-
10th January 2012 09:54 #1
I need help getting on track
Hey guys, i am one of those hundreds of new GK players out there that are giving their squads just too many upgrades. Anyways, i have not built too many squads, and i was wondering if anyone could give me some advice to minimize the damage i have done.
Heres what i have built so far, excluding 2 unbuilt boxes of GKs, one of which i plan to make a IS if that is okay.
This excludes upgrades that for the kind of help i am seeking is negligible.
1 Librarian
5 Paladins
1 apoth
1 psycannon
1 incinerator
1 halberd
1 sword
1 falchions
1 daemon hammer
1 warding stave
5 termies
1 psycannon
1 daemon hammer
3 halberd
1 brotherhood banner
5 gkss
2 falchions
2 halberd
1 psycannon
5 purg
4 psycannon
1 falchion
DK
Greatsword
Gatling psilencer
SR (guns not yet attached)
TL Melta
Plasma Cannon
TP
Notes: paladin squad was the first i had - i was inspired when the codex said they benefited from variety. Librarian is finecast, so i gave him the staff to sub as sword halberd or hammer. Termies, and SR are newest, and a little smarter in my opinion.
So as you can see, some of my squads are screwed up (purg with the falchion, SS with everything
) If you GKers can help me out i would be much obliged, though i have been basically stalemating every game with a just-as-new CSM player who likes Plague ms, sorcerers, termies, and PLASMA GUNS. hint hint, help with this guy would also be nice 
Last edited by Skybind; 10th January 2012 at 10:48.
-
10th January 2012 11:56 #2
Hi!

Librarian = Warding Stave. You need him alive.
Rule of Thumb: enough upgrades to get the job done and nothing more.
So: Terminators take the free CC weapon upgrades only as they're just the best. Failchions can be left alone. Paladins can start playing silly games with wound allocation if that's your bag, but ultimately it's annoying. Don't rule out the swords either - that increased Inv save really helps. Just make sure you stick the special weapon onto a Halberdier.
Strike Squads: Psycannon(s), maybe one Halberd and that's it. Transport is always good too.
Purgation Squads: Incinerators + transport, that's it. That is all you need. Cheap and kills anything with legs that gets too close.
Dreadknight: Incinerator, teleporter. And take two at least.
Raven: whatever really, they're all pretty good. Just keep it free options, would suggest assault cannon/ multi melta or assault cannon/ lascannon combo though.
This week I am good-naturedly shaking my fist at: Baragash. For being unreasonably reasonable.
Sex, drugs and pointy ears.
Cheaphammer 40p: 2000 points of Marines as cheap as possible.
It'll be alright on the Knight - a slow refreshing of my original Grey Knight army.
Cordova: In my head you're eight foot tall, always carry an officer's sabre, and speak like Theoden at the battle of Pelennor Fields.
Grey Knights don't go to heaven: they go to hell and regroup.
-
10th January 2012 12:59 #3
i like paladins, but i think youd rather want to take two squads of terminators instead. modeled the same, you could easily squeeze in one or two more bodies. which as we all know, is important with grey knights.
im assuming the dudes with plasma guns that youre worried about is coming from obliterators. easiest way to deal with them is lots of shots and get up close and personal as quick as possible. they have a large range on their weapons so you dont want them to be left alone. if you cant get close with terminators, drive up your strike squad/purgation squad and punch em in the face. the rest of the dudes csm have are pretty easy in my opinion.
-
11th January 2012 07:23 #4
btw, if you have any suggestions as to how to utilize my remaining two boxes of PA GK, it should be known that i play primarily with a csm player (as new as me, and we are far less new than the others) with a fetish for plague marines with plasma guns, a tau player who likes broadsides but is still mostly unfocused, and eventually a space wolves player who builds... reeeeaaallllyyy slowly.
Edmund -
Isnt the warding stave too expensive? it also only applys in close combat. explain?
THAT is what i realized after building everything above, and one of the reasons i put this up - i (almost?) ruined my strike squad and paladin squad, but they may be savable (i hope)
yeah, i figured as much. I do want to start using swords, for inv and cost efficiency, but those init and str and brotherhood banners are so tempting. in the paladin squad, the psycannon does so happen to be on the halberd, but the incinerator is on the stave. termie squad the psycannon is on the hammer. Any particular reason for the spec weapon to be on the halberd?
