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Hello all I am here because I have a GK army and love it, the only problem I totally suck with them. I have a very hard time witht he low amount of troops and i dont have fun when I use alt troops like storm troopers. If it isnt to trouble few pointers and tips for GK
would be nice.
Thank you very much,
My advice is to not spend points on too many upgrades. Keep most things vanilla to keep your model count up.
Use a Brother captain as the HQ not a Grand master.
Only add psicannon to terminators (and the brother captain).
Use plenty of grey knights in units of 8-10 (maybe with a meltabomb for the justicar).
5 ISTs with 2 melta and a rhino can work for antitank.
8 ISTs with 2 plasmaguns deployed in cover are ok as a firebase.
Dreads with either TL LC + ML or just an AC provide most of your anti tank firepower.
Design yourself an army and post it in the armylists forum.
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Mad Cat gives good advice. For any more than that, I think we'll need to know what you're fielding, and who you tend to fight. Like MC said, feel free to whip up an army list and post it in the army list subforum.
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Thank you very much I will do that, thanks again!
Stormtroopers are a good tool for the DH army, both for fielding plasma guns, claiming objectives (with rhinos) and bringing teleport homers.
Now with that said, if your not using teleport homers, I wouldn't use the D/strike ability for GK's unless you have enough units that losing one of them off the board won't hurt your plan of attack...
With a small army (one like the GK's) the best plan I find is to advance with stealth, by hiding them you can neglect the enemy anything to shoot.. I will try to hide my whole army bar the Shooty Inquisitor with Retinue and shooty Dreads (which are long range, neglecting half of most armies even being able to see them).
Being a slow army, you will hardly ever be the player making the plays, you have to play a reactionary game (playing the hand given to you).. by hiding you claw some control back into the game (making them come to you, instead of just shooting you dead), also by hiding you give yourself numbers when it counts (12"'s from the enemy, rapid fire range)
When I first started playing with the GK's I would always lose and its because I thought that the GK's were oh so tough and would charge head strong into battle, wanting to get into close combat as soon as possible... soon I learnt that the enemy would always come to me. Have units your know are worth risking and risk them, GK's are generally to expensive to risk (unless you have an all GK army... then you will have to relook at your priorities..)
ABout force organisation... Once you have two troop choices make the remanding GK squads after that Fast Attack... not because you want to d/strike them, but because you can them field them last (most people will deploy their army around where you put your greyknights, so its handy if they have to put their whole army down before they can find out where your placing them) just because they have the special skill of d/striking doesn't mean they have to d/strike... they can just come on the board edge in the deployment stage or once rolled for as reserves.
Keep you're army together, being that its a small army its best not to spread yourself thin covering the whole board, take a flank and dominate it. GK's are slow, make a straight line short line to your enemies heart and pour everything you have at it.
Grey Knights IMHO should never be upgraded with psycannons (unless your making purgation squads) has it will only slow them down (heavy weapon if shot at 36"'s), only has a 18" range if your moving, you lose a strength 6 power weapon and true grit... INSTEAD give it to GK Terminators... they can move and shot at 36"s and it doesn't hinder their NFW or attacks.
BroCaps arn't as heroic as one would wish (being they only have 1wound) but they make amazing hidden fire support when tooled with a psycannon and no retinue (hitting on 2's and with IC rules are hidden when not the closest unit/model)... they make a great cheap HQ.
Oh and don't try and make a c/c Inquisitor.. it will only end in tears
sorry if this doesn't make sense, i'm just typing as it comes to my mind. Good luck.
This is exactly what I used to do lol.When I first started playing with the GK's I would always lose and its because I thought that the GK's were oh so tough and would charge head strong into battle, wanting to get into close combat as soon as possible...
Thank you very much for that post, it was very helpful actualy. I can apply alot fo it to the way I play. The only problem I saw with it was thisI thought all grey knight troops (besides justicars) only get +2 str and true grit. Do they get the power weapon option as well?Grey Knights IMHO should never be upgraded with psycannons (unless your making purgation squads) has it will only slow them down (heavy weapon if shot at 36"'s), only has a 18" range if your moving, you lose a strength 6 power weapon and true grit... INSTEAD give it to GK Terminators... they can move and shot at 36"s and it doesn't hinder their NFW or attacks.
Again thanks a ton the boards are very helpful!
EDIT: Double post.