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Grey Knights: How Competitive are they in 6th?


Rommel44

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Currently what I have in my possession to get my army started is:

 

You could consider one/all of your TDA minis with Psycannons, Inquisitors in TDA with Psycannons.

 

Take Coteaz in an Inquisitorial detachment, rather than the GK Codex.  You have no henchmen anyway, and if you do plump for any Allies, this way Coteaz can join them.

 

Apart from that, what do you like?

My advice is as follows:

 

Pretty much one unit of ANYTHING in the GK book is 250 points (give or take 50 points here and there).  The units are expensive compared to standard Marines (as a general rule).  We also are fairly awesome and have a lot of real nifty wargear and bells and whistles.  It is a book that doesn't really have any BAD units (save psilencers.. don't bother, even the basic math against demons supports a psycannon).  Honestly, as long as you throw in daemonhammers and psycannons to deal with enemy armor, you can take whatever is fun and neat for you.

 

Psybolt ammo tends to be nice, many people find it to be more effective point for point on a large unit as opposed to a small one.  But honestly, I don't think there's a wrong choice.

Personally i prefer a mix of GKT and PAGK for my troops having the terms advance across the board with PA units giving support. I also like a 5 man interceptor squad who shunt to take out enemy armour on turn 1 when possible, total suicide but can be worth it. Dreadknights are a great asset, taboo opinion here, but i like them with most set ups as i generally dont use the personal teleporter upgrade as its to expensive imo. Other than that just have fun with it as all our units are good and can be used to accomplish most tasks just see what you like, and what suits your play style.

Sounds like an idea to consider. However, recently I had a game I was able to play test a list in so I was able to see how GK's perform in this edition. I ran the Draigowing

unit, however for there Grand Strategy I gave the unit the scout ability, and I was able to deploy pretty close to my opponents battle-line (was playing Tau w/Riptide spam). Needless to say they soaked a lot of fire, however while he was so worried about them, he forgot about my Dreadknights and other units, who just annihilated the Tau Pathfinders and all of his troops, and I managed to pull out a solid win again one of the more nasty Tau lists out there (this is a way to beat a Tau Riptide spam list fyi). Granted it's not exactly what I want to do, as I usually don't like putting so many points in a unit, however it is a good way to at least play in high point games until I can get more models for my army and then expand.

Please keep the advice coming guys. Currently what I have in my possession to get my army started is:

* Draigo

*Coteaz

*10x Terminators/Paladins (3x Demon Hammer, SB, 2x Psycannon, Halberd, 4x Halberd, 1x Banner, SB. Whole unit always takes psybolt ammo.

*2x Stormraven Gunships w/Multi-Melta, Assault Cannon, Hurricane Bolters, Psybolt Ammo.

Currently am boroing some other stuff to represent while I try to decide what I want to do but not a bad start so far in my opinion.

I think what you have is a great start to a GK army. thumbsup.gif

Coteaz is a mega bargain for his pts, and the SRs may be our best unit. (NDK is a filthy beast though devil.gif )

The big question here is: What kind of army do YOU want to run?

Shunting list, TDA troops, Psyback Spam, Inquisition allies, Mordrak bomb, these are all lists that are out there already. Pick and choose what units/playstyle you like, and go nuts. I suggest trying out multiple builds, multiple times before you buy/build anything. Think outside of the box, and have fun. Yesterday I ran 3 Ordo Malleus Inqs: ML1, TDA, Psycannon, and Demon Hammer in 3 units of Purgatators (<-- is that the pural?!?) with 4 psycannons. I busted up my buddy's RW pretty bad. woot.gif

Cheers

It is a book that doesn't really have any BAD units

Venerable Dreadnoughts, Any Assassin that isn't the Vindicare, Crowe, Stern and Ghost Knights. msn-wink.gif

Apart from those, the rest of the codex is all good.

Yesterday I ran 3 Ordo Malleus Inqs: ML1, TDA, Psycannon, and Demon

Hammer in 3 units of Purgatators (<-- is that the pural?!?) with 4

psycannons. I busted up my buddy's RW pretty bad.

I've been tempted to do the same with 3 TDA Inq's with Purifiers. If it wasn't for Crowe...

