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After being a rather Clandestine memeber of the WH, I have decided to add some DH allies to my existing army. Why? Becuase I really need some hard hitting, survivable units, that can pwn my opponents. My Battle Sisters are great for shooting, but they usually can't cut it in Combat (unless I'm playing Tau). So, guys and gals of the Ordo Malleus, what do you think about me taking these as allies:
- Grey Knight Teleport Sqaud
-Grey Knight Terminator Sqaud
I will post what they are equiped with later, as I will have the DH Codex this arvo (in about 3 hrs). This is just rough, but any comments would still be appreciated. Currently in my Army I have a CC Canoness, Battle Sister Sqaud, Storm Trooper Squad, Exorcist, Inqusitor/Lord, and Callidus Assassin.
Thanks for your feed-back.
Grey Knight Termies: Expensive as hell. Deepstrike, too risky in my opinion without a teleport homer, make sure to get quite a few. 2 attacks each with str 6 PWs, basically owns almost anything in CC. WS 5 aswell.
Teleport Attack: Still exepensive. Deepstrike as termies. Much worse in most respects but costs half the amount of points. Str is the same but no power wep (expect on justi), same amount of fire power, worse save (3+ instead of 2+) and no invulnveralbe. Still get two attacks each (true grit).
I'd take one or the other, depending on the rest of your army, as reserve units to help out in CC (duh). Also they can unleash a sh*t load of firepower.
Problem is no faith is given for ether unit and no transports have land raiders (which you cant take anyway).
I'd get as many close-ranged shooty units as possible (sisters) with some supporting IST, an immolater, an exorsist, and some from of CC support unit (one will do, can be: death cult, assassin, repentia, A-fs?). Then drop in ether unit.
Last edited by bald inquisitor; July 5th, 2005 at 00:22.
"Heresy is like a garden weed, it won't stop feeding until you... BURN THE WHOLE DAMN GARDEN WITH A FLAMER, BURN IT, BURN IT TO HELL!!!!!" "Is there a wittle puppy in the garden? ITS A DAEMON! BURN IT!"
Both GK Terminators (GKT) and Teleport GK (Fast Attack GK, or FAGK) are excellent units, but both are extremely expensive. Neither, as bald inquisitor pointed out, can take transport options other than the free Deepstrike - which, since there aren't Teleport Homers in the WH armoury, is fairly inaccurate.
That aside, they're great units and great models.
Be warned, though, that you can only take one unit of FAGK and one unit of GKT, as per the ally rules (page 25 of the WH codex, or 21 of the DH codex, both in the grey box on the bottom). If you really want more GKT, you can also take a DH HQ unit consisting of a GK Hero and his GKT bodyguard, but that becomes insanely expensive.
As for equipment, don't go overboard - GK don't need much in the way of upgrades, as they come with a ton of special rules anyways.
For the FAGK unit:
--0-1 Incinerators are ok. 2 are overkill, and psycannons are best for stand-and-shoot units.
--meltabombs are usually standard on a Justicar, but with SoB's lack of trouble with enemy armor, that's your call.
--one special weapon of your choice. Psycannons are alright here because of the "stable firing platform" that terminators are, and Incinerators are always handy.
--*maybe* Holocaust, but I prefer to leave psyker powers at home myself.
--NOTHING on the squad's Brother Captain - he only has one wound!
--If you use a GK Hero + Bodyguard instead of (or along with) the GKT unit, and you use a Grand Master for your Hero, then you can give him some gear. I suggest remaining light still: Icon of the Just, a Mastercrafted Nemesis Force Weapon, and/or a Psycannon are all popular choices. Just remember that this one model is already around 150pts without upgrades, so don't try and load him up with a lot of stuff.
*Salutes the Memeber with over 2,000 posts*
I just got back with my new, shingy DH codex. I am have decided to use some GKT, and some ST as allies. The Plan is to give a (full) Storm Trooper Sqaud a Veteren Sergent, and him a teleport homer. He moves up the board, using his unfortunate squad as a meat shield. He get close enougth to the enemy. The GKT then come down on target, and obliterate the enemy/take objectives. Good plan?
The GKT be have (roughly) :
5 GKT, Psycannon, Storm Bolters and Nemisis Forceweapons. Brother Captain with Nemisis-Forceweapon, and Storm Bolter.
Any thoughts? (I play Eldar, Space Marines, Tau, and sometimes Dark Angles as opponents most of the time)
My suggestion as an eldar player is don't take knights against eldar!
The termies are hideously expansive and die almost as easy as guardsmen to the massed ap2 fire most eldar players will throw at the knights (2 dead knights to 3 dead guard). Yes they will telport and butcher one squad with shooting probably but the retaliation will be horrific, and likely fatal. plus relying on a single teleport homer is asking to be mind war-ed.
Demonhunters are not the army of choice against the eldar, the smaller and more elite your force the more the eldar player will smirk, stick with sisters.
Works for the others, just watch out for plasma and rail-fire and they should stomp away.
Ask not a question of the eldar, for they will give you three answers all of which are true and horrifying to know.
been running 5-10 GK in my army for a while (typically against orks soooo termies are out of the question, thats just a stupid idea... damnedable choppas)
a teleporting squad can DEVISTATE someone (especially tau or IG) but on the smae note they sometimes dont show till turn 5...
where as a straight squad of 10 GK walking can lay down some hurt, but typically gain the name "fire magnet" REEAALLYY Quick.
so it really depends on what is going on and who you're playing, but due to points alone i say that just a squad of GK alone is more than worth its overly expencive ($$bills wise) weight in pewter
When all else fails, burn every one... or missile them back the Golden throne
Evil Beware, we have waffles!
^_^*Salutes the Memeber with over 2,000 posts*
Sah!I'd say no, actually. See, you don't get to say WHEN the GKT squad comes into play, just WHERE. So your Stormtrooper (IST) squad might end up being useless. This is where Improved Comms are handy - they allow rerolls for Reserves - but they're an IG item, so you can't get them on anything other than IG vehicles.I just got back with my new, shingy DH codex. I am have decided to use some GKT, and some ST as allies. The Plan is to give a (full) Storm Trooper Sqaud a Veteren Sergent, and him a teleport homer. He moves up the board, using his unfortunate squad as a meat shield. He get close enougth to the enemy. The GKT then come down on target, and obliterate the enemy/take objectives. Good plan?
I also have to agree slightly that GKT aren't well suited to fighting Eldar - regular GK are better, I think, because of the sheer number of stormbolter shots they can pump out per turn and the number of bodies (2 GK for 1 GKT) and attacks involved. Same goes for fighting Tau - standard power-armored GK are more suited than GKT - the GKT are overkill!
Against SM, I wouldn't say that one type of GK stands out above the other. GK, of course, have more shots, more wounds, and more attacks just because of their cost. GKT *all* have power weapons, which makes up for a lot.
For the 270pts of that GKT squad, you can almost get a 10 model GK unit, including the Justicar. That's 20 stormbolter shots, 21 cc attacks (3 power), and 10 wounds, vs the GKT's 8 stormbolter shots, 3 psycannon shots, 11 cc attacks (all power), and 5 wounds. Just pointing out the comparison.
Ok, in light of your views, I have changed the list.
Grey Knight Teleport Squad
7x Grey knights, Incerator, Psycannon
+ 1 Justicar w/ Storm Bolter, Pyscannon
Deamon Hunters Inqusitor
Powerweapon, Emperors Tarot, Teleport Homer
Any thoughts/Tactics? (Thanks so much guys, your making this way easier than it would have been before)
i personally think the termies are a bit better, though granted prob. not so against tau or eldar...but youll prob play lots of marines so thats where they come in handy...for only 6 pts more than a normaly termie you get power wep, st 6 (which in my opinion is generally better than a powerfist) and WS 5 plus the shrouding...
sure they might not stand up to determined fire, but nothing is perfect you just need to be smart about placing them...
if your WH are hainvg CC porblems maybe more penitent engines, arco flagelents??
--Don't mix special weapons in FAGK units. One is a heavy weapon and works best when standing-and-shooting, and the other is a get-close-and-fire gun.7x Grey knights, Incerator, Psycannon
--When you buy a special weapon for a GK, you lose the Nemesis Force Weapon - meaning, you lose S6 AND True Grit. You're PAYING to downgrade your GK, basically. Hence a good rule of thumb being 0-1 special weapons per squad, even though the legal max is 0-2.--You cannot give a Justicar ANY weaponry other than a stormbolter and nemesis force weapon - this was addressed in a FAQ. They have access to the wargear section of the armoury, but not the weapon section.+ 1 Justicar w/ Storm Bolter, Pyscannon
--Even if you COULD give a Justicar a psycannon, you'd have to lose the stormbolter to do so - no infantry model** can have multiple ranged weapons and use them in one turn.--At least give him a bolt pistol for the +1A bonus.Deamon Hunters Inqusitor
Powerweapon, Emperors Tarot, Teleport Homer
--Myself, I think the Tarot is a waste of points. You'll probably get a different opinion from whomever posts next though ^_^
--Where do you plan on sticking this guy? By himself he's not going to survive, and I thought SoB transports were all basically filled (ie, SoB squad minimum = transport capacity maximum)?
Sorry that I'm being nitpicky here - I just don't want you to get shafted because you don't happen to know your secondary army as well as you do your primary! It's all in good spirit.
**Yes, I know there are exceptions to this rule, such as special characters (Cypher) or not-quite-infantry models (Tau Crisis Suits), but the rule stands in this situation