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New to GK need advice on the assemble


ananiadis75

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well 4 squads of SS seem too many to me  . you will mostly need 2 units  to use as interceptors . the asp champion should have a halabard [higher I is nice for duels] and there should always be a thunder hammer in the unit . the heavy weapons should be psycannons .

 

terminators should be halabard armed with psycannons as hvy weapons and  either 2 Hammers per 5 dudes [with HQ] or 1 hammer per 5 dudes [no HQ] .

There is no "optimal" build. I can tell you what I favor, but I also don't think what I do is necessarily "optimal". Much depends on the style of list you intend to play. (For example, when I play full-on mech MSU, I never take full units, and I skimp on wargear. My 5-man MSU Strike Squads get a single psycannon and nothing else other than a razorback, for example.)

If it were me, I'd want to reserve at least 10 of your power-armoured GKs for Interceptors. But otherwise I equip all my PAGKs the same way, at least when taking full 10-man squads.

2x psycannon

1x hammer

Justicar w/halberd

And for the Strike Squads, a razorback with psybolts as well. I combat squad the unit with 2x psycannons + 3 normal dudes as a footslogging "firebase" unit, and I put the Justicar, hammer, and 3 normal dudes in the razorback as a mobile interception unit.

I still favor psycannons over incinerators for my Interceptors because of their versatility. I still face a lot of mech and a lot of monstrous creatures; I'd rather have more ways to deal with them then to have flamer weapons for killing Xenos in cover. Killing Xenos infantry has never been a problem for GKs, and it's still not a problem today. The problems are things like Riptides, Wraithknights, and Wave Serpents. Incinerators are useless against the things that hurt us most.

The only incinerator I take anymore is the heavy incinerator on my Dreadknight. Being a torrent weapon, it's a lot easier to use, is deadlier than basic incinerators, and is the cheapest ranged weapon on a pretty expensive model. msn-wink.gif

One other option for PAGK models: you could run them as Purifiers. They are excellent units -- and worth unlocking as Troops even by paying "the Crowe tax" -- and for them I have a completely different loadout. (Two of them, actually....)

When taking full 10-man units: 4x psycannon, 3x halberd, 2x hammer (the Knight of the Flame gets a halberd). They also get a razorback with psybolts. The four psycannons and lone purifier with a sword hoof it on the ground, everybody else gets the razorback.

When playing MSU (minimal units), I only ever take 2x psycannons for every five guys. No, I don't bother with halberds, even though they're still cheap. In MSU, every point is sacred! (Also: always a razorback for each unit.)

As for Terminators, what you use will depend on whether you're taking Paladins or basic Troop GKTs.

For basic Troop GKTs, I give out 1 psycannon, 2 hammers, and 3 halberds for every 5 models. (I give the psycannon-bearer a halberd, but there's no reason you can't give him a hammer instead.)

For Paladins, I give out 2 psycannons, 2 hammers, 2 halberds, and 1 warding stave for every 5 models. (Well, you can't give out 2 staves if you take a full unit of 10 paladins, but why would you do that? laugh.png ) I have an Apothecary -- and he gets the stave when I use him! -- but I rarely use him. He's just SOOOO expensive. But you're already spending a fortune on Paladins as it is ... what's another 75 pts between friends, eh? laugh.png

for the paladins what about the brotherhood banner

Meh. Take it if you like. Me: I can't stomach losing a nemesis force weapon.

 

I should add that taking psybolts can be useful. Darned useful on GKTs when you buy a full 10-man unit. Combat squad the unit, two units of S5/S7 (psycannon) goodness.

 

Also OK on Strike Squads and Interceptors, but again, only if you buy the full 10-man unit and combat squad them.

 

The following units deserve psybolts in the following order of importance (but ONLY if bought as full 10-man units): Interceptors, GKTs, Strike Squads, Paladins, Purifiers.

Ok all this are good advice's so far I'm deciding to go this way for termites 2 psycannon with sword 2 hammers and the other 6 will probably go with halberds. Now for the strike squad since I don't want to lose their scoring ability I will have 2 psycannons 2 hammers and everything else sword so that they remain cheap. That's 10 termies and 10 troops there are 10 more pagk that I don't know how is it best to use them

I highly recommend magnetizing - it's really quite easy, and in my opinion, quite worthwhile to gain you some flexibility in load out.  Helpful for when you change your mind, or GW makes changes to effectiveness in FAQ updates, new codex releases, and edition changes.

 

V

C&P#d from my post in your Army List thread;

 

 

There is no real optimnal build. As the units are very close, model wise (Strikes/Pruifiers/Interceptors/Purgation) I'd recommend you proxy for a while, get used to the army, and decide how you want to play.

 

If you wants some 'standards', you'll find most recommend;

 

 

Strike x10, Psycannon x2, Psybolt Ammo

 

Sometimes with a Halberd on the Justicar, sometimes with a Daemonhammer in the unit.

 

 

Purifiers can be the same (but with 4 Psycannons on a 10 man Squad), but you can field these with Halberds, as it's not too expensive for them.

 

 

Interceptors are usually like Strikes. Sometimes swapping Psycannons for Incinerators, but that's an even more expensive option.

 

 

Purgation Squads usually come in two flavours: 5 man, 4 Psycannons or 5 man 4 Incinerators. Again sometimes the Halberd (or even Hammer here) on the Justicar.

 

 

Falcions are generally *never* taken. Too expensive to give you the bonus of using two CCWs.

 

PAGK focus on thier shooting. It's TDAGK that have more freedom with thier CC options.

 

Edit: For terminators, all the weapon options are 'viable', but agian, Falcions are generally never taken. Still too expensive.

 

You can field all Daemonhammers to pop 2+ Saves. You can use Hlaberd to go before the Eldar in CC. You can use Swords to get a 4++ save in CC.

 

Some also like the Brotherhood Banner.

 

Basically, I'm just echo-ing Number6. ;)

Ok this will be my whole army and is not going to change due to lack of money so I will stay with them.

4xpagk boxes

2xtermies boxes

2x dreadknight

1x stormraven

1 draigo

1coteaz

So I guess now you have the full picture and you can give me more accurate notes on the load out

Thank you again

Codex: Grey Knights

HQ: Draigo (275)

Troop: Paladin x5, Psycannon x2 (315)

Troop: Paladin x5, Psycannon x2 (315)

Fast: Interceptor x10, Psycannon x2 (280)

Fast: Interceptor x10, Psycannon x2 (280)

Fast: Storm Raven (205)

Heavy: Nemesis DreadKnight, Heavy Incnerator (160)

Heavy: Nemesis DreadKnight, Heavy Incnerator (160)

 

Codex: Inquisition

HQ: Coteaz (100)

 

Total: 1,990

Yeah. :) You're not ever putting Coteaz in the Stormraven, you need him on board for IBEY and his rerolls. ;)

 

Doing it this way gives you the option for the Codex: I Warlord table, and as a BB he can still join any GK Squad.

Ok I did some research and found out that dreadknights are like 255 points and raven about 235 so I guess making termies into paladins its not an option all though I love them but I think we need to keep them as regular terminators if I want to use all my army. Oh and BTW why is interceptors so special? Why not use them as strike squad so that they can be scoring units;

 

Ok I did some research and found out that dreadknights are like 255 points and raven about 235 so I guess making termies into paladins its not an option all though I love them but I think we need to keep them as regular terminators if I want to use all my army. Oh and BTW why is interceptors so special? Why not use them as strike squad so that they can be scoring units;

Dreadknights are only that expensive if you're using them with the personal teleporter, which would also allow them to shunt 30" along with the interceptors, which is the best way to make the most of that torrent incinerator your paying for, if you have the points. The 'raven is also not that expensive unless your taking some Heavy Bolter sponsons, and perhaps some other upgrades, i don't have my codex to hand.

 

What research did you do to come to that conclusion, just look at your codex.

Seriosuly, the list I posted above uses all the minis you currently own, and you're not planning on buying more.

 

If you don't play at 2k points (or 1,999), and need to trim down, sure, change the Paladin to GKT.  Change the Interceptors to Strikes.

