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My bro is having some troubles against well armored opponents due to the lack of good AP weapons in the force. How do GK normally deal with other Marine chapters, or similar such as CSM and Necrons?
Inducted IG seems to be the most common answer to that problem. The GKs are nice for fighting CC or shooting ground troops, but most armor is a real pain. If you're going with a pure list, I can only suggest psycannons on your GKs and TLLC on the Dreads. If you're a little more..shall we say, open minded.. ISTs can start packing some plasma, and the Inquistor can call down the fury of Orbital Strikes and a gun servitor with a plasma cannon or IG Vet's with plasma guns. I also would suggest giving those who can melta bombs, like your justicars and BC's.
Don't forget about ISTs with two Melta Guns in a Rhino, but without inducted IG, your only real answer is Dreads with twin linked Lascannons and Missle Launchers. Assaut Cannons are as good at AV11 and 14, but just don't have the range to be reliable AT.
Psycannons are good at most skimmers, and you can add Hammerhand to your Grandmaster, but then you would lose his main focus of anti-troop.
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Yes, just don't get a Land Raider, if you want it for anti-tank, get two dreadnoughts, if you want it as a transport, get the LRC. The Land Raider is actually kind of worthless.I'm sorry if this is a little off topic, but the BC can't take meltabombs, he's in terminator armor.I also would suggest giving those who can melta bombs, like your justicars and BC's.
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From the title & original post, I thought the question was more concerning how to deal with good armor saves (infantry), not high armor values (vehicles).
Lascannons are terrible advice to deal with heavy infantry due to their rate of fire, really. What you want are template weapons with low APs (Plasma Cannons) and fast-firing high-S/low-AP weapons (psycannons, assault cannons, plasma guns).
A Plasma Cannon/Missile Launcher dreadnought will be a huge help here - two templates per turn, one which denies enemy armor saves, and the ability to take out heavy tanks in a pinch.
IST squads, smallish, with 2x plasma apiece are good - at 70pts for 5 men & 2 plasma guns, you can definitely load up on these and use them as throwaway squads.
Inducting Guard is always an option. In a Platoon's Command Squad, you can actually purchase FOUR special weapons (and the 5th model has armoury access) - with all plasma, these make great little suicide squads. You can then use the Troop squads in the Platoon (2+ of them) to fufill your heavy weapon requirements (Autocannon, Missile Launcher, and/or Lascannon). Armored Fists are Chimera-mounted squads that may also take heavy weapons - not the single most useful thing vs heavy infantry, but hey. Sentinels can be handy if loaded up with autocannon/multilaser/lascannon, but be careful about investing too many points in them - with AV10, even a bolter can kill them! A Leman Russ has obvious uses here.
Inquisitor squads with one Plasma Cannon, two Sages, and one Mystic, and an Inquisitor with just bolter & auspex, are fairly cheap and you can get up to three of them (five if you count Inq Lord squads built the same way). Alternately, take three veteran Guardsmen with plasma guns, two sages, and maybe even Acolytes with plasma pistols if you feel like investing the points.
Orbital Strikes are handy - take a Lance, it ignores all armor saves and insta-kills just about everything in the game. Don't expect it to actually HIT though - its more of a psychological weapon that occasionally kills things.
There's also the melee aspect of things. GK Terminators have S6 power weapons - that ignores armor and gives you a good chance to wound even high-T models. Multiple small units, since they're Fearless, can be useful.
If you want to get really skippy, buy three elite Inquisitors and give them power weapons or something else that ignores armor saves. Also take three IST squads, with two plasma guns each and a Vet with a power weapon or similar save-ignoring weapon. Attach an Inq to each one. Use them as (fairly) cheap throw-away units by rushing the enemy, shooting, and then assaulting with the Vet & Inq in front. Then have your main units hit after these guys have created some chaos.
Look the LRC is thought of ONLY as a trans port its not trust me, I have more anti tank in that bad boy than I do with a normal raider ( monliths not counted...:mad: rushle scmushel...(sylvester's mutterings)
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Ever thought of how cheese was found?:
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''Quack, damn you!''
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I go with a lasma cannon and missle launcher on one of my dreads and a assault cannon and ccw on my other. I swear by that due for heavy support. it almost always does the trick.
Otherwise just getting you GKPA'a into CC usually does the trick. I'm telling ya once they get into CC and my GKT's deepstrike and get into CC it's over for the enemy squad.
I was fighting a SoB army and they lit up my 5 man GKPA till there were only 2 left and my squad assaulted and ruined a 10 man squad with only 2 GK (one was a Justicar but still). 2 vs 10 and 2 won in 2 rounds I love my Grey Knights!