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Maybe it is super cheesy to do this, but is there any reason you couldn't stick some GK in a vendetta or valk and then drop some unexpected awesome in the face of your enemies?
It seems to me that IG lack CC, GK are master of CC and your can take GK in your army.
Correspondingly, is it that case that sisters redemptia, or other such squads just arent worth it? Is there another reasoning that I don't see any IG with allied DH or WH units besides the common Inquisitor, 2x Mystic and Emporer's Tarot?
Last edited by xnecrontyrx; July 29th, 2009 at 19:11.
Many people just see the nemisis force weapons and think that GKs must be an assault army; they aren't. They each have BS4 and stormbolters, they also have a special rule; the shrouding which makes them impossible to shoot at at long ranges and hard to shoot at at 24", which they can shoot out to while moving.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
What about things other than GK, the real point is, can you get a good CC squad to surprise the enemy with?
My first thought was sisters repentia, beyond that the jetpack SoB perhaps.
Can you include special characters from DH/WH in an IG army?
Despite what Dawn of War may lead one to believe, GKs aren't really all that great used as straight assault troops. Their CC ability alone, if all you do is charge on turn 1 out of a valkyrie, does not justify the magnitude of the points investment in GK.
Sisters Repentia and Arco Flagellants both have special rules forbidding them from getting inside transport vehicles, that's why you don't see it done with them
I run an IG army that's almost 50% Sisters of Battle by points, and I have seen some similar lists. Mostly when you look at lists on the internet they will all gravitate toward whatever is "most competitive." Doesn't mean there aren't players out there doing other things
Haven't played Dawn of War myself. I'm just coming back from a long hiatus.
I've never been able to justify using GK allies myself, sure using them in a vendetta could work but they work bets as fire support and counter charge, and guard can do this better for the points.
A bare bones squad of 5 costs only 5 pts less than 2 guard squads with G launchers and autocannons!
So 5 bare bone GK's who admittedly have some nice rules but if used to assault die as easy as the average tactical marine, or 20 guard, that's 2 autocannon, 2 g launchers and 12 lasguns!
Not really a hard choice as far as i'm concerned.
For the price of a 10 man squad of GK's (the number you ideally want to CC with) you could actually make a better CC unit out of guard!
For 10 points less than the mentioned 10 man squad i get a 30 man combined squad sporting a commissar, 4 power weapons, that's 16 P weapon attackks on the charge, 16! 3 G launchers, 24 lasguns (add FRFSRF that's a lot of firepower) and 54 regular attacks! the best thing being that the enemy have to shoot and beat through 27 ablative wounds to touch those power weapons.
I'm not sure I'd recommend using GK's as Aircav... but then again, I haven't tried it.
GK's perform well at being better at what your opponent is poor at.
for instance, against Khorne Berserkers... GK's won't out CC berserkers. Berserkers are very good at that. GK's are better at shooting, with 24" range, they can walk backwards shooting to thin out the 'zerkers, then once they're caught, charge the thinned out Berserkers.
or... VS Guard, or tau, GK's are far superior in CC to the shooty forces. Then GK's can exploit that weakness.
If you want to try out some GK's, they do well in a long range support and countercharge role.
try: 1Justicar w/targeter and frags
5 GK's, two with Psycannons.
that should run you about 202pts, and can put out decent fire at 36"
check out Farmpunk's blog:
the Back 40k
I usually always run one or two squads of Grey Knights on foot usually with an incinerator just in case something like Banshees show up in a wave serpent. A lot of people are weirded out seeing them in a guard army and after the first few shots at long range biff it on the shrouding, they start to ignore them.
I don't go for psycannons except on Terminators if I choose to induct them. GK footsoldiers should always be on the move IMO to make best use of stormbolters and keeping people at shrouding distance.
Honestly by biggest loss has been when a berserker squad was lucky enough to catch them in a charge (big tactical screw-ups and poor rolling on my end). I've had them play mayhem with things like genestealers, tyranid warriors, dire avengers, etc.
And hey, if you can get the opponent to waste shots against The Shrouding, that is less fire going after what really is the core of your army.
Put in some gray knight terminators and put them by iron hand for one hell of a counter attack.