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Grey Knight Strike Squads


L30n1d4s

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These have been much maligned in the new codex, especially with the nerf to Psycannons (i.e. Salvo rules), the loss of Psybolts, and the reduction in price of GK Terminators (making Strike Squads less valuable on a relative scale).

 

That said, I think Strike Squads are still a very good Troops choice, perhaps one of the best in the game, especially in comparison to their points value. Let's compare a Strike Squad to the 40K "baseline" Troops option, the SM Tactical Squad.

 

Assuming you are using a CAD in both cases (so both Strike Squad GKs and Tactical Marines have Objective Secured rule), then the Strike Squad GKs and the normal Tactical Marines share the following:

 

-Standard MEQ statline (WS4, BS4, S4, T4, etc.)

-Ld 8 (increased to Ld9 with Vet Sgt/Justicar)

-Power Armor/3+ save

-Frag/Krak Grenades

-ATSKNF

-Combat Squads

-Access to Rhino/Razorback DTs

 

 

Now, what does the Tactical Marine have that the Strike Squad GK does not?

-Cost -6 points/model

-Chapter Tactics

-Bolt Pistol/Bolter

-Access to SM special weapon (i.e. melta, plasma, etc.)

-Access to SM heavy weapons (i.e. ML, HB, Lascannon, etc.)

-Access to Drop Pods

 

Against this, what does a Strike Squad GK have the a Tactical Marine does not?

-Storm Bolter (better than either Bolter or Bolt Pistol, since it can shoot twice at 24" and always shoot and assault)

-Nemesis Force Sword (with access to upgrade to Halberds, Falchions, Warding Stave, or Hammer for EVERY model) 

-Psykout Grenades (moderately useful against Psykers)

-Brotherhood of Psykers (with Hammerhand and Force powers)

-Deep Strike

-Access to GK special weapons (i.e. Incinerator, Psycannons, etc.)

-The Aegis (moderately useful for improving Deny the Witch, especially when combined with Brotherhood of Psykers and Admantium WIll from a Warding Stave)

 

GK Strike Squads also have some very situational rules that really only help against Chaose Daemons, such as PE: Daemons, Daemonbane weapons, Banishment psychic power, etc.

 

 

Now, taking a look holistically, are Strike Squad GKs worth that extra +6 points per model?

 

In terms of survivability/durability, the only advantages they have over Tactical Marines are better stand-off (from Storm Bolter range) and better Deny the Witch Options (i.e. Aegis, Brotherhood of Psykers, Wardign Stave, etc.).

 

In terms of mobility, they don't have access to Drop Pods (unless you use allies), but they do have "organic" Deep Strike, so they can drop in from reserve for free compared to Strike Squads (but with risk of scatter/mishap and not on turn 1, unless you are using Nemesis detachment).

 

In terms of shooting, I already mentioned the advantage of Storm Bolters, which is significant. Even more than this is the ability to take GK special weapons. For only the price of a MB, you can take a S6 heavy flamer, which is INCREDIBLE.... even better, you can take 2 in a full 10 man squad, which as mentioned, can deep strike.... Salamander SMs would give their right arm for this ability in a Tactical squad! Psilencers are also quit a solid option if you can put your Strike Squad in cover or shooting out of a Rhino Bunker, with 12 S4 shots (that's the equivelant of 6 rapid firing Tactical Marines) that have the ability to gain ID (even a Riptide could potentially fail a save against this with some lucky rolls and be instant-gibbed). Finally, the Psycannons... while nerfed heavily with Salvo rules, they are still extremely good value.... for three MBs each, you can take two S7 assault cannons (that can even be fired on the move, albeit at reduced capcity) in your 10 man Strike Squad.... Tactical Squads (even Devastator squads) everywhere are green with envy for this ability.