Will one halberd cut it? Also, would it be a good idea to have one hammer? in regards to transport, i am not really a fan (i actually havent used it) because you cannot act on the turn you get out. i do like stormraven though because assault vehicle
wont the squad be vulnerable with such short range? And isnt the psycannon firepower valuable? (If it is starting to sound like i am contradicting you, it is only because i want to hear how it works - i can make better decisions in the future if i know)
Is the incinerator really powerful enough for the dreadknight? and the teleporter is definitively a great choice - if i can afford it. Are you suggesting i only replace one doomfist? What about dual wielding ranged weapons?
Jettzy -
definitively. Though i have the two GK boxes, i dont have any termies, and i doubt that i will soon. Which is why i was wondering if it is feasible to either eternally sub the paladin weaponry, or break off the offending pieces. if there is another way, let me know
Actually the radioactive threat is coming from plague marines
advice on how to kill them would be awesome.
though obliterators arent a threat now, we played a couple games using almost entirely lego subs before our guys were built, and he took a shine to them. i understand what you are saying about them, but what i dont get is how i could manage to run OR drive my guys up before they get destroyed (this is why i want to do a LOT of teleporting - less time for them to shoot at me).
Thanks a LOT for the help guys
-
11th January 2012 10:58 #5
The Librarian's best asset is as a "cheerleader" for the squad he's with. And when it comes to it, you will need your terminators to punch a Dreadnought, and the dreadnought survives, he'll splat the Librarian easily. So that 2+ inv keeps him in the fight. Yes it's expensive, but take it and you'll never regret it.
Terminators/halberd/special weapons: I don't take Ward Staves on the normal guys as they're too expensive for them. I do however keep swords on some for that better inv save. As they'll be taking the hits from power fists and such like, they stand a greater chance of dying, and if they're carrying a special weapon too, you'll lose that as well. So keeping it out of harms way more is a good idea. I personally favour a 2:2:1 setup for 5 guys. 2 Halberds, 2 Swords, 1 Hammer. Best of all round for no extra points.
Strike Squads: these guys are supporting cast only. They can do CC if they must, but it's not really their thing. A halberd can ward off or take out any ICs that get too near if you need to, but really these guys need to move and keep shooting for as long as possible. A transport will help them, as a Rhino will allow two models to shoot from the top and a Razorback can take psybolts for lovely str6 goodness.
Ask away, I don't mind - you're not being rude, so that's fine.
24" is huge for infantry. All GKs can move and shoot with no loss of firepower except 2 shots from the Psycannons. If you're thinking of either Purifiers or Purgation Squads, Incinerators are better for them as they're free and effective. Purifiers you'll want to be in assault asap, so taking two in 5 guys or even 10 is a good idea: burninate on the way in, burninate once in, hit the rest until they're paté. Purgation squads I find are great as mid-field anti infantry. Have them moving around in support of a ground based Terminator unit or Strike Squad and take out larger squads on infantry. They're also great at staying at the back out the way and removing anything that Outflanks to get onto an objective.
Incinerators are str6 flamers. Great at taking out light infantry and will wound many others on a 2+. It's a great weapon for it's points, so yes: it's fine.
A combination of the two templates would work very nicely I think. If you take two ranged weapons, you still have both fists. You add the weapon to the Dreadknight, not replace the fists - and yes, that does then mean you get 4 attacks base and 5 on the charge. 
This week I am good-naturedly shaking my fist at: Baragash. For being unreasonably reasonable.
Sex, drugs and pointy ears.
Cheaphammer 40p: 2000 points of Marines as cheap as possible.
It'll be alright on the Knight - a slow refreshing of my original Grey Knight army.
Cordova: In my head you're eight foot tall, always carry an officer's sabre, and speak like Theoden at the battle of Pelennor Fields.
Grey Knights don't go to heaven: they go to hell and regroup.
Similar Threads
-
New Mastodon track!!!
By Crux Terminatus in forum MusicReplies: 1Last Post: 26th July 2011, 12:33 -
Keeping track of your army
By trendyscotsman in forum Warhammer 40k General DiscussionReplies: 14Last Post: 19th January 2011, 03:34 -
SM tanks without track-guards?
By SonsOfStalingrad in forum Warhammer 40k General DiscussionReplies: 13Last Post: 13th April 2010, 19:20 -
What do IG track guards do?
By Jerjare in forum Imperial GuardReplies: 4Last Post: 10th April 2009, 17:08






