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New list, Optimal loadouts

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nevek
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Andy140491
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Post by Andy140491 Mon Dec 12, 2011 11:54 pm

Hey guys.

I\'ve only posted 1 topic and i can already see that there are lots of great guys here!

I know there is a thread dedicated to this topic but with me being a new guy to space marines, let alone grey knights, i was just hoping for some obvious pointers reguarding the army on what to take.

The thing is we normally just play alot of annihilation so for me previously playing orks is was just 1 big WaaaaaaGH.

I know marines are very tactical, and having the option to have psybolt ammunition is very effective, but the army i play most against is tyranids. Now to me every unit in the grey knight army just looks so epically amazing that i dont think i can point out which ones are best to suit a purpose. I\'ve read alot about psycannons being used mainly for taking out tanks.... well id use em to shred through genesteralers being they use their rending claws on my termies?

just little options like that.... how to load out my terminators effectivly... like is it worth giving them halberds, I\'ve gone with just the force sword as I\'ve made 2 so far, i wanted to have the $+ invulnerable save! and 1 a psycannon of course....

i wasnt TOO sure about going with the Coteaz themed army but people say its really good?

Do i bulk out my units against a horde army, as to make sure im not over run?

Any advice again guys is greatly appreciated Smile you all seem great players!

Andy140491
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Post by Souba Tue Dec 13, 2011 2:28 am

well your normal grey knight strike squad is mostly equipped with swords and psycannons. dont pay points for halberds and the like. they are not worth it for 1 attack. the justicar is often best armed with a nemesis daemon hammer, because he got 2 attacks and with hammerhand he can strike at S10 instead of 9. you may also want to mastercraft his hammer.
clever usage of warp quake can really hinder deep striking armys and tyranids, especially if he is playing Trygons/mawlocs.

psybolt ammunition is often not worth its points, but that still depends upon playstyle and enemy.

terminators are often geared with halberds and 1 out of 5 guys gets a hammer for bigger models or vehicles. you may also want to swap 1 or 2 halberds for the sword (depending on unit size), because the invulnerable save can often be worth his points, especially since you dont pay for it Razz mind you that the + invul only works in assault and not against shooting.

another great unit are purifiers, especially against tyranids these guys can become quiet nasty because of their ability cleansing flame. they also got 2 attacks each and halberds are dirt cheap for them.

grey knights got another thing the enemy will hate more than anything : grenaded. namely rad and psychotroke grenades. these things work even if the enemy is assaulting you and the side effects are quiet nasty. a grandmaster or ordo xenos inquisitor in the right unit with these things is often a close combat winner.

a coteaz list is extremely good. he got cheap and specialised units as troops and if you play your cards right you can really devastate enemys with quick surgical strikes or overwhelming and cheap firepower.

mind you against tyranids : stand in cover with your units and genestealers are no longer a threat. they lack assault grenades and as such have to strike at I1 instead of 6. if you have the first hit they often get beaten up so good that their initial attacks are less threatening.

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Post by nevek Tue Dec 13, 2011 2:46 am

another good unit for big squads of tyranids and there pesky psykers is the storm raven
1 multimelta
1 assult cannon
and those lovely clear the board mindstrike missles

you can rack up alot of kills quickly this way

nevek
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Post by Zealadin Tue Dec 13, 2011 4:57 am

I would tend to say that PsyAmmo(bolts) is pretty much always worth its points on a squad of 10 models that has 2 or less special weapons.

When you consider cover is king, and its the single easiest way of increasing your kill ratio from a shooting perspective, at a time when combat is considered pretty sub par in the ruleset.....

Its important to know when to buy it, alot of people seem to put it on 5 man squads for some reason...... but its points well spent when used correctly!

PsyCanns are an amazing all round weapon that can and should be used against pretty much anything, with rending they can basically touch and hurt anything in the game.

Also if you try and build your army to face an opponent your tailoring which is generally considered bad sportsmanship, and will end up with an army that can't face all foes.

Its better to build an army that you can take anywhere, against everyone/anyone, and sacrifice a little of that cutting edge killing power you can tailor into a list.

If you play alot of horde forces in your local meta I would suggest some Purifiers, their cleansing flame ability (i think thats the one) can be deadly against these opponents.

We can't tell you what army to build, but you can tell us what you like, how you play, and what kind of units you want to field or buy and we'll be able to guide you as to what works, what doesn't, how to build an effective list and how to use it properly.

There are net lists you can find online for the most min/max build style, but they are generally expensive, boring and take a long while to put together.
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Post by Andy140491 Wed Dec 14, 2011 7:01 am

Hey guys!, Just bought my first dreadknight today! Very Happy well happy!, such a cool looking model, just thinking the best way to kit it out without giving it unnecessary equipment, i was going to give it a heavy psycannon and a nemesis greatsword? does that sound like a good thing to do?, and I've given all my terminators force halberds, and 1 has a psycannon....but i dont know wether to give my justicar a warding stave or a daemon hammer, any thoughts?

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Post by Souba Wed Dec 14, 2011 7:22 am

the daemon hammer is a nice idea for at least one model of the terminators. if they get stuck by a walker they would end up dead without it. the hammer also helps against IC's, monstrous creatures and vehicles.

the dreadknight has multiple good uses. the sword is a nice choice and the incinerator is another good ranged option also a personal teleporter may be useful for him or he wont see much action before getting shot down.
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Post by Aubec le noir Wed Dec 14, 2011 10:47 am

hi there !
for the DK : personal teleporter is nearly a must-go, and imho the heavy incinerator is better (more versatile) than the heavy psycannon.
welcome aboard brother.
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Post by Zealadin Wed Dec 14, 2011 10:58 pm

Is there something you add to the DK to show he has a personal teleporter? I could never figure out whether he was just meant to have one or if there was some wargear bit.

HPsyC are considered too random, the hammer or sword are both good.
Probably best to magnetise everything!
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Post by Requiem Thu Dec 15, 2011 2:52 am

haha posted this yesterday as well in painting & modelling Wink
http://images.dakkadakka.com/gallery/2011/9/14/271178_md-Chaplain,%20Dreadknight.JPG
the thing on his back is the personal teleporter!

and again: this isn't my dk Razz
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Post by bigbri Thu Dec 15, 2011 5:42 am

@Zealadin As far as I can tell there's no teleporter bit in the box. Maybe it's just hidden somewhere in his armour.
@Requiem Cool find Brother, can I get a link to the Source or some more pics, especially of that thing mounted on the shoulders? looks like he used the servo arms, the psycannon arm mount and a knee or shoulderpad to make something cool and I wanna see what bounce lol

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Post by Requiem Thu Dec 15, 2011 10:24 am

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