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How do you run GK


Sviar

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Hey Grey Knights

I have never owned a GK army, nor have I faced one at the tabletop or even seen one i reality. I did buy last years Codex when it came out but sadly the project ended there. I plan on reviving that project, but I could really use some help. I do have a few questions, if you don't mind.

 

Do you include Paladins or Terminators in your army? Do they fulfill any necessary task on the tabletop that you deen necessary?

 

I assume that GK is a CC oriented army. Do have some good tactic that let you cross the battlefield without getting shoot up? You could teleport your army up to 9 inch to an opponents minis, but if that opponet has about 60 Lasriffles pointed at you and have the order First rank fire second rank fire, your kind of toast:wink:.

 

Do you have an "auto include" unit? If so, is it kitted in a certain way for any special assignment or built for certain task?

 

My opponent run some strong armys, like 10k sons with a DP, Nugle with the Great Unclean One and Mortarion. One run Custodes and has not lost a single match...yet. And som Crazy Bereserkers with som faul engine and some Deamons. Do you have any tips for a good set up against some of these armys.

 

Any help is very appreciated. Cheers - Sviar

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Currently, the best units are Strike Squads and GMDKs. Other units are underperforming. You can mix and match what you like, but Strikes are your bread and butter units, and GMDKs are your bread and butter HQ.

 

For now. The next Chapter Approved should change it so that other GK units are more interesting choices.

 

SJ

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I've only played two games with my grey knights, so I'm not the most experienced player.

My list is built around moving in the enemies face as soon as possible without transports.

I really like the idea of an entire force coming down in front of the enemy, blasting them to bits.

I run terminators because I love the looks. in a noncompetitive environment the are okay, against heavier competition they die to a stiff breeze.

In contrary to what you may think grey knights perform better in shooting than they do in melee.

The massed storm bolters when within rapid-fire is devastating to the regular soldier.

They suffer from a lack of attacks in close combat. Equipping them with falchions helps a bit, and if you can keep them within range of a banner for another extra attack they do okay. 

The only army they wreck in close combat is demons because of the rerolls to hit and to wound.

The psychic phase is also a lot of fun with all the smiting going on.

Unfortunately in my list smite and hammers (or regular weapons with hammerhead) are the only options to deal with vehicles, which to be honest, is a bit lacklustre.

Grand masters in Nemesis dread knight armour are cool as well as pretty effective in shooting as well as combat.

I run only one, but most run two.

I did have a lot of fun playing my grey knights and they performed well for me in a non competitive environment, but they require good resource management.

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An important note! We are not a CC army! We are a MIDRANGE army!

 

That means you can outshoot CC armies, and out fight shooty armies, but never the other way around.

 

Don't forget that while 'fragile' our most basic unit is very well equipped. You'll be hard pressed to find a basic troop that comes with a storm bolter, dreadfully powerful melee weapon, and psychic power. Preserve your points, hit first and use cover when possible.

 

GMNDK is golden, and capable of gaining the legendary 2++, which can absorb an army's worth of firepower. Remember if you field 2 at the same time, one of them will only have 4++ and is guaranteed to die.

 

Interceptors are one of the only units in the game that can effectively turn 1 alpha. A 10 man squad with psybolt ammo will give you 40 heavy bolter shots, a psychic poke, and a potential charge.

 

Falchions are our bread and butter.

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Don't forget Venerable Dreadnought with Astral Aim. He can easily hide behind LoS-block and shoot through it with it's Lascannon\Missile Launcher\Autocannon without fear of retaliation. He is still vulnerable to deep strike or fast AT, but for me he always pays off.

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I want to thank all of you for the replies and for the great information I recieved:smile.:. I'm looking forward to as soon as possible getting some special troops for my Guard force, and then trying to expand my GK detachment into an all out GK army, maybe in time for the next ETL:wink:.

I'm not at all detered for building a GK list even if I have to wait a long time for the next Chapter Approved. 

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GMNDK is golden, and capable of gaining the legendary 2++, which can absorb an army's worth of firepower. Remember if you field 2 at the same time, one of them will only have 4++ and is guaranteed to die.

 

 

New to  the chapter here as well, can I just check how do you boost a GMNDK to a 2++?

 

I know Sanc will give us a +1 

I know Heed will give us a +1

 

But I thought if you used Heed on the GMNDK, pushing it to a 3++, Sanc would not stack beyond 3++, right?  And since you have to call Heed at the start of your turn, you cant claim that Sanc came on first?

 

What I'm I missing?

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So the 2++ is pretty settled rules wise. One of them improves your invulnerable save by 1 (so 4++ becomes 3++) and the other adds 1 to your rolls.

 

So its STILL 3++, but you get a +1 when you roll the die. Effectively giving you a 2++. I promise its rules legit! A GMNDK with a 2++ can withstand a truly silly amount of firepower, especially with the reroll strat

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Ahh, I see now!  Excellent stuff!  I've just finished my Dreadknight so I'll be trying this on his first outing.

 

I've still not had a chance to Gate a Land Raider yet, but now with a 2++ GMNDK running around, I feel like I might need new friends to play against as well soon :)

 

Cheers all.

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