 

Finally, close combat... with access to Hammerhand, a Strike Squad can have 21 S6 AP3 attacks on the charge....against anything short of Terminators, that is usually enough to wipe out 8-9 enemy MEQs, meaning they can kill an entire squad on the charge in most scenarios... against hordes like Orks, they can fire 20 SB shots and then charge with another 21 S6 AP3 attacks, resulting in an average of 15 dead Orks before they even get to strike back. Against MCs, they can activate their force weapons and, if they get a single wound through (pretty easy to do with S6 AP3  Swords, S7 AP3 Halberds, and S10 AP2 Hammers), that MC goes down to ID. Against medium-light vehicles, massed S6 attacks on the charge is even better than the standard Krak grenades, while Wardign Staves (S8 with Hammerhand) and Daemon Hammers (S10 with Hammerhand) will tear down even the heaviest tanks.

 

 

Now, all this is great, but is it enough to justify taking Strike Squads instead of GK Terminators? Terminators cost +13 points more per model and have all the same rules, but also have a 2+/5++ (so are significantly more survivable), have 2A base, and have relentless special weapons (so can move and fire and maximum capacity). Besides their price cost, GK Terminator disadvatages are they are bulky (for Tansport purposes), cannot sweeping advance, and pay slightly more for their special weapons (though it is more than justified, based on the relentless capability TDA gives).

 

A kitted out squad of 10 GK Terminators with 2 Psycannons and 3 Daemon Hammers and 5 Halberds is two MBs over 400 points .... a fully kitted out 10 man Strike Squad with 2 Incinerators, 3 Daemonhammers, and 5 Falchion Pairs is a MB less than 275 points... the saving of about 140 points means that you can afford another Dreadknight in your army, or another 5 man Purifier squad, or even a second Librarian with PML(3).

 

Well, instead of comparing a 10 man GK Terminator Squad with a 10 man GK Strike Squad straight up, lets compare Terminator Squad with a Strike Squad and an attached Librarian with PML(3) and all Divination powers:

 

-The Strike Squad/Libby has 12 wounds vs the 10 wounds from the Termies, but Termies have better armor... if the Libby gets Forewarning, however, he and the Strike Squad can have a superior 4++ Invul save over the Termies.

-Strike Squad/Libby have Ld 10 and are likely to deny the witch on a 3+ (with re-rollable 1 from the Aegis), since they have PML(3) and Adamantium Will), compared to Termies, which will deny on a 5+ (with the same re-rolls of 1s from the Aegis)

-Libby and Strike Squad have 24 attacks on the charge (vs 30 for the Termies), but with Prescience from the Libby, they will make about 18 hits, which is more than number of hits that the Termies would make.

-If all models had storm bolters, Libby/Strike Squad would put out 22 shots and have an average of 19-20 hits with Prescience, compared to 20 shots and 13-14 hits for the Termies

-If the Libby had Misfortune, then he could make all the Strike Squad Storm Bolters have Rending on a specific target, making them able to even glance vehicles to death and threaten MCs/ICs far better than the Termies

 

As you can see, the price difference between Strike Squads and Terminators means that you can afford a Librarian at the same points cost... putting the Libby with the Strike Squad really makes it a much more potent unit and brings it up to a competitive level with equivelant costed Terminators... same argument could be made for matching equivelant Strikes and a Dreadknight with a squad of Terminators, etc etc.

 

 

With an elite army like GKs that puts so few models on the table, being able to add some more targets for the enemy is really a big deal and, especially in bigger games (like at the 1850 or 2000 point level), can be the difference between being wiped out turn 3-4 and being able to diffuse enemy shooting enough to survive the whole game and also destroy his units/seize objectives as required.

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Tactical Marines are not the baseline Marine infantry choice. They're just terribad and should never be taken by any list ever. Not with Bikers or Scouts being available (the former is better at everything Tacticools do, the latter is better for cheaply unlocking Marines as Allies or to simply fulfill mandatory Troops cheap in a Marine list). 

 

We can only compare like with like. Our only other Troops option is Terminators, and they're just a million times better in every way. 

I thought it was an excellent write up and thanks for sharing. I would upgrade psykout grenades to insane vs psykers though. I've had similar thoughts myself but not as cohesive. Basically It's difficult to see the diamond amidst all the gems. Honestly I feel a massed strike squad army has potential and I'd probably be running one if I didn't adore tda so much (I have around 70 suits). At some point I may have to branch out for kicks though, just to see how it performs.

