Grey Knight Tactica & Check list

 :: Tactica

View previous topic View next topic Go down

Grey Knight Tactica & Check list

Post by rurik on Wed Jun 17, 2015 12:58 pm

Greetings my brothers,
I want to share some of my "notes" that i have written over time, to not forget some important points about my dear Grey Knights. This is useful in some situation, when the nervous of the battle makes you stupid

All GKs
- Aegis : you can rerroll 1s on deny the witch.
- Deep Strike: Put the Justicar on the middle, Incinerators on the front, and psycannons on the back
- Rites of teleportation : Remember to run after arrive, and split the unit if the enemy have template weapons.
- Delare Combat Squad if apply.
- They have Grenades! throw them, don't be shy.
- No terrain penalty if charge through difficult terrain (assault Grenades)

- Never take Hammer on Justicars, instead use the halberd or falchions (great debate about this where falchions seems to be the winner)

- Psyk-out grenades. If charged by psyker, brotherhood of psykers, the attacker does NOT receive charge bonus. Even better if allied with Inquisitors for the old Psyk-out grenades, so they are also I1. ON HIT enemy psyker takes perils.


Librarian:
- 3+ Deny the witch that can share with other GKs at 12" bubble. (lvl3 + adamantium + psychic hood) (affected directly by an enemy psy-power)
- Liber Daemonica... repeat 1s when casting psy powers, this is shared at 6" bubble, extra power on Sanctic
- Nemesis warding Staff (adamanium will), STUN!, +2S
- 4+ inv (iron halo)
- Trhrow a grenade as you'll not have any ranged weapon (unless you take combi plasma) (don't by shy).
- Take Sanctic or Divination, use the casting tactica... you can force your opponent to expend his Warp Charge points denying useles powers.
- Maybe don't make him as the warlord, as it has only two wounds and the warp will always take one away, unless you have cuirass of sacrifice (grants FNP)
- Put him on a Terminator or Paladin Squad.


Interceptors / Strike Squad
- Deep Strike : Define the Danger Zone (use a 12" template divided on 4 sides, then determine where is less chance to land on a wall. When you're fine, declare deep Strike.
- Always equip Incinerator and Melta bomb on this kind of unit. (Never take Psycannon, as you'll only have two shoots)
- Trhow a krak grenade!, range 8, S6 ap4 , assault 1
- If you have Draigo, take a Teleport Homer.
- RUN! after arrive. (sometimes after shooting, or later).
- If you survive second turn, Shunt outer there! (not before bringing draigo and palas to a safe position with TH)

- Interceptors take Dangerous terrain test if ends on difficult terrain. (if use the Jump pack)
- Interceptors can rerroll charge distance if moved 6".
- Interceptors can land over buildings (impassable) if they fit, taking dangerous terrain test.
- Interceptors always fallback 3D6".
- Interceptors makes X automatic hit on charge with S4 (if use the jump pack to charge)

NDKs
- Never Deep Strike. It is more difficult to get a safe position, instead use the shunt move to push the front (Strike and interceptors will push the back)
- Always take H.Psycannon
- Depending of situtation, take Incinerator or Psilencer.
- If you have psilencer don't bother on Sanctuary, CAST FORCE!, unless you're te target of ap2 shoots
- Be far away from Centurions. (and Grav weapons)
- They move 12". if you are close to the enemy, just move 6", you will need the charge rerroll distance.
- You have S10 ALWAYS and AP2
- it has TSKNF so nobody can put a feet on you.
- It is a montrous creature, Move through Cover, fear, hammer of wrath, Smash, and relentless.
- Has Jump jets and Move trhough Cover, so no dangerous terrain test.
- Enemy must pass a LD test or WS reduced to 1, each charge subphase (fear).
- Fires two weapons (same objective).
- Can't go to ground.
- One automatic hit on charge with S6 (Hammer of Wrath).
- Roll 3D6 to move trhough terrain (pick the highest) if you don't use the jump pack. No dangerous terrain test.
- Charge not slowed by Difficult terrain.
- WS5 so most times 3+ to hit.

- You can make it your warlord, and cross fingers for a 6s on GKs WT

- Take Hammer over the Sword (cheaper and more useful), such as when facing a GC.


more to come...


if you have some points to add or remove, please comment.



rurik
Stormtrooper
Stormtrooper

Number of posts : 46
Age : 31
Registration date : 2012-07-13

Grey knight
stats:

View user profile

Back to top Go down

Re: Grey Knight Tactica & Check list

Post by Souba on Wed Jun 17, 2015 4:15 pm

great idea! but we need to fix some of those Smile

All GKs
- Aegis : you can rerroll 1s on deny the witch. - Only if a unit with the Aegis rule is target of a Witchfire or Malediction.
- Deep Strike: Put the Justicar on the middle, Incinerators on the front, and psycannons on the back -depends on the scatter or which weapon is more effective at the situatioin Smile
- Rites of teleportation : Remember to run after arrive, and split the unit if the enemy have template weapons. -or run after firing
- Delare Combat Squad if apply. - do so directly after rolling for your warlord trait!
- They have Grenades! throw them, don't be shy.
- No terrain penalty if charge through difficult terrain (assault Grenades) - does not apply to Dreadnoughts and Nemesis Dreadknights.

