Papa Lazarou Posted March 30, 2013 Share Posted March 30, 2013 Hi there everyone. After several months off painting red non stop (blood angels), I've decided I need a change and that change was to start a new grey knight army. So armed with codex and a box of grey knights I am building my first 10 man strike squad with more than likely 2 psycannons and 1 demonhammer. What is the general consensus on loadouts for a good balanced squad? Link to comment https://bolterandchainsword.com/topic/273482-strike-squads/ Share on other sites More sharing options...
number6 Posted March 30, 2013 Share Posted March 30, 2013 Add a halberd to the Justicar and give the unit a razorback with psybolt ammo you've got my favorite generalist Strike Squad loadout. :tu: Giving the Justicar a halberd is inexpensive, and makes him more effective in challenges. Combat squad your unit, deploying 2 psycannons and 3 normal dudes as a firebase, and let the other combat squad (justicar, hammer, 3 normal dudes) ride in the razorback as a mobile assualt/interception unit. Link to comment https://bolterandchainsword.com/topic/273482-strike-squads/#findComment-3339084 Share on other sites More sharing options...
IndigoJack Posted March 31, 2013 Share Posted March 31, 2013 If you're going to run a daemon hammer, I strongly suggest not putting it on your justicar. That way, your AP2 can't be challenged out. A halberd on the justicar is nice. Psybolt ammo is practically a must. Psycannons are by far the most utilitarian special weapons in the game, and two in a squad is what almost everyone agrees on. Me personally? I run them with two psycannons, psybolt ammo, and a rhino. The rhino adds early mobility, and can be used as mobile cover and block LoS to enemy charges and fire lanes. Link to comment https://bolterandchainsword.com/topic/273482-strike-squads/#findComment-3339306 Share on other sites More sharing options...
Reclusiarch Darius Posted April 2, 2013 Share Posted April 2, 2013 Justicar, 2 x Knights w/psycannons, 7 x Knights (220 points) Keep it simple. I guess you could add a halberd, but Strikes are generally dead in melee anyway, so it matters little if you win the challenge. Their real strength is being tougher than Henchmen and still relatively cheap as a firebase. For a shooty scoring unit they'll great, and they deny Deep Strike. Link to comment https://bolterandchainsword.com/topic/273482-strike-squads/#findComment-3340789 Share on other sites More sharing options...
_Valten_ Posted April 2, 2013 Share Posted April 2, 2013 Mine run at 2 Psycannons, a Hammer on the Justicar and Psybolt Ammo. 250 points all in all and worked really well at Throne of Skulls the other week. The only thing I would change is potentially drop the hammer because you don't want a Strike Squad in combat anyway. If you really want a hammer I personally think it's best on the Justicar so you have 2 attacks rather than one. Link to comment https://bolterandchainsword.com/topic/273482-strike-squads/#findComment-3341006 Share on other sites More sharing options...
Zeratul29 Posted April 2, 2013 Share Posted April 2, 2013 My personal opinion is that strikes are for fire bases, not for cc. So I always go with 2 psycannons and psybolts on a 10 man squad and that's it for me Link to comment https://bolterandchainsword.com/topic/273482-strike-squads/#findComment-3341235 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.