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Offline soul1eater

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starting GK help :D
« on: August 5, 2012, 09:13:44 PM »
i recently found GK codex at garage sale (apparently someone eles got there first and bought the models sad face)
but after reading the GK i been interested in starting GK i usually play Vulkan space marine (and orks Waaaaaaaaaaaaaaaaaa aaaaaaaaaaagh )
but i got a little lost in the process

any tips on good way to get started

Offline NecronCell2131

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Re: starting GK help :D
« Reply #1 on: August 5, 2012, 10:26:51 PM »
 Step 1, do not buy draigo and paladins.  :'(   

 Depending on what you want to focus on, either Inquisitor henchmen or termies or marines or just a mix you can pretty much do it all with greyknights.
 Strike squads can be expensive but give deepstrike protection, you can get terminators as troops (always have a psycannon in there) and henchmen are super cheap but basically guard with some interesting choices.

 Dreadknight is pretty good, should grab the jump ability, heavy flamer and psycannon loadout. Its a beast for points but does its job.
 Dreadnought with dual twin-linked autocannons with psybolts is a great weapon platform i would suggest 2!

 Paladins are a great deathstar, especially if you put a character with divination in there. Eats up points pretty face so saves on spending.

 Techmarine is kinda meh pick, but sometimes i find him useful even if hes a bunch of points.

 What kind of style were you thinking of playing? All mech? deepstriking with servo skulls? deathstar? henchmen?

 
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Offline MortVader83

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Re: starting GK help :D
« Reply #2 on: August 6, 2012, 12:58:09 AM »
 A good start for the core of a GK army would be picking up Draigo, 2x Term/pal sets, 2x PAGKs sets, and a Razorback kit. This gives you a super solid core army that can be fielded in the 500-1250 pts range comfortably. I'd magnetize Draigos arms so you can use spares from the terminator kits to run him as a regular GM or Librarian. With 2+ saves getting a new boost to effectiveness in CC you should try and get you termies/paladins into combat quickly. LRs and SRs are the best for this and both got harder to kill wuth 6th ed. Unfortunatelythe Dreads got much easier to take out with the new hull pts thing. I'm finding the Psi-rifle Dread has become much less reliable in 6th. My best luck with keeping them effective has been putting a couple behind an aegis line with a librarian using shrouding. 3+ cover is still a nice save.

 I don't field henchman much so can't offer too many pointers. I can tell you that Coteaz with 3x servitors(any guns), 2x Jokeros, and a mix of SB acolytes/crusaders makes for a nasty shooty unit. Placed centrally they can cover most of the table, LOS permiting, and wreak havoc on DSing units. An Ordo Malleus Inq. in TDA with a psycannon is a nice addition to termies/palis. I have run like that with ten paladins with 4x psycannons befoee to devestating results. Stppoed running it in 5th because it actually made the unit to killy in shooting a lot of times. Would wipe a unit or kill so many i would lose my charge and get stuck in the open.
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Offline soul1eater

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Re: starting GK help :D
« Reply #3 on: August 6, 2012, 03:53:53 PM »
Step 1, do not buy draigo and paladins.  :'(     


 Paladins are a great deathstar, especially if you put a character with divination in there. Eats up points pretty face so saves on spending.
 
 

A good start for the core of a GK army would be picking up Draigo, 2x Term/pal sets, 2x PAGKs sets, and a Razorback kit.

ok now a am so confused
i was planning  to run sorta termy/ power armored support with some antitank and dread knight space marine list
kinda looking into a close fire / cc list leaning to death star

also i dunno what PAGKs means

Offline The OverLord

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Re: starting GK help :D
« Reply #4 on: August 6, 2012, 04:29:33 PM »
Quote
Step 1, do not buy draigo and paladins.

This comment was probably due to the fact that during 5th Edition, Draigo and his Paladin escort very quickly rose to the top of the competitive player's unit of choice. In fact, the 'Dragiowing', as it became known, became much maligned for both it's effectiveness (it was), and it's cheesiness (doubly so!). Plus, in addition to being incredibly effective, it was also cheap to buy, hence the comment that you shouldn't get it, because, well, everyone else has got that unit too!

Also, PAGK = Power Armoured Grey Knights.

Hope this helps!

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« Last Edit: August 6, 2012, 04:30:35 PM by The OverLord »
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Offline soul1eater

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Re: starting GK help :D
« Reply #5 on: August 6, 2012, 06:27:18 PM »
in my gaming group nobody has grey knights (one of the reasons i wanted start it)
any ways is dragio still effective since you said it was ?

