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Returning for KT


Prometheo567

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Hi everyone!

 

Some background first: 

 

The whole Kill Team thing has got me thinking about retaking my old Gray Knights. I have a small terminator-armoured force from backl on 7th edition that I didn't really adapt to this new edition. Too busy with the Tzeentchian side of the psychic phase I guess 8(

 

Anyway, what I currently have atm is

 

2 Librarians in TDA 

10 TDA Grey Knights: 2 Justicars with Hammer, 6 with Falchions and 2 with Psycannon+staff

1 Venerable Dreadnought with several magnetized options (though I usually go for TLLC and ML)

1 NDK

 

Also I have a magnetized Imperial Knight that maybe could fit (thematically) with the whole thing.

 

I guess at this edition I should be using the NDK as a GMiNDK and discarding the whole notion of Terminator troops for Paladins. Specifically smallish units of 3 (Hammer + 2 falchion guys). And filling my 3 troop slots with PA guys. That should bring me around the 1200-1300 points mark

 

Therefore, I could combine this strike team building project with playing Kill Team so it's got me thinking "What would be a good way of building Strike Teams that is both compatible with Kill Team and makes them usable on conventional 40k?"

 

Let-s say for the first 10. Should I go for 2 hammer-wielding justicars and 8 sword+stormbolter guys? I know psycannons are absolutely not good atm in any game. Should I build 1-2 gunners with a special weapon like Incinerator of Psylencer or is it a waste of points and a forcesword? Falchions all the way?

 

Thank you in advance 

 

Also, should I change my Terminators' weapons? Psycannons for psylencers? All of them down to falchions?
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Sorry mate but you can't play TDA Grey knights in Kill Team, just regular power armour Grey Knights of 3 types:

- Justicar

- gunner

- Grey Knight

You won't need more than 5 of them ;)

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Not to mention a Heavy specialist with Psilencer can easily suppress whole team at level 2 with double shooting and the Suppressor trait .... if he doesn't kill his targets already, that is. ^^

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T'au have a serious problem with hitting in Kill Team. Due BS4 and lots of 18" weapons (or less in case of Breacher) they often only hit on 6s. The only really dangerous thing they have are Rail rifle but those are on a squishy T3 Sv5+ model.

That being said other shooty BS4+ factions are in a similar position so it's not T'au exclusive.

Still, I do think Grey Knights are rather strong in Kill Team thanks to easy Mortal wound access, multi-damage melee weapons with good AP and high rate of fire ranged weapons at BS3+.

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Thank you very much for your advice! Just to clarify, would the following loadout serve me well both for KT and normal 40k?

2 Justicars with hammer, 2 psilencers, 6 falchion guys

Or, since I am only going to be using a psilencer in KT, should I go for 1 psilencer + 1 incinerator so I get 2 strike teams for 40k?

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Thank you very much for your advice! Just to clarify, would the following loadout serve me well both for KT and normal 40k?

 

2 Justicars with hammer, 2 psilencers, 6 falchion guys

 

Or, since I am only going to be using a psilencer in KT, should I go for 1 psilencer + 1 incinerator so I get 2 strike teams for 40k?

I would avoid special weapons on Strikes in 8th edition 40k, they are too expensive and underperform versus the Storm Bolter. Incinerators are fine on Interceptors, though, because they can actually get into range to use them; however, even then Storm Bolters are still better per point. Psilencers are nice on Purgation Squads, but you can take the more useful Strikes instead of the less useful Purgations. See the problem?

 

This might change after the next Chapter Approved, though.

 

SJ

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Quite the conundrum...

 

Maybe what I can do is getting 2 boxes and getting 3 strike teams with no special weapon (apart from maybe a hammer for the justicar) and then a 4x psilencer operation squad. 20 bodies, potentially usable and it gives me an usable pool for KT. I do get 2 psilencers per strike box right?

 

The consensus is still that falchions > single sword right?

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Think they mean hammer for 40k. Not entirely convinced you need it in KT. Stave on the justicar looks good though.

 

So, been reading the KT rules.

There’s a bit in selecting a force where it says you make a command roster of up to 20 models and pick your 100pt team from there.

