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Starting Grey Knights! Color scheme, And Henchmen squads..


Merellin

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So, As the title says i'm just starting Grey Knights. I always liked their models alot and when I started 40k I was planning to start Grey Knights as they just got their new codex, But since everyone said they where horribly OP and very boring to face, I went with Tau instead.

 

Anyways, I had two questions, One is for the color scheme, I was wondering if taking a light silver color like Mithril Silver (Dont know what the current GW one is called..) And then washing it with Nuln Oil would look good? Also, I was curious how people run their Inquisitorial Henchmen squads? I like the Crusaders, Death Cult Assassins and the Psychers. So I was thinking maybe two Henchmen squads, One that has four or five Crusaders at the front and the rest filled up with Death Cult Assassins. And one that has a bunch of psychers, With some other stuff to add extra wounds to them.

That colour will look good, I think. I tend to go for a little darker myself, but the classic grey knight silver is really bright, so you won't have any issues there. It also has however a bit of a blue shine, so maybe if you mix a little blue wash in with the black, or maybe Silver>Black>Silver highlight>Blue glaze, you should get a cool, classic Grey Knight look. 

 

I don't really play with Henchmen, but I think they look like fairly good ideas. Crusaders aren't that survivable though, so maybe a Chimera to get the assassins where they need to be?

Are the psycher squad good? Get enough psychers for max strength and best AP, Maybe one more for safety, and then some meatshields, Mebbes in a Chimera, To drive arround and blast people.

 

Also orderd the Grey Knight codex today, and bought a box of Grey Knights ^_^

I thought the Storm Shields of the Crusaders would add survivability to help the group survive..

Against small arms fire they are less survivable than a group of 5 marines. 

Against 10 Bolters at less than 12" away you get on average 10 hits, 6 or 7 wounds of which you will save 4, so take 3, whereas marines would take 5 wounds and save 3, taking 2. Obviously it gets better for the crusaders if they start firing lascannons at you, but they won't, normally. 

 

Also, I was curious how people run their Inquisitorial Henchmen squads? I like the Crusaders, Death Cult Assassins and the Psychers. So I was thinking maybe two Henchmen squads, One that has four or five Crusaders at the front and the rest filled up with Death Cult Assassins. And one that has a bunch of psychers, With some other stuff to add extra wounds to them.

Shooty or hacky. Never both. Henchmen work best when you focus the unit to do one thing really well. 

 

Shooty build:

 

3 x Servitor w/plasma cannon, 9 x Acolytes w/storm bolters

(123 points)

 

Attach Inquisitor, cast 'Prescience', profit. Re-rollable plasma cannons are a nightmare for all infantry, and the Acolytes offer the cheapest storm bolter in the game (they are exactly the same price as Sniper Kroot, if you wanna think of comparisons). Put the Acolytes up front to take wounds. If you want even more resiliance, add a Chimera or Aegis Line. 

 

Hacky build:

 

5 x Crusaders w/power axe+storm shield, 5 x Death Cult w/power sword+power axe

(150 points)

 

Note that this unit requires you to buy a Raven to deliver them. I'd also highly recommend attaching a good melee hero to hand out 'Hammerhand' and re-rolls. Brotherhood Champions and cheap Inquisitors both can do this for you (Bro Champ is more expensive but he's way better in challenges). Put Crusaders out front to tank damage, Death Cult will reduce most infantry squads to mush even without 'Hammerhand' or re-rolls to hit. Axes are for when you fight Terminators. 

 

 

I'd really avoid most other Henchmen TBH. Daemonhosts are terrible, Mystics are too easily murdered to do their thing (just buy locator beacons on Allies or Ravens), Banisher's only matter in one matchup that we already dominate, Jokaero are mainly for lulz, Arco-Flagellant are functionally worse than Death Cult in every way, 

 

 

Another way to go with Henchmen is to spam Razorbacks and/or unlock Chimeras on the cheap for your Purifiers. Twin AC Razorbacks with psybolts are pretty good, I like the las/plas Razor as well (AP2 is very relevant for killing Riptides and enemy Terminators). 

If you take Karamazov, model your Crusaders with their Shield over their heads. Tge expression on your opponent's face the first time you drop an Orbital Strike on a model obviously prepared to take it is priceless. : )

 

SJ

 

If you take Karamazov, model your Crusaders with their Shield over their heads. Tge expression on your opponent's face the first time you drop an Orbital Strike on a model obviously prepared to take it is priceless. : )

Even more priceless is when you pass your storm shield save and they just lose the unit :)

Oh! Unrelated to the henchmen (Just think it is better to ask here rather then start a new topic for it) Is the Grey Knights Librarian good? What powers should he pick? The Grey Knight powers or main rule book powers?

