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Grey Knights Primer Mk2: Salvo Edition


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I was going to buy one of those knight errand mini titan things. But my friend circle said they'd refuse to play me.

 

You think their response was justified?

 

Because in my opinion, it's basically a riptide thats much buffer, but pays hundreds more for the almost same abilities, but don't roll on a special table for them (shooting twice, 3+invun,move 12",imune to instant death ect)

 

4+ for normal ones on on side shooting only. Since it has 6 hp all your opponent needs is melta the side you didnt declare the shield to be and get a 6 on the super heavy table. 6 hp + d6 hp damage. It can be one shotted. So if they refuse to fight it, id say they just want to fight gravy lists.

I think they're just cherry picking lists they know they can beat. IK are very uncommon and it may pose some challenges they don't know how to counter. Tell them to read up on the rules and state how much it costs (points) and how easy it is to blow up and ask them to reconsider.

I was going to buy one of those knight errand mini titan things. But my friend circle said they'd refuse to play me. 

 

You think their response was justified? 

 

Because in my opinion, it's basically a riptide thats much buffer, but pays hundreds more for the almost same abilities, but don't roll on a special table for them (shooting twice, 3+invun,move 12",imune to instant death ect) 

 

Tell them to get bent. 40k is about putting down your best list and trying your luck. If they're unwilling to fight a single 500pt unit that can die to a few lucky melta hits, tell them you won't play against Riptides, Obliterators or Heldrakes. 

Such a shame. I thought it wouldn't be bad because it would probably be my only vehicle /long range weapon for my whole army. They even look at me funny when I meantion using 2 landraiders and say it's nooby. (how when it's our ONLY effective vehicle for an assault army) if I could spam cheap open topped vehicles like orks then I would. 

 

Take two Ravens instead of your Knight Titan. They're probably harder to deal with, do more damage, and deliver Purifiers into their lines with almost zero way to stop it. 

For example the psycannon used to mean Strike Squads were very useful, they were an army backbone, now they're just ok but overshadowed in a big way by terminators in particular. 

 

It's worse than that. Terminators got a price reduction, falchions went down in price (halberds got nerfed, hammers now cost a reasonable amount), and psycannons became Salvo. Even more salt in the wound is that Strikes pay a Justicar tax, but Terminators do not. There is literally no reason to use Strikes anymore. 

 

 

Tell them to get bent. 40k is about putting down your best list and trying your luck. If they're unwilling to fight a single 500pt unit that can die to a few lucky melta hits, tell them you won't play against Riptides, Obliterators or Heldrakes. 

 

*cough* Unbound *cough*

 

;)

 

/manhugs

Gone is my Ward

 

edit:

Actually, I can picture Mike stepping out of GW's headquarters after reading the plans for the new GK codex. He's saying "Frankly, my dear, I don't give a damn". Oh wait, that's Gone with the Ward, er Wind, no?

So I know the tech marine is useless for actually doing most anything related to fixing vehicles but what about just an additional beatstick in close combat.  He does bring 2 ap1 attacks fromk his server arms and an ap2 attack from his axe as well as a mc plasma pistol and flamer which isn't too shabby.  While he does have artificer armor I'd probably avoid using him to tank hits since he only has 1 wound still.  Toss the liber daemonica on him and attatch him to some combat squaded purifiers to bring rerolls and some pain in the assault and let your purifiers take the cheaper falcions instead and let your libby or GM roll with another squad.

 

Too bad he still costs quite a bit.

So I know the tech marine is useless for actually doing most anything related to fixing vehicles but what about just an additional beatstick in close combat.  He does bring 2 ap1 attacks fromk his server arms and an ap2 attack from his axe as well as a mc plasma pistol and flamer which isn't too shabby.  While he does have artificer armor I'd probably avoid using him to tank hits since he only has 1 wound still.  Toss the liber daemonica on him and attatch him to some combat squaded purifiers to bring rerolls and some pain in the assault and let your purifiers take the cheaper falcions instead and let your libby or GM roll with another squad.

 

Too bad he still costs quite a bit.

 

For his price I'd rather take another Strike combat squad, or even another Librarian. Tech-Marine is massively overpriced for the only trick left that anyone cares about (conversion beamer). 

  • 2 weeks later...
Posted · Hidden by Reclusiarch Darius, September 26, 2014 - Wrong thread
Hidden by Reclusiarch Darius, September 26, 2014 - Wrong thread

Played three games so far and won them all, tabling my opponent by turn 4 in the first match. Now I'll admit I was dreadful in 6th ed, I hardly won. So this is a bit of a shock for me.

 

But I'm a bit concerned this codex only has one real competitive structure. At 1500pts I had...

 

Librarian, ML3,

Adjoined to a full squad of terminators with psycannons and toys.

 

2 Dreadknights, teleporters and incinerators.

 

A 5 man terminator squad with a stace psycannon and falchions.

 

10 man purifier squad with 4 psycannons, combat squadded and each 5 man team in a rhino.

 

Tactics - If I get GOI on the Sanctic powers or whether I deepstrike the Librarian and the terminators go right up in the opponents grill. Using thier psycannons turn one to take out their biggest AP2 threat (Exocrine, Leman Russ, ECT). The other Terminators deep strike to terrify their Warlord/support the Librarian team. Both squads run.

 

The Dreadknights fly up the board to punish light infantry on turn one with an eye for punching the tanks on turn 2.

 

Their whole army is tied up in trying to stop the turn 2 onslaught as prepared for above that they don't worry too much about the two rhinos with purifiers coming down the board. These Rhinos need to move into board denial locations where next turn you can fire the psycannons full strength.

 

I have had such fun with this but have for the last few days been trying to put together a totally different approach in a 1500 pt list. Does anyone know where I can go from here? Is there more than the monobuild (by the way, I will under no circumstances ally with anything).

 

I'm brand new to this forum (coming from dakka dakka) but my 1850 pt army (which is a WIP as I'm waiting on the raider and NDK) is similar and I planned on using the same overall strategy, shunt punch turn 1 and 2, nova turns 3 and 4.

 

There are other units you can use but I think we are down to one largely effective strategy, the shunt punch. You either put draigo, strern, and pallies as a death star and support with NDK, or you spread out the killiness a little bit but still basically get in their face ASAP.

 

I'm thinking of this for my default go to army 

 

HQ

ML3 librarian, liber, stave/hammer/halberd 

ML3 librarian, appropriate relic, stave/hammer/halberd 

 

Elite- 

5-man paladin squad w/ 2x psycnannon, and apothecary 

5-man purifier squad, 2x incinerators 

5-man purifier squad, 2x incinerators 

 

Troops- 

5-man terminators, 1 psycannon 

5-man terminators, 1 psycannon 

 

Heavy Support- 

1 NDK, psycannon, heavy incinerator, sword, teleporter 

1 Land raider 

 

~1850 

Played three games so far and won them all, tabling my opponent by turn 4 in the first match. Now I'll admit I was dreadful in 6th ed, I hardly won. So this is a bit of a shock for me.

 

But I'm a bit concerned this codex only has one real competitive structure. At 1500pts I had...

 

Librarian, ML3,

Adjoined to a full squad of terminators with psycannons and toys.

 

2 Dreadknights, teleporters and incinerators.

 

A 5 man terminator squad with a stace psycannon and falchions.

 

10 man purifier squad with 4 psycannons, combat squadded and each 5 man team in a rhino.

 

Tactics - If I get GOI on the Sanctic powers or whether I deepstrike the Librarian and the terminators go right up in the opponents grill. Using thier psycannons turn one to take out their biggest AP2 threat (Exocrine, Leman Russ, ECT). The other Terminators deep strike to terrify their Warlord/support the Librarian team. Both squads run.

 

The Dreadknights fly up the board to punish light infantry on turn one with an eye for punching the tanks on turn 2.

 

Their whole army is tied up in trying to stop the turn 2 onslaught as prepared for above that they don't worry too much about the two rhinos with purifiers coming down the board. These Rhinos need to move into board denial locations where next turn you can fire the psycannons full strength.

 

I have had such fun with this but have for the last few days been trying to put together a totally different approach in a 1500 pt list. Does anyone know where I can go from here? Is there more than the monobuild (by the way, I will under no circumstances ally with anything).

Hey, I sorta have a similar setup and it does seem that the general strategy for an effective NSF build is going to be take units that can get into the opposing deployment/enemy area turn 1, and stick those that can't (looking at you purifiers) into a METAL BAWKS to keep them safe.

 

If we still had psybolt I would say we may still be able to play the mid range game but we can't really, at least I can't against the armies I play. On the one hand I feel very limited in having one general strategy but on the other....it does kinda follow the fluff, teleport in and kill so fast the last thing the enemy was lucidly aware of was the strange but distinct smell of ozone...

Hey, I sorta have a similar setup and it does seem that the general strategy for an effective NSF build is going to be take units that can get into the opposing deployment/enemy area turn 1, and stick those that can't (looking at you purifiers) into a METAL BAWKS to keep them safe.

 

Don't forget to add some void shields. Ablative AV12 layers keep those death-traps...I mean transports alive Turn 1. 

 

Don't forget to add some void shields. Ablative AV12 layers keep those death-traps...I mean transports alive Turn 1. 

 

 

 

I actually haven't used any fortifications yet, it is definitely a good idea for me to look into it though.I used to hide my techmarine w/ conversion beamer in a bolstered building (2+, 3+ cover save), but he wasn't particularly effective. A void shield would certainly help.

I actually haven't used any fortifications yet, it is definitely a good idea for me to look into it though.I used to hide my techmarine w/ conversion beamer in a bolstered building (2+, 3+ cover save), but he wasn't particularly effective. A void shield would certainly help.

 

Yeah well the thing is cover saves are almost meaningless these days, as people either pull you apart with massed fire, or gain Ignore Cover somehow (innately, or through markerlights/psychic powers etc). That's why Aegis Lines are going the way of the dodo. Void Shields being available to everyone is annoying (I would've preferred it being for Imperial armies only), and in Escalation they're commonly used to keep your Super-Heavy alive. I'd recommend going the full 3 shields per generator, they're only a powerfist each. 

  • 4 weeks later...
  • 2 weeks later...

One thing to note. Rhinos and Razorbacks are not under a dedicated transport heading. They are under Fast Attack. So if you wanted to (I don't know why you would) you can take Rhinos and Razorbacks in Fast Attack slots.

One other thing. On the Dreadknight I believe that the deamon hammer is now superior to the sword. Its 5 points cheaper and instead of the single re-roll it has concussive. I think that's better as MC's ignore the unwieldy rule. So the hammer has the same bonuses of extra attack as the sword

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