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Grey Knights Tactica & check list


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Greetings my brothers,
I want to share some of my "notes" that i have written over time, to not forget some important points about my dear Grey Knights. This is useful in some situation, when the nervous of the battle makes you stupid

All GKs
- Aegis : you can rerroll 1s on deny the witch.
- Deep Strike: Put the Justicar on the middle, Incinerators on the front, and psycannons on the back
- Rites of teleportation : Remember to run after arrive, and split the unit if the enemy have template weapons.
- Delare Combat Squad if apply.
- They have Grenades! throw them, don't be shy.
- No terrain penalty if charge through difficult terrain (assault Grenades)

- Never take Hammer on Justicars, instead use the halberd or falchions (great debate about this where falchions seems to be the winner)

- Psyk-out grenades. If charged by psyker, brotherhood of psykers, the attacker does NOT receive charge bonus. Even better if allied with Inquisitors for the old Psyk-out grenades, so they are also I1. ON HIT enemy psyker takes perils.


Librarian:
- 3+ Deny the witch that can share with other GKs at 12" bubble. (lvl3 + adamantium + psychic hood) (affected directly by an enemy psy-power)
- Liber Daemonica... repeat 1s when casting psy powers, this is shared at 6" bubble, extra power on Sanctic
- Nemesis warding Staff (adamanium will), STUN!, +2S
- 4+ inv (iron halo)
- Trhrow a grenade as you'll not have any ranged weapon (unless you take combi plasma) (don't by shy).
- Take Sanctic or Divination, use the casting tactica... you can force your opponent to expend his Warp Charge points denying useles powers.
- Maybe don't make him  as the warlord, as it has only two wounds and the warp will always take one away, unless you have cuirass of sacrifice (grants FNP)
- Put him on a Terminator or Paladin Squad.


Interceptors / Strike Squad
- Deep Strike : Define the Danger Zone (use a 12" template divided on 4 sides, then determine where is less chance to land on a wall. When you're fine, declare deep Strike.
- Always equip Incinerator and Melta bomb on this kind of unit. (Never take Psycannon, as you'll only have two shoots)
- Trhow a krak grenade!, range 8, S6 ap4 , assault 1
- If you have Draigo, take a Teleport Homer.
- RUN! after arrive. (sometimes after shooting, or later).
- If you survive second turn, Shunt outer there! (not before bringing draigo and palas to a safe position with TH)

- Interceptors take Dangerous terrain test if ends on difficult terrain. (if use the Jump pack)
- Interceptors can rerroll charge distance if moved 6".
- Interceptors can land over buildings (impassable) if they fit, taking dangerous terrain test.
- Interceptors always fallback 3D6".
- Interceptors makes X automatic hit on charge with S4 (if use the jump pack to charge)

NDKs
- Never Deep Strike. It is more difficult to get a safe position, instead use the shunt move to push the front (Strike and interceptors will push the back)
- Always take H.Psycannon
- Depending of situtation, take Incinerator or Psilencer.
- If you have psilencer don't bother on Sanctuary, CAST FORCE!, unless you're te target of ap2 shoots
- Be far away from Centurions. (and Grav weapons)
- They move 12". if you are close to the enemy, just move 6", you will need the charge rerroll distance.
- You have S10 ALWAYS and AP2
- it has TSKNF so nobody can put a feet on you.
- It is a montrous creature, Move through Cover, fear, hammer of wrath, Smash, and relentless.
- Has Jump jets and Move trhough Cover, so no dangerous terrain test.
- Enemy must pass a LD test or WS reduced to 1, each charge subphase (fear).
- Fires two weapons (same objective).
- Can't go to ground.
- One automatic hit on charge with S6 (Hammer of Wrath).
- Roll 3D6 to move trhough terrain (pick the highest) if you don't use the jump pack. No dangerous terrain test.
- Charge not slowed by Difficult terrain.
- WS5 so most times 3+ to hit.

- You can make it your warlord, and cross fingers for a 6s on GKs WT

- Take Hammer over the Sword (cheaper and more useful), such as when facing a GC.


more to come...


if you have some points to add or remove, please comment.

 

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I disagree with not making the Librarian your Warlord. Who else would it be? The huge target you want to charge enemies, aka the DreadKnight?

 

Never put Hammers on Justicars, take Melta Bombs instead.

 

Sometimes the NDK needs a Hammer more than a Sword, such as when facing a GC.

 

SJ

I disagree with not making the Librarian your Warlord. Who else would it be? The huge target you want to charge enemies, aka the DreadKnight?

 

Never put Hammers on Justicars, take Melta Bombs instead.

 

Sometimes the NDK needs a Hammer more than a Sword, such as when facing a GC.

 

SJ

 

Good points...

 

well... it had happened to me, that my warlord (Librarian) is draged into the warp... and it's a free point for the enemy, at least NDK needs to be targeted.

 

i will add this....

I disagree with not making the Librarian your Warlord. Who else would it be? The huge target you want to charge enemies, aka the DreadKnight?

 

 

 

SJ

 

I agree on the hammer thing as I'm facing GC's more often now myself and split the NDKs into Hammer and Sword.....

 

But re-read what he says after making an NDK your Warlord. It's an interesting thought.

Librarian is better as a Warlord because he can make greater use of our unique Warlord traits (which aren't too bad), and he's less of a target. DK's are expendable and often draw a lot of enemy fire. 

- Aegis : you can rerroll 1s on deny the witch.

 

- 3+ Deny the witch that can share with other GKs at 12" bubble. (lvl3 + adamantium + psychic hood)

Only if the power targets you, by the way. Blessings and Conjurations do not all into that category, so you don't get the bonus when attempting to Deny them. 

- Rites of teleportation : Remember to run after arrive, and split the unit ... as the enemy would have template weapons.

 

Don't always have to split. It's a judgement call. 

- Liber Daemonica... repeat 1s when casting psy powers, this is shared at 6" bubble, extra power on Sanctic

 

Only Sanctic powers. Which is still very powerful, as our entire army uses Sanctic powers except our HQ's (where it's optional). 

- Take Sanctic or Divination, cast expensive WC powers first, throw a lot of dices. then cast buff powers as Sanctuary and Force (most times this are more important).

 

Again, every Psychic phase is different, so if you roll low on the D6 for charges, you may not have enough for a 'Vortex' or whatever. Generally speaking, I try and get maximum usage out of my limited charges. Other than that, you have to judge what is of higher priority, and act accordingly. Using your psychic powers is an entire tactica in its own right. 

- Don't make him the warlord, as it has only two wounds and the warp will always take one away.

 

Well unless you're trying for 'Vortex' a lot, that shouldn't be happening. There are only two or three WC2 powers I'd be trying for with a Librarian, most of his powers you can throw 2-3 dice at, 4 if you really need it. Also, Cuirass can help out there if you Perils a lot. 

- If you have psilencer don't bother on Sanctuary, CAST FORCE!

 

Again, it's a choice. Sometimes, you don't have any good targets for it. Won't be a common situation, but other psychic powers might take priority. I personally have found 'Sanctuary' pretty important, it keeps your DK alive against AP2 and Rending. 

- Take Hammer over the Sword (cheaper and more useful), such as when facing a GC.

 

I disagree. Re-rolling to hit is more important than maybe Concussive mattering. FYI, a Wraithknight will probably kill you before you can swing if it has the D-sword. If not, then you're already winning that fight (you wound eachother on 2's, but you can cause D3 wounds per unsaved with 'Force' on, it has to kill you the slow way with S10 hits taking away a wound at a time, and you have 'Sanctuary'). It's especially more likely if you can re-roll one miss a turn (as you only hit on 4's against it). It's only 5pts more. Oh, and it looks way cooler ;)

You only get HoW on Interceptors when charging with the jump pack activated i.e. when you didn’t use it in the movement phase. Also gives the re-rolls to charge distance as you said.

Your 3+ Deny the Witch depends. It’s +1 for psyker, +1 for higher level and +1 for Staff (adamanium will) so it’s always going to be a 4+, but 3+ if you beat their psychic level :)

Add:
Psyk-out grenades. If charged by psyker, brotherhood of psykers or demons, the attacker does NOT receive charge bonus. Even better if allied with Inquisitors for the old Psyk-out grenades, so they are also I1.

I like “Always take Cuirass of Sacrifice on Librarian” to keep him away from periling himself to death.

Thx, great comments...

 

not taking librarian as the warlord, is a long debate... it's true, sometimes would be better, it depend of the meta.

i will add other comments to.

 

remember, most lines i wrote are intended for new player, or to remember some things that are forgotten over time.

 

Points added / modified

 

- Rites of teleportation : Remember to run after arrive, and split the unit if the enemy have template weapons.
- Never take Hammer on Justicars, instead use the halberd or falchions (great debate about this where falchions seems to be the winner)
- Psyk-out grenades. If charged by psyker, brotherhood of psykers, the attacker does NOT receive charge bonus. Even better if allied with Inquisitors for the old Psyk-out grenades, so they are also I1. ON HIT enemy psyker takes perils.



- Take Sanctic or Divination, use the casting tactica... you can force your opponent to expend his Warp Charge points denying useles powers.
- 3+ Deny the witch that can share with other GKs at 12" bubble. (lvl3 + adamantium + psychic hood) (affected directly by an enemy psy-power)

- Trhow a krak grenade!, range 8, S6 ap4 , assault 1
- Interceptors makes X automatic hit on charge with S4 (if use the jump pack to charge)

- If you have psilencer don't bother on Sanctuary, CAST FORCE!, unless you're te target of ap2 shoots

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