Totengraber Posted November 23, 2014 Share Posted November 23, 2014 I'm interested in starting Grey Knights due to a low model count and great-looking models. So far, I've only bought one Terminator squad and kitted it out like so: Justicar - Falchions 1x Hammer 1x Halberd 1x Sword 1x Sword w/Psycannon Is that a pretty decent build or should I perhaps have included more halberds? As far as expansion, I am looking at getting a Nemesis Vanguard box, though I don't think I really want the Land Raider all that much. How should I build the Strike and Purgation Squad(s)? Should I build Interceptors or maybe Purifiers instead? How many halberds/hammers should be in the units? How many Psycannons or Incinerators? Based on army lists I've read, the NDK gets Heavy PC, Greatsword and a Teleporter. Should he get the Heavy Incinerator as well? Any hep is greatly appreciated. Thanks! Link to comment https://bolterandchainsword.com/topic/299607-starting-grey-knights/ Share on other sites More sharing options...
raverrn Posted November 23, 2014 Share Posted November 23, 2014 That's not a bad build at all. My 5-man squads are usually Justicar w/ Halberd & Meltabombs, Hammer, Psycannon and two swords, so you're right on the money there. Link to comment https://bolterandchainsword.com/topic/299607-starting-grey-knights/#findComment-3869293 Share on other sites More sharing options...
Quozzo Posted November 24, 2014 Share Posted November 24, 2014 I believe falchions are statistically better than halberds, but not by much. The Psycannon on terminators is still the auto include so no qualms there. Don't make purgation squads. They don't bring anything that another squad can't do. They also take up valuable NDK slots, i mean heavy support slots (for the NDK ) Make them as purifiers if you already have terminators for troops. People are against giving psycannons to Power Armoured Grey Knights (PAGK) but if purifiers are in cleansing flame range then they're in psycannon range. Incinerators aren't bad if you can spare the points but might be overkill depending on your target. I always take at least one hammer in a squad of 5, swords or falchions on the rest (that don't have a ranged weapon). The NDK should have the Personal Teleporter (PT) Heavy Psycannon (HP) and the rest depending on your preference. The Heavy Incinerator (HI) is a good choice as is the greatsword. Should you put them on is impossible to say, have a few games and see what you prefer. Not actually sure if one of the PAGK can be equipped as any PAGK from the codex, not bought any since GW went and named every box with every codex choice. Although the purgation sprue on GW website comes with teleporter backpacks so it looks like they can. Link to comment https://bolterandchainsword.com/topic/299607-starting-grey-knights/#findComment-3869346 Share on other sites More sharing options...
Reclusiarch Darius Posted November 24, 2014 Share Posted November 24, 2014 Is that a pretty decent build or should I perhaps have included more halberds? Remove all your halberds. If you're gonna upgrade your Terminators, upgrade them to falchions, mixing on one hammer per five dudes. As far as expansion, I am looking at getting a Nemesis Vanguard box, though I don't think I really want the Land Raider all that much. Don't its a trap. It doesn't even work well with our Nemesis Strikeforce detachment (which is the only real way to play us now). How should I build the Strike and Purgation Squad(s)? Should I build Interceptors or maybe Purifiers instead? How many halberds/hammers should be in the units? How many Psycannons or Incinerators? Based on army lists I've read, the NDK gets Heavy PC, Greatsword and a Teleporter. Should he get the Heavy Incinerator as well? Don't build any PA squads except Purifiers or Interceptors. The other two are largely unusable, Purgators in particular are a complete waste of points and Heavy slot. Psycannons belong on Terminators and Dreadknights, they're just too expensive to make workable on Purifiers. Purifiers function better as an assault unit, getting into enemy lines and catching stuff with 'Cleansing Flame' and curb-stomping other infantry with their formidable melee ability. Interceptors want incinerators as they move too much for psycannons to be viable. Hammer is optional on most units, but the rule of thumb is 1 per 5 dudes. On Terminators its a very good choice because it lets them engage MC's, vehicles and other 2+ save units. On Purifiers its a maybe, on the Interceptor Justicar its also a maybe. Falchions are the only other nemesis upgrade to look at. On Interceptors they're solid gold, as they are a fast-moving assault unit that wants to get into melee and they need the +1A. On Purifiers its quite mean, 4A on the charge per falchion Purifier plus 'Hammerhand' and/or 'Force'....damn. I don't do it because I find Purifiers usually slaughter whatever they touch anyway, but its a very nasty pick on them. Halberds are trash, staves only belong on Librarians and no one else. Greatsword is 5pts more than hammer, so if you need those 5pts elsewhere, its not the end of the world if you downgrade to hammer. Always upgrade them to at least hammer though, they need a force weapon (they only have DCCW by default, which is annoying). With 'Force' Dreadknights are a million times more lethal and scary, and it helps them in the most troubling matchups (other MC's or heavy infantry with lots of wounds and the staying power to win a drawn out melee). It also denies FNP, which can be clutch against high Toughness with it. Heavy incinerator should always be an addition to the DK, heavy psycannon is default because its the best gun we have. I find 1-2 is okay, you generally don't need that much incinerator though between our base storm bolter, 'Cleansing Flame', our melee, and both psycannon and heavy psycannon still tear up most infantry fine. Its good for thinning out chaff camping with heavy cover saves or in fortifications. So yeah, if you have 20pts here or there, put one on a DK. Torrent is a big deal, it makes it much easier to land a good burninate, its why you don't see normal incinerators outside of Interceptors (who have the speed to actually get that short-range template in the right spot quickly). Link to comment https://bolterandchainsword.com/topic/299607-starting-grey-knights/#findComment-3869590 Share on other sites More sharing options...
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