Honestly Im still debating on what I really want to do. I like the idea of Terminators as troops, however what is really frustrating is that you don't have the option to take Interceptors as troops, as I would love to do that if I could. Basically, Ilike the idea of a PA Grey Knight Army but I also see the tactical value of running Inquisitorial Henchman. Came uup with an idea with a friend to run 2x Inquisitorial Henchman Squads as follows:

 

*3x Crusaders w/Power Axe, SS, 9x Death Cult Assassins w/Power Swords

 

Now each of these squads would be in a Stormraven Gunship, so that way I can assault after the turn I come in with two beefed up Assault Squads. Does anybod think this is a good idea or do you think there is a better use in using the Stormravens.

 

however what is really frustrating is that you don't have the option to
take Interceptors as troops, as I would love to do that if I could

 

They used to be Troop choices, they were in the leaked playtest dex. Just an upgrade for Strike Squads.

 

If only it had gone live...

 

 

Does anybod think this is a good idea

 

DCA are on of the very best CC units in the entire game.  If you want to target and destroy a unit in CC, these girls will do it.

 

Just don't assault into cover! ;)

*I've been tempted to do the same with 3 TDA Inq's with Purifiers. If it wasn't for Crowe...*


Me too, but the Purgatation sqds are WAY cheaper. The only thing that bugged me was no NDKs, but Black Knights put the hurt on them. I'm not gonna say the Purges are the end all be all, but against a bike army (with grav/plas weapons... ugh) the NDKs are a bit of a liability. I also ran 2 SRs with 12 henchman: 9 Bolters, and 3 Plasmaguns. He only had Black Knights for his anti-air. ermm.gif

I was really just trying a goofy idea out, at tourney I think that list would get creamed.

To be honest I was a little tired of him running his mouth about how "un-beatable" the Dakka Pole RW is, so I tailored abit. teehee.gif


On Topic: The only thing to change is: on yer DCAs is to have Power Axe and Power Sword. You could add a Techmarine 'nade caddy, or a GM caddy who can make a unit or two scoring as well.

Cheers

 

and that omly for 40 points a model, which means it costs twice as much as a pagkss guy. and they cant sweep. they cant take dedicated transports that are cheap. they get pooped on by every other unit because you they are so few and a good unit of will termi's easily take up 400+ points (derpstriking is suicidal generally so you need transports). current meta is very anti-deathstar. they are worse at shooting then PAGK but are good at cc.

>can't sweep

Which almost never matters. And anyway, in 6th edition you want to stay in melee until their Assault phase ends, so you can't be shot up

>muh Rhinos

Deepstrike, 'Grand Strategy', aggressive deployment....you don't need transports. At worst, you'll spend 2 turns out of shooting range, more commonly less. Also, you have Ravens as an option (and unlike terrible ground transports, they bring meaningful firepower+charge from disembark+Flyer bonuses). AV11 is dead in 6th. 

>but they're so expensive!

Welcome to Knights, we're always outnumbered. If you want an army of cheaper models, play a different race. A 5-man combat squad of Terminators will comfortably murder most other 10-man squads, you don't need the full 10-man unit as a blob usually (I almost always split mine up in 6th, both to fit in Ravens and to threaten more areas of the board). 

 

ok about CC, CC is not good in 6th, you are lucky if you get into CC with more then 3 termi's (if you have a 10 termi ds squad), if you get in CC at all. you cant play termi's as competetive as pagk since termi's get focussed since they are 30% of your army.

If your Terminators are getting focused, it means the enemy is wasting firepower they could be using to get rid of your weaker scoring (Henchmen, Allied Troops etc). It's also likely they're using AP2 on your Termies, which means your DK is taking less fire as well. Yeah it sucks losing Terminators, but if you've brought a balanced list which can recover, it's not the end of the world. Terminators are designed to be a fire magnet, that is why they get the best infantry saves in the game. 

 

Don't forget that C:I doesn't take up your allied slot, so you could ally in some Red Hunters for more Battle Brothers psykers, although the two mandatory troop choices may cripple you more than the advantage of taking them. 

Not necessarily. A Biker Captain brings Biker Troops, which help shore up three weaknesses at once; lack of scoring, lack of anti-tank, lack of mobility. Also, if you're happy with your existing anti-tank, you can swap those meltaguns for grav guns, which gives you an anti-2+ save option. But yeah, under normal circumstances, Tac Marines or Scouts end up being deadweight. 

 

 

I'ma just repeat myself then.

 

"How does it hurt to spend a pittance of points to get more guns AND a box that your opponent has to bust open first before being able to target the delicate infantry bunkered inside? This is a bad thing HOW, exactly? Your opponent has to use twice the amount of resources to remove your precious infantry than they otherwise would have ... AND you get more guns AND you get more mobility AND you get mobile cover that you can maneuver around the battlefield to place wherever it helps YOU the most." 

Because its utterly trivial to break open AV11 this edition. As even a cursory glance at tourney results and current edition creep would tell you. 

>twice the resources

No, you give their anti-tank something to be useful against, and then their plentiful anti-infantry can go to work ripping apart your lower bodycount (because by definition, mech has fewer scoring bodies than an infantry list). 

>moar guns

Nope. Rhinos bring one storm bolter, Razorbacks bring one heavy weapon (twin-linked I admit, but still). Henchmen mech is vaguely acceptable because you only pay 12pt tax to unlock each chassis, so you can have an absurdly cheap vehicle spam list and still bring normal infantry scoring to back it up (although I still don't like spending a lot of points on Razors that get blown up every turn with ease). The cheapest Knight squad is 100pts, so its almost 10x as pricey to do Knight mech. 

>mobility

For one turn, maybe two. Given the retarded new transport rules, you're actually better off walking. Not to mention while your inside the metal boxes, you can't shoot anywhere near as much as you can walking or Deepstriking/Scouting into position. The reason Ravens are so money is they casually ignore screens and enemy deployment shenanigans (by flying over it all), and the turn you drop out of them you can shoot and charge freely (thanks to Assault Ramp). 

 

 

In terms of what kinda list you wanna run, I'd experiment a lot. Your meta-game might be different to the general trends of 40k, in which case praise Santa. If not, then prepare to start lamenting why none of our PA squads last more than two turns of enemy attention. Definitely also try out Allies, they can shore up a lot of our problems in 6th better than our codex units. 

Because its utterly trivial to break open AV11 this edition. As even a cursory glance at tourney results and current edition creep would tell you.

Almost meaningless, because so far I don't actually see anybody playing MSU mech anymore because "everybody knows" that mech sucks in 6th edition. Show me the the tournament where anybody is actually fielding a 6e mech army, because I can't find them. The internet has judged mech dead, and so nobody even tries it. Except in my local game store, where folks know better, apparently. Meanwhile, the guy who has won the Gentlemen's GT 3 years running (5 games over two days) has run mech. GK in 5th and 6th editions; Necrons just last October.

>twice the resources

 

No, you give their anti-tank something to be useful against, and then their plentiful anti-infantry can go to work ripping apart your lower bodycount (because by definition, mech has fewer scoring bodies than an infantry list).

Just about the only "anti-tank" weapons that also aren't useful against infantry are XV88 rail rifles, wraithknight wraithcannons, and Imperial lascannons. Outside of that, virtually all "anti-tank" weapons are just as awesome against both armour and infantry. E.g., Why do you think wave serpents are so feared? They typically field weapons only as strong as S6, but that's enough to qualify as anti-tank and anti-infantry. That's exactly why they're favored.

 

So I confidently stand by my assessment.

>moar guns

Nope. Rhinos bring one storm bolter, Razorbacks bring one heavy weapon (twin-linked I admit, but still). Henchmen mech is vaguely acceptable because you only pay 12pt tax to unlock each chassis, so you can have an absurdly cheap vehicle spam list and still bring normal infantry scoring to back it up (although I still don't like spending a lot of points on Razors that get blown up every turn with ease). The cheapest Knight squad is 100pts, so its almost 10x as pricey to do Knight mech.

Good job picking on the transport with the least useful firepower. The one, singular, transport. Meanwhile, the vast majority of transports really do bring valuable additional firepower. (Wave serpents, Razorbacks, Immolators, Devilfish, Chimeras, Ghost Arks, Night Scythes, Raiders, ... the list goes on and on and on.)

 

And even the Rhino still carries all the other benefits of mech, and at a rock-bottom price, so you can't legitimately complain. To be continued...

>mobility

For one turn, maybe two. Given the retarded new transport rules, you're actually better off walking.

How can you say that?! Especially with the way 6e works, transports give you superior mobility than ever before! Now after you drive 6", you can disembark another full 6"! You've thus gotten 6" more movement than you otherwise would have. That translates into one less turn of enemy shooting on your infantry. Possibly you're that much closer to rapid-fire range, or even inside of it! Closer to charge range, if that's what you desire.

 

And that's only if you wish to just get that extra 6" of movement. There's nothing stopping you from taking advantage of the mobility for longer if you want it.

 

And of course, there's still the added protection the transport provides, and the extra enemy effort required by enemies to get at your infantry inside as a result.

 

And transports still serve as mobile terrain. You have the ability to control line of sight drawn to your army. Surely you must think this is beneficial?

 

Not to mention while your inside the metal boxes, you can't shoot anywhere near as much as you can walking or Deepstriking/Scouting into position.

Most transports give your infantry the type of weapons they cannot otherwise take or even use when on the move. Transports can fire their heavy weapons while on the move. If your infantry can even take the type of heavy weaponry available on the transport, they almost certainly cannot fire any of their heavy weapons while on the move anyway. And if your infantry unit can't even take a heavy weapon, well then, the transport gives your unit that much more tactical flexibility than it would otherwise have. (Think Dark Eldar Warriors and Raiders or Venoms, for example.)

 

Almost meaningless, because so far I don't actually see anybody playing MSU mech anymore because "everybody knows" that mech sucks in 6th edition. Show me the the tournament where anybody is actually fielding a 6e mech army, because I can't find them. The internet has judged mech dead, and so nobody even tries it. Except in my local game store, where folks know better, apparently. Meanwhile, the guy who has won the Gentlemen's GT 3 years running (5 games over two days) has run mech. GK in 5th and 6th editions; Necrons just last October.

Circular logic. The internet says many things, doesn't mean it translates into real-world meta. The reason mech is dead is because real factors in current 40k prevent it from being a viable 'take all comers' build. One guy /=/ trend. Hell, not too long ago a guy took a decidedly average Henchmen+Sisters list to a hardcore tourney and beat everyone. Player skill can trump list, not often though, and not on a general scale. 

 

Your local store may be different, I can't comment. I can say though that if you bring mech to a competitive environment, the most common cancer lists of the day deal with it very easily. 

 

Just about the only "anti-tank" weapons that also aren't useful against infantry are XV88 rail rifles, wraithknight wraithcannons, and Imperial lascannons. Outside of that, virtually all "anti-tank" weapons are just as awesome against both armour and infantry. E.g., Why do you think wave serpents are so feared? They typically field weapons only as strong as S6, but that's enough to qualify as anti-tank and anti-infantry. That's exactly why they're favored.

 

So I confidently stand by my assessment.

Wat

 

My point was, a balanced list has no trouble taking down AV11 due to HP. Ie their anti-tank units become more efficient, because you've given them a favoured target over just nuking a few Marines a turn. Against the cancer lists, they equally don't care if you bring mech or infantry horde, they murder both with brutal efficiency. I don't know how you're disagreeing with me here. Maybe we're not! Hooray :)

 

Good job picking on the transport with the least useful firepower. The one, singular, transport. Meanwhile, the vast majority of transports really do bring valuable additional firepower. (Wave serpents, Razorbacks, Immolators, Devilfish, Chimeras, Ghost Arks, Night Scythes, Raiders, ... the list goes on and on and on.)

 

And even the Rhino still carries all the other benefits of mech, and at a rock-bottom price, so you can't legitimately complain. To be continued...

We're talking about Knight mech specifically, hence why I refer to Rhino chassis vehicles. Razorbacks share the same hull. As do Immolators. Knights cannot embark on any other transport type, barring Land Raiders or Ravens. So...it's nice you list all the better transports in the game, but they're all the toys of other races, not ours. 

 

How can you say that?! Especially with the way 6e works, transports give you superior mobility than ever before! Now after you drive 6", you can disembark another full 6"! You've thus gotten 6" more movement than you otherwise would have. That translates into one less turn of enemy shooting on your infantry. Possibly you're that much closer to rapid-fire range, or even inside of it! Closer to charge range, if that's what you desire.

 

And that's only if you wish to just get that extra 6" of movement. There's nothing stopping you from taking advantage of the mobility for longer if you want it.

 

And of course, there's still the added protection the transport provides, and the extra enemy effort required by enemies to get at your infantry inside as a result.

 

And transports still serve as mobile terrain. You have the ability to control line of sight drawn to your army. Surely you must think this is beneficial?

Because you can Run. Because when that transport blows up (which it will), you are inside a deathtrap that hurts you and prevents charging out of the wreckage for a turn. Also, rapid-fire range is irrelevant to Knights, we have 24" guns. 

>added protection

Nope. They can remove your protection and still do significant damage to the squad in the same Shooting phase. 

 

I agree they're useful as mobile terrain, but the shooty races all have mobile gun platforms so they largely don't care. Also, Riptides and Broadsides can see over Rhino hulls, as can Serpents, units on high ground... (you probably get a cover save, but still, they get to shoot). Mech used to be really strong back when melee assaults were a huge problem for balanced or shooty lists (ie you could block charge lanes and force them to waste attacks on vehicles). Real terrain is almost always a better option, as its indestructible and often blocks a lot more than any vehicle hull will (especially Rhinos, they're one of the smallest transports in the game). 

 

Most transports give your infantry the type of weapons they cannot otherwise take or even use when on the move. Transports can fire their heavy weapons while on the move. If your infantry can even take the type of heavy weaponry available on the transport, they almost certainly cannot fire any of their heavy weapons while on the move anyway. And if your infantry unit can't even take a heavy weapon, well then, the transport gives your unit that much more tactical flexibility than it would otherwise have. (Think Dark Eldar Warriors and Raiders or Venoms, for example.) 

Again, lets get back to Knight mech. Rhinos bring the same firepower as a 20pt Strike Knight. Razorbacks have some cool options, but they're not cheap. Knights really do benefit more from being out and firing their impressive firepower, not cooped up in a deathtrap plinking away with just the psycannons at best. Chimeras add a few more guns to the picture, but that's branching into Henchmen, which means you might as well do a Henchmen mech list instead (much cheaper). 

These are becoming walls of text laugh.png, so I'll be really brief. It means I'm going to let some points just stand as they are with the back-n-forth we've had as "sufficient enough". msn-wink.gif

RE: "You can run." You can disembark and still run, you know. Any transport, therefore, gives you more mobility than otherwise. And therefore does save a full enemy turn of shooting. I fail to see any way you can deny this fact. For my money, that's worth 35 pts every time. We spend a lot more than that to protect ourselves against enemy shooting in other ways. Seems like a bargain to me.

RE: "Stick to GK options, please." Everything I said about additional weaponry, mobility, terrain, etc., obviously applies to the razorback. For 50 pts, you get 3 twin-linked S6 shots -- one of the more versatile weapons available -- and at a bargain-basement price. I do not think that an additional 2.5 PAGKs (or 1.25 GKTs, or .73 Paladins, or ...) are necessarily a better buy for the points. Obviously, it will depend on your overall list structure. As I said waaaay earlier, MSU mech isn't the only way to play GKs (or any other army), but it IS a valid one. And it remains valid precisely because of the value proposition it represents.

You bring just two or maybe three razorbacks, you're not playing MSU mech. Of course your vehicles will get destroyed early. That was true in 5th edition, too, so there should be absolutely nothing new about this proposition. In the end, nothing really has changed that much. Again, as I acknowledged way at the beginning, vehicles are, on the whole, easier to destroy in 6th than in 5th edition. But so is infantry! Everything is easier to kill in 6th edition than in 5th edition. This would necessarily be true if the only new factor introduced was the reduced cover save. But there are other reasons both vehicles and infantry are easier to kill. (Glancing hull damage for vehicles, the massive increase in low-AP and cover-denying firepower at reduced points costs when talking about infantry.)

In the end, my issue is that you are solely focused on the "easy to kill vehicles" side of the equation, and talk as though entirely oblivious to the "easy to kill infantry" side of the equation. I know that can't be true, and therefor I question the validity of your assertions.

Hey mates, as I continue to learn and create a list with my GK's I have recently been able to acquire a few more models but I am still kinda struggling to put together a list that can be pretty competitive in this edition, however I would like to avoid using henchman as possible, as I want to try and play with Marines only without having the feeling of IG in my Army. At the moment, I currently have:

* 10x Terminators (1x w/Daemon Hammer, SB, 2x Psycannon, Halberd, 7x Halberd, SB) Unit usually has Psybolt ammunition.

* 20x Grey Knights in Power Armor (Bodies built but no weapons on them yet, want to be able to use them for both Strike Squads as well as Interceptors, and should I spend the points on halberds or just keep them w/swords).

* 1x Dreadknight w/Greatsword, Incinerator, Personal Teleporter.

*2x Stormraven Gunships, each w/Hurricane Bolters, Assault Cannon, Multi-Melta (Obviously have Psybolt Ammunition).

*Coteaz

*Draigo

Now granted it isn't much at the moment, but hopefully it is the start of something more to build upon. Needless to say, still need help in addressing how to make a competitive GK list in this current edition, as part o the reason I went these guys is there easy accessibility to make an army quickly, therefore save money in the long run. Anyways, what lists work best in 6th edition and if so, best way to utilize the new Inquisition Book or Inquisitors in this edition w/Grey Knights?

 

still need help in addressing how to make a competitive GK list in this current edition

 

Don't bother. :(

 

Use Coteaz as your Primary HQ, and load up on Tau Riptides/Broadsides.

 

Then take some IG so you can use their Baneblade, and have hundreds of scoring troops, that take up only two slots.

That's extremely cool, although a bit too much time-intensive as far as I'm concerned (might a well put a few more hours at work and buy another GK set!).

 

It wasn't really that time intensive, compared with the usual trimming and prep work that you have to do during assembly anyway.  Particularly with a decent pin vice, drilling into plastic is easy (it's the metal models that are a right pain in the arse).  For the Strike/Interceptor squad, I magnetized the backpacks, obviously, but didn't magnetize every single arm, hand and weapon in the squad, only the ones where I thought it would be smart to have some options.  For example, I magnetized the heavy weapons to have both Psycannon or Incinerators available - Strikes don't need the Incinerators, but Interceptors might, and especially if they get improvements or lower prices in a future version of the codex.

 

In addition to the Heavy Weapons, I also magnetized the Daemon Hammer model (seen above), and the Justicar.  Other than those, I'm willing to take the risk that Nemesis Force Swords will continue to be the smart choice throughout this and future editions.

 

The Grey Knight Terminators got more magnetization that the Strike/Interceptors, because I really wanted significant customization flexibility, particularly since Swords, Hammers, and Halberds are free swaps (at least for now), and future changes might dictate different "optimal" builds.

 

Finally, I still need to get it all painted.  Magnetizing allows me to get a squad plus a handful of options painted, rather than having to paint two whole squads, and then still maybe not having the right mix of gear and weapons (particularly frustrating when new editions and new versions of codices make big changes to what works well.  The change in close combat weapon APs in 6e really highlights this; in 5e maximizing Halberds in a GKT squad with a few Hammers thrown in for just-in-case against vehicles was the no-brainer option.  Now, however, more Hammers are required to get you that important AP2, and going Halberds is secondary.

 

V

V, did you get that off a YouTube video? I saw one that had all those placements, I'm trying to find it again. Lol

 

 

http://www.youtube.com/watch?v=z2eH2Mdr4Gg

 

http://www.youtube.com/watch?v=BqdzpUkIpxo

 

Hopefully these two links will work.  This two part tutorial on how to magnetize infantry models was especially helpful to me.  I used the N52 magnets from K & J Magnetics.

 

Valerian

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