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Running GK as allies...


Gentlemanloser

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As I've posted a couple of times, I'm one of the GK players in the camp where my mates have no desire to face me, due to the, prowess, of the Codex.

 

It's no fun for them, which makes it no fun for me. On top of that, they just don't have the desire to play anymore.

 

While I feel 6th is going to provide a lot of balance changes, I'm starting to consider not actually running a GK army, but using my beloved GK as allies instead.

 

With the nice ally FoC spread, I can still get in the units I like (including an NDK!), but in a limited amount. Which should help draw my mates back into playing again.

 

But what to run as my main army? I don't like IG. I just don't. :( And why play another Space Marine army, when I'm going to be using GK in both TDA/PA anyway?

 

I'm still drawn to Scouts, as they're not IG, but they're not in PA/TDA either. But then I could go rather more extreme and play something like Necrons. :)

 

So much choice!

 

Is anyone else thinking of actually using thier GKs as allies to another force, rather than the main force?

 

Edit: I actually like the idea of a small GK strike force *bamphing* in to assist someone else. Before mindwiping them after the event of course. ;)

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As I've posted a couple of times, I'm one of the GK players in the camp where my mates have no desire to face me, due to the, prowess, of the Codex.

 

It's no fun for them, which makes it no fun for me. On top of that, they just don't have the desire to play anymore.

 

I may be wrong but it seems 6th nerfed several things in Codex: Grey Knights. Currently I'm not so sure our beloved GK will be as powerful as they were before. I believe your friends will no longer "hate" your GK....as I said I may be wrong...

 

EDIT:

Answering to your question: Yes I thought to use them as allies to other armies as I thought to use other armies as allies to GK :lol:

Only if you kill them on the last round and bathe in their blood! Apocalypse datasheet style! :lol:

 

I may be wrong but it seems 6th nerfed several things in Codex: Grey Knights. Currently I'm not so sure our beloved GK will be as powerful as they were before. I believe your friends will no longer "hate" your GK....as I said I may be wrong...

 

I agree. ;)

 

I tihnk 6th will balance the codex, and make it a lot more friendly to play against than now.

Only if you kill them on the last round and bathe in their blood! Apocalypse datasheet style! :lol:

 

I may be wrong but it seems 6th nerfed several things in Codex: Grey Knights. Currently I'm not so sure our beloved GK will be as powerful as they were before. I believe your friends will no longer "hate" your GK....as I said I may be wrong...

 

I agree. ;)

 

I tihnk 6th will balance the codex, and make it a lot more friendly to play against than now.

 

I'm glad you are happy with that, Battle Brother. I fear my GK will no longer be the "badasses" I know ;) . Don't misunderstand me I don't want them to be "badass" because I want an easy win button but because I like the "narrative apsect of the match" and GK are truly badasses in fluff ;)

We're still the only Imperial Codex with 2W Terminators and MCs. :cuss

 

Plus if all our Squads being Psychic get some sort of extra Psychic defense, that's gonna be awesome!

 

And even dropped to AP3, having all Force Weapons is win!

Paladins will become a less viable choice since it seems the "allocation tactic" will not longer work. Wounds allocate to closest model first and I suppose if it is a two wounds you cannot allocate a wound to a new model before removing the closest as casualty.

 

Dreadknights will be great! I wonder if PT will make them "flying MC" or just MC moving like jump infantry. However MC moving like Jump Infantry are the same "winged MC" now considered flying MC (see Daemon Princes)

 

AP3 Force weapons mean our TDA models will have problems with "vanilla marines" terminators while they will kill ours with ease. I only hope the incoming FAQ will make Force weapons on IC AP2.

The mighty Sowrd of Titan cannot have the AP of common power sword ;)

 

I suspect Stormraven will be very nice. A wonderful addition to your GK allies (talking about original topic). The only known flyer with AV 12 on all sides, immune to melta and with a psychic power.

Sadly "gets hot" weapons (like Plasma Cannon) will affect vehicles too. On a roll of 1 you roll again with 1,2,3 you suffer a glance. At least twin linked means we can re-roll both dices

I'm planing to use at least two Stormravens: nice interceptors and ground strike flyers. ;)

I believe our Nemesis Daemon Hammers will still get the benefits of a thunder hammer's AP as the Codex says to treat them like a thunder hammer with bonus abilities, and Codex trumps rulebook. (pending review of the actual rulebook's statements on thunder hammers, of course)

 

That being said.. I still hold that the best way to deal with enemy terminators is to point three or more 10 man squads of stormbolters and psycannons at them and shoot them until they fall over. They WILL roll 1's eventually, and if you drop their numbers their threat dramatically drops off. :D

 

I'm actually really looking forward to some of the thematic things I'll get to do. I've always ran more of an Inquisition army with Grey Knights or Sisters as allies, and this lets me do that still or even more. Now I can run an Inquisitor or two as an HQ, have a few warbands, have a couple of Grey Knight units, and a detachment of Exorcist Marines for an all Ordo Malleus associated strike force. Or bring in my Sisters again and have a true old school party!

Pallies or Draigo will still be awesome for Wound allocation. <_<

 

Buy a Warding Stave for one, and let him or Draigo suck up everything. Draigo also has 'Watch out sir!' to fall back on as well.

 

Right! I forgot Paladins are characters themselves. So we can still use wound allocation but in this edition we have to achieve it via "tactical thinking".... I like it :D

I don't think Pallies count as characters. That would be interesting for Challenges and 'watch out!' though! ^_^

 

They are characters according to the rulebook appendix, it's a reliable info for what I know :D

 

What defines them as being a character?

I don't think Pallies count as characters. That would be interesting for Challenges and 'watch out!' though! :lol:

 

They are characters according to the rulebook appendix, it's a reliable info for what I know ;)

 

What defines them as being a character?

Simple: in the appendix Paladin is defined Infantry and Character as unit "type" :yes:

Dreadknight is character too, MC character, of course.

Wait, so based on the rules for look out Sir, on every wound my Paladin takes I have a 50% chance of dumping it onto another model in the unit. So the whole spliting wounds comes up again...

That was the point :P

If you add Draigo you need a 2+ to do that.

That ward stave in close combat if he is at the front becomes a tank. I think I will take one in every one of my squads now.

Exactly. Remember to bring the sword armed paladins in base to base contact to. They have a 4++ save in CC. If you keep Halberds Paladins in "combat range", the usual 2" from engaged models, they will attack at I6 order, then your "tanks" will come in play.

A nice ally for GK would actually be guardsmen. They are dirt cheap, and for one troop choice, you can get upwards of 30 models on the table, allowing you to swamp objectives, while still using your GK as heavy infantry.

 

That's one of the most plans I'm thinking about for the 6th edition. :ph34r:

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