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Probably discussed over and over but what do you guys prefer? Incinerators or Psycannons and in what builds/purposes? Or do you prefer to ignore these weapons and put down more 'bodies' in a pure GK build?
Also I saw some people give a Psycannon to their Termie Squad, does this have to be modelled on?
Haven't played pure GK in a while, but I would say the most important thing is to use the weapon most suited for the units specific purpose. A unit you want to put close to your enemies for close combat or to take objectives might then use incinerators, while a more stationary unit (e.g. inquisitors and retinues) make better use of a psycannon. Terminator armor has the added benefit of allowing you to move and fire 36" instead of 18", which is nice, but often you'll probably be closer to your enemies than that with a unit of GK termies.
It seems like you've already understood the importance of maximizing your squad sizes, so make really sure you actually need these weapons and have a specific task in mind for them. Otherwise leave them at home, since they are quite expensive.
Personally, I'd use some incinerators here and there for my assault squads, but that is about it.
Thanks. Yeah I've been reading up on the GK'sp lus the cost of the models in the codex says it all.
Move shoot, move shoot, counter assault seems the way to go from what I read.
If I make one of my squads using an incinerator, i presume 2x are best. One on each side of the squad? A single Incinerator seems a bit a waist. Or am I mistaken?
Psycannon looks impressive on paper but in a pure GK force they may be a bit out of place no? Diminishing some of the unit strengths.
GK seem best to shoot, move all the time and than counter assault before getting swarmed by a barrage of attacks from specialists?
I'd probably go double if I really wanted to put the hurt on something.
Actually, I would probably only use them on mechanized squads I know will be able to position themselves to use them, and even then maybe only in one squad designated for clearing dug in troops or some such. Of course, if you frequently come up against guard, eldar or other 4+ or worse troops...
My main opponents tend to be Chaos Space Marines and Necrons.
Though occassionally probably Guard/Orks.
Here are my rules of thumb for PAGK equipment.
Footslogging: 8+ models, no special weapons. You want ultimate flexibility and mobility. Special weapons on this kind of unit hurt all aspects of this unit's required capabilities, so leave them off.
Exception: 5-6 models, 2x psycannon. This "mini-purgation" squad is a home objective holder and is a static firebase. Truly excellent support unit that is even better if you can stuff them in an inducted IG chimera.
Mounted: 6+ models, 1-2 incinerators. And by "mounted" I mean in a land raider. Not really worth it even if you have an allied IG chimera to use. Psycannons and stormbolters are better in that situation. Your Chimera should have a hull heavy flamer for burninating purposes.
For GKTs, you can make an excellent footslogging, mobile firebase by taking a minimal unit (maybe up to 5 models) and maximizing psycannons in it. Walk 'em at max range and their TDA and shrouding will keep them alive and kicking for most games.
Otherwise, GKTs should always be getting a ride in a land raider. In which case I would usually recommend keeping them cheap. This is an assault unit, you don't really need any other gear to help them out. They're the game's best terminator unit, even better than Vulkan TH/SS termies, so don't waste points trying to make them even killier. Maybe include a single incinerator, but seriously, it's just not necessary. If you need incinerators to help this unit out, you're playing them wrong. Remember that you have an entire army that is supposed to be mutually supporting. Don't ever strand your terminators just because they're that awesome. Even GKTs need support.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
Thanks for the feedback! Really useful!
I find it's best to assault when you know you will overpower them. whittle them down until you either outnumber them, or feel confident you will kill them in a single assault. It is this reason that I run 2 incinerators in my GKT squad (I really only ever run 1 squad and that's with my GM, so he has one and so does a GKT) and when you bust out of a LR with that it's usually not going to end well for them.
Otherwise, yea I usually find myself running 3 squads 2 larger vanilla squads and a mini purge squad who sits in the back with my shooty Inq on the home objective.