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Okiedokie! So, we're discussing two things here -- the best way to arm a basic GK troops squad and how many there should be in the squad in a 1850 point tournament game, since I'm pretty sure that 1850 is the RTT standard. Also, something I believe that is excessively overlooked in 40k in general, is logistics and formation. Where do you want that Justicar? Or that guy with the psycannon? My personal favorite way to go is a 10 man squad including a Justicar and psycannnon in a triangular formation. J is justicar, G is Grey Knight, and P is Grey Knight with psycannon, everyone about 1.5 inches from each other. Ready, go!
__X X X X
___X J X
++EDIT++ Underscores are open space because this message board is weird.
This is an extremely flexible formation, and can adapt quickly to any situation,. But it is vulnerable to templates, so you use a different formation if you know your opponent packs a lot of those. The Justicar and psycannon GK are shielded, and with a few moves before you're 12" away from the enemy can become something like this:
X X J X X
X X P X X
Tight linear formations are the perfect CC formations, so yeah. Then you charge and BAMF. Let's try and give this thread some life, hm?
my only thought is why have the Justicar in the middle. Why not in front, since you decide the wounds. And same with the psycannon, put him in the middle/back so everyone with two cc weapons get in base to base during assault. I know if you put the psycannon in the back you could loose range, but it kills me when you can't get the good cc guys in base to base. Unless I have the rules wrong, don't you gain +1 only in base to base with those models?
And for size, yes 10 is great. But the triangle I think would leave the back row out of cc in those big 6" stretches. I don't think I would want to sacrifice a movement turn to re-format the squad before cc.
What about a reverse triangle?
__g g g
_g g j g i
but my fav idea that I've been thinking too hard about is the flat oval or eye shape. it will block the most los for back troops, and allows the most to get into cc. Also tough for templates to do max damage. and can colapse easily for unit coherency when models fall.
g g____g g
__g j g i
like that, only flatter. Oh, and I added a incinerator.
Well in this case, a GK with a psycannon shouldn't really be concerned with CC, but I see your point. Also, you want the guy with the Incinerator to be upfront--don't wanna hit your own guys. This is assuming that up on the page is front on the battlefield...
How about a staggered column?
__G G J G G
___I P P I
Either of the two in the middle of the back row could be the psycannon, and either one on the outside could be the incinerators, giving you a bit better template usage. (And yes, I know that I have too many heavy weapons in there, I'm just saying thats where they COULD be thrown). This puts the CC GK in the front row, but keeps the ranged ones close enough that they don't have any real range hit from being in the back. If you want a tenth, just throw him in the middle of the back row.
If you're worried about attack from the rear (deepstriking, maybe), what about this:
___G J G
__G I P G
___G G G
Keeps the ranged weapons inside the circle, and no matter which way the enemy comes from, they get base-2-base with a CC GK first.
IGGGH...always keep incins up front, don't risk hitting your own guys with a template, ever. If I recall correctly, stormbolters outrange incinerators by a smidge, so you wanna keep the incinerators up front, always. Switch the incinerator GKs with the guys directly in front of them. Also, for a tourney against every army, what should one take in a 10 man squad? One psycannon, one incinerator, or two psycannons?
Depends on what they are taken as, troops choice, two psycannons, fast attack, two incineratiors, or one of each, with meltabombs on the justicar.
You know what they say, if you dont like the weather in houston...go back to where you came from
i would take 2 psycannons on any troops choices and 2 incin. on fast attack. i would also give all your justicars meltabombs if it is availiable as it gives up your main anti-tank weapon.
i would avoid mixing weapons as it means that u can't get the most out of either and will always be unsure of wat to do with the unit.
incin. - get up close and fry the heretics
psy. - stand back and pound them into submission while hoping shrouding will work (average roll is 31.5' and psy range is 36' )
Along with shrouding, you can use a meatshield of IG or =][= Stormtroopers so that the enemy has to pound their way through anywhere between 20 to 40 models to get LoS to your GKs.
best option iss stormies in chimera, shielding gk's, so if the chimera gets destroyed, the stormies will still be there to shield
A squad of 9 GK's as troops for me looks like this: