army idea, feel free to move if in wrong forum

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army idea, feel free to move if in wrong forum

Post by Dvil on Sat Mar 08, 2008 10:21 pm

I was browsing the rulebook a minute ago, and I came across the quote "Victory is one part planning, nine parts faith"

Now, this got me thinking. I want to know how feasible it is to take a very simple pure GK army with very simple tactics and win. I want to see if it's possible.

I don't know about what sort of point limit it will be, but I just wanted to see if you have any ideas. Obviously, I don't want them to be too complex, but do you have any thoughts on tactics/units?

Thanks.

Dvil
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Re: army idea, feel free to move if in wrong forum

Post by NemesisForce on Sun Mar 09, 2008 6:11 am

You can fit my entire GK experience onto a pinhead and have room left over but one thing I've gleaned from other players is that there's really no 'simple' tactics for pure Grey Knights. It's a difficult army to play and lacks the full weapons/troop options that other armies can take in order to field a well-rounded army. For this reason it's much harder for a GK army to develop a set of standard tactics that can be reasonably applied every game. Flexibility and adaptability will be the main keys on the battlefield. Being a new player the choice of units and their gear is even more confusing for me. Some players say run GK's in small numbered units, others say run them in large. The same 50/50 consensus goes for psycannons and incinerators. Some say have your GK's naked others suggest having these weapons coming out the ying-yang. Most agree though to fielding as many GK's as you possibly can and if running Dreadnoughts the TLLC/ML combo is the best. I know for me it will be a lot of trial and error before I decide what unit size and weapon combos will suit my play-style best.

Anyways, I know this probably didn't answer your question but I know some of the more experienced players will give you something more concrete (and give me a well-deserved roasting) on the matter.
Tactics: All good in theory, all gone to hell in practice.

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Re: army idea, feel free to move if in wrong forum

Post by Dvil on Sun Mar 09, 2008 10:18 am

Thanks anyway. Useless text is better than none!

Dvil
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Re: army idea, feel free to move if in wrong forum

Post by Dark Bjoern on Sun Mar 09, 2008 11:43 am

There is no real right or wrong tactic. Foremost it depends on lady luck (the dices). Yesterday i was playing against IG with the following list (1750 points).

Grand Master Aromir
Icon of the Just, Psi-bolter ammunition
Retinue 4 GK Terminators with Psi-Cannon

GK Terminator squad Brother-Captain Gregor and 4 GK Terminators with Incenerator and Holocaust

2x 10 PAGK with 2 Psi-Cannons

1 Land Raider, extra armour

1 Dreadnought AC, DCCW Storm Bolter, Psi-bolter ammunition, extra armour and blessed.

The plan was simple the LR should take out the tanks and the rest should get as fast as possible into CC. The plan had worked well but the dice results for CC had been under average so i finally lost.

This tactic works against IG, Tau and shooty Eldar. Against Orcs, DE and īnids i build a gunline and try to decimate them as much as i can before it came to CC. To fight against SM/CSM itīs a completly different thing. There is no simple tactic. This depends much more on the composition of the opponentīs army. I find it more forseeable what i will face if i hear my opponents play IG, Tau, Eldar, īnids or Orcs. The variance of lists seems to be smaller than for SM/CSM. But i think that a local thing. In other gaming areas it could be different.

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Re: army idea, feel free to move if in wrong forum

Post by Dvil on Sun Mar 09, 2008 11:53 am

Well, my regular opponents play eldar, necrons, SM and 'nids.

What sort of tactics should be used against the 'cron? take out monolith from range and get GKs into combat with the lord to take out those two threats early on?

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Re: army idea, feel free to move if in wrong forum

Post by Dark Bjoern on Sun Mar 09, 2008 12:05 pm

Dvil wrote:Well, my regular opponents play eldar, necrons, SM and 'nids.

What sort of tactics should be used against the 'cron? take out monolith from range and get GKs into combat with the lord to take out those two threats early on?

Use two units (a LR and a dread with TLLC and rocket launcher) to take out the Mono. If you manage it to enter cc the Necrons are much easier to kill. As long as the Mono as in game it would be difficult. Necrons are not that common in my area. Iīve faced them only 5 times (2 times with my GK and 3times with my SW) at all. But the tactic was ok. I lost one time with the SW and one time with the GK the second time it was a draw with the GK.

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Re: army idea, feel free to move if in wrong forum

Post by Dvil on Sun Mar 09, 2008 12:36 pm

My usual anti-necron tactics are the ones I use with my 'nids, so they won't work with GKs. He doesn't normally use a 'lith actually. His most recent list was around 20 warriors, 4 destroyers ,2 scarabs and a lord.

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Re: army idea, feel free to move if in wrong forum

Post by Spartan on Sun Mar 09, 2008 2:58 pm

Well my theory and this has not been tried or tested is keep the enemy at range and use the 6" move and 24" range of the storm bolters to thin out the opo, then if they get to close back up and keep them at 24". Once thinned get in and use the true grit to best effect and or GK close combat skills.

This allows the shroud to give you a little more chance of not being seen and stops the opo shooting you then just keep moving and shooting much like a boxer using his longer reach.

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