Echoing everyone here.

 

Excellent write up, but no one takes Tacs anymore anyway.  Scouts (for cheapness) or Bikes for Grav.  Or Crusader Squads.

 

No Marine player wants to takes Tacs and no GK player wants to take Strikes (In before the "I DO!").  We both have 'better' options to take.

 

Edit: As for Storm Bolters, Objective Secured doesn't compare to other units that can take them (Sternguard, Wolfguard, Chosen, etc) all for the loss of Objective Secured.

 

You can take Cypher and some Infiltrating Chosen, all with (bar Cypher!) Twin-Linked Bolters (which are better than Storm Bolters in Rapid Fire Range).

 

And Infiltrate will make sure you're in Rapid Fire range.

Although I HATE the justicar tax and I HATE the salvo psycannons..

And I HATE the retcon for psybolts (made shooting nurgle chaos so much harder)

 

And yeeeeees terminators are just better anyway..

 

I've always said that strike squads aren't that bad. Give them incinerators and falchions and you have a pretty powerful assault squad. (interceptors do it better, but are farrrrr more expensive)

 

I've run 2 combat squaded squads like this, giving me 4 separate units, deepstriking turn 1 in your opponents face. It just works so well because your opponent HAS to waste shots on cheap little 5 man squads after they've killed some guys. Leaving their army slowed and giving your army time to move up.

Mass Strike lists are always going to fail compared to just taking Terminators for the same points. Termies project actual threat, their psycannon isn't useless, and they demand either AP2 or melee interception. The fact there is only 55 points between the two kinda seals the deal. 

 

So no, don't ever take Strikes. GW have ensured they're utterly irrelevant with all the changes of our codex. 

I guess it's how you use them really.

You want tons of flamers, take strikes/interceptors, you want heavy infantry take terminators with psycannons.

 

Each play a different roll.

Terminators are all but useless if you're going against low ap spam, where it's the reverse for high ap.

 

And if you're going against a horde army like orks or nids, the more shots and bodies you have the better. So power armoured Marines would probably be better again. (with the exception for guard and all their ap3 tank pie plates)

 

Plus just each to their own.

I guess it's how you use them really. 

You want tons of flamers, take strikes/interceptors, you want heavy infantry take terminators with psycannons. 

 

Each play a different roll. 

Terminators are all but useless if you're going against low ap spam, where it's the reverse for high ap. 

 

And if you're going against a horde army like orks or nids, the more shots and bodies you have the better. So power armoured Marines would probably be better again. (with the exception for guard and all their ap3 tank pie plates) 

 

Plus just each to their own.

 

 You really shouldn't have issues with horde lists though. Between Dreadknights, your base storm bolters, any incinerators you take...I've fought a Gaunt-heavy Nid army before and its really more about applying pressure to one section, and blasting a path to the Tervigons and Exocrines. Once they're taken care of, his pathetic chaff infantry melt to you. 

 

Strikes aren't better in that matchup anyway, as they can be torrented to death with attacks, and they don't have enough attacks to swing combat their way. Charging Terminators a whole different story to charging Strikes. 2+ armour is a huge deal in melee, the Nid player has to commit MC's to the fight, Warriors don't do jack with boneswords and nothing else has AP in melee (Genestealers are like unicorns in current Nid lists, Raveners are mainly used at range not in melee). Even then, an MC is in real danger of being force weaponed, as the squad hammer can take it out even if his brothers die. 

 

Just take heavy incinerators in addition to heavy psycannon on your Dreadknights. It's a cheap and easy way to add anti-horde without needing to add Strikes or Interceptors. 

 

 

Just take heavy incinerators in addition to heavy psycannon on your Dreadknights. It's a cheap and easy way to add anti-horde without needing to add Strikes or Interceptors. 

 

Basically that.

 

Incinerators on strikes are great.  On interceptors they're better in every way.

 

Torrent Incinerators beat both of those hands down.

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