Jump to content

New Grey Knights: Strike Squad Tactica


Rommel44

Recommended Posts

Lol if you march your Marines up field turn 1 and into the Slaughter I'd love to play you sometime, would be great to extend my win streak!

 

Those Marines sitting back for 3 turns are the ones who will win you the game.

 

You can't really compare a Stormraven to a Rhino. It's like comparing Abaddon to a normal rank and file Terminator.

Lol if you march your Marines up field turn 1 and into the Slaughter I'd love to play you sometime, would be great to extend my win streak!

 

What are you talking about?

Those Marines sitting back for 3 turns are the ones who will win you the game.

 

No, they're doing nothing and are going to cost you the game because you gave the enemy the initative (metaphorically speaking, not the game rule itself), and you've had wasted points sitting in your DZ huddling down. 

You can't really compare a Stormraven to a Rhino. It's like comparing Abaddon to a normal rank and file Terminator. 

 

 

Sure I can. A Raven minus the cost of a Rhino comes to 165 points. Ignoring its Assault ramp, just on its firepower alone and AV12 on all sides Flyer status, its better than a Vendetta at the same cost (more guns, Machine Spirit, no AV10 rear to exploit etc). So even if it couldn't transport our units, it would still be a viable combat gunship, especially as it has a locator beacon option to bring on our units. 

The thing is, this thread is for strike squads.

 

I can see taking 1-2 ravens just because they're good. They are. Ravens are one of our better anti-armor options and basically our only counter to other flyers. A solid take-all-comers list already includes them.

 

But if I'm putting PAGK's in a raven, they're Purifiers. Strikes can teleport in, so I'm generally not spending my limited raven space on them. Unless I'm not taking purifiers. Which might happen sometimes, I guess.

 

Either way - Strikes! Since my Ravens will probably be busy dropping Purifiers in nova range, the strikes basically have 3 options: teleport, foot slog, or rhino. Earlier in this thread I posted about combat-squadding the 2 psycannons into a backfield unit and deep striking the remainder further upfield. Taking rhinos into consideration, it wouldn't be the worst of ideas to stuff a rhino with the psycannon combat squad into a ruin for the extra protection and just have it sit there. Just because it will get popped doesn't mean its not an annoyance to your opponent to have to do so, and in the interim the psycannons can fire out of the top hatch. It definitely seems like an idea that's at least worth trying out a few times.

 

Also, while fragile, it's worth considering that a strike squad's 35pt rhino is the cheapest ObSec unit we've got. Leaving one in cover in your backfield to scoot around to objectives during the mid or late game, when you've hopefully got your opponent's other units already tied-up, and once First Blood has already been claimed, can be worth a VP or two.

@ Reclusiarch Darius

 

All I will say to you is that there is more to tactical play than shooting at your enemy with every unit on turn 1.

 

If your marines are in the thick of it by turn 1 ot two, they will mostly if not all be dead come turn 4.

 

If you hold them back they can secure objectives and mop up during the last few turns. They are still involved in combat for 2 -3 turns, only difference is that their threats are diminished and they are still alive end of game.

 

There are many units that do the fighting better than t4 power armour marines.

I've been considering making my strike squads combat orientated.

 

In the previous edition, a full squad with a hammer, 2 psycannons and psybolts was 250 exactly. And then required a transport on top.

 

And in the new edition. A full squad with 1 hammer, 2 incinerators and 7 falchions is 258pts. So for 8pts more you're getting a unit that still shoots well (just nowhere near as well), but does combat faaar better.

 

Couple this with a turn 1 deepstrike, then run into terrain. Then the next turn if you're lucky then you can assault with them. Technically they end up 20 odd points cheaper because of first turn deepstrike instead of a rhino.

I found a very good and different way to play Strike Squad...

 

10x PAGKS

2 psilencer

1 hammer

2 falchions

4 sword

Justicar with falchions and melta bombs

 

217pts

 

So,

split this unit in two groups

 

2 psilencer

3 sword

 

and the other, keep in reserve for an alpha strike.

 

So, the first unit must be placed close to an objective, but in cover.

the idea is to keep them stand on place to fire they're heavy weapons.

12 shoots with FORCE, is a real threat,

this will create a line of defense between the objectives. You could max this unit with divination.

 

what do you think?

Isn't 8 psycannon shots also a real threat though? And useful more often? While I agree that psilencers have a place in lists now, I think the only effective way to run them is on the dreadknight, who can still maintain flexibility with his other weapon.

 

I found a very good and different way to play Strike Squad...

 

10x PAGKS

2 psilencer

1 hammer

2 falchions

4 sword

Justicar with falchions and melta bombs

 

217pts

It's actually 257pts

 

You're right

sorry, problems with my battlescribe data

I use to play by dropping Mordrak+Libby w/ TH on turn 1 followed by a 10man squad of GKT on turn 2, will a combat squaded unit of GKT camping objectives. This was my 5th Ed tactic. 6th saw me swapping out the drop GKT squad for a drop GKSS and shunting GKIS. In today's meta, if I take Strikes at all, it will be as Deep Striking reinforcements with Incinerators rather than objective squatters with Psycans. Functionally, I'd be using them as non-PT Interceptors.

 

SJ

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.