useful, but incinerators are pretty expensive, so you could put psycannon on these guys and give the purifiers incinerators if using both.

 

Rhino/ psybolt advice as per strike squad where applicable.

I'm with Abaddonshand except for this one bit:

 

Purgation squads, incinerators are free, so cheap 5 man suicide squad. Psycannon are bloody expensive, don't waste em on these guys.

The reason Purgation squad psycannons are costly is Astral Aim. Being able to smoke a unit hard with psycannon fire in complete absence of line of sight can be game changing. Personally thinking back on the times transports have hid from my Devs behind buildings and hills, completely obscured, I see these guys as a good thing.

 

EDIT: Formatting

I'm with Abaddonshand except for this one bit:

 

Purgation squads, incinerators are free, so cheap 5 man suicide squad. Psycannon are bloody expensive, don't waste em on these guys.

The reason Purgation squad psycannons are costly is Astral Aim. Being able to smoke a unit hard with psycannon fire in complete absence of line of sight can be game changing. Personally thinking back on the times transports have hid from my Devs behind buildings and hills, completely obscured, I see these guys as a good thing.

 

EDIT: Formatting

 

I suppose I see shunting interceptors as my equivalent of this, which is why ive never really considered the tactic. It does sound good, though not as good as tyranid hive guard pulling the same trick. Less shots, but better guns and no risk of failing the psychic test.

Purifier Squads:

 

Flame Knight w/halberd, Purifier w/hammer, 4 x Purifiers w/halberds, 4 x Purifiers w/psycannons, (optional extra for larger games) Razorback w/lascannon+twin plasma gun

(295-375 points)

 

You won't generally need more than one, unless you're insane and trying to make a Crowe army work (pro-tip; if you're that big on scoring Purifiers, just take two squads in Elite and make them scoring via Grandmaster, then get a discount on extra bodies when you take two Strike squads in Troops). Razorback is additional in larger games (just like with your Strike squads), to give you more dakka that isn't storm bolter or psycannon. Split them into equal combat squads (2 psycannon apiece, hammer in one, Flame Knight in other), sit them with your Strike squads in the mid-field, lay down fire support. When the enemy tries to assault you, get a Librarian to cast 'Sanctuary' aura and a 'Might' buff onto them, wipe the floor with the enemy unit.

 

Paladin Squads:

 

Two ways to field these guys. First of all, you don't need the Apothecary. I like his model (I even made it), but I've had several games now with him and he really doesn't justify the exorbitant price tag.

 

At 1.5k, I field this unit as a bodyguard to my Librarian (the full 10-man Terminator blob is too expensive to fit in)

 

Paladin w/hammer, 2 x Paladins w/halberd+psycannons, 2 x Paladins w/halberds

(315 points)

 

Relentless psycannon is always fun, they're very tough, and they hit pretty hard thanks to the Librarian buffs when they reach close-combat. In smaller games, you won't find a better bodyguard for him.

 

In larger games, just expand on the same concept

 

Paladin w/Bro Banner, 2 x Paladins w/hammers, 4 x Paladins w/halberd+psycannon, 3 x Paladins w/halberds

(655 points)

 

I generally don't break out the Deathstar until 2.5k, you just have to make too many concessions at 2k or less to fit them in (ie not enough manz). You almost always want to combat squad, Grandmaster going with the Bro Banner, Librarian going with the other combat squad. This gives you two close-combat and fire support threats, as opposed to just one big blob that the enemy can focus fire.

 

Terminator Squads:

 

Not worth it unless you bite the bullet and go all out, I'm afraid. I trialled these guys before the Paladins at 1.5k, and they just don't work at 5-man. For 5pts less, a 10-man Strike squad has more psycannon, more bodies and dedicated transport access (which means a cheap Rhino bunker or a Razorback fire support platform). WS4 is terrible unless you have the attacks to back it up (ie a boatload), Purifiers at least have 'Cleansing Flame' and double psycannon to make things easier. So, blob it is

 

Justicar w/halberd, Terminator w/Bro Banner, 2 x Terminators w/halberd+psycannon, 2 x Terminators w/hammers, 4 x Terminators w/halberds

(475 points)

 

Yes, it's a big chunk of points (a quarter at 2k), but it's your ideal place to hide the Librarian. They pump out a lot of attacks, you still have the double Relentless psycannon that Paladins have, and S8+ weaponry is much diminished (whereas the small Paladin unit is easier to nuke). Expect to lose about half the unit in a typical game, but they will usually have a big impact.

