Codex: Grey Knights Tactica - WIP

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Codex: Grey Knights Tactica - WIP

Post by Guest on Fri Dec 28, 2012 5:49 am

Hello brothers... Very Happy

The goal of this thread is hopefully going to be insightful, useful and helpful to new and old players, that either need a refresher on a unit, or some helpful quick tips about the units in Codex: Grey Knights. This thread is going to be the work of the community, back the to the community. Its a hopefully a quick reference chart when writing lists and using units.

There is a rating system in place to help you assess each unit/character and is as follows:

5 - Bread and butter unit. A must have in any army. Always worth the points. 90% of games this unit/Character is going to perform.
4 - Generally useful and worth the points. May sometimes require specific tactics/usage or proper support. 80% of games this unit/character will perform.
3 - Situational. Requires specific tactics and proper usage and support to be effective. 50% of games this unit/character will perform (If used correctly).
2 - Very limited usefulness, at best. Over priced and should be avoided. 30% of games this unit/Character will perform (If used correctly).
1 - Useless and/or severely over-priced. Do not use! (fluff based purposes only)

NOTE: Ratings subject to change. The rating system is based on the majority of players personnel opinion and experience with said unit/Character and must be seen as such. Each rating also is subject to personal usage. And in no way are we responsible for your complete lack of skill. Very Happy

So on that note, lets start.

Table of Contents.

HQ's
TROOPS
FAST ATTACK
HEAVY SUPORT
ELITES
DEDICATED TRANSPORTS


Last edited by Grandmaster Arratak on Sun Jan 27, 2013 1:10 am; edited 11 times in total

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Re: Codex: Grey Knights Tactica - WIP

Post by Guest on Fri Dec 28, 2012 5:51 am

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Re: Codex: Grey Knights Tactica - WIP

Post by Guest on Fri Dec 28, 2012 8:54 pm

HQ's

Unit type: Independent Character
Unit name: Supreme Grandmaster Kaldor Draigo (unique)
Rating: 4

Brief Description: Our only eternal warrior and our only Independent character with a storm shield. He is a solid, hard to kill close combat HQ that makes paladins troop choices. Cannot take any special grenades though. Solid choice for a hard to kill warlord that really packs a punch. He's also a level 2 pysker, (so deny the witch on a 5+ or better) Strength 10 against daemons and psykers. Strength and toughness 5 as a base, can help with reserves. Force weapon multi-wound models to death. What a guy!

Brief Tactica: For a high price of 275 points Draigo adds that hammer and anvil to the army and some great options to play around with. A little more pricey then a standard grandmaster, he definitely comes with his uses. stick him at the front of any unit and lead the assault. You definitely want him in combat carving things up or he wont be making his points back. Keep him at the front of any unit to soak up fire with a 2+ 3++ save. His grand strategy comes in handy for almost an situation. More scoring troops or buff that units damage? Yes please! He lacks is some areas without the ability to take special grenades and guns but at strength and toughness 5 eternal warrior he makes up for it. Just a solid, hard to kill warlord that can do the hard yards in most games.
For a hardcore competitive list perhaps leave him in the case because of his price. but other then that you cant go wrong.

Unit type: Independent Character
Unit name: Inquisitor Coteaz (unique)
Rating: 5

Brief Description: A Mastery 2 psyker, makes henchmen troops, allows his unit to shoot people coming in from reserves, can re-roll the seize the initiative/ force the opponent to. Comes equipped with artificer Armour, master crafted daemon hammer and a d6 shot str 4 gun, and he's cheap, really cheap.

