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New GK recruit questions!


Cloud Sensei

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Recently got into Grey Knights after fantasy took a drop for the worst. Having played ogres left me wanting a similar low pop high point army which led me to the Grey Knights!

 

I'm very familiar with the wh40k universe but very little with the actual tabletop game, and thus I have some questions which I hope some of you can answer.

 

  1. Regarding Falchions, does taking two mean that you get +1A or do you get +1A for EVERY falchion (Meaning if you take 2, you get +2A).
  2. Are there any benefits to taking halberds over falchions except point difference? Sure you get +1STR, but with falchions you get an attack (or two) and hammer hand fixes the strength issue somewhat.
  3. Can a NDK have 2 guns and a CC weapon? Like a Heavy Incinerator, Psy cannon and a Greatsword?
  4. Are there any huge benefits between terminators and paladins? I see that their stat lines are somewhat similar but paladins cost way more for each one extra.
  5.  I've red that in general, GK have a huge issue with taking out armor at range. So I thought that one of these 3 could be potential allies. Which of these is the best in providing long range anti-armor or anti-air or a combi of both.
    1. Adeptus Bro's. Besides fitting in with the fluff, from what I've red they have some good shooting options on the rangers and onagers for skyfire against air.
    2. A knight ally. With the recent releases, I think that a Crusader would be neat to plug the shooting hole and draw away the aggro from your army. For the load-out I thought about a Thermal Cannon, Gatling gun and that AA turret on top.
    3. Space marines! Centurion devastators with gravs and grav amps are pretty good with GK's from what I red, combined with Draigo. Could somebody enlighten me slightly further with this Draigo-star strategy?
  6. Is it possible to take a chaplain as HQ in an allied SM detachment?
  7. Is there some more information such as books or stories about the Adeptus mechanicus on Deimos, what's hidden under titan and what the terminus decree is?
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Welcome, if you want an army where you'll be always outnumbered, you've come to the right place ;) well, then again there's the knight armies...

 

Although not a GK player, I'll try and clarify some of the questions.

 

1) a pair of falchions gives +1 attack. You can't, to my knowledge, get a singular falchion. This +1 is cumulative with charge bonus.

2) different playstyles for different people. Sometimes you won't get hammerhand off, other times they'll deny it. When facing an enemy which apart from the bonus +1 s you couldn't wound, +1 attack wouldn't help.

3) I believe it's a choice, you can only have two weapons - two guns/gun and sword.

4) Paladins are special ;) they can get a lot more upgrades, and +1 wound is always useful.

5) Can't help you with that, but Skitarii, Knights and Astartes are all viable. As for Draigo...ugh.

6) I think yes.

7) Not that I know of. We will probably not know until GW moves the story forward...so never.

 

Apologies if some/all of these are wrong or vague, have a nice time with the silver shinies ;)

actually for point 3 yes you can have 2 diffrent guns and only 1 of either sword or hammer or fist

Point 5 is shunting Dreadknights or Las Cannon Dreadnaughts

Point 7 there is a paragraph in the HH Mechanicus book ( wont spoil it for you tho )

I've red that in general Dreads shouldn't be taken as GK's because they are somewhat weak and taken out easily in the current ed. Regarding NDK's, I know they are good but everyone and their dog will shoot at them once they pop up since they are widely known to be a pain in the ass. I'm planning to take 2 anyhow, but I think that backing it up with something else that is threatening is better than a 3rd one. Unless I'm hugely mistaken.

 

actually for point 3 yes you can have 2 diffrent guns and only 1 of either sword or hammer or fist

Point 5 is shunting Dreadknights or Las Cannon Dreadnaughts

Point 7 there is a paragraph in the HH Mechanicus book ( wont spoil it for you tho )

 

I've red that in general Dreads shouldn't be taken as GK's because they are somewhat weak and taken out easily in the current ed. Regarding NDK's, I know they are good but everyone and their dog will shoot at them once they pop up since they are widely known to be a pain in the ass. I'm planning to take 2 anyhow, but I think that backing it up with something else that is threatening is better than a 3rd one. Unless I'm hugely mistaken.