 

As for NDKs, you can take them base for 130 points, or load them up with *everything* and pay in the region of 305 points for them.

 

But *no one* would ever suggest taking every single upgrade for a NDK.  If you're running your PAGK as Interceptors, you might want to consider the Personal Teleporter, to get them up there with the Interceptors.

 

Or you might still want to walk them with your Paladin/Terminators.

 

Interceptors are special as they can get into your opponents deployment zone via shunt, without triggering IBEY/Interceptor, like Deep Striking/Outflanking units would.

 

You can use Draigo's The Grand Stratgey to make 1-3 squads of them scoring anyway.

I didn't know that draigo had the ability to make interceptors into scoring. The research I did was in various forums and almost 90% of of them suggested to load out dk and raven the way I wrote you. The main issue tbh here is that I don't really know how to assemble my 4 pagk boxes since those can be done in so many ways and I dont want to magnetize them. So I'm a little confused. But I thank you for any suggestions so far

The conventional wisdom for assembling Power Armor Grey Knights depends on what you're going to be using them as. From what I've seen, the greatest divide is between Strike Squads and Purifiers.

 

For Strike Squads (and Interceptors generally), conventional wisdom is leave them with swords, take as many psycannons as you can, and if you can afford it, 10 man squads take psybolts. Some of the main reasons include:

 

- Strikes are not close combat units. They all have Nemesis Force Weapons, yes, but they come with bog standard marine stat lines and that just isn't spectacular in close combat. By and large, spending the points for the fancy NFWs is a waste.

 

- Psycannons are great general purpose guns. 24" range, multiple shots, S7 AP4 Rending. They're good against just about everything. Only in very specific situations will an Incinerator outperform a Psycannon. Psilencers are far too specialized and all-around underperforming. 

 

- Psybolts help PAGK do what they do best: hose the enemy down with mid-range firepower. Definitely worth considering especially on larger squads, because it's a flat point cost for the squad, not per model. The bigger the squad, the more value you're getting for its cost.

Psybolts do two things for your shooting:

1) They increase the reliability of your shooting. Against a lot of the targets you'd normally be shooting at, that extra point of strength translates to a lower number required to wound a target. Easy example, shooting at a Marine. The required dice number to wound goes from 4 to 3. The more saves you force an opponent to take, the more they're going to fail.

2) They allow your squads to threaten a wider variety of targets. This isn't the primary benefit, but it's worth noting. When you go from S4 to S5, your squads suddenly pose a threat to Armor Value 11 vehicles. You can wound Wraithknights. Note that I'm not saying they're suddenly great at doing so, but it is something, and that's better than not being able to do anything to them.

I see your point here and it is very useful info all this so I will keep them as strike squad that's 20pagk so its like 4 psycannons and the rest 16 will leave them with storm bolters and force swords and will put psybolts to both units just wished they could have carry more psybolts

 

I meant psycannons

GL's list is good, but you don't get 2 Psycannons per GKT box set, sorry to say. Would need some minor converting of Psilencers and normal arms into Psycannons, or a bit purchase.

 

You could also keep one of the PAGK squads as Strikers for backfield Objective sitting or Raven riding, freeing up points for some bling.

 

SJ

  • 3 weeks later...

GL's list is good, but you don't get 2 Psycannons per GKT box set, sorry to say. Would need some minor converting of Psilencers and normal arms into Psycannons, or a bit purchase.

 

You could also keep one of the PAGK squads as Strikers for backfield Objective sitting or Raven riding, freeing up points for some bling.

 

SJ

 

GKT boxes come with 1 Psycannon, that's true, however PAGK boxes come with 2 each.  It should be very simple to convert a PAGK psycannon to a terminator arm and even vice versa if you want to use the terminator psycannon for the powerarmor guys to have two of the PAGK psycannons looking uniform on your terminators.

 

If that makes sense.

You used to be able to buy the bitz pack of 5 GKT Psycannon arms from GW's site, even after they stopped selling Bitz.

 

Sadly, while there still is a GK Bitz page;

 

http://www.games-workshop.com/gws/catalog/armySubUnitCats.jsp?catId=cat1140008&rootCatGameStyle=

 

It's empty. :(

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