Brief Tactica: For a measly 100pts Coteaz is the consummate support character, and should always be attached to a shooty unit. His ability to take 2 divination powers (especially the beloved Prescience) can turn any GK unit's shooting from good, to fantastic. Other powers such as ignoring cover or forcing your opponent to re-roll saves are merely gravy. Remember prescience can be cast on any units within 12" not just his own, so if a friendly unit is about to get stuck in toss prescience on them and watch the carnage.
Credits: Bigbri


Unit type: Independent Character
Unit name: (Generic) Grandmaster
Rating: 5

Brief Description: Solid leader of your armies. For 175 points hes bang for you buck already. He comes with some great special abilities. Grand strategy is one of those and is always a boost for your army. As a generic character he can then be customized to play any role! splatting things with hammers or shredding enemies with a psycannon. He also can take loads of great options for wargear!

Brief Tactica: Great leader for any army the larger it gets. Perhaps not for small points but above 1500 I would definitely consider taking a grandmaster. He can be psyker level 2 which is generally worth taking if you have the points. Being able to use a psychic power and then force weapon is gold! However.... the key to loading this guy out is, keep him simple, keep him cheap. Because he can be one of the most expansive units in the game. Especially for a competitive list you don't want to invest to much points into him. He can be Insta-killed. Now, as a Grey knight, he excels at both shooting and close combat. Give him a sword for a 3++ in cc and challenge some characters, lock them up in combat and then force weapon them. The melee weapon load out is really up to you. But for the shooting. I recommend not equipping the psycannon. Far to expansive! either psybolt ammo on the Stormbolter or an incinerator is always helpful if you are rushing the enemy or for variety of situations. With a 4++ in shooting and 3 wounds with look out sir! This guy is so useful!


Unit type: Independent character
Name: Inquisitor Valeria (unique)
Rating: 3

Brief description: Inquisitor Valeria will be overlooked in most armies for Coteaz or a Grand Master, but if you want to get up close and personal with your victims and not just sit back and shoot or do a little of both, then Valeria is the one for you.
Valera is a mid point character, with average stat lines. She is designed to get up close and personal with the bigest thing the enemy has on the board, and yes she can handle it.
She only has a 3+ armour save but comes with a 4++ inv save, so as good as characters costing 50 points more then her.
She gets a las pistol (yay) and a nifty little Gravation gun, a 1 shot rail gun (pistol) with short range.
In close combat you get the dagger of nidnight, a powerweapon that gives an extra 2 attacks takeing her to a base attacks of 5, now those 2 attacks can hit her on a roll of a double to hit but remember that if you roll a double 1, 2 or 3 then you miss yourself. She also gets a Hyperstone Maze, one use per game, one model in base to base contact with you must roll equal to or under their remaining W or be removed, yes that means you to Eternal Warriors, now this happens at your I step so be carefull. Usefull tips on useing her include telling your opp what she is going to do before the game, and then watch as Abbadon runs form a girl.
Last but not least are the Ruins of Destiny, this one requires your opp to reroll all his saves that Valeria requires him to take from shooting and hand to hand, when you have a character with 5 to 6 attacks in close combat, this is solid gold.
She like most inquisitors has the stubborn rule and is not a psyker.

Brief Tactics. Place her in an assult vechile with a Strike squad, point at the largest threat on the board, get out when in range, pop an enemy transport or take a wound or 2 of an enemy monsrtous creature (the squad should have some firepower as well), and then destroy the enemy in hand to hand, repeat till game is over.
Credits: First Strike


Unit type: Independent Character
Unit name: Brotherhood Champion
Rating: 3.5

Brief description: The Bro champ has average stats, except for his weapon skill which will see him hitting most things on a 3. 2+ 4++ save but only one W. He is the chaplin of the Grey Knight army and lets his squad reroll attacks on the charge.
All the equipment options he has are not worth takeing unless you have the points spare and nowhere else to spend them. In hand to hand he must take one of three stances, Sword Storm, good against blob squads but normaly only if the combat goes on for more then a phase, Blade Shield, only good for keeping himself alive (dont see much use for this one), Rapier Strike, this is what you will normaly go to. Psy level 1 with all the normal spells and Heoric Sacrifice, if killed in close combat then he has the chance to take his opp with him. Sellect one model in base to base and roll to hit, if you hit them (remember to reroll if you charged) then you drag them kicking and screaming to hell with you.

Basic tactics: Place him in a squad, now this can be a strike squad as his abilities will make them good in close combat but realy only on a turn when they charge so I would advise purifiers or Death cults mixed with crusaders. Charge the enemy warlord and remove with your hand to hand or die and take him with you.
Credits: First Strike


Last edited by Grandmaster Arratak on Sat Feb 02, 2013 6:52 pm; edited 9 times in total

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Re: Codex: Grey Knights Tactica - WIP

Post by Guest on Mon Dec 31, 2012 8:06 pm

TROOPS

Unit Type: Infantry
Unit name: Strike Squad
Rating: 5

Brief description: The power armoured core troops of our codex, comes equipped with a NFW and stormbolter. Awesome! As well as grenades! The strike squads have their own unique psychic power along with hammerhand that they can cast instead. It prevents deep striking units to deep strike close to your units. Stops those in your face alpha strikes aswell. Such a powerful deterrent.

Brief Tactica: At 5 strong or 10 strong these guys are awesome! So much better then normal marines, for only a little bit more cost. So much versatility with these guys. However, they are troops and as such aren't the best. Sure they have power weapons. Still, they aren't dedicated close combat units. You should be using these guys to camp objectives and lay down fire, then assault to finish off units. They have the options for 3 types of special weapons. Always choose the psycannons. They are far superior at range. You don't want to get to close to use those incinerators. And your whole unit is now 24" fire range. As for melee weapons you can equip the nemesis force halberd for I6 ap3 attacks. Which will carve up PA marines but can get quite expansive. You can take hammers and I always recommend 1 (not on the justicar!). Stay away from falchions, psilencers and only take psybolt ammo with 7 -8 marines. Otherwise the upgrade isn't worth it in a competitive scene. So you standard and by far the best load out you can have on these guys is: 10 man squad. Halberd on the justicar (optional) 1 hammer, 2 psycannons and 6(7) swords with psybolt ammo. Don't worry with master crating or anything like that. Keep it simple and cheap. If you want to save points ditch the halberd, if you're getting assaulted anyway you won't last long. It's really up to your list and if you have those extra points.


Unit name: Terminators
Unit type: Infantry
Rating: 4

Brief Description: terminators. Need I say more? I will. Their troops for us, which makes them at least worth having a look at. Like all terminators you get a 2+ 5++ save, Deep strike and combat squad. We also get grenades. They can take some great NFW's for free, and with relentless special rule can always fire their psycannons at full heavy! Resilient against small arms fire. However they still drop like flies to ap2 weapons. And when that happens you feel it. They're a decent all-rounder unit apart from being massively outnumbered.

Brief Tactica: expansive when fully upgraded and when that happens you don't haves many bodies on the ground(in terms of other units). Their ability move and shoot at full salvo with the relentless rule makes their output for shooting quite good! But people have to remember that we shoot stuff! And have a crack at close combat afterwards. Just because we have NFW's doesn't mean we carve up. We can't take storm shields, if we could, then we would be able to match others in close combat. They can handle themselvs in hand to hand with 2 atatcks each, Swords give a 4++ save, the warding stalf (get this guy into base to base contact and let the 2++ saves roll), a hammer (for taking down big beasties, vechiles, and other terminators), and halbards (for I6). Also available is the Bro Banner (+1 attacks for each man and activation of the force weapon option of the unit once the first wound is scored, remember to keep a force point spare for this if needed) and Psy Bolts, both would be recomend for squads of 10 men. Terminators are a counter charge shock troop that can tie up some units in combat for several turns. And should be used as such. Pie plates will have a field day against termies and it's painful. Don't take to many, and keep their upgrades cheap. Use them like you use the rest of your army. Shoot stuff!
Credits: Sai, First Strike, Rivan


Last edited by -Arratak- on Tue Feb 05, 2013 1:27 am; edited 2 times in total

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Re: Codex: Grey Knights Tactica - WIP

Post by Guest on Thu Jan 17, 2013 7:37 pm

FAST ATTACK

Unit Type: Infantry (Jump)
Unit name: Interceptor Squad
Rating: 4

Brief description: Jump troop version of our Strike Squad. Equipped exactly like the Strike Squad (power armor, NFW, stormbolter and grenades) with the addition of Personal Teleporter packs. This makes them jump infantry and allows them a once/game shunt of up to 30”. They also have the same special abilities and psychic powers as the strike squads (see Strike Squad entry for details).

Brief Tactica: Just like the strike squad, the interceptor squad is NOT a close combat unit. They are better used as a “run and gun” unit, keeping their distance and using their movement and weapons range to create an effective 36” threat range bubble. Whether you go with small 5-6 man units or full 10-man units, they provide outstanding tactical flexibility that is far superior to any other infantry unit we have that is not using a transport. They can be made into scoring units (using a GM’s Grand Strategy or if using The Scouring mission scenario) and are perfect for late-game objective grabs and/or contesting objectives. For units with at least 7 models, psybolt ammo is a good investment—effectively giving you mobile/assault heavy bolters. Coupled w/ 1 or 2 psycannons, they’re perfect for sniping side/rear armor. Alternatively, you can equip them with 1 or 2 incinerators and take advantage of their 12” movement or their 30” shunt for a well-placed S6 template—perfect vs. hard to dislodge units like eldar pathfinders, SM scouts w/ camo-cloaks, etc. Lastly, they are the only unit that can disembark from a stormraven using Shadow Skies with no chance of scattering—ensuring an accurate drop beside a unit that deserves holy cleansing. Since they are +6points/model more than a strike squad, they can get expensive fast so it is better to use upgrades that will enhance/improve their shooting and minimize spending on close-combat gear. A halberd for the justicar is advisable (for challenges), as well as 1 to 2 hammers for the squad depending on the size of the unit (to deal with the occasional walker or beastie).
Credits: Rivan


Last edited by -Arratak- on Tue Feb 05, 2013 1:28 am; edited 1 time in total

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Re: Codex: Grey Knights Tactica - WIP

Post by Guest on Fri Jan 18, 2013 4:23 pm

HEAVY SUPPORT

Unit type: Walker
Unit Name: Dreadnought
Rating: 5

Brief Description:
The Grey Knight itteration of this Space Marine staple is possibly one of the finest support choices in the game. Powerfull, durable and portable via the Stormraven; it is superior to it's vanilla cousin in 3 significant ways.

1. Fortitude.
5 points of the difference in price between GK vehicles and those from a standard codex. It is a psychic power which allows you to ignore crew shaken / crew stunned results on the damage table. In the previous edition of the game this was a very powerfull upgrade saving you from fire suppresion through glancing hits, in 6th edition with the advent of hull points the benefits are less pronounced though usefull all the same.

The changes to the glancing hit system have affected the Venerable Dreadnought most dramatically. You pay a 50 point premium for a marginally increased statline and marginalised re-roll on the damage table. By the stripping of hull points it is now common to see a vehicle glanced to death, with the damage table roll (if penetrated) proving a bonus rather than the objective.

2. Reinforced Aegis.
A psychic null zone projected from all GK Dreadnought's conferring a -4 Ld modifier on all powers targetted at units within it's 12" sphere of influence. This is however does not stack with the inherant Aegis every GK has, however -4 is still a huge deterrent to anyone trying to beat us at our own game!

3. Psybolt / Psyflame Ammunition
As with all GK weaponry, for a nominal charge we can increase the strength of selected weapons by a point. We can turn our assault cannon into a psycannon - our heavy flamer into an incinerator but most commonly you will see our autocannon's upgraded in this fashion.

