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Noob toughts

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Post by Virgilio Fri Jan 18, 2013 9:01 am

For what concerns me, I’ve played only a few games (only against chaos SM and
blood angels) so I don’t know how is the meta out there.

But I have my own ideas on GK strategy, so I would bother you, brothers, just
to see how much I mistake.

First: I begin GK because I like GK minis. So I would not play (and examin)
anything about inqusition.
Second: I don’t see a good balance on special characters, so I don’t use
them.

So here are my thoughts...

About HQ, I have 4 choices: Grand Master, Librarian, Champion & Brother
Captain.

GM is very expensive, but I play it with a flamer and a couple of grenades
(rad & blind) if I want to let him down by deep strike or PsyCannon if not.
Grand Strategy allows me to use Interceptor for the purpouse of capturing objs,
so it worths!

I never play a Lib, But I would.It is a great supporting HQ, maybe in a Termy
unit wuold be appreciated, but I don’t really know if in the 6th is better
giving him random power or buying them from the book.

The Brotherhood champion is something I love: a kamikaze. Maybe not too
competitive, but definitvely funny!! I only see him into a transport with a
melee dedicated squad of purifiers.

The brother captain seems to be worthless if compared to GM, but even w/o
grand strategy it can use Communion to deep strike right, so I would try him
with PsyCannon as a supporting fire charcater and to bring down squads when I
need to.


About troops... I don’t see really advantages to take Termys. A 10 man unit of
GKSS costs the same as 5 Tys,have the same attacks and double wonds, even if
the % to kill them is doubled against termys. They can deep strike as well,
stop others deep strikes, fight the same, have 2 heavy weapon and double
firepower. So really, I don’t see great advantages to get a Tys unit against
GKSS, unless there is something I miss.

Elites: Venerable dreaddy are useless against normal one.
Purifiers are really good and versatile but a little expensive, I don’t know
what config use. I’d like to make a 5/6 man unit, with halberds and hammer, w/o
heavy weapons; put them on a Razorback and getting into melee asap. A unit w/o
heavy weapons loses priority to my enemy, and even it gets more proprity I save
points for other things without PsyCannons. Maybe Incinerators would be fine,
but I don’t know if they can advance, burn and charge on the sameturn.
Paladins are great... and xpensive. I think that only unit of one would worth,
because they would become a single target and can shoot their power w/o using
psyammo, maybe an halberd or hammer would be fine to strike better/harder in
melee. Or, but it is very xpensive, a unit of 5 that have 2 heavy weapon slot,
with 2 wounds are moredurable than normale termys and shoot 1 area, 4 ST5
shots, and 8(!) Psycannonshot each turn.

Intercpetor are my favourite unit: WH40K is a staticgame, this guys would jump
everywhere, are quick, and with GM would be a scoring unit as well!! For me,
the guys will work with 2 PsyCannons and psyAmmo, a 10 man squad divided in 2.

Another squad I like are Epurators: they costs as a GKSS, but they can be
equpped with mostrous weaponry... they can fire throgh cover so with Grand
Strategy they would be a good unit to defend “your” objective without too
exposing themselves. Or, play them with four Incinerators would be funny, or
maybe all of them with Hammers to get down veichles; in future I would try them
with 2 Incinerators and 2 hammer, and Justicar with Halberd to be more
defensive oriented... but they consume an important havy support slot so there
are things, out there, to prefer.
Like Psifledreaddy: 135 PA of well shooted bullets.

About Dreadknight... I don’t like the model, but I see it like something
similar a dreddy, more melee oriented and really quick with personal
teleporter. I would like to play one in future, but for now, in a 1000 PA
games, it costs too much.

Finally, Ravens and Tanks... they costs lot of points (and PA) and would
easily become a central part of my army if played. So I wait a little before
thinking about them... I’m interested in Tanks since they can carry my termys
withuot the risks of a deep strike, but I prefer to try invest to anothert
Termy unit and mitigate the risks with some skulls for now.

There are things I don’t see well for GK:
1) they lack mobility. Unless you use reserves or deep strikes, the only
mobile things are dreadknights and interceptors... and flyers, but costs lot of
points and I don’t like them so much.
2) They don’t have devastating weponry like lascannons: how to take down a
Land Raider with them?!?

So, feel free to criticate because I have no experience at all, every word is
gold for me!!

Virgilio
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Post by DonFer Fri Jan 18, 2013 10:42 am

Hi there, on your thoughts:

GK are known for their high costs. It's an elite army so get used to play with small forces. Low body count is the norm, unless you'd like to play henchmen.

About mobility, actually GK can be very mobile when adding transports. RB and Rhinos are great tanks to include in your army. The SR is a great choice too, providing some great land/air suppoort for your army. Add Land Raiders are still the best tanks for us. But the las two are expensive and their use is not intended to spam them. Instead you should use them as a medium to support and deliver your units when needed the most.
On the other hand RB and Rhinos are great cheap vehicles that add a lot to your army. Much more now in sixth tha in the previous edition. I reccommend you take a look at them and consider including a couple or more in your army.

As for weaponry, of course GK have Lascannons and Multimeltas. Examples are Jokaeros, Henchmen, Razorbacks (RB), Land Raiders, Stormravens and Dreads. In many cases however,the lascannon is not needed since our weapons are capable of striping HP out of any vehicle with realative ease. Psycannons are excellent at this as are Autocannons and Assaultcannons with psyboltammo. The point is, our army barely needs Lascannons in order to destroy a heavy vehicle. Our weapons are more than capable of wrecking any tank out there, even the mighty LR. Is not always necessary to penentrate and the roll a 6 for an explosion to get rid of a tank. Remember Hull points are GK's best friends.
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Post by Rivan Fri Jan 18, 2013 11:57 am

@Virgilio: very good insights Brother. It is always nice to hear fresh opinions. I totally agree with DonFer--GKs are considered an elite army so unless you're using henchmen, you can expect to have a low-model count. The key to good GK lists can be summed up in one word: SYNERGY. We have many different builds that can suit different playing styles but the key is to choose units that can buff and support or enhance each other's abilities. That being said, any unit can be a good choice as long as you pick the right combination of units.
I just want to touch on 2 units that you mentioned:

Termies: I know Termies are double the price of GKSS but in 6th ed, they really got stronger. They don't have to worry about most power weapons unless they're AP2. They can also shrug off AP3 pie plates. Hammers and halberds are free for them and they're Relentless so they can always fire 4 shots w/ psycannons even on the move. Lastly, they are automatically Troops! I'm not saying that all your Troops should be Termies but they are definitely a great choice and I usually take them along with a unit of GKSS to support them.

SR: In this edition, flyers are an integral part of the game. The SR is pretty much the only legitimate anti-flyer unit we have if we're not using fortifications or allies. It is also one of the toughest flyers in the game with AV12 all around and Power of the Machine Spirit that allows it to target a second unit in the same shooting phase. Some use it as a transport but it also functions perfectly just as a gunship (which is what I do) Smile

Hope these insights help.
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Post by Virgilio Fri Jan 18, 2013 1:11 pm

tnx a lot.
About Rhino & RB, I prefer Rhino to fire with the PsyCannon of the troops inside (is it legal?) and I want to buy one or two since they fit my gamestyle very well, but it seems to me it takes no more than two turns to be wrecked, leaving the unit inside without the movement you expected to have.

SR & LR are a little too far from my PA level, I'll wait for them.

About Tys: 4 PsyCannon shot for one of them, while advancing. Against 4 PsyCannon shot of a 10 man GKSS. They donn't pay good weapons, so they are a little less expensive, but a GKSS that dont move shot 8 PSyCannon shot; they don't "ignore" AP 3 they have 1/6 probability to be killed as well, and you lose 40 PA instead of 20. If the AP 3 weapons out there are so much, they would be valuable as you said, but I don't see rally necessity of habing them against a well equipped GKSS... it's only me?

Finally, I understand they are always overnumbered and I like to play the part; but I try to optimize my resources as well Razz

tnx again

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Post by Guest Fri Jan 18, 2013 3:25 pm

Fuck me dead dude! Before you post can you use some form of spell checker and grammar tool. Because I can't read a word you wrote, let alone understand you.

Rivan and DonFer covered most of it so I want bother with to much.

Just in future, please try to form coherent sentences.


Last edited by Grandmaster Arratak on Fri Jan 18, 2013 4:31 pm; edited 1 time in total

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Post by DonFer Fri Jan 18, 2013 4:26 pm

Cool down Arratak, no néed for the language.

I totaally agree with rivan, the SR is a gunship and not a Transport, for GKs.
One other thing, if you're planning to buy a rhino, buy the Razorback kit instead, it's almost the same price, and you get the complete rhino sprue, plus the options for the RB. Better value for your money.

Hope it helps!
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Post by DOMIN4TRIX Fri Jan 18, 2013 4:40 pm

Great tip on the Razor over Rhino purchase Donfer
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Post by DonFer Fri Jan 18, 2013 4:52 pm

Ah yeah brother, learnt the hard Way. Bought a rhino, and months later the RB, i wanted to jump out of the window when i realized the difference. Surprised
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Post by Thraxdown Fri Jan 25, 2013 10:01 pm

One thing I would like to add about the termie/ss thing is the terminators make more than double the amount of saves because of the 5+ invuln. When you play someone that brings a good amount of ap2 you'll be thankful you have such a survivable unit. I have had some good success with lists containing a ten man terminator squad. Not to say they are necessarily better than PAGK, but i wouldn't be so quick to write them off.

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