BloodTzar Posted June 26, 2013 Share Posted June 26, 2013 Hello guys, I have been in 40k for a while, mainly BA tho, however now I have decided to get my a second army. Few weeks ago I have asked you what army to get for 6th ed, many of you have give me some suggestions and many thanks for those. However I still struggle to get an army working from what I have. Moreover I am trying to avoid, what I have done with BA, buying almost everything (besides razor spam). My GK collection 3xtermies un-asambled (GKGM or OMI, not sure about load outs for GM) 15x Termies/pallies 10x normal PA GK (i think i will need more PA troops ) 1x Transofrmer (I know I should get him sword and personal teleporter plus the flamer) I still can use some of my unpainted parts of BA: 2x SR 2-3x Razor (un-asambled) 2xLR What would u suggest pls? What should I get more to get army working in between 1850-2000? ~BT Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/ Share on other sites More sharing options...
Preston10K Posted June 26, 2013 Share Posted June 26, 2013 you could throw together and 1850 list easy with that, I would get more GK in PA though to add numbers but that s pret good starting point though. As it say in Codex GK the problem with choosing the rest of you army is that your standard troops are so good!! Good Luck let us know how you are getting on! P10K Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3401653 Share on other sites More sharing options...
BloodTzar Posted June 27, 2013 Author Share Posted June 27, 2013 <p>Thank you much for advice,</p> <p> </p> <p>tho I was hoping for some guide to what to buy next, or how to get a competitive army out of this pile of toys </p> <p> </p> <p>~BT</p> <p> </p> <p>EDIT: dam u auto correct...</p> Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3402144 Share on other sites More sharing options...
Aethernitas Posted June 27, 2013 Share Posted June 27, 2013 You can easily field 2k point lists with what you already have and I think it's a good mix. I would advice you not to expand on it without having played at least some games to try out your new army in action. You have a strong and flexible core there and you should trie and see what playstyle you like or what units you prefer. GKs are one of a few armies where you can actually base your list-building on your own preferences while still beeing competitive. If you really have to have a 'what-to-buy' guide I would probably get some characters (Inquisitor, Scriptor...), some Henchman and chimeras and maybe another NDK or a Dreadnought or two. Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3402218 Share on other sites More sharing options...
Castellan Alaric Posted June 27, 2013 Share Posted June 27, 2013 i'm all about troops and an all-gk player (meaning no henchmen - though i do use the OMI in TDA, fantastic character in game) your terminator core is good. i'd expand to 20-30 PAGK models, maybe 2 strike squads and 1 interceptor squad and really you've got a list up to 2000. my 2k list for a game i played tuesday was only 38 models: grand master inquisitor 10 termies 10 strikes 10 interceptors dreadknight raven vindicaire (don't use him...ugh) so you're not far from being there. i'd suggest a dreadknight for sure. if you like dreads you could go for some rifle dreads+psybolt ammo which people like to run for good solid long range fire support. i don't use em cuz i don't have the models, but i have in the past to pretty good effect man (hooray for proxy haha). that'd be my 2 cents. if you want to try purifiers you could grab crowe as well and kit more of your PAGK dudes out with psycannons to run purifiers, but i haven't seen may purifier lists with 6th edition. Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3402406 Share on other sites More sharing options...
BloodTzar Posted June 28, 2013 Author Share Posted June 28, 2013 Ok I did try following for 1850 game; GM with Sword and funk granades (I am still not sure if Psycannon is worth it, but GS is cool) OMI Inq (proxy so far, but with psy cannon and rerolls) 5xPallies 5xGKSS psyrazor 5xGKSS psyrazor 10x GK Termies (with all the fun toys) 2xSR Edit: 1SR (did use 2 in BA game after that) 1x Transformer (love this guy moving 12...) Oh I just love this, tho its very one dimmensional . Did miss my FnP rolls I got used to while BA Few question I would like to ask, how good are following things, moreover how to use them? 1,psybolt ammo on sq Y or N ? (For me it is quite pricey for a small sq bellow 10 ) 2,librarians (what powers ?) 3, how good are purifier armies in 6th? 4,Mordrak and ghost knights? 5, Stern (I think its the one with Banishment zone) in SR ? Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3402901 Share on other sites More sharing options...
