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Tasty treats in the GK book


Lady_Canoness

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I've had a few GK minis kicking around (10 in power armour with no special weapons, 4 in terminator armour with 2 psycannons) that I really want to use again. Flipping through the Book, I've also noticed that there are quite a few cool toys with very interesting and bizzare rules, and I've figured that is exactly what I want to maximize: stuff that has neat-o rules and does cool stuff first, and is tactically useful second (this *is* coming from a person who thinks 3 Chaos Dreadnoughts is the most fun that can be had on a table).

 

So, other than monkeys, what are neatest aspects of the Grey Knights list? What are some of the cooler and more fun units to use in your experience? The Grand Master with his Grand Strategy seem very very fun, as does the Librarian with his whole swath of support powers. What else out there really clicks with some left-field rules?

 

Thanks all, look forward to hearing from ya,

 

L_C

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I'm a big fan of "disruption" units, things that either through deployment or simply the way the play can cause fits in the way the enemy deploys and defends in response. That is, the very existence of the unit in your army list impacts how your opponent plays right from the top ... out of fear!

 

Thus, I'm a huge fan of interceptors, dreadknights -- especially with the teleporter (if you can afford one, and it's not strictly necessary in every list), and stormravens. Interceptors with psycannons and teleporting DKs with heavy incinerators are particularly disruptive.

 

Mordrak can be used in this way, too. In fact, my current favorite army list uses all of Mordrak, interceptors, and a flying DK to pressure the opponent and cause trouble. (Oh, there's a stormraven carrying Paladins in the list as well. More fun!)

 

Psychotroke grenades cause everybody you face -- including other GKs -- to grumble. You can't get them in too many places, though. The best way to put them anywhere you want them is via a techmarine ... which still costs you a pretty penny. But also means you don't have to depend on a bad-ass HQ character to get you psychotrokes where you want them.

I've had a few GK minis kicking around (10 in power armour with no special weapons, 4 in terminator armour with 2 psycannons)

Just a note here...if you mean the old metal mini's, then "no special weapons" means "halberds", no? Halberds are now special weapons and they cost points. Consider painting their helmets white and fielding them as Purifiers. <3 Unless you mean new plastic PAGKs, then disregard this message. :lol:

 

The temple assassins are each interesting and have some funky and fun use cases. The vindicare is the most popular (odds are high he'll remove four to six models - no matter what they are - from the table in a given game), followed by the Eversor (who's basically Jet Li...give him his own Storm Raven or Land Raider: really...he will mess some stuff up). The Callidus is tricky to use (she's strictly a support assassin, not a dive in and murder everything assassin like the Eversor) and the Culexus even more so (though I bet he'd be fun with places to hide, a few friendlies in range, and a target Psyker to gun for).

 

Dreadknights look cool, are huge, can really haul, and have fun heavy incinerators. :rolleyes:

 

Those are my favorites.

For fun, I'm going to concur with Number6. Interceptors can be a very exciting unit with their ability to shunt 30" once per game, and their always decent Jump Infantry mobility. Like N6 stated, this is a unit that will impact your opponents decision-cycle right at deployment and thoughout the game. They can literally threaten the whole table.

 

Mordrak - gets you pinpoint Deep Strike from turn 1; again, this will impact your opponent even at deployment. When I finally get off my butt and build him, Grand Master Valerian is going to be a counts-as Mordrak.

 

Dreadknights with PT, and Stormraven - threaten the whole board- terrific tactical mobility.

 

If you aren't worried about creating a list for 'Ard Boys, then these are all great units that will make for enjoyable games.

 

Valerian

The others have already covered my favorite units in the codex (Interceptors! Dreadknights with PT's!) so I'll go in a different direction. If what you want is off-the-wall rules, check out the Inquisitors. Each of them can pick up a piece of wargear (or two, or three) that are highly unique. The named Inquisitors take this to a whole new level- Coteaz and his "I've been expecting you" rule, where he and his squad can fire at an enemy unit arriving from Reserves; Karamazov and his Orbital Strike Relay that can target friendly models; Valeria and her huge list of unique wargear with unique effects.

I never thought of Interceptors, but the ability to shoot them out with their 30" move and then summon them back with the Librarian could be quite nifty! I was originally thinking purifiers, but now Interceptors sound like the more interesting option (that, and they come with deep strike).

Psycho Grenades also sound like a plus (and random stuff to boot!)

 

Are their any imaginative ways for anti-tank other than Dreads with autocannons?

Are their any imaginative ways for anti-tank other than Dreads with autocannons?

Psycannons will surprise you with how effective they can be; Rending with 4 shots is bare odds, but you never bring just one. :D And on Terminators they're always Hv 4.

 

A Librarian can make any unit an anti-AV14 nightmare. He's also got that Warp template, and traditional Vortex.

 

Dreadknights are MCs, so even with no melee upgrades they do 2d6 armor pen. With the giant sword, they reroll hits and pen rolls...decent odds you'll rip a tank up, even if you need a 6 to hit it. ;)

 

"The Pudding Maker" is a fun one (if limited). Grand Master, Brother Captain, three techmarines...all with Orbital Strike relays. Take a Riflemen Dread or two and fill out with Strikes. It's true an OS is prone to miss...but when you can fire fifteen templates you are going to hit something. I was on the receiving end of it with my marines...and I barely got anywhere near him after two turns of barrages (the first turn nuked every Rhino I had, leaving only my Land Raider mobile..until turn 2). You've got Warp Quake to help fend off DoA and the like too (all those Strikes!) so the list may surprise you. It is - as you might imagine - random...but the request was imaginative. ;)

 

More traditional ways are Jokero and Servitor Henchmen with heavy weapons.

I was in a very similar boat, though I had a few more minis kicking around by the time this codex dropped. I made up a fun list with all sorts of wackiness and used it at a tournament recently (as you can see...).

 

Imaginative ways for AT?

 

- Psycannons

- Psybolt Assault Cannons

- Land Raider

- Storm Raven (lascannon, multi-melta)

- Vindicare Assassin

- Dreadknight

- Hammerhanded daemon hammers

Are their any imaginative ways for anti-tank other than Dreads with autocannons?

Your basic venerable dread comes with a BS 5 multi-melta.

You can kit out a Stormraven with a twin-linked multi-melta and then a twin-linked lascannon turret.

 

Interestingly, you can embark a dreadnought onto a stormraven. I wonder if anybody does this? :tu:

 

The vindicare is actually quite amazing at penetrating armour. But be aware that terrain and deployment can be hugely limiting factors in his effectiveness.

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