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Pagk Weapon Upgrades

617 views 6 replies 5 participants last post by  Ylide 
#1 ·
While looking through the codex trying to create an army list I`m happy with (I`m a nooB with DH), I was checking out the incinerator/psycannon options for Grey Knights.

Unless there is something I`m missing (which is likely) upgraded weapons on PAGK are a really BAD idea!!!! (N)

Lets face it.... the only reason the points on a GK are so high is the NFW. So if I cough up point for a different gun I lose the strength bonus the NFW gives AND lose true grit. :angry:

I`m thinking that I`ll save the weapon upgrades for my Termies and leave the PAGKs as standard with storm bolters and NFW.

...... unless someone can convince me otherwise :glare:
 
#2 ·
i understand your point, and for the very same reason i use the weapons upgrades very sparsely. keep in mind that you get a bunch of other special rules for gk, which are always useful. the weapon upgrades are badass too. that incinerator can toast most lightly armored horde armies and are a big help against them, esp after dsing. i LOVE the psycannon and have used them very successfully. whats not to love about them? they add a great kick at range and handle things with invulnerable saves nicely (necron wraiths or shadow fields for example). coupled with shrouding they can be tasty. dont bang the weapons upgrades until you try a purgation squad =). there is a reason why people rant about them. in certain instances however i like to use no upgrades, mostly in a dsing unit with lots of numbers, esp against high toughness/saves forces, or for a troops selection that will be in a lrc or continuously moving.
a psycannon dsing unit can be great for claming quarters/objectives in a game.
 
#3 ·
I think the weapon upgrades have their place:

FAGK units should take 1 incinerator or no special weapons at all. A lot of people use 2 incinerators here, but this is where you really need the NFW kick. I dislike psycannons here for the same reason - too expensive to put in a unit that really needs the NFW's.

PAGK shouldn't ever take incinerators, imo. One or two psycannons is alright, if the enemy is coming to you (think of them as mobile heavy bolters) and you don't need the high numbers. A squad of 5 GK with 2 psycannons is a rather nice firebase against swarm armies, especially with the Shrouding rule.

Purgation squads should always use 2-4 psycannons, depending on how many points you can invest. I love these things - they're harder hitting than a Heavy Bolter devestator squad, have Shrouding to make them harder to hit, and a power weapon to guard them with. Plus, if the enemy gets too close, they can move away and still shoot. Well worth the cost, imo.

I'd actually like to see a 4 incinerator Purgation squad. If you max the squad out at 10 models, and give them a LR/LRC to ride in, you'd have an effective first strike vehicle. Pop out, hit the enemy with the incinerators, and charge (NFW's in front). Use the incinerator models to soak up combat resolution casualties.
 
#4 ·
Originally posted by mEGALOMANIAC@Nov 1 2004, 20:00

I'd actually like to see a 4 incinerator Purgation squad. If you max the squad out at 10 models, and give them a LR/LRC to ride in, you'd have an effective first strike vehicle. Pop out, hit the enemy with the incinerators, and charge (NFW's in front). Use the incinerator models to soak up combat resolution casualties.
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Can you imagine if the shock and horror you'd feel if that got destroyed while they were still inside? :eek:
 
#5 ·
i awlays take a psycannon and incinerator in my squads, incinerators to handle anything hordy coming my way and the former for those tough dudes who wallow in invulnerable saves. Grey knights have enough problems being outnumbered without letting up oin firepower as well lol, an 8 man squad with justicar in ageis armour (2+sv) and teleport homer one incin and one psy comes in quite nicely if expensively at 250pts. however thats my playing style its up to you how you play
 
#6 ·
I understand the whole psycannon vs horde army arguement, but I`d much rather have 2 GKs with 4 storm bolter shots than 1 GK with 3 psycannon shots. Lets face it the majority of swarm armies don`t have great toughness or saves so I would rather have the extra shot and 4 CC attacks rather than 1 or 2 depending on if I charge or not.

Don`t get me wrong, I think that the Psycannon and incinerators are kick ass weapons, but having them in a FAGK unit, or a troops choice they don`t seem viable... well the psycannon may be a possibilty if you aren`t DSing.

I still take psycannons but they are on my GM (only likely to miss 1 shot in 2 shooting phases) and my inquistor. My Termies also take incinerators as they don`t have to leave the NFW in the cupboard under the stairs while throwing themselves into battle.

Lets face it army lists and playing styles are supposed to be varied, thats the great thing about 40K. But I won`t be putting a psycannon on any GK other than the GM.

Purgation squads should always use 2-4 psycannons, depending on how many points you can invest. I love these things - they're harder hitting than a Heavy Bolter devestator squad, have Shrouding to make them harder to hit, and a power weapon to guard them with. Plus, if the enemy gets too close, they can move away and still shoot. Well worth the cost, imo.
Purgations squads are a whole different kettle of fish.... the ONLY time a PAGK should be seen carrying psycannons IMO.

Well thanks for all the feedback so far I`m off to convert my rhino that arrived this morning... :realmad: dam extra armour.... ridiculous FW prices... blah blah blah
 
#7 ·
Originally posted by ultimateMADMAN@Nov 2 2004, 05:10
I understand the whole psycannon vs horde army arguement, but I`d much rather have 2 GKs with 4 storm bolter shots than 1 GK with 3 psycannon shots. Lets face it the majority of swarm armies don`t have great toughness or saves so I would rather have the extra shot and 4 CC attacks rather than 1 or 2 depending on if I charge or not.

Don`t get me wrong, I think that the Psycannon and incinerators are kick ass weapons, but having them in a FAGK unit, or a troops choice they don`t seem viable... well the psycannon may be a possibilty if you aren`t DSing.

I still take psycannons but they are on my GM (only likely to miss 1 shot in 2 shooting phases) and my inquistor. My Termies also take incinerators as they don`t have to leave the NFW in the cupboard under the stairs while throwing themselves into battle.

Lets face it army lists and playing styles are supposed to be varied, thats the great thing about 40K. But I won`t be putting a psycannon on any GK other than the GM.
Purgations squads are a whole different kettle of fish.... the ONLY time a PAGK should be seen carrying psycannons IMO.

Well thanks for all the feedback so far I`m off to convert my rhino that arrived this morning... :realmad: dam extra armour.... ridiculous FW prices... blah blah blah
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I take one psycannon in my FAGK squads. Why? Because nice chewy back armor values of 10 on transports, dreads, russes, etc, make the psycannon a decent anti-vehicle weapon. The added stormbolter shots are icing on the cake. Sure you lose out on one NFW weapon attack, but for some reason I find my teleport-attack GKs rarely get into cc. (They either wipe out what they strike near with 2 turns of storm bolter/ psycannon fire or they get wrecked by blast template weapons)
 
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