Gray Knights Cost Vs. Space Marines - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

Closed Thread
Page 1 of 2 12 LastLast
Results 1 to 10 of 16
  1. #1
    Junior Member
    Join Date
    Oct 2003
    Posts
    24
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    Consider this:

    A GK costs 25 points and fires twice at long range, has strength 6 in close combat and always counts as charging (with two attacks) , not to speak of the other special rules.

    A normal space marine fires only once at long range, has strength four and has only two attacks if he charges (three if he is an assault marine, but then, he loses the shooty capability). And he costs 15 points.

    My point is, do you think that point-cost speaking, a GK is a better option than two space marines?


  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Member
    Join Date
    Sep 2003
    Posts
    153
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    -7 (x0)

    they do not count as charging, when they charge, they don't get the extra attack from 2 cc weapons.

    only when they are charged.

    I would rather field 2 marines then 1 GK.
    because basic marines are tough as nails, and cheap

  4. #3
    Member
    Join Date
    Oct 2003
    Location
    Stockholm, Sweden
    Posts
    71
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    Hey guys.

    This is something im evaluating right now myself. I Play Ultramarines and have always found assault marines and bikes very fun to field. Now im planning to field Powerarmour GK with Teleport or Rhino instead I cant see how these models would fail to break flanks or spread death in the apponents cannon batteries. Time will tell

    10 assaulting GK can do so much more damage then 16 SM holding ground fiering.

  5. #4
    Member
    Join Date
    Sep 2003
    Posts
    153
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    -7 (x0)

    yeh only 1 tiny problem..

    GREY KNIGHTS CANNOT TAKE TRANSPORTS!!!! ONLY LANDRAIDERS!!!!!!!!

    so what were you saying again about gk more damage??
    it isn't even a powerweapon, a marine's 3+ save wil save him about 70% of all his saves.
    and grey knights have only toughness 4, so they can be killed, only you hit with s6, so what you still need to hit on a 4.

  6. #5
    Member
    Join Date
    Oct 2003
    Location
    Stockholm, Sweden
    Posts
    71
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    Thanks for pointing that out. From now on ill check before blurting things out. Well as I have said in previous posts i just came back to the game.

    No cheap transport and Deep Strike can be a pain thanks to reserve rules. Back to the drawing board then.

  7. #6
    Senior Member Elandili's Avatar
    Join Date
    May 2003
    Location
    Canada
    Age
    31
    Posts
    425
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    1 (x1)

    Ice, we hit on a 3+ (5 WS), wound on a 2+, I'd take one GK over two marines anyday, in addition to the forementioned two shots at long range, we ALWAYs get two shots at long rang, I'm biased as I started with GKs and I love them.
    Now, lets add in our special rules like shrouding and aegis
    So very worth it.

  8. #7
    Member
    Join Date
    Sep 2003
    Posts
    153
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    -7 (x0)

    lol nice, 3d6 sight required..

    that abilty isn't worth a thing to my necrons,
    sure that 3+ to hit and 2+ to wound is nice, but if you're dead, you can't fight..
    and if you take a landraider as transport, nice coffin for your marines.
    and who needs psychic powers, when you got a big gun up your arse...

    GK marines are still marines, a 3+ save with T4 wil get blasted like a regular marine.

  9. #8
    Member
    Join Date
    Oct 2003
    Location
    Stockholm, Sweden
    Posts
    71
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x1)

    Ah so you play necrons

    and i quote....

    "Oh, and necrons. The ultimate easy, broken army for newbie players. Easy to paint, easy to win with. Just a lure for the newbies out there. "

    Nothing personal of course.

    Not saying you are a newbie and im not.. so dont go balistic

  10. #9
    Senior Member Elandili's Avatar
    Join Date
    May 2003
    Location
    Canada
    Age
    31
    Posts
    425
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    1 (x1)

    Necrons fall amazingly fast in CC to GKs.
    And if you ever want to see a true slaughter, watch a squad of GK Terms go to work on them <laughs in a evil villian like tone>

  11. #10
    Junior Member
    Join Date
    Oct 2003
    Posts
    4
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Reputation
    1 (x0)

    i think that they are both good in the right circumstances. if for instance you were fighting a imperial guard armoured company the grey knights would be slaughtered as they are only toughness 4 and havea save of 3+ so it would be better to leave them at home and take some normal marines as these can also be equiped with lascannons and meltaguns and you could have a lot more of the marines but if you were fighting tyranids for instance grey knights could be deadly as they can move 6 away from oncoming enemys and pepper them with storm bolter death before charging in to finish the job. some tyranid players may say "well i&#39;ve gota hive tyrant mister" but the strenght 6 attacks would do more damage than strenght 4. :a


    (i am quite hurt that im cannon fodder)

Closed Thread
Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts