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We're looking for well articulated tacticas on all fronts concerning the new Grey Knights codex. This includes general strategies, HQ uses, top picks in each of the FO slots, how to handle the enemy, etc.
All proposals should be posted in this thread for the community to read and review.
Spambot kill tally. . .337
Here is my proposal for the Grey Knight Strike Squad troop choice. I am currently in the process of something similar for the other 4 troops choices (including purifiers, paladins and inquisitorial henchmen and their corresopnding 'taxes'). However, I wanteed to post this one first in case it was not what the community was after and I can ammend my future mini tacticas to suit. Therefore, feedback would be most welcome. without further ado, the tactica:
Troops: Grey Knight Strike Squads:
These are the cheapest 'Grey Knight' troops choice available and may be taken in squads of 5 to 10 men. They may take one special ranged weapon for every 5 models in the unit, meaning a full squad can take up to 2 incinerators, psilencers or psycannons. Of these options, only the psycannon and the incinerator is worth considering for this unit. This is due to the unit's ability to deep strike, and the fact that this would be the primary objective hunter due to numbers and, therefore, would be constantly on the move restricting its use of heavy weapons. Incinerators make very useful objective clearing guns and psycannons make exceptional all rounder guns.
The squad itself should be tooled up for anti-troop and anti-armour capabilities as model count isn't going to be high enough in the army for a specialist troop choice – that is what the other FOC choices are for. To this end, a Nemesis Daemon Hammer should be present in every squad taken (before combat squadding) for anti-armour. This, combined with grenades should be plenty to deal with walkers and even land raiders using hammerhand. For the rest of the marines, stick to Nemesis Force Swords for points preservation. This army is going to be small, no need to make it smaller. By upgrading to Psybolt Ammunition, each non incinerator ranged weapon in the squad increases in strength, this allows easy mowing downof horde units which can then be mopped up in assault. One balanced build for this squad, therefore, is to take 10 men, a Nemesis Daemon Hammer and 2 psycannons and psybolt ammunition.
Finally, there is the question of deep strike or walking or transport. Of these options, walking is the least favourable as this makes the unit vulnerable to enemy firepower, something not favourable on a troops choice that will be holding objectives. Deep striking is risky, however, given the vast amount of teleport homers available to the army, this can be offset somewhat. The advantage of deep striking is that it is possible to get a squad exactly where needed immediately. For this tactic to be viable, taking a brother-captain or grand master as HQ grants access to Psychic Communion, thus making reserves more reliable. Finally, a rhino is possibly the preferred method as it is cheap, can use the fortitude power to constantly be moving, can repair if immobilised, can start on the table from turn 1 and has no chance of mishaps. If using this option, make sure smoke is used as soon as the vehicle leaves cover to protect the vehicle longer. Note razorbacks should be avoided unless planning on running a unit smaller than 6 as, even when combat squadding, an element of this unit will be vulnerable on the table somewhere as it is not possible to combat squad and deep strike half.
Any other takers?
Spambot kill tally. . .337