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    Starting a new army soon, will it be GK?

    Hi all

    I was hoping to get some opions from seasoned GK players. Im looking to start a new army soon and im looking for something new stratigy wise. I already play Tau and Orks. From an outsiders prospective GK seem very different. 1. unlike the orks, they have very few yet powerful units. And 2. unlike tau the are not constantly retreating and getting wrecked in CC. So here come the questions, feel free to answer any of them.

    1. Why do you enjoy playing GK?
    2. Is it possible to avoid using Dreaknights? (i don't like them)
    3. What is you favorite unit, and why?
    4. How would you advice starting the army? (i would likely do a bulk online buy aiming for a 1000-1500 point list) But
    waht units are best to start with, and are there sneaky ways of getting them for cheaper?
    5. Do you enjoy another army that you would recommend, that is rich in strategy?

    Basically i want to start something new, but i dont want an army thats no fun to play and is powerful. (not into power gaming) Because i really do enjoy my Tau becuase of the intense thinking that needs to be done for each turn.

    Any and all advice is greatly appreciated.


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  3. #2
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    1: I love the idea of mega badasses, and the way Gray Knights lore has always worked. In a gaming stance, I love having units that are good at everything (jack of all trades, master of none), and assault weapons over rapid fire.

    2: Yes, easily!

    3: Terminators/Paladins. Hardly, powerful units that can fulfill so many roles.

    4: Get something to proxy in as an inquisitor, grab two boxes of terminators or Grey Knight Strike Squads, and eBay a pair of assault on black reach dreadnoughts (cost me about 15 each) and you have a solid small army, that is ready to expand anywhere you want it to go. I've had really good success in low points games with a group like this.

    5: Dark Eldar are very fun and mobile, but I enjoy my GK way more.

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    Like you, I'm a Tau player who's moved on to GK, and I'm finding them fantastically enjoyable- sweeping aside foes in CC with Force Weapons is just so alien to our little blue sensibilities!

    1. For the sheer power they bring to the table. Everything psychic, impossibly skilled warriors and some of the best gear imagible. Space Marines got nothing on us. Just turning to the "Grenades" section in the codex would make a Master of the Forge weep.

    2. Most certainly. While scary, they are in no way "required", and are easily countered. (Mindshackle Scarabs, anyone?)

    3. The humble Henchman Psyker. A minimum squad of 3 gets you a Str5AP4 template, Assault 1 at 36" range. 5 gets you a Str7AP2 template. YES. I tend to run 5 Psykers and 3 Plasma Servitors in a squad with Coteaz (to prevent Mindlock and assaults). Point, shoot, and watch your enemy cringe from FOUR (count 'em, FOUR) Str7AP2 templates.

    4. I would start with a half-and-half army. Get an Inquisitor proxy (to be Coteaz), like Nobi said, then get a Chimera full of Henchmen (pick and choose, but go for range) and a Rhino/Razorback full of Grey Knights. Proxies are fine. Play a few tiny games, decide which you like more (Henchmen or Knights), then move on from there. Also, Dreadnoughts!

    5. Necrons. I think they're the best strategic army, but also the one most tolerant to mistakes.
    Tau Empire - 4000 Points: 23W/6D/0L - Ko'vash Shi, Tau'va!
    Inquisition - 2250 Points: 9W/2D/0L - They are the eye that sleepeth not.
    Necrons - 3000 Points: 13W/0D/0L - Death stands above me, whispering low...

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    1. They are shiney... there are a bunch of different options in army building to fit many different play styles.

    2. Nope you gotta play them, Just kidding there are other great options in the heavy slot like say ohh.... Psyfileman dreads.

    3. The Lowly GK Strike Squad. They are cheap (comparibly) and effective.

    4. Start with a bunch of Power armor GK an an Inquisitor proxy like others have said. Razorbacks are never a bad investment. Like others have said Dreadnoughts... if you have the $$ get some autocannon arms from forge world, or make your own, there are a few threads on here with suggestions on how to d that.

    5. I am sure there are plenty but i am limited in playing other armies, just CSM and Gk. I am told Eldar and DE need great strats but i cant say.

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    Member Shas'elMont'yr's Avatar
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    Quote Originally Posted by Sykodmon View Post
    Razorbacks are never a bad investment. Like others have said Dreadnoughts... if you have the $$ get some autocannon arms from forge world, or make your own, there are a few threads on here with suggestions on how to d that.
    This. ^ Razorbacks are an especially good choice, because they work well with Henchmen as well as PA Grek Knights.

    And on the topic of Autocannon arms, anyone seen this? Autocannon arms v0.5 by blackbitz on Shapeways
    They're very good casts and very cheap. I have a friend who has them, and they're fantastic. Not quite as good as FW ones, but not warped either!
    Tau Empire - 4000 Points: 23W/6D/0L - Ko'vash Shi, Tau'va!
    Inquisition - 2250 Points: 9W/2D/0L - They are the eye that sleepeth not.
    Necrons - 3000 Points: 13W/0D/0L - Death stands above me, whispering low...

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    Thanks for the advice guys!