Librarian:
- 3+ Deny the witch that can share with other GKs at 12" bubble. (lvl3 + adamantium + psychic hood) (affected directly by an enemy psy-power) - its actually a 4+. its only 3+ against psykers with a lesser Mastery level than the Librarians. in addition, only if the librarian and his unit or allies within 6" of the librarian are target of the power (malediction, witchfire).
- Liber Daemonica... repeat 1s when casting psy powers, this is shared at 6" bubble, extra power on Sanctic
- Nemesis warding Staff (adamanium will), STUN!, +2S
- 4+ inv (iron halo) -a librarian does not have a iron halo
- Trhrow a grenade as you'll not have any ranged weapon (unless you take combi plasma) (don't by shy).
- Take Sanctic or Divination, use the casting tactica... you can force your opponent to expend his Warp Charge points denying useles powers. -Telepathy is also a great discipline. especially if you play a big units of terminators/paladins. invisibility is the strongest power in the game currently.
- Maybe don't make him as the warlord, as it has only two wounds and the warp will always take one away, unless you have cuirass of sacrifice (grants FNP) -cuirass of sacrifice also grants it will not die, so he can regain lost wounds Smile
- Put him on a Terminator or Paladin Squad.

nterceptors / Strike Squad
- Deep Strike : Define the Danger Zone (use a 12" template divided on 4 sides, then determine where is less chance to land on a wall. When you're fine, declare deep Strike.
- Always equip Incinerator and Melta bomb on this kind of unit. (Never take Psycannon, as you'll only have two shoots)
- Trhow a krak grenade!, range 8, S6 ap4 , assault 1 - or a Psy grenade against psykers. works wonders aswell Smile
- If you have Draigo, take a Teleport Homer. -or you have deepsrike reserve in general
- RUN! after arrive. (sometimes after shooting, or later).
- If you survive second turn, Shunt outer there! (not before bringing draigo and palas to a safe position with TH) - depends on the mission. sometimes you stand back and keep your objective... or for last turn objective grabbing/contesting/linebreaker. especially crucial to use the shunt move in maelstorm missions.

NDKs
- Never Deep Strike. It is more difficult to get a safe position, instead use the shunt move to push the front (Strike and interceptors will push the back)
- Always take H.Psycannon
- Depending of situtation, take Incinerator or Psilencer. -psilencer is a weak option. you would use it against multi wound models in order to have any effect. as such monstrous creatures are the target most of the time, that means 12 shots= 8 hits = 1.5 wounds against T6. then count in the enemys armour save and a possible feel no pain.
- If you have psilencer don't bother on Sanctuary, CAST FORCE!, unless you're te target of ap2 shoots
- Be far away from Centurions. (and Grav weapons) -or shoot/assault them to death yourself. they dont got a invulnerable save and cannot fire overwatch (centurions).
- They move 12". if you are close to the enemy, just move 6", you will need the charge rerroll distance.
- You have S10 ALWAYS and AP2
- it has TSKNF so nobody can put a feet on you.
- It is a montrous creature, Move through Cover, fear, hammer of wrath, Smash, and relentless.
- Has Jump jets and Move trhough Cover, so no dangerous terrain test.
- Enemy must pass a LD test or WS reduced to 1, each charge subphase (fear).
- Fires two weapons (same objective).
- Can't go to ground.
- One automatic hit on charge with S6 (Hammer of Wrath).
- Roll 3D6 to move trhough terrain (pick the highest) if you don't use the jump pack. No dangerous terrain test.
- Charge not slowed by Difficult terrain. -still strikes at I1 however if assaulting through terrain.
- WS5 so most times 3+ to hit.
- You can make it your warlord, and cross fingers for a 6s on GKs WT
- Take Hammer over the Sword (cheaper and more useful), such as when facing a GC -depends, the sword grants you a reroll. out of 4(5 on the charge) attacks you miss 1-2. that reroll for one comes in handy.

Souba
Brother Captain
Brother Captain

Number of posts : 1574
Age : 30
Location : Berlin, Germany
Army : Inquisitorial Army, Necrons, Dark Eldar, Daemons of Chaos
Registration date : 2009-11-07

Grey knight
stats:

View user profile

Back to top Go down

Re: Grey Knight Tactica & Check list

Post by Constantine on Thu Jun 18, 2015 8:21 am

This is an AWESOME compilation of GK goodness!!!
It does however present as a huge body of text.
Does it actually help you "when the nervousness of battle makes you stupid"? Suspect
I could see it adding to my "stupidity" as I struggled to find the relevant reminders! Embarassed

Perhaps a pice of paper with the following message on it would help:

"Breathe!" Wink

That being said, this is a brilliant summary/resource! Great work! cheers

_________________
+++"There is nothing in the arcane and blasphemous arsenal of the forces of Chaos that can compare to faith. With the power of faith, our weapons become shining instruments of deliverance that can cleave the mightiest daemon in twain. With the power of faith, our minds appear as slivers of pure agony to the daemon, driving into the wretched forms of those who would dare stand before us. With the power of faith, our words become commands that cause the daemon to cower and cringe in terror. I could meet my enemies unarmed without a shred of fear in my chest, for I know that the Emperor watches over me and guides my hand. So let them come. We shall show them what the power of faith can do."+++ (Brother Captain Stern)

Constantine
Adeptus Moderatus
Adeptus Moderatus

Number of posts : 5790
Age : 41
Location : The British Columbia Sector
Army : Grand Master Mordrak's Brotherhood, Deathwing...Pretty much any first company! I LOVE terminators!!!
Registration date : 2008-05-26

Grey knight
stats:

View user profile

Back to top Go down

Re: Grey Knight Tactica & Check list

Post by Sponsored content Today at 6:14 am


Sponsored content


Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 :: Tactica

 
Permissions in this forum:
You cannot reply to topics in this forum