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!
Grey knights are probaly the best SM ever, but they are quite tricky to use right.
I find that GK are best DS behind enemy lines but the only problem there is that they can't move. They can wipe a unit out with their horrendousfire power but are then left in the open for the enemy to blast the hell out of them.
You can't rely on them for cover witht the shroulding as it won't work if the enemy are close by.
"The space marines are the super human warriors of mankind. But the Imperial guard are the strongest in courage and faith for what is a man with out faith?"
Don't DS behind enemy lines, but in advantageous positions. If you put them behind the lines, you'll likely recieve a lot more enemy firepower and maybe even lose your whole squad.
I like to put mine down behind cover but out of the way, so that they can hit the enemy from a totally different direction. Granted, the enemy knows they're there before they actually attack, but having them safe from enemy shooting when they're unable to move is a good thing.
Also, use multiple DSing units in conjunction. Teleport Homers can be used to this effect, allowing a unit that DS'd one turn to call in support on the next turn. A lone GK unit is a lot more vulnerable than a couple of them.
ya, as he said don't just deep strike into the open, you may take out what a 100-200 pt squad, maybe more, but then you will most likely loose your 300pt squad. Most people will after you deep strike behind them and kill their squad turn almost every thing on it which can be good. So here are some tips you could use:
Target lone/isolated squads in the rear of their army, that way you can avoid a deadly counter strike.
Teleport in large quantitys, teleporting a grandmaster+squad, along with 2 squads of grey knights can be overwhelming, but you will be lacking force until they come.
The final one it to give your inq. and vets. teleport homers, that way when they attack you can suddenly have a squad of grey knights with them, a very handy trick.
good luck, and hope it helped
i know this is a bit necro threading but i like to use my GK effectively. so i alter them as best as i can against the enemy. If it is a shooty enemy i run them in with little wargear to none and maxed out squad numbers. I tend to take them as troop choice instead of fast attack so they can take objectives. I would like to get them in a transport but as i see it i cant unless its a LR or LRC which is too expensive or borrowed ally transport.
Last edited by Jimicomix; February 26th, 2010 at 18:29.
How do gk teleport homers actualy woek? cos in the book it has some wierd rule that doesn't make sense, has it been errata'd or what?
On another note, I've found taking 2 squads of 6 Knights with my sisters is extremely fun and effective. Put them in an Immolator and you've got a good transport for you Knights. If I have the points to spare, I'll put a Psycannon into each of them and shoot out the top hatch if I don't need to move 12"
40k: Silver Angels of Our Martyred Lady 7/2/3 - Daemons of the Great Squiggle! 3/1/0
Fantasy: Windhost of Athel'Loren 2/0/0 - Daemons of Another Great Squiggle! 0/0/0
Warmahordes: Legion of Everblight (Absylonia)
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2