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GK 10-man strike squad....or interceptors


marvmoogy

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Hi guys, 

 

I'm planning on adding a GK element to my space-marine-slash-imperial-motley-crew-mega-force (space wolves, blood angels, dark angels, knights etc) with a splattering of Grey Knights.

 

This WILL* be a small force, staring with 10 GK's in power armour, a termie libby and a dreadnight.  The question I have is about weapons load out of the GKPAs.

 

I'm going to get them with magnetic back packs so I can run them as either a strike squad or an interceptor squad.  Re: current meta, is there a weapons load out that would suit both squads?  I also want to be able to run them as either 2 5-man squads or 1 10-man squad.

 

*of course it won't be....who am I trying to kid...? my space wolves started this way!

Both squads are really similar. There is one thing I do that hasn't been mentioned: I put twin Falchions on the Justicar. I've experimented, and it's definitely something I'll continue to do.

 

As far as which squad to use for what? I'd recommend doing what I did... magnetize the backpacks so you can change at will.

Falchions math out as better than Halberds in most match ups. However, PAGK die like regular Marines at over twice the cost, so keeping them cheap is better than any marginal improvement via wargear. Personally, I like taking Melta Bombs on my PA Judticars, but that's just me.

I'd run Interceptors with falchions, and a hammer on the Justicar. Incinerator is optional, I find it useful but some matchups it'll be irrelevant. 

 

5-man squads would be the way to go. You do pay the Justicar tax, but it's worth getting 2A on your hammer instead of 1A. Your usual targets won't have strong squad leaders. Interceptors excel at picking on weaker backfield units that like to shoot, not stab. Interceptors also make great tank hunters, as they're fast enough to catch most vehicles and between the hammer and krak grenades, you'll destroy most vehicles easily. 

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