 

Oh! Unrelated to the henchmen (Just think it is better to ask here rather then start a new topic for it) Is the Grey Knights Librarian good? What powers should he pick? The Grey Knight powers or main rule book powers?

Librarian is situational. You should always take the Grey Knight powers, you're better off spamming Inquisitors and taking Coteaz if you want Divination powers. 

 

Libby has about three good uses;

- With a warding stave and three powers he clocks in at 200pts, which is not much more than a GM. As a combat character he's decent for tying up enemy melee monsters. 

- 'Shrouding' grants Stealth, 'Quicksilver' makes you+squad I10 (great for challenges), 'Warp Rift' is great for nuking low Initative monsters

- Mastery 2 means he grants 4+ Deny against Mastery 1 psykers, on top of 'Aegis'. Mastery 3 means you're Denying on a 4+ against most psykers in the game. 

 

Try him out, he's definitely not bad, but I feel its a lot of points. I find Coteaz+friends more efficient and useful (re-rolls for Knights and Henchmen is just so sweet). 

Sadly, Cover Saves (and by extension Stealth) aren't as good as they used to be.  And it's not only Tau Markerlights now, it's 6 Stormtalons denying you Cover Saves...

 

The Quickening can be KEK, depending on how you and your opponent rule it in conjunction with Page 7 and Unwieldy (Codex Set to I10 overules BRB Set to I1), otherwise, just take Halberds.  The best way to leverage this is to use Quickening on units with Falcions.  But they're expensive...

 

For Deny boosting, you could consider allying in some Red Hunters, to provide Adamantium Will.

 

Sadly, Cover Saves (and by extension Stealth) aren't as good as they used to be.  And it's not only Tau Markerlights now, it's 6 Stormtalons denying you Cover Saves...

 
Lel. As if anyone will take that formation

 

The Quickening can be KEK, depending on how you and your opponent rule it in conjunction with Page 7 and Unwieldy (Codex Set to I10 overules BRB Set to I1), otherwise, just take Halberds.  The best way to leverage this is to use Quickening on units with Falcions.  But they're expensive...

Unwieldy puts you back to I1, sry. Quicksilver is actually best on Dreadknights, it fixes one of their two remaining problems (I4 is meh, 5+ invul is meh). 

 

For Deny boosting, you could consider allying in some Red Hunters, to provide Adamantium Will.
Not to mention those sweet, sweet Centurions. 

Unwieldy puts you back to I1, sry

 

Page 7.

 

Quicksilver set > BRB set  (And that's all Unwieldy is, a statistic 'set' modifier)

 

Most don't think this is RAI though, which is why you really need to discuss it with your opponent.

 

Page 7.

 

Quicksilver set > BRB set  (And that's all Unwieldy is, a statistic 'set' modifier)

Mmmkay, I'll give you another example

 

Charging into cover reduces your Initiative to 1. Lash Whips give +3 Initative. Do Flyrants attack at I8 when charging units in cover, or I4?

 

 

Most don't think this is RAI though, which is why you really need to discuss it with your opponent.

 
Pretty short discussion;
'So nemesis hammers and I10...'
'Get out'

Charging into cover reduces your Initiative to 1. Lash Whips give +3 Initative. Do Flyrants attack at I8 when charging units in cover, or I4?

*cough*

There's a difference. Order of application mate. 'Set' comes last. 'Addition/Subtraction' comes before it. Cover cares not a jot about Lash Whips!

Flyrants are I1 when charging into cover, if they don't have Assault 'nades.

Pretty short discussion;
'So nemesis hammers and I10...'
'Get out'
Well if you opponent doesn't want to follow the rules... msn-wink.gif
Time to open up all the can's of grey area messes, like calling your Drop Pods doors part of the hull of the Drop Pod!
BOOM HEADSHOT
tongue.png
Damn quoting...

Initiative and Initiative Steps are two different things. A model's Initiative is value that determines at which Step the model attacks at. Quicksilver sets Initiative to 10, Unwieldy states the weapon is used Step 1. A unit with Init 10 will almost always win an Initiative test, even when wielding an Unwieldy weapon.

 

SJ

And you attack when your Initiative equals the Step counted.  You can only act at Step 1, if your Initiative Score has been changed to 1.

 

I went through this ages ago, and the entire section doesn't work and needs to be rewritten.

 

I could list out numerous inaccuracies, like the original Plasma 'nades and the FAQ for them.  But the bottom line is this is something you need to discuss with your opponent, before you use Quickening.

  • 3 weeks later...
Since my question pertains to this thread ill ask here, sorry if this is rude, that's not my intention, just thought it better then new thread. When you put acolytes in pa, do you guys use the same scheme as normal gks, or do you use a different one since they aren't actually part of the chapter let alone an actual space marine?

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