Offline soul1eater

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Re: starting GK help :D
« Reply #6 on: August 6, 2012, 07:47:33 PM »
ok here my list well it more off a to buy list (something that i can aim for)
how do think this list would fare

gk hq      


gk grandmaster   falcons master crafted   190 my cc monster
      
troops      
GK Termy    10 man 5 Demon hammer (one on justicar) 5 halberd 1 phycannon mastercrafted   425 cuz i love my basic does of termy
GK Termy    10 man 5 Demon hammer (one on justicar) 5 halberd 1 phycannon mastercrafted   425
      
      
elite      
purifirs   1 incinerator 1 demonhammer 3 halbers 5 falconis mastercrafted   276 anti horde the only models i have in my possession
      
dreadnought    lassconnon autocannon  with phybolts   155
      
how you think this would fare (if i missing something really important)

Offline enlg

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Re: starting GK help :D
« Reply #7 on: August 6, 2012, 08:53:46 PM »
Note that I don't play grey knights but I've faced some very hard GK armies in 5th and not everything I say should be taken to heart but I'll try and help you out.

Notes about GK:
-having all infantry makes the army very slow
-many GK units can do a lot of damage to light infantry, but their own infantry are expensive
-all the most powerful units are not the normal troops
-the majority of non-troops choices can get more/cheaper psycannons per less models (purifiers+paladins are the most noteworthy)
-psycannons are very powerful and generally are the driving force of this army
-coteaz can be used to change the army completely, giving you inexpensive troops and vehicles (psybolt ammo razorbacks with heavy bolters were very common).
-psybolt ammo is powerful on large units.
-Grey Knights are very balanced, and many people consider them the best codex because they have few real flaws if you don't buy too many upgrades.
-always look for the less expensive route. Its normally better.

and maybe the most important note
-Grand Masters allow the GK's to have an easy time generating scoring units. While other armies may struggle to obtain powerful scoring units, Grand Masters can make many units count as scoring, which allows the GK's to do (I think) ridiculous things like having a scoring Dreadknight teleport/shunt onto an objective.

-purifiers, dreadknights, and dreadnoughts were the choice units to make scoring using the Grand Master's rule. Interceptors were used by some people, most notably Blackmoor, who apparently was one of the most successful "Draigowing" army users. He's quite a skilled player and you can find battle reports of his around the web.

on to the units you are considering:

Grand Master: a great unit, upgrades can make him very expensive. The incinerator seems like a nice upgrade. Draigo is great for being unable to be instant-killed, but the Grand Master already has Grand Strategy, the best aspect of any grand master.

-If you want Draigo, read up on how other people have used him. While Draigo is a very strong character, him+paladins actually aren't that easy to use because of how slow they can be.

-In the last grand tournament I attended, the two top players had Draigo in their lists. One had Paladins, the other did not. I lost to the guy who did not have paladins, and while I got unlucky (guns failing to kill any of his tanks in kill points) I saw that draigo is great just for sitting in close combat and staying alive.

Terminators: some people like these, but buying 20 of them is a big investment. I would use 10, and play with both using paladins, or regular terminators. See what you like, and then go from there.
-the weapons you chose seem perfectly fine, but you might want 2 psycannons in each squad so they can kill enemy tanks.

Purifiers: you probably want to give them 2-4 psycannons. If you didn't notice, they get rather inexpensive psycannons, and get more of them per model than PAGKs do. Also GK's really do need a lot of shooting power to do well, or else their units get shot down before they get close enough to do a lot of damage.
-PAGK's are less expensive. If you know you can keep purifiers alive, they can do more damage, but if your opponent targets them, you will realize they aren't so resilient. Many people used to buy transports for purifiers in 5th.
-most people buy all halberds for close combat, and a couple hammers to help with tanks.

Dreadnought: the twin-linked autocannon with psybolts is one of the best anti-tank units in 40k. Avoid guns like lascannons, that are more expensive, and actually not as powerful as the improved autocannon. This saves a nice 20pts over the lascannon.

So yeah, that's my pile of writing. Hopefully that helps.

Offline soul1eater

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Re: starting GK help :D
« Reply #8 on: August 7, 2012, 05:00:07 PM »
updated list some off your suggestions really made sense dropping 10 termys let me have more like a liby

gk hq      
gk grandmaster   halberd  master crafted   185
liby   4 powesr mastercrafted 180
troops      
GK Termy    10 man 5 Demon hammer (one on justicar) 5 halberd 2 phycannon    450
strikers   10 man 1 demon hammer (on the justticar) 2 phycannon   230
      
      
      
purifire    1 incinerator 2*phycannos 2 demonhammer 5 halbers    320
   rhino   
dreadnought    2x autocannon phibolts   135

« Last Edit: August 7, 2012, 08:10:57 PM by soul1eater »

 


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