FallenLion Posted June 9, 2012 Share Posted June 9, 2012 I reading the Grey Knights omnibus and I been wanting to do a GK army for a while now so I will start one. Tips and hints? Also what is the army structure etc because GK aren't a stand alone chapter in terms of the forces they field Link to comment https://bolterandchainsword.com/topic/253921-getting-started/ Share on other sites More sharing options...
T3mpl@r Crusade Posted June 10, 2012 Share Posted June 10, 2012 There is really so much to say, and you can probably search for it in an already existing thread. Perhaps try and identify what type of Greyknight list you want to play first and focus on the models surrounding that. driagowing crowe based coteaz lists and really everything in between there is so many ways to go. Try to figure out what playstyle you want, and from there pick a list that suits your tastes. because each list is very different model wise (if your obsessed with WYSIWYG) and could be hard to startup. I started without a cookie cutter list though, you just end up with more models for greater flexibility. GK are definently shooty with psybolts, and is their greatest strength at 24". youll need to do some research in terms of each unit entries true effectiveness. assaulty effectiveness comes from very specialized units, so youll want to figure those out. From a modelling and purchasing perspective, GK can be very affordable from low model count lists. For the greatest flexibility, and because the bits are so nice to work with, magnetize everything. rhinos/razorbacks, weapon options on stormravens, LR sponsons, even psycannon/incinerator weapon holding models will save you alot of coin, although its considerably more work. Take for instance a strike squad, with a different backpack, can become an interceptor squad. In each of strike squads, there are approximately 50 magnets holding anything together such as the backpacks, to the heavy weapon options, to the justicars weapon, weather it be a sword or hammer. This flexibility will allow you to feild whatever you want if you want to experiment with lists. Link to comment https://bolterandchainsword.com/topic/253921-getting-started/#findComment-3081957 Share on other sites More sharing options...
Imperial Deceit Posted June 16, 2012 Share Posted June 16, 2012 Hmm... tips for starting GK... Play a different army? Jk ;) The GK, like all space marine armies come down to a few core units that are pretty much absolutely necessary to play. Fortunately as all SM units are high point cost you can easily build a 500 point list for under $50. (Assuming you know where to look, e.i. Amazon, eBay, etc.) and that is probably the best way to start into any army real. Get a box of a troop choice you think looks nice and use that to get a feel for how you want your army to be assembled/painted. (Buy a can of Plate Mail Metal or Uniform Grey from Army Painter, it will save you tons of time priming your models, and gives you an excellent base coat.) Once you have a fairly good idea of the look you like, get your other troop choice and an HQ. Round that out with a Rhino or Razorback and presto, you have a working army that you start playing with. As you experiment with different tactics you will find yourself leaning to one method or another, so when your ready to expand you will already have a fairly good idea of what units you think will suit your play style. Don't be afraid to experiment, with the painting or the game. 'You learn more when you lose then when you win'. (Also if you do paint something and don't like it, just drop it in a small cup of Dot 3 break fluid overnight, then scrub it under warm water with a medium bristle tooth brush. It will look almost brand new) Now granted, I don't actually play GK, that's why I can't really give you any specifics (Except don't Halberd spam, it is not worth the points, and it will backfire.) but these are good tips for starting any army really. Most importantly, do what looks the best to you. It is your army, you have to look at it every day, and if you don't like it then whats the point? Link to comment https://bolterandchainsword.com/topic/253921-getting-started/#findComment-3087036 Share on other sites More sharing options...
Valerian Posted June 16, 2012 Share Posted June 16, 2012 My tip: don't make any decisions, or buy any models in June. Valerian Link to comment https://bolterandchainsword.com/topic/253921-getting-started/#findComment-3087176 Share on other sites More sharing options...
Gentlemanloser Posted June 16, 2012 Share Posted June 16, 2012 LoL! Never truer advice given! :) Link to comment https://bolterandchainsword.com/topic/253921-getting-started/#findComment-3087180 Share on other sites More sharing options...
FallenLion Posted June 20, 2012 Author Share Posted June 20, 2012 My tip: don't make any decisions, or buy any models in June. Valerian Why? There new stuff coming out that I am unaware of? Oh and thanks all for the replies has been useful :lol: Link to comment https://bolterandchainsword.com/topic/253921-getting-started/#findComment-3090651 Share on other sites More sharing options...
Inquisitor Fox Posted June 20, 2012 Share Posted June 20, 2012 Mostly that a new edition of the rulebook is right around the corner and will be available next month. Many people tend to advise waiting to see what will be "good" before making decisions. On the other hand, some units are known to be good and will probably stay that way. In addition, some units are staple units and are always useful (Strike Squads, Terminators, etc). When in doubt, stick with the basics and proxy things until you get a feel for what works for you :lol: Link to comment https://bolterandchainsword.com/topic/253921-getting-started/#findComment-3090661 Share on other sites More sharing options...
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