2 lascannon/missile dreads should provide decent long range, only things you're missing then is AA. But if your opponent knows GK he will try and take the dreads out to stop any long range. Protect them, or shove a NDK in his face. That'll attract his attention. Once the NDK is in combat, it is *probably* safe.

taking NDK 1 is good 2 is the best corse of action as it is harder to kill both before they kill your opponents armour or wraith knight or riptyde

 

Dreadnaughts in 7th are okay but with armour 12 and 3 HPs are knocked out with persistant shooting

 

multiples of either dreadnaughts or NDK's are the only way to go as they are harder to take out the more there are on the feild

 

Recently got into Grey Knights after fantasy took a drop for the worst. Having played ogres left me wanting a similar low pop high point army which led me to the Grey Knights!

 

I'm very familiar with the wh40k universe but very little with the actual tabletop game, and thus I have some questions which I hope some of you can answer.

 

  1. Regarding Falchions, does taking two mean that you get +1A or do you get +1A for EVERY falchion (Meaning if you take 2, you get +2A).
  2. Are there any benefits to taking halberds over falchions except point difference? Sure you get +1STR, but with falchions you get an attack (or two) and hammer hand fixes the strength issue somewhat.
  3. Can a NDK have 2 guns and a CC weapon? Like a Heavy Incinerator, Psy cannon and a Greatsword?
  4. Are there any huge benefits between terminators and paladins? I see that their stat lines are somewhat similar but paladins cost way more for each one extra.
  5.  I've red that in general, GK have a huge issue with taking out armor at range. So I thought that one of these 3 could be potential allies. Which of these is the best in providing long range anti-armor or anti-air or a combi of both.
    1. Adeptus Bro's. Besides fitting in with the fluff, from what I've red they have some good shooting options on the rangers and onagers for skyfire against air.
    2. A knight ally. With the recent releases, I think that a Crusader would be neat to plug the shooting hole and draw away the aggro from your army. For the load-out I thought about a Thermal Cannon, Gatling gun and that AA turret on top.
    3. Space marines! Centurion devastators with gravs and grav amps are pretty good with GK's from what I red, combined with Draigo. Could somebody enlighten me slightly further with this Draigo-star strategy?
  6. Is it possible to take a chaplain as HQ in an allied SM detachment?
  7. Is there some more information such as books or stories about the Adeptus mechanicus on Deimos, what's hidden under titan and what the terminus decree is?

 

 

 

Welcome to Titan brother.

 

this are my answers...

 

1- Sadly, we get  just +1A, not +2A

2- I did a mathammer about this, sometimes it's better halberds because of the +1Str , but ammount of attacks is better some times (you decide, depending of the opponent you face)

3- yep it can wield 2 ranged weapons plus a hammer or sword, even better you can shoot both ranged weapons and use the sword/hammer on CC

4- This is a controvertial point. some people likes terminators over paladins, in my case, Paladins had never dissapoint me.

5- Definetely a Knight... i really love them

6- 7- don't know

 

Lol, compiling my heresies for evidence ;) suppose a loyal puppy wouldn't be a bad thing. We can play fetch with a Nemesis Force bone. Wait, I swear one of your relics is a bone. There we have it :)

 

 

Woof Woof yup the Bone Shard of Solor ( :angry: useless thing )

:lol: sounds like someone has issues with their codex. But then again everyone has one relic with the golly gee factor. But then again for us THE MURDER SWORD (can't say it without caps) is always a win. Just for the name ;)

 

 

actually for point 3 yes you can have 2 diffrent guns and only 1 of either sword or hammer or fist

Point 5 is shunting Dreadknights or Las Cannon Dreadnaughts

Point 7 there is a paragraph in the HH Mechanicus book ( wont spoil it for you tho )

I've red that in general Dreads shouldn't be taken as GK's because they are somewhat weak and taken out easily in the current ed. Regarding NDK's, I know they are good but everyone and their dog will shoot at them once they pop up since they are widely known to be a pain in the ass. I'm planning to take 2 anyhow, but I think that backing it up with something else that is threatening is better than a 3rd one. Unless I'm hugely mistaken.

2 lascannon/missile dreads should provide decent long range, only things you're missing then is AA. But if your opponent knows GK he will try and take the dreads out to stop any long range. Protect them, or shove a NDK in his face. That'll attract his attention. Once the NDK is in combat, it is *probably* safe.

 

If you ally with the marines in dresses (DA) you can have a mortis dreadnought. If it does not move it gets skyfire and interceptor. That should take care of AA and LRAT needs.