While I recon that could be quite useful for some lists, thinking tau maybe where you’ve got a static option and a mobile one with stealth suits, I’m not sure how useful it would be for GK.

Do we think there’s going to be any updates to KT?

Wonder if they might consider adding interceptors for GK (also wondering if they’ll add sisters when they redo them...)

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BattleScribe shows it to be exactly 100pts for that loadout. Either your calculations are wrong or BattleScribe is..

I'm using BattleScribe for that, but maybe I'm doing something wrong? Justicar+hammer comes at 21, gunner+psilencer at 22, and the next 3 guys with falchions at 20, so that adds 103.

 

Am I doing something wrong?

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BattleScribe shows it to be exactly 100pts for that loadout. Either your calculations are wrong or BattleScribe is..

I'm using BattleScribe for that, but maybe I'm doing something wrong? Justicar+hammer comes at 21, gunner+psilencer at 22, and the next 3 guys with falchions at 20, so that adds 103.

 

Am I doing something wrong?

Sorry you were actually right. I updated and it seems it’s 1pt per falchion. Not 1pt for the pair.. I thought it was 1pt for the pair. Just checked the rule book as well, says “Nemesis Falchion 1pt per weapon”
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I have had great success running two Incinerators in Kill Team. A Demolitions Grey Knight with an Incinerator is auto-hitting 1d6 times and wounding everything on a 2+, assuming the target is obscured. Last game against Thousand Sons I ended up with just one Incinerator GK against three Tzaangors. My opponent just wouldn't charge--he knew how likely it was for me to kill every :cuss that charged my Incinerator. I just backed my way slowly to the objective and when he finally charged with two Tzaangors I roasted both of them.

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I find 2x psilencers and 3 guys with any other weapons are the way to go. You want to shoot enemies wth GK in KT, not kill in close combat, Justicar, 2x Gunnes with psilencers and 2 other guys are 99 points. Take Comms, Demolisher and Heavy as specialists, Demolisher and Heavy are for Gunners, Comms on anything else. These 3 specialists can go camping on the backfield, while Leader and the last guy do the mission. I tend to send them in midfield to snipe models with Psybolt and Stormbolters. But be careful about Justicar - you will need his bonus CP for 2-3 rounds at least, until you have initiative. You can use him to bait enemy models to bad positions too.

 

Close combat GK teams are possible in KT but not in "play to win" type of games.

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I haven't gotten the rulebook yet, so there might be an incredibly easy answer to my question, but why not take a justicar with halberd for two attacks with S5 AP -2 for 19 points, instead of a grey knight with double falchions with two attacks, S4, AP -2 for 20 points.

It seems like taking a kill team solely made up out of justicars is the way to go.

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I haven't gotten the rulebook yet, so there might be an incredibly easy answer to my question, but why not take a justicar with halberd for two attacks with S5 AP -2 for 19 points, instead of a grey knight with double falchions with two attacks, S4, AP -2 for 20 points.

It seems like taking a kill team solely made up out of justicars is the way to go.

Because you can take only one Justicar per Kill Team and only a Justicar has to be your Leader and you're required to have a Leader in your Kill Team. That pretty much removes any choice you have there. Your only Justicar possible will be your Leader, period. ;)

 

Also as in regular 40k it's Falchions > Halberds. So if you give your Justicar a fancy melee weapon it should be either Falchions for 3 S4 AP-2 attacks or a Hammer for 2 S8 AP-3 attacks.

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I kinda agree on that. Falchions are superior to everything except hammers, but they cost points and the 100 points limit is frustrating when we have so little room for gadgets...

 

What do you think of the staff? It is fluffy, gives you a nice strength bonus against unarmored targets and it gives you an inv save. And costs zero.

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I think the Staff is most of the time rather useless. The invul works only in melee and there aren't that many AP-3 or better melee guys in Kill Team unless you're facing other GK, melee DW or the occasional SM Sergeant with Power Sword.

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Yeah, I am aware that it's not so useful when compared to falchions or hammers but they cost 2 points while the staff is free.

 

When compared to the other free weapons (sword or halberd) the staff offers S6, which can let you wound at 3+ or even 2+ against most targets, at the cost of little AP, but armor is not so prevalent here as it is on 40k right?

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