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Old 11-11-2009, 17:41   #41
LKHERO
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Default Re: Arming Grey Knights?

Originally Posted by hendybadger View Post
Does that work well?
It's decent. Nothing to write home about.

GKT in LRs are a much better option.
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Old 11-11-2009, 17:43   #42
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Default Re: Arming Grey Knights?

I have just landed a GK LR and 3 more units. So ill give them a go
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Old 11-11-2009, 17:50   #43
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Default Re: Arming Grey Knights?

I dont have the list infront of me but I have played grey Knights for many many years. We are 3rd edition and we are at an extreme disadvantage. I usually take grand master with 5 terminators, 1 with an incinerator. Grand master will have hammerhand psykic power. Then I take 2 more terminator squads with 5 men each 1 brother captian and 1 incinerator. Then I take 2 land raider crusadors and 1 land raider. I put smoker launchers on them. I fill in the rest of the points with reg grey knights I think its 5-6 men + Justicar each.

I run the raiders full word full speed, yes 1 usually dies but as long as one GKT unit makes it to the opposing army it works
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Old 11-11-2009, 22:24   #44
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Default Re: Arming Grey Knights?

How do you arm the PAGKs?
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Old 11-11-2009, 23:43   #45
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Default Re: Arming Grey Knights?

Originally Posted by LKHERO View Post
Vs. T6, you're still wounding on 4s. Vs. normal troops (MEQ standard), you're wounding on 2s. Why go last when you can go at the same time with Marines? The S8 is only there to add the threat of ID to ICs. For T8, you should be looking at other solutions outside of GKT.
Well I'm only going last with one of them which since a brother captain doesn't have I5 to go first to begin with I figure that giving him the thunder hammer is not that bad of a trade off. It's free and still a power weapon, as well the storm shield does lend for a better invun save in combat to boot. I can wound a monstrous creature on a two IF it is still alive and deal with walkers more effectively.

Don't get me wrong, not trying to flame or anything of that nature, but I do believe if a person runs larger terminators squads bringing a thunder hammer is a wise move just for the ability to deal with more threats. Especially AV13 walkers that are showing up now. S6 will not scratch them.

I will say if the sqaud is only five strong or smaller then yes I probably wouldn't bring it. But I personally run a 10 man squad and you would have a very hard time convincing me not to bring one. The same principle applies to why players run power fists with marine squads but not as much on their HQs because the fist would negate the I5 on them. We don't get that luxury on ours unless we take a grand master.
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Old 12-11-2009, 08:43   #46
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Default Re: Arming Grey Knights?

A large squad like that would take up a huge chunk of points though wouldnt it?
What else do you ru with it?
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Old 12-11-2009, 10:32   #47
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Default Re: Arming Grey Knights?

Originally Posted by hendybadger View Post
How do you arm the PAGKs?
You have chosen your new army then? I assume from what you have written that you are going with pure Grey Knights not using any allied Guard units? You may want to look at the Lemen Russ Tank as it could help you with your horde problems.

As for PAGK, my View is that Psycannons are too expensive. Also they can not move and use it to full effect. I would rather spend ten points to give the Justicar Psycannon Bolts. Incinerators are worthwhile if you are jumping out of Land Raider to assault a horde but not so much against MEQ. Overall though I dislike giving up a Str 6 Halberd and the Storm Bolters range & extra attack from True Grit for either weapon. Neither are essential but Targeter and Frag Grenades can help the Justicar.
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Old 12-11-2009, 16:50   #48
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Default Re: Arming Grey Knights?

I have decided on the DaemonHunters. I was going to use pure GKs but Im very tempted by the Kasrkin. Although it will be a pure DH force. No allies.

Targeter and Frag seem like definate options for them. Maybe a small squad with Psys for a home objective defence?
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