Hi Cloud Sensei. Welcome to Titan smile.png

  1. Regarding Falchions, does taking two mean that you get +1A or do you get +1A for EVERY falchion (Meaning if you take 2, you get +2A).
  2. Are there any benefits to taking halberds over falchions except point difference? Sure you get +1STR, but with falchions you get an attack (or two) and hammer hand fixes the strength issue somewhat.
  3. Can a NDK have 2 guns and a CC weapon? Like a Heavy Incinerator, Psy cannon and a Greatsword?
  4. Are there any huge benefits between terminators and paladins? I see that their stat lines are somewhat similar but paladins cost way more for each one extra.
  5. I've red that in general, GK have a huge issue with taking out armor at range. So I thought that one of these 3 could be potential allies. Which of these is the best in providing long range anti-armor or anti-air or a combi of both.
    1. Adeptus Bro's. Besides fitting in with the fluff, from what I've red they have some good shooting options on the rangers and onagers for skyfire against air.
    2. A knight ally. With the recent releases, I think that a Crusader would be neat to plug the shooting hole and draw away the aggro from your army. For the load-out I thought about a Thermal Cannon, Gatling gun and that AA turret on top.
    3. Space marines! Centurion devastators with gravs and grav amps are pretty good with GK's from what I red, combined with Draigo. Could somebody enlighten me slightly further with this Draigo-star strategy?
  6. Is it possible to take a chaplain as HQ in an allied SM detachment?
  7. Is there some more information such as books or stories about the Adeptus mechanicus on Deimos, what's hidden under titan and what the terminus decree is?

1. No, just +1A. Think of it as wielding two nemesis swords.

2. No, if you're gonna bother upgrading, take falchions. They're better in every situation, and make much greater use of our psychic buffs.

3. Correct, you may take either a greatsword or hammer for your melee upgrade. You may take two guns, but no duplicates (ie only one of each).

4. Terminators are Troops, and they're the best Terminators in the game for their cost. Paladins are the worst TDA unit in the game by far.

5. Mechanicum offer solid AA and ranged support, they're a good Ally choice. Knight-Titans also help us out, especially with their update granting them Skyfire weaponry. Cents+Draigo is a tournament staple that is pretty effective.

6. Yes, although Chaplains are bad and should be avoided. Take a Librarian instead, he's much better.

7. No, nothing more than what is in our codex (which isn't much). Terminus Decree is still a mystery, although the prevailing theory is that it reads 'turn off the Golden Throne if Abby gets to Terra'.

I've red that in general Dreads shouldn't be taken as GK's because they are somewhat weak and taken out easily in the current ed. Regarding NDK's, I know they are good but everyone and their dog will shoot at them once they pop up since they are widely known to be a pain in the ass. I'm planning to take 2 anyhow, but I think that backing it up with something else that is threatening is better than a 3rd one. Unless I'm hugely mistaken.

Dreads are suffering from a lack of firepower and a lack of toughness. They're just too easy to kill off with glances, and they're overpriced for the firepower they bring. GK Dreads pay a premium to be Mastery 1 Psykers, and yet they have no powers worth casting. It's a sad joke.

If you ally with the marines in dresses (DA) you can have a mortis dreadnought. If it does not move it gets skyfire and interceptor. That should take care of AA and LRAT needs.

Mortis Dreads are still too easy to kill. If you're after serious Marine fire support, I'd look into the Deredeo for dedicated AA, or the Contemptor-Mortis for both ground and AA support. Sicarians are also pretty awesome at killing Skimmers and generally murdering AV10-12.

Hi Cloud Sensei. Welcome to Titan smile.png

  1. Regarding Falchions, does taking two mean that you get +1A or do you get +1A for EVERY falchion (Meaning if you take 2, you get +2A).
  2. Are there any benefits to taking halberds over falchions except point difference? Sure you get +1STR, but with falchions you get an attack (or two) and hammer hand fixes the strength issue somewhat.
  3. Can a NDK have 2 guns and a CC weapon? Like a Heavy Incinerator, Psy cannon and a Greatsword?
  4. Are there any huge benefits between terminators and paladins? I see that their stat lines are somewhat similar but paladins cost way more for each one extra.
  5. I've red that in general, GK have a huge issue with taking out armor at range. So I thought that one of these 3 could be potential allies. Which of these is the best in providing long range anti-armor or anti-air or a combi of both.
    1. Adeptus Bro's. Besides fitting in with the fluff, from what I've red they have some good shooting options on the rangers and onagers for skyfire against air.
    2. A knight ally. With the recent releases, I think that a Crusader would be neat to plug the shooting hole and draw away the aggro from your army. For the load-out I thought about a Thermal Cannon, Gatling gun and that AA turret on top.
    3. Space marines! Centurion devastators with gravs and grav amps are pretty good with GK's from what I red, combined with Draigo. Could somebody enlighten me slightly further with this Draigo-star strategy?
  6. Is it possible to take a chaplain as HQ in an allied SM detachment?
  7. Is there some more information such as books or stories about the Adeptus mechanicus on Deimos, what's hidden under titan and what the terminus decree is?

