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    Questions/Ideas

    Okay guys, just started up Grey knights and I have a question or two. First off, can my Justicar in a Strike Squad have a halberd while the rest have regular swords so that he can atleast a small hit against high initiative squads before the squad gets hit up? Also, what is the best loadout for a normal Strike Squad and Termi Squad? For Termis I was thinking a banner and the falchions so on the charge each Termi would have five attacks..Good? Thanks Guys! I know this should probably be in a FAQ thread but I am planning on asking things as I go along with the army so I made my own .


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    LO Zealot cKerensky's Avatar
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    Yes, your Justicar can take any item listed in the wargear section, in addition, he can Mastercraft his weapon.

    As for Terminators....

    2 Base
    +1 for Charging
    +2 for Falchions
    +1 for Banner.

    Theoretically? 6 attacks on the charge.

    It's all dependent on GW's stance on how many attacks Falchions give. They're a pair of close combat weapons, which means +1 attack, PLUS, it's special rule says they give +1 attack. The question is: Do they get +1 attack BECAUSE they're a pair of weapons, and GW is being redundant, OR, do they get +1 for being a pair of CCWs, AND +1 for its special rule.

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    The best wargear IMO as far as weapon upgrades for a Termi squad is 2 Halberds, 2 swords, 1 Hammer and expand from there. this allows you to be able to do wound allocation easily. I normaly take an incinerator because the Psycannon is too expensive for one, your strike squads get cheaper psycannons. and your terminators are better in assault than shooting because you only have a 30" effective range with the psycannon and without storm shields, your terminators will die very easily outside of combat. thus the incinerator is the best buy per 5 terminators for 5 points. If you do get falchions, replace him for one of the halberds. 2 reasons for this 1.) most CC units that charge you with I6 or better will be easier to kill via shooting than assualt as they will probably be CC oriented units (exception Seer council) 2) the NFW rules say that the force weapons are activated after the first unsaved wound caused in the combat, therefore if your 1 halberd forces a wound, you test and THEN all of your force weapons (including the one from the Halberd) cause instant death and so when wound allocation comes for the I4 Falchions and swords, you can get better mileage from the ID from the FWs because of more attacks and that he must allocate one wound to every model due to the ID. (didn't mean to spell out the rules for NFWs but it was important for why i replace a halberd with falchions)
    My Dice keep me in check

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    I think that if you're looking to mix it up in CC, swords are still pretty great since they'll help keep your termies alive while they get up the board. Halberds are still good (FREE? So nice...!) for striking at high Initiative, the trade off of course means that if you end up fighting specialist infantry (Howling Banshees spring to mind) you have a higher invulnerable save. I think the real punch of the GKs lies in their ability to chew things up in the mid-range firefight arena, so initiative is secondary to me, since I will always be shooting into an assault and probably doing pretty serious damage with that.

    Anyway... to give my humble opinion on your questions, I think that for termies I'd always max out psycannons with psybolt ammo, and take maybe two hammers, one for the Justicar and master craft it if I have some points leftover. I think that terminators are naturally good in CC, so the upgrades should be spent in an area where the points will make themselves felt. If you want CC machines, get some Purifiers. Cleansing flame is where it's at.

    As for Strike Squads, I'd try to keep em cheap since I think their strength is in that deep strike deterrent. Transport would be nice for them, again with some psycannons for punch.
    Formerly known as SimulatedSnowman

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    I am a free man! number6's Avatar
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    For every batch of 5 Terminators, I never ever vary from 4 halberds and 1 hammer.

    In 40K, the best defense really is a good offense,

    The hammer is required to give the unit versatility. You need to be able to threaten instant death on Marines, you want to be capable of smashing apart vehicles (especialy enemy walkers), and you want to be capable of reliably putting wounds on MCs as well (which, if you can pull off your activation roll, may also threaten instant death).

    So that's why 1 hammer. But why all halberds after that and not swords or anything else?

    Guaranteeing Init 6 hits is way better than having a 4+ invul in close combat at Init 4. At Init 6, you get to take out virtually any other Marines you may be fighting. Even furious charging death company will die to you before they get to swing. Would you rather rely on your 4+ invuls against DC or kill them before they get to swing? (Hint: the choice here should be obvious.)

    Init 6 also puts the fear into many elite assault units. For example, Dark Eldar Incubi are seriously badass, one of the best assault units in the game. But they will be scythed down by GKs fighting at Init 6. GKs fighting at Init 4, however, will die like flies to them, even with 4+ invul saves. Even basic Wyches can do a number on GKs if allowed to because of their superior Init.

    That's how important Init is in this game. At Init 4, you open yourself up to assaults and death by your enemy. But if you're at Init 6, you have to make them think much harder about committing to an assault against you.

    There are only a two instances where I think swords are worth using.

    1. Where it's not really worth the expense to upgrade away from swords. On Strike Squads and Interceptors, for example. These are not really combat units. Spending points trying to make them combat units would be better spent just getting yourself real combat units. Or further upgrading the combat units you already are taking.

    2. To abuse wound allocation rules. This is best employed on Paladins and Purifiers, which are expensive units that you generally do want to get into assault (or at least shouldn't be afraid of putting them there). So long as you have a decent presence at Init 6 already, keeping a model or two with swords for wound allocation purposes can be tactically beneficial.

    But outside of that: reliable Init 6 (spiced with the occasional hammer to make the unit truly fearsome and versatile) is the way to go.
    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

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