    I had another question too, I noticed that the 2 basic strike squad and terminator kits can make several different units. Is is worth pinning or magnetizing them for different options? Or it it pretty easy to model as one unit, and be happy with the choice?

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    It would be really easy to magnetize backpacks for strike/interceptors, but I think Purgators would require some trickery with arms. Better, I think, to not make Purgators until you already have a solid list of Strikes/Interceptors/Purifiers. And remember, Purifiers and Strikes are modeled the same way!

    And Paladins/Terminators... they're really the same model. Those book-shaped back banners are pretty lame IMO, and they're the only difference.
    Tau Empire - 4000 Points: 23W/6D/0L - Ko'vash Shi, Tau'va!
    Inquisition - 2250 Points: 9W/2D/0L - They are the eye that sleepeth not.
    Necrons - 3000 Points: 13W/0D/0L - Death stands above me, whispering low...

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    Bit late to the party but...

    1) they are so cool! They are easy to make, customisable, practically all have power weapons and storm bolters, their special characters are cool, their Non special characters are cool, they get paladins, they have force weapons, they get rending auto cannons at fire twice as fast, they get twin linked auto cannons on fortitude based awesomeness. I could go on but I think you get the point.

    2) a lot of people think that they arent actually vey good, so I'd say that it's Very easy to not use them.

    3) terminators /paladins. They come as troops and get relentless psycannnons. Also, they have a lot of customisation within the squad.

    4) depends what sort of army you want to do. Im doing a henchman spam with supporting purifiers and termies. You could do draigowing, Crowe and purifiers, 6 dreads, warp quake spam, storm ravens, or many more,or a mix of any of them.

    5)necrons are pretty good, they are also a shooting army,but I think require a little more skill that GK. however, they don't get as cool models, and are not as powerful in 'competetive play' terms.

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    Quote Originally Posted by dragonfang1010d View Post
    I had another question too, I noticed that the 2 basic strike squad and terminator kits can make several different units. Is is worth pinning or magnetizing them for different options? Or it it pretty easy to model as one unit, and be happy with the choice?
    With PA GK you need to decide wheather your going Strike or Purifiers. If your going strike, 1 hammer, 1 psycannon, 3 swords per box. If you go Purifiers, 1 hammer, 2 psycannon, 2 halberd per box.

    Terminator box... thats a bit trickier. You need atleast 1 hammer and psycannon, after that you can go all Halberd or a mix of Halberd and swords. Normally i will run 2 halberd and 2 swords just so i have 2 models with a better invul in CC. But depending on the army your facing you may want 4 halberds, against Marines its great, vs Guard or slower armies I4 is already striking first. DE are fast so its nice to go at I6 with them, but again you may need the better Invul in CC.

    Hope that helps

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    Quote Originally Posted by dragonfang1010d View Post
    Hi all

    I was hoping to get some opions from seasoned GK players. Im looking to start a new army soon and im looking for something new stratigy wise. I already play Tau and Orks. From an outsiders prospective GK seem very different. 1. unlike the orks, they have very few yet powerful units. And 2. unlike tau the are not constantly retreating and getting wrecked in CC. So here come the questions, feel free to answer any of them.
    Sounds good so far. Grey Knights are perhaps the army most able to say that they are very good both in combat and at range.

    1. Why do you enjoy playing GK?
    Psycannons
    They're good at everything
    Psycannons again
    Awesome plastic models
    Psycannons again again

    2. Is it possible to avoid using Dreaknights? (i don't like them)
    Yes. They're far from required. They're fine, but, frankly, not the be-all-end-all of anything.

    3. What is you favorite unit, and why?
    Paladins. I play Draigowing. They're good in combat, tough to kill, thanks to wound-allocation, and bring two psycannons per five guys. A strong, tough, mobile unit that's good at range and in combat--and are troops, if you play Draigo (who is awesome).

    4. How would you advice starting the army? (i would likely do a bulk online buy aiming for a 1000-1500 point list) But
    waht units are best to start with, and are there sneaky ways of getting them for cheaper?
    You kinda have to decide what you want to play. Are you gonna bring inquisitors and henchmen? Stick to pure grey knights? Focus on terminators? Purifiers? Go for Draigowing?

    If you're not really sure, my advice would be to start with pure Grey Knights (no henchmen) and stick primarily to the plastic kits.

    Three Terminator boxes (I'd make my HQ's out of plastic terminator bits) and four Grey Knight boxes, along with a Dreadnought (get the venerable kit, then kit-bash auto-cannon arms for it) and a Storm Raven is a reasonable buy (about $300.00 USD from Battlewagon) and gives you a lot of options for 1500 point army lists.



    5. Do you enjoy another army that you would recommend, that is rich in strategy?
    I also play mech chaos. I like it, but I like Grey Knights better.

    Basically i want to start something new, but i dont want an army thats no fun to play and is powerful. (not into power gaming) Because i really do enjoy my Tau becuase of the intense thinking that needs to be done for each turn.
    Well, Grey Knights are undeniably powerful, but I don't think you'll likely find them to be overpowering.
    Once again, the conservative, sandwich-heavy portfolio pays off for the hungry investor!

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