1. No, just +1A. Think of it as wielding two nemesis swords.

2. No, if you're gonna bother upgrading, take falchions. They're better in every situation, and make much greater use of our psychic buffs.

3. Correct, you may take either a greatsword or hammer for your melee upgrade. You may take two guns, but no duplicates (ie only one of each).

4. Terminators are Troops, and they're the best Terminators in the game for their cost. Paladins are the worst TDA unit in the game by far.

5. Mechanicum offer solid AA and ranged support, they're a good Ally choice. Knight-Titans also help us out, especially with their update granting them Skyfire weaponry. Cents+Draigo is a tournament staple that is pretty effective.

6. Yes, although Chaplains are bad and should be avoided. Take a Librarian instead, he's much better.

7. No, nothing more than what is in our codex (which isn't much). Terminus Decree is still a mystery, although the prevailing theory is that it reads 'turn off the Golden Throne if Abby gets to Terra'.

I've red that in general Dreads shouldn't be taken as GK's because they are somewhat weak and taken out easily in the current ed. Regarding NDK's, I know they are good but everyone and their dog will shoot at them once they pop up since they are widely known to be a pain in the ass. I'm planning to take 2 anyhow, but I think that backing it up with something else that is threatening is better than a 3rd one. Unless I'm hugely mistaken.

Dreads are suffering from a lack of firepower and a lack of toughness. They're just too easy to kill off with glances, and they're overpriced for the firepower they bring. GK Dreads pay a premium to be Mastery 1 Psykers, and yet they have no powers worth casting. It's a sad joke.

If you ally with the marines in dresses (DA) you can have a mortis dreadnought. If it does not move it gets skyfire and interceptor. That should take care of AA and LRAT needs.

Mortis Dreads are still too easy to kill. If you're after serious Marine fire support, I'd look into the Deredeo for dedicated AA, or the Contemptor-Mortis for both ground and AA support. Sicarians are also pretty awesome at killing Skimmers and generally murdering AV10-12.

@ 6. I was thinking about taking a chaplain when allying SM, since they give some neat things for CC which the GK will be doing a lot. As far as I'm aware you need a HQ+ troop choice as a bare minimum when you get a detachment. Regarding the Libby, Yeah I know they are good ( Liber Daemonica, Warding Stave, Level 3, Combi-melta, right?). Reminds me somewhat of Slaughtermasters of fantasy.

With Sicarians you mean these right?

http://www.games-workshop.com/en-NL/Sicarians

@ 6. I was thinking about taking a chaplain when allying SM, since they give some neat things for CC which the GK will be doing a lot. As far as I'm aware you need a HQ+ troop choice as a bare minimum when you get a detachment. Regarding the Libby, Yeah I know they are good ( Liber Daemonica, Warding Stave, Level 3, Combi-melta, right?). Reminds me somewhat of Slaughtermasters of fantasy.

 

Chaplains don't do anything a Librarian can't do equally well. GK Librarians have 'Prescience', which is better than the situational melee-only re-roll Chaplains grant with 'Hatred'. SM Librarians have Biomancy and Telepathy as their strongest selections, and thus bring more variety to the psychic armoury of the army. I mean, a TDA Mastery 2 Librarian with axe and storm shield clocks in at 125, which is only marginally more than a GK Libby. They're great value. Chaplains don't do anything worthwhile. 

With Sicarians you mean these right?

 http://www.games-wor...en-NL/Sicarians

 

 

No, not the janky tech-assassins Skitarii have. I mean the awesome battle tank Marines got in IA2, found here;
 
It's a Relic vehicle in 40k, which means if you want more than one, you need a Master of the Forge in your list (not a huge tax but worth mentioning). 

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