Double twin-linked, psybolt augmented autocannon's is the default loadout for this unit. It offers a 48" range, S8 threat, to an army that is happiest within 24" and normally at S7. The twin-linking helps against flyers and combines to make this one of the most reliable hull point strippers in the game.

It can be made a scoring unit via the Grand Master's grand strategy.

The relatively modest points cost in comparison to other support entries cements the Dreadnoughts place as an auto-include for most GK armies.

Brief Tactica:
When armed with the preffered weapon loadout of two twin linked autocannon's with psybolt ammunition the tactica is simple - sit at the back on an objective, wrapping your aegis comforter around a unit or advance with the main force whilst dropping an enemy vehicle a turn. The 'psyfledread' is less effective in isolation as it sacrifices it's combat weapon for greater ranged threat and therefore is vulnerable to assault, you also lose the benefit of reinforced aegis. If deploying without a support unit nearby psydreads work best in elevated positions, idealy offering a better vantage point, a cover save and a hindrance to any enemy assault troops.

The dreadnought can be transported via the Stormraven though in this instance would benefit from a shorter range loadout with added combat ability and isnt without it's dangers. A destroyed Stormraven means automatic penetration to the rear armour of any dreadnought in its grapples.
Credits: DOMIN4TRIX


Unit type: vehicle (tank)
Unit name: Landraider Crusader
Rating: 4

Brief description: The landraider crusader is our AV14 anti-infantry assault vehicle. It comes with hurricane bolters and an assault cannon. It has a transport capacity of 16 PA models or 8 TDA models. It has some great tactical upgrades that really make the landraider crusader shine! With the changes to defensive weapons we can now fire all of our weapons on the move. (Snap firing some) but it still boosts the damage output of the landraider. With the change in meta a landraider is worth considering in higher point games.

Brief Tactica: AV14 is a great defensive threat to your opponent and the weaponry on the landraider really makes it a threat aswell! Use it to deliver a combat orientated unit safely into battle. It's larger size really helps block LoS to units that disembark and also it's hard for the enemy to reach your units. Either having to charge the landraider or stay 1" away and move around it. There's so many great uses for this long forgotten tank, but hopefully these should help you.


Last edited by -Arratak- on Tue Feb 05, 2013 1:23 am; edited 2 times in total

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Re: Codex: Grey Knights Tactica - WIP

Post by Guest on Sun Jan 27, 2013 1:08 am

ELITES

Unit type: Infantry
Unit name: Purifiers
Rating: 4

Brief description: purifiers are the elite choice of our power armoured troops. With 2 attacks each and the ability to take 2 special weapons per 5 models is great. They get access to cheaper melee weapons aswell. With castellan crowe, they become troops choices and can score. They come with stormbolters like and ap3 force weapons but they also get a great little psychic power called cleansing flame. Which is great against hordes and blobs! If you army needs that little bit extra "punch" in it to deal with certain units, purifiers are great!

Brief tactica: first off, load out for the purifiers, they get halberd and hammers at discount prices so I would recconmend replacing the swords with halberds for initiative 6 and throw in a hammer (not on the knight of flame) becuase they all have 2 attacks. Also, as I said earlier, they are elite so they can take two special ranged weapons per 5 models. Psycannons are the best option so the whole unit can fire at 24". Incinerators are free and great for killing blobs and they have their place, and are viable to take. But psycannons preferably. For a dedicated transport you can take a rhino for a 10 man and have 'em shoot out the top and for that extra layer of protection or you can put 'em in an assault vehicle if you're running and assault unit. Razorbacks are great for 5 man squads as well as rhinos.

On to uses, powered armoured marines, I would throw these guys at blobs and hordes and other powered armoured units, with I6 halberd they are a great counter to a lot of units. You can equip them 2 ways, really strong shooting and average close combat abilities OR strong combat abilities and moderate to strong shooting capabilities.

You can field them with Crowe or without and they fit into any army comfortably.

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Re: Codex: Grey Knights Tactica - WIP

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