Castellan Alaric Posted June 28, 2013 Share Posted June 28, 2013 1) squad's too small i'd say no 2) i'd stick with the inquisitor, the libby is lvl2, but like 75 points more when kitted properly 3) haven't tried (someone else take this one) 4) had some success but the termies with him aren't scoring and no psycannons 5) haven't tried him either, but i don't here good things. if he was a GM it'd be better. gotta have the TGS lol my 2 cents Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3403008 Share on other sites More sharing options...
Reclusiarch Darius Posted July 1, 2013 Share Posted July 1, 2013 1,psybolt ammo on sq Y or N ? (For me it is quite pricey for a small sq bellow 10 ) 2,librarians (what powers ?) 3, how good are purifier armies in 6th? 4,Mordrak and ghost knights? 5, Stern (I think its the one with Banishment zone) in SR ? 1) Nope, the only time I bother with psybolts is on full Strike squads with double pscyannon, Even then, I'll drop it if I need the points elsewhere 2) Librarians have great options either way. I personally like Divination more in 6th, because re-rolls are just so good with WS4/BS4 models and Ignoring Cover can be very powerful. 3) Not very. With lower cover saves, Heldrakes/Riptides, and a general increase in anti-infantry, Purifiers are in the same position as Sternguard. They're good enough to include in your army, but you shouldn't build a list around them. Bring them in a role, make them scoring with a Grandmaster, but still bring Terminators or Strikes for Troops (or Henchmen if you wanna be really cheap). 4) Never do it 5) Never do it Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3404396 Share on other sites More sharing options...
BloodTzar Posted July 9, 2013 Author Share Posted July 9, 2013 First of all, thank you for all the replies, but as usual, additional have rised. 1. I wonder if its ever worth the Bro-Captain, for 100p you get nice 2+/3++ tarpit char, but the 1W is a bummer. Is he really worth? 2. GKGM, psycannon vs. Orb-Bomb vs. none ? Both seems nice on paper, but the price tag, does it work for you? 3. GKSS, do you use them all kitted out, or just plain simple (psycanno, NH, psyzor) ? 4. GKDK, any experience with heavy psy-cannon vs. psilencer? 5. Thawrn, good or not? Additionally, I have seen that it states he is lvl2 psyker, does it mean he can choose powers( or there are some FAQ's?) Thank you in advance, ~BT Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3409100 Share on other sites More sharing options...
Gentlemanloser Posted July 9, 2013 Share Posted July 9, 2013 1: Brotherhood Champion? Opinion is divided. Some swear by him, I personally wouldn't touch him with a barge pole. 2: Neither. 3: How would you kit them out? A Hammer is always a nice addition, and I'd fit in as many Razors as 1) you can afford 2) you have the mini's for 4: Neither. Leave them with the H Incinerator. 5: Nope. Too expensive, and GW have yet to explain *how* Thawn works while in a unit. How many Powers can he use? When he rez's does he retain Psybolt Ammo if the Squad had it? Etc. Use the 75 points elsewhere. Unless you want him for the lulz and to troll your mates with Monty Python quotes. Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3409178 Share on other sites More sharing options...
Reclusiarch Darius Posted July 9, 2013 Share Posted July 9, 2013 1. I wonder if its ever worth the Bro-Captain, for 100p you get nice 2+/3++ tarpit char, but the 1W is a bummer. Is he really worth? 2. GKGM, psycannon vs. Orb-Bomb vs. none ? Both seems nice on paper, but the price tag, does it work for you? 3. GKSS, do you use them all kitted out, or just plain simple (psycanno, NH, psyzor) ? 4. GKDK, any experience with heavy psy-cannon vs. psilencer? 5. Thawrn, good or not? Additionally, I have seen that it states he is lvl2 psyker, does it mean he can choose powers( or there are some FAQ's?) 1) Champ can be fun. He's probably better at 2k, when you have more points and 4 HQ slots to throw around. He's mainly a character nuke, and he's great at murdering enemy squad leaders provided they're not in 2+ armour. 2) Nah, not really. You could use the points elsewhere on better gear. He's a melee hero first and foremost, and his two primary tricks (handing out scoring, manipulating reserves) stop mattering after Turn 3 or so. Keep him cheap. 3) 10 dudes, two psycannons, maybe psybolts. Tau, Necrons, IG and Eldar all wreck AV11 very well, so a Rhino may not be the best choice. I personally feel Purifiers edge them out in 6th. Your choice 4) They're both terrible weapons. Heavy psycannon is expensive but it often doesn't pay off (autocannon stats, maybe you get lucky with Rends). I find the heavy incinerator the best gun, if you're going to bother with a gun (DK's don't do a lot of shooting, they should be in melee as much as posisble). Psilencer is a complete waste of time, I don't know why its even an option. 5) No, he's not really worth it. His Mastery 2 just means he can get 'Hammerhand' up and still use force weapon. He can't pick his powers, he just always has 'Hammerhand' and his force ability from his nemesis halberd. Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3409183 Share on other sites More sharing options...
Gentlemanloser Posted July 9, 2013 Share Posted July 9, 2013 His Mastery 2 just means he can get 'Hammerhand' up and still use force weapon. Only after he's died and resurrected to be a unit on his own. Otherwise, he's bound by his Squads 'Brotherhood of Psykers' special rule, which only allows the unit to use a single power. (One of the points I made above about GW not explaining how Thawn should actually work...) Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3409200 Share on other sites More sharing options...
BloodTzar Posted July 9, 2013 Author Share Posted July 9, 2013 Thank you guys, My main issue with GKSS was that I was trying to find an optimal point cost, atm I am running them as 5 man sq with PsyC, PsyRZ with Helbard (NH) on Justi. I think the main benefit is the psyRZ on the board giving my DK a cover save, for a few turns. But they are far from optimal, just "cheap" and scoring, sort plan B unit :) On the other hand, what powers to pick when using a Lib? I am still hearing how good the Book powers are (wortex of doom ) ~BT Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3409209 Share on other sites More sharing options...
Gentlemanloser Posted July 9, 2013 Share Posted July 9, 2013 Only use the Libby if you really want a book power. Maybe Sanctuary or The Shrouding. Otherwise, if you plan to swap out to Divination, take a cheaper Inquisitor or Coteaz instead. Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3409238 Share on other sites More sharing options...
Castellan Alaric Posted July 9, 2013 Share Posted July 9, 2013 i'm with GL, the inquisitor in TDA is just a steal for 110 points with a psycannon and divindation for rerolls. i always run my strikes with 2 PC's, psybolts, a hammer and a halberd justicar. the hammer can be dropped, but i like the flexibility to have a s10 melee weapon in the squad with hammerhand. coteaz is just loads of lolz as he brings divination x2 with arty armor and a hammer (s6, but still). all for 100 points. keep toying around with it. psyrazors are nice, but with hull points and the new tau book basically flipping armor the bird, kinda makes armor seem like a hamstring. also, at s6 you can only glance av12 on a 6, which tau, eldar and necrons (av13 quantum shielding) all have av12 on their transports/tanks with coversave/shield shenanigans on top of that. i might suggest using your dreadknight to get back in their lines to start tearing up armor and use full size strike squads as deep strike deterrants and board control while your 10 termies and gm move across the board to mess up the enemy on his turf. my 2 cents Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3409342 Share on other sites More sharing options...
Reclusiarch Darius Posted July 10, 2013 Share Posted July 10, 2013 Only after he's died and resurrected to be a unit on his own. Otherwise, he's bound by his Squads 'Brotherhood of Psykers' special rule, which only allows the unit to use a single power. (One of the points I made above about GW not explaining how Thawn should actually work...) Really? Sigh... My main issue with GKSS was that I was trying to find an optimal point cost, atm I am running them as 5 man sq with PsyC, PsyRZ with Helbard (NH) on Justi. I think the main benefit is the psyRZ on the board giving my DK a cover save, for a few turns. But they are far from optimal, just "cheap" and scoring, sort plan B unit DK's have a 5+ invul built in, so getting cover for them isn't necessary. I personally find Deepstriking Strikes into position works fine versus buying transports. Obviously stuff like Interceptor Riptides and so on will screw with that. On the other hand, what powers to pick when using a Lib? I am still hearing how good the Book powers are (wortex of doom ) Go with the Knight powers. I've tried him with Divination and he's not as good. So yeah, the standard Sanctuary+Shrouding+Quicksilver+Might works fine in 6th. Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3409675 Share on other sites More sharing options...
Gentlemanloser Posted July 10, 2013 Share Posted July 10, 2013 Really? Sigh... Well, you could argue that as Thawn doesn't have the BoP special rule, his Squad can use it on their own. But then the Squad can't use any Powers with it, as they don't have a Justicar that is either alive, or dead, to use the Ld of. Plus, there would also be a case about the unit losing BoP as a member of the unit doesn't have the specific special rule. Or that Thawn isn't actually a member of the unit, when he is (see Psybolt Ammo). The joys of two non IC Charcater and the inability to explain how they actually work... Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3409773 Share on other sites More sharing options...
BloodTzar Posted July 10, 2013 Author Share Posted July 10, 2013 My main issue with GKSS was that I was trying to find an optimal point cost, atm I am running them as 5 man sq with PsyC, PsyRZ with Helbard (NH) on Justi. I think the main benefit is the psyRZ on the board giving my DK a cover save, for a few turns. But they are far from optimal, just "cheap" and scoring, sort plan B unit DK's have a 5+ invul built in, so getting cover for them isn't necessary. I personally find Deepstriking Strikes into position works fine versus buying transports. Obviously stuff like Interceptor Riptides and so on will screw with that. GKSS can DS? I am sorry but I had to miss this, thanks to what they can do so? I tought if anyone other than TDA could DS, than only Interceptors ,due to beeing jump pack inf. On the other hand you might be right about the GKSS out of the boxes, but doesnt this make them super slow? Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3409800 Share on other sites More sharing options...
Gentlemanloser Posted July 10, 2013 Share Posted July 10, 2013 They have the Deep Strike special rule. Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3409958 Share on other sites More sharing options...
BloodTzar Posted July 10, 2013 Author Share Posted July 10, 2013 They have the Deep Strike special rule. Thank you, I suck when switching armies PS. Is there any fluff explanation? As they cannot really teleport like TDA guys, I guess. Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3410006 Share on other sites More sharing options...
Valerian Posted July 11, 2013 Share Posted July 11, 2013 They have the Deep Strike special rule. Thank you, I suck when switching armies PS. Is there any fluff explanation? As they cannot really teleport like TDA guys, I guess. Yes there is, and you can find it on page 28 of your codex. V Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3410405 Share on other sites More sharing options...
BloodTzar Posted July 11, 2013 Author Share Posted July 11, 2013 Well I tought if there is something more than Dex, but thank you :) Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3410566 Share on other sites More sharing options...
Sanguis militis Posted July 11, 2013 Share Posted July 11, 2013 Is there a specific reason(s) as to why alot grey knight players dislike interceptors? They seem like a pretty cool and deadly unit to me Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3410609 Share on other sites More sharing options...
Gentlemanloser Posted July 11, 2013 Share Posted July 11, 2013 Points cost and 1A. Edit: Oh and not scoring. Now, if they were still a Troop choice, like the leaked playtest dex, it would probably be different. I'd consider spending 6 points a man to give my Strikes Jump Packs. Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3410797 Share on other sites More sharing options...
thade Posted July 11, 2013 Share Posted July 11, 2013 They offer interesting flanking opportunities (since they can move so quickly and carry psycannons) but - much like Assault Squads - they are very easy to misuse (very easy to use as a high risk/high reward unit instead of just a support unit) which can cost the entire unit at a misstep. They have their uses, and there are certainly board members that speak highly of them (as they fit their use cases/playstyles) so don't count them out completely. Using a GM you can make a unit of them scoring, which could be interesting...but then there are much thicker units you could make scoring so I don't think that's really a practical way to improve Interceptors. They work well as sort of ranged fast cavalry...I think that's about it. :) Link to comment https://bolterandchainsword.com/topic/277337-starting-a-gk-army/#findComment-3410866 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.