 

Strike Squads:

 

Your bread and butter Troops. Unless you've got some crazy plan, there is little reason to not take 2 of these with double psycannon as Troops. Other upgrades depend on the point level and your mileage. I find they fold in close-combat with or without the hammer Justicar. Likewise, in smaller games, Rhinos and Razorbacks are harder to fit in. Also, Strike squads are similar to Tactical squads in that taking more of them sees diminishing returns on investment. Most Marine armies typically max out their power-armoured bodycount at 30-40 anyway, and you have 'Grand Strategy' to get around the non-scoring aspect of things like Purifiers. I'm not a fan of MSU, I don't think single psycannons work, and Razorspam is done much better by other armies. So

 

Justicar, 2 x Knights w/psycannons, 7 x Knights, (optional) Razorback w/lascannon+twin plasma gun

(220-295 points)

 

Cheap for what it does, brings bodies and default scoring, and can Deepstrike into the mid-field (thus making Rhinos further redundant).

 

Interceptor Squads:

 

I have yet to find a use for these guys, because their job is done better elsewhere. They do exist in a very empty slot in our army (their only competition is literally just Stormravens), and their mobility is something we really lack overall as an army. My issue is that they're not Assault Marines, they're actually Tactical Marines. That kinda leaves out close-combat as their forte. Weapon-wise, highly mobile incinerators burning light-medium infantry out of cover is a pretty useful tool (great for dealing with those pesky Gaunts, Fire Warriors, Guard blobs etc). You can also use them to pounce on de-meched infantry like combat squads of MeQ's, IG Veterans or Eldar units. Probably take one unit (to maximise 'Grand Strategy' buffs)

 

Justicar w/hammer, 2 x Interceptors w/incinerators, 7 x Interceptors

(310 points)

 

I think they're workable (combat squadded to prevent focus fire and provide potentially more scoring units), but I've yet to use them in a game. On paper, I'm not overally impressed, but they're by no means a bad choice. I just love Purifiers too much to remove them for Interceptors. Have a go, toy around with taking psyannons instead etc. I would argue however that there is another unit (albeit a Heavy Support choice) that competes for the same role, and probably does it better for similiar investment

 

Dreadknight w/greatsword, heavy incinerator, teleporter

(260 points)

 

Now this guy has no trouble taking the fight to the enemy in close-quarters, his heavy incinerator has longer reach (meaning even if you're out of position to assault something, you can still set them on fire at least), and he is very hard to take down. Exactly the same firepower and close-combat has to be applied to kill him as a unit of Paladins or Terminators (AP2 or power weapon, high Strength, multiple shots or attacks) but he's only marginally more expensive than a Strike squad. He also is death incarnate to backfield shooty units and vehicles, with his re-rolls galore. So, have a serious think about whether you want Interceptors or a Dreadknight.

 

Purgation Squads:

 

No. A quick comparison will demonstrate why

 

Flame Knight, 4 x Purifiers w/psycannons, 5 x Purifiers

(280 points)

 

vs

 

Justicar, 4 x Purgators w/psycannons, 5 x Purgators

(280 points)

 

Add in that Purifiers live in Elite, having 'Cleansing Flame', 2 attacks base, cheaper close-combat upgrades...it's really not a contest. 'Astral Aim' is a very situational ability which is hard to get mileage out of, simply because you have to be in the mid-field to be in range of anything anyway. Coupled with the fact people will try to assault you to shut down your fire support, and that Purgators compete directly with PsyDreads and Dreadknights for Heavy slots, I don't see a place for them. No, not even the dirt-cheap burnination squad people try using. It'll destroy maybe one enemy unit, then die horribly.

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