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When forming a fast attack unit. What is a good number of GK and weapon loadouts?
I take 9-10 Gk with no special weapons, jsut straight GK. i don't DS as much as i used to though, keep geting slaughtered by the infamous plasma cannon!
Et imperator Invocato Diabolus Daemonica Exorcist!
Well, a 5man grey knight loadout with 2 psycannons and the loadout mr.gaius has told us about are both good loadouts, if you have 2 special weps in a GK squad, ALWAYS minimize the amount of guys in your squad, hence:5 man squad ALWAYS with 2 psycannons. i have incinerators but those are useless( apart from cityfight) really the best loadout is 9-10 grey knights if you are going fast attack, for a normal unit it would be the 5 man squad i was talking to you about.
The gold grey knight man. These are hardy men who like cheese.
Ever thought of how cheese was found?:
`` I say sah, the milk in this barrel smells foul!``
``Oooohhh, give it a go!``
''Quack, damn you!''
-Jamie heinamen, Mythbusters.
Basically these two have it right: 8-10 models for a FAGK unit. But I'll do them one further and explain why!
When you Deepstrike a unit, that unit cannot move or assault on the turn it lands. This means that the unit will basically be sitting ducks if you've landed them anywhere truly useful. And while 3+ saves are nice, they aren't going to keep every GK alive. And the Shrouding really is useless when you're that close to the enemy. So basically, on the turn this unit lands it needs to weather a round of enemy shooting, and then possible an enemy-initiated assault.
Now, remember what happens to Fearless models in melee? If they're outnumbered and lose, they can take automatic wounds. Imagine a poor-to-average roll of the dice for a 5-man GK squad in melee - or even a 3-man squad, assuming you Deepstrike a 5-man unit to begin with and they took casualties as pointed out above. Its not that hard to lose, really. And against most armies in the game that unit'll be outnumbered.
So basically, Deepstriking GK need to weather enemy fire, then they must WIN the subsequent enemy assault. The best way to do this is to start the unit out with as many models as possible, so that casualties don't bring them down too far.
Now, my own advice is to NOT use special weapons in Deepstriking GK. This is because you're paying to remove the S6 weapon, stormbolter, and True Grit rule from your GK models with special weapons, in trade for a gun that won't help you in melee. And GK belong in melee - and FAGK will see melee if you use them right. So each FAGK you give a special weapon to you're basically removing from the fight. The only exception to this rule, I think, is a single Incinerator in a maxed out FAGK squad, if you're facing a low-Save army - the extra points can be worth the number of kills. Two Incinerators is overkill in most situations.
And if you're assaulted and sense that you're not gonna get to use the Incinerator, then you can have him killed first.
Though this is common practice, I think this is the ultimate sign that specail weapons don't belong in PAGK squads. You end up paying more points for a weapon that you possibly might not use and then killing that model first.Originally Posted by Inquisitor Majoris
That is like getting a veteran space marine squad with all CCW and BPs and adding a ML, then jumping them out of a drop pod, That ML probably wont fire, and since the squad will be in CC for most of the game and he gets less attacks than the other members so once you get assaulted you choose to loose him first. Just wanted to compare this to space marines to show how ludicrious this it...and that is why all specail weapons should go on Terminators or Inquisitors.
Thanks guys. So I will go with a 10 man unit, with no special weapons.So I get this right. If I DS I can not shoot and assault but in the assult phase I can fight if I am assaulted? The next question is. How many fast attack do you use in a game?
Not quite right. When you DS you can shoot, but cannot move or assault. You always get to fight back if you are assaulted, however.Originally Posted by AtlantianWarrior
DS by teleportation is a little risky, but some folks use it anyway, with the advantage of getting a unit into close combat outweighing the risk of possibly losing a unit to a bad landing. Some folks don't DS at all, but prefer to walk up the board getting the most out of concentrated storm bolter fire.
After you DS, you can shoot, but you can't move or assault. You can also fight back against an enemy assault.
oops, too slow - Valerian beat me to the punch ;-)
In recent games, i have rarely used DS and preferred to have my guns on the table right away.
At most, I DS one Fast Attack squad (maxed out, vanilla) and my HQ choice (if the hero has a termie retinue).
As many as you can. It is my favorite Grey Knight unit. I may not deep strike them, and walk them instead, but I get to set them up last.Originally Posted by AtlantianWarrior
Make sure you have your 2 troop (PAGK or ISTs) choices first and HQ, then some long range fire support (Dreads, IG), and then I max out as many FAGK squads as I can take.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil