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New To GK


Eisenhorn31388

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Hey guys, I'm relatively new to GK and I have decided to start up a small force just as a fun project to distract me from the daunting mounds of plastic I have to build and paint for my AM and BA. I figure I will reward myself with a few GK models as I reach certain milestones in completion of my other armies.

 

I have two of the older boxes of the regular GK, and a box of 5 Terminators. One termie is built with a halberd, and everything else is relatively unbuilt. I want to know what is most viable to build this small force out of, as I don't plan on running it as a primary, but I don't want to glue until I've been sure that the build will work.

 

I'm looking more into the combat/short range support role, as my guard have the long range, and my BA have the full combat and in your face covered. I'm going to make it so that I will build and paint these two at a time as I complete 5-man combat squads for my BA or a full 10 man IG squad, just to shake up the monotony.

 

So after all of that, whats the best way to equip these guys?

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I'd probably go with either a full Purifier squad (so you can use a Blood Angel drop pod in Fast as a Turn 1 delivery for them), or two 5-man Interceptor squads. Purifiers don't need any upgrades they're scary and expensive enough, just a pod to deliver them. Interceptors I'd keep cheap, incinerator and Justicar hammer is what I'd go for. Terminators are psycannon, hammer, and then falchions if you have the points (leave them with swords if you don't).

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I'd say get a terminator librarian, another box of five terminators and paint the power armour guys as purifiers (basically white helmets). Now you have a CAD/NSF with one hq, two troops and one elites and a perfectly playable list for "small" points (by gk standards) or as allies. Next step is to buy one or two nemesis dreadknights and then you have the core of basically all gk lists since our new codex was released.

 

If you want more speed you could go for interceptors instead of purifiers but personally I prefer purifiers.

 

As for weapon loadouts it very much depends on preferences and what you're usually playing. One thing we all agree on is that you need at least one hammer per unit (if you combat squad you need one in each) for versatility and as a back up if you run into something big. After that it's a matter of preference and what you're usually playing against. If you want to keep things cheap (again, by gk standards), stick with swords. I tend to prefer falchions for their additional dice output but they are pricey. Halberds are good if you're short on dice for casting hammerhand (which you should never be...)

 

As for shooting, go for the psycannon on terminators for versatility. I'd almost always go for incinerators on power armour after the nerf of psycannons to salvo. Psilencers are very situational but definitely have their uses, read their rules to see if they fit your meta.

 

If you're playing hordes, they will quickly learn to fear purifiers with incinerators, cleansing flame and their high amount of dice in cc on the charge...

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You know Ravernn, it's sad you say that because when I played that list. I still lost two first turn to Tau shooting.

 

Sorry I like to take a tough list in a codex that's hard to do.

I would flat-out refuse to play against a 4 WK list, so I suppose you got what you deserve

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I still ended up winning the game though ;) and most of the time I have to end up playing against 3 WK plus several serpents and a demon summoning jetseer.

 

Plus my local areas meta is obviously more competitive than yours as it seems. Plus you can't complain when you go into a tourney where you know it's possible.

 

Hell I've thought of an unbound 8-9 DK army for the lolz

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I still ended up winning the game though msn-wink.gif and most of the time I have to end up playing against 3 WK plus several serpents and a demon summoning jetseer.

Plus my local areas meta is obviously more competitive than yours as it seems. Plus you can't complain when you go into a tourney where you know it's possible.

Hell I've thought of an unbound 8-9 DK army for the lolz

id say a certain level of competitive play is cool then it just gets totally becomes neckbread bull:cuss, id say your local meta isent so much a fun competitive environment and more of a snigger over the table like a tool environment, running all those NDK just is not fun, why bother even playing if your going to be that dull? just throw dice at each other, dont even bother putting the models down

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Plus my local areas meta is obviously more competitive than yours as it seems. Plus you can't complain when you go into a tourney where you know it's possible.

I'd suggest getting a new local area in this instance. That kind of WAAC isn't tremendously healthy, and its CERTAINLY not something you should be cramming down a new player's gullet, m'kay?

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But running the entire Chapters DK's is FORGING TEH NARRATIVE because that's what GW wants :P

 

It's highly competitive but they're all good guys though. I win some, I lose some. But I always have fun unless someone goes completely overboard.

 

1. I honestly doubt I'd run all those DK

2. That's way more money than I care to continue to pour into my GK at this point.

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I still defend the place of the Raven and Landraiders in our lists. 

 

Ravens, I totally agree, although it depends on the list and matchups. Land Raiders are deadweight though. 

You're the 5-Serpent Eldar guy, but in Grey.

 

Don't listen to this guy.

 

Don't be this guy. 

 

4x Dreadknight lists are nowhere near the power level of Serpent Spam Eldar. I'd also refrain from dismissing others like that. People are allowed to have different opinions to you. The correct response is to argue why you don't agree, not just shut them down. 

5-Tactical Sentinels of Terra.

 

I never got round to reading that supplement. Does it make Tacticals anything other than garbage?

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Regarding sentinels, yes on all accounts. I've lately been using the supplement for close range bolter drill and bones of osrak/eye of hypnoth. Drill makes scouts really.. decent and bones gives +1 wc and reroll psych attempts. Eye is an 18" auspex. And of course tank hunting devs. The warlord traits are decent too.. reserve manip, an orbital bomb, iwnd and counter attack + fearless being the stand outs for my purposes.

 

On topic is not so much that 4 NDKs are busted, it's that if your going for that level of competitive just take allies. Better and less spammy feeling IMO.

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It's real solid. You give up your great relics for an HQ option that's a Tactical Squad, a few cheaper relics, and the aftermentioned re-rolls. The re-rolls are really quite nice, both for snap-firing HB and dealing damage on overwatch.

 

It does nothing to help hypercompetitive armies - no boosts to grav spam, bikes or the one chapter master build, but on the other hand Imperial Fists are awesome and that's what matters.

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Regarding sentinels, yes on all accounts. I've lately been using the supplement for close range bolter drill and bones of osrak/eye of hypnoth. Drill makes scouts really.. decent and bones gives +1 wc and reroll psych attempts. Eye is an 18" auspex. And of course tank hunting devs. The warlord traits are decent too.. reserve manip, an orbital bomb, iwnd and counter attack + fearless being the stand outs for my purposes. 

 

Do the bonuses apply to Sternguard though? That's the problem with the regular Imperial Fist tactics, GW decided they couldn't forge that narrative. 

 
On topic is not so much that 4 NDKs are busted, it's that if your going for that level of competitive just take allies. Better and less spammy feeling IMO
 

 

4x DK isn't even vaguely competitive man. It's probably enough to let you stomp over bad lists and the tier 3 armies of 40k, but any plasma they bring goes up in value for every DK you bring (same if your army is Terminator skew). I'm gonna experiment with BA Allies to see if they can help out, or if SW are better. Still undecided, Wolves do have better Troops though. 

It's real solid. You give up your great relics for an HQ option that's a Tactical Squad, a few cheaper relics, and the aftermentioned re-rolls. The re-rolls are really quite nice, both for snap-firing HB and dealing damage on overwatch.

 

It does nothing to help hypercompetitive armies - no boosts to grav spam, bikes or the one chapter master build, but on the other hand Imperial Fists are awesome and that's what matters.

 

Well that's good. Fists already have the best Chapter Tactics by far, so if it helps people making themed Marine lists less worthless, I'm all for that. I'm a Dark Angel guy though, so I'd never make a list like that. 

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