Jump to content

The Humble Strike Squad


L30n1d4s

Recommended Posts

With so many "glamorous" options out there like Paladins, Purifiers, Henchmen, Terminators, and even allied forces now to choose your Troops/Scoring options from, does anyone use GK Strike Squads as the core of their army?

 

Really, for their points, they are one of the better values in the game.... For 4 points more than a Tac Marine, you get the same basic stats (T4 S4 A1 Ld8 ATSKNF etc.), but with a SB instead of a Bolter, a Force Weapon on every squad member, The Aegis, PE Daemons, Psykout Grenades, Brotherhood of Psykers with Warp Quake and Hammerhand. On top of that, you can upgrade their NFWs if you wanted (usually not advised, but still relatively cheap), you can get cheap and better than average heavy weapons (10 point Psycannons anyone... SM Tac Squads are drooling), you can upgrade your SBs to S5 for a fair price, and you can get enhanced Razorbacks/Rhinos for reasonable points as well. Oh yeah, and you can deep strike in if you want, as well.

 

So, Any thoughts on the humble Strike Squad?

 

Anyone have any tales of glory where they won the day with their plain vanilla Grey Knight Foot soldiers?

Link to comment
https://bolterandchainsword.com/topic/260096-the-humble-strike-squad/
Share on other sites

Well on internet forums you do see alot of draigo wings and so on. But where I play, the basic strike squads are dominating. I use at least one unit of strike squads, as they give most bang for the buck.

 

Spartan on this forum also uses alot of strikes.

 

So they are not forgotten at all.

strikers will be the core of my army. played both at 1000 and 1250 and have good success with both. running a list like this at 1250:

OMI-TDA,psycannon,psyker1

paladins-2xpsycannons,hammer

strikers 10 - 2xpsycannons,hammer,psybolts

strikers 10 - 2xpsycannons,hammer,psybolts

razor - lc/tl-pg

 

the strikers provide the cover for the hammer of the paladins to plod forward to hit all of the enemy's top threats. the option to deep strike is also a great thing as well. lowering your footprint during your deployment allows for more shenanigans you can pull on your opponent. a 10 man strike squad with 2 psycannons and psybolts is a problem for ANYONE man.

 

if anyone else has any thoughts feel free, but i find strikers hold their weight very well.

In 6th Ed where scoring troops is essential, Strike Squads are core.

 

I like to play 2 x 10 man units with Psycannons and Psybolts. If its a objective game with more than 3 objectives, I combat squad them.

 

When you combat squad Strike Squads, you also effectively can have a 48" x 12" Warp Quake bubble.

 

Last week I warp quaked almost the entire board and my opponent scattered straight into it with his THSS Termies. He luckily then got to put them back into reserve, but next turn walked them onto the back of the board. They only managed a single turn of combat :)

I use 3 ~ 4 squads of Strike Squads as the core of most army lists that do not feature Draigo & Bumfriends, and the way I see it, they're probably the most optimal troop choice to use with C:GK.

 

They're much cheaper then Paladins, Terminators, and Purifiers. They have much higher durability then Henchmen (Becomes important when flamers/ignores cover stuff is used, and that stuff is starting to show up quite often). They bring a power that is not available anywhere else that can throw some serious wrenches into the OPFOR's plans if they're planning on deep striking anywhere near you. Lastly, they themselves can deep strike, opening up strategic options in situations where the OPFOR's shooting will outrange yours.

 

While Henchmen bring much more firepower then just about any other troop choice in C:GK (they compete pretty well with IG Veteran squads), Strike Squads bring firepower that'll stick around longer in the field, and furthermore do not require babysitting to guard from assault against random units.

 

I have received some scoffing from other competitive players when I use strikes (some other C:GK players express puzzlement when I pull out strike knights... usually the Draigowing players), as they think Strike Squads are too weak to work. I usually call such players myopic, as most of the other available troops are not able to fulfill the true generalist role as well as Strike Squads (Terminators technically fill this role better, but suffer in terms of firepower because of their high price).

  • 1 month later...

I often employ 2 10-man units that I combat squad into "shooty" and "fighty" squads.

 

10 models: 2 psycannons, 1 hammer, Justicar w/halberd, + Razorback w/psybolts [285 pts]

 

The "fighty" half -- Justicar, hammer, 3 normal dudes -- will usually embark on the Razorback while the "shooty" half deploys.

 

Works for me! Quite flexible, excellent coverage with Warp Quake, 4 scoring units, a bit of speed, mobility, and firepower, reasonably priced.

Hello all, I'm new here and new to 40 k as well. when i have made a list with only ss as troops, they tend to die quick. Lately I've been taking a blob of terminators plus a dk, then use strike squads to round out the list. That's really helped their survival rate for me as the terminators become the opponents priority. What's more effective though, adding two psycannons to a squad or adding the psybolt ammo and giving the entire squad some extra strength shooting?
The Storm bolter is our bread and butter and noone uses them better than the GKSS. For 220 you get 10 of them and 2 Psycannons and lets face it, its an AWESOME troop. Fantastic at range and able to move and fire effectively as well as hold their own in many melee scraps. Never leave home without several of them.
@thraxdown, i say BOTH :) psycannons and psybolts for an awesome troops choice to be feared at 24". 16 s5ap4 storm bolter shots and 8 (if heavy) s6ap4 rending shots per turn. i killed 12 ork boys in one round of shooting in a game i had recently with a strike squad. the termies and DK keep the pressure off the strikes, who can move to obj's and support the "hammer" units of your army. btw, what's your HQ choice?
I run my strikes 10 man strong, psybolts, 2 psycannons and a hammer. Add an inquisitor with prescience and you have a unit that will take out more than double its point value on a good day (wounding on 3's on t4 models & 2's on t3 anyone? yes please sir!) watch those guard blobs disintegrate and those pesky dark eldar skimmers die from the amount of shots you can pump into them. I am also experimenting with 10 man termie squad with the same loadout as above with inq. Has anyone tried this and is it worth it for the points investment?
I run my strikes 10 man strong, psybolts, 2 psycannons and a hammer. Add an inquisitor with prescience and you have a unit that will take out more than double its point value on a good day (wounding on 3's on t4 models & 2's on t3 anyone? yes please sir!) watch those guard blobs disintegrate and those pesky dark eldar skimmers die from the amount of shots you can pump into them. I am also experimenting with 10 man termie squad with the same loadout as above with inq. Has anyone tried this and is it worth it for the points investment?

 

Yah, I field one of each in many of my GK lists. One Strike squad and one Terminator squad.

When it comes down to who is most point effective, the strike squad wins every time. But when it comes to overall combat effectiveness my play style favors the terminators.

Reason why is that I dont need to hug cover as much, and I can dish out more fire power on the move. In close combat they have twice the attacks.

 

But, my terminators usually dont see as much close combat as much as they want to, and this is because my opponent doesnt want to get close to them. And this fact I use to my advantage to trap my opponents and limit their options.

 

Some here on the forum would dissagree with me, and go all out on Strikes as they are hands down the most point effetive unit in the codex (and they count as troops).

But as I said, my play style favors a mix of units.

Strikers and basic Termies are both excellent Troop choices. I have found myself going quite Troop heavy in 6e with my GKs -- much more so than with any other army and in any other (i.e., older) edition of the game. I feel blessed that while the points can add up quick -- I am often fielding 2 Strike Squads and 10 Terminators -- they appear to me to be well worth the investment. Reasonably durable, extremely deadly in shooting, and not slouches in assault when required.

 

You can't go wrong with either or both. Take the mix that works best for your list and playstyle. :lol:

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.