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==Tactics== ===Tactical Objectives=== :;11 - Destroy the Daemon ::1 VP if you kill one unit with Daemon USR. d3 if you kill 3-5, d3+3 if you kill 6+.; If you oll this, you're pretty much gonna get it if you have someone targeted. :;12 - Psychic Communion ::1 VP if you manifested at least 3 psychic powers successfully. d3 if you cast 6+.; If you're up against anything other than Daemons or Eldar, you'll have a good shot. ESPECIALLY if you're up against Tau, Crons, or DEldar. :;13 - No Witnesses! ::1 VP if you've killed every Independent Character your enemy has.; Pretty much useless on Nids without Prime (Also DEldar. Pretty bad against DEldar). :;14 - Deeds of Legend ::1 VP if you killed someone in a challenge. If you killed a MC or IC, you win d3 VP. :;15 - Teleport Attack ::1 VP if you've killed someone with a unit that either came from Deep Strike, teleported, or was moved using Gate of Infinity.:: Pretty easy win if you're on the first couple turns, or you could take a teleporting Dreadknight/Interceptor squad and just win it then and there. :;16 - Rites of Exorcism ::Upon drawing this card, the enemy must roll d6; this result is the Tactical Objective you must take control of. If you take it the same turn you draw it, you win d3 VP, otherwise you just win 1 VP. ===Anti-Armor Tactics=== While anything AV 10-12 will pose about as much challenge to your psycannons as wet cardboard, AV 13-14 can be a problem. You have few good options for tank hunting, and it's important to choose the right one. The first option is [[cheese|MOAR PSYCANNONS]]. Even AV14 will eventually falter under a hail of S7 rending shots, but this just isn't the most efficient use of them. For high AV targets, there's also the idea for risking the Librarian with a combi-melta or the Techmarine's Conversion Beamer. Don't forget that Stormravens can take fancy bits like a lascannon, plasma cannon, or a multi-melta for free, and remember to use your stormstrike missiles to full effect. Land Raiders, while expensive, can also provide lascannons and multi-meltas for an extra bit of tank 'sploding. However, you really shouldn't be spending your points on these unless you're already planning on using them as transports. Of course, if you really want reliable long-range solutions, the best option you have is to ally with another army with more low-AP firepower than you. *'''An Alternate Take:''' You could always ally with eldar for lots of cool units. For anti-tank there are Fire Dragons in Wave Serpents or Falcons which is '''THE BEST''' anti-tank unit in the game. You could use Wraithguard instead - a little less reliable at cracking AV14, but more durable and more effective against MCs with the positively brutal Distort rule. Not the smartest ally choice you have though, but you won't have One Eye Open in effect. *'''Assassinate the Tanks:''' The Vindicare Assassin has a very expensive single shot rifle but it is somewhat effective against vehicles. The Turbo round is range 72" and has S10 with AP2 against vehicles. His BS 8 means he rarely misses and he ignores cover. It gives him a slightly lower than 50% chance at delivering a penetrating shot against AV14 and slightly better against AV13. He won't take down a tank force on his own, but his gun has a better chance of hurting tanks than our guns do. He also doubles as a sniper that, should you ever feel like it, can try to kill enemy characters. *'''Meltas Never Steered You Wrong Before Right?:''' Consider allying in some of your codex battle brother counterparts in for some AT goodness. You could quite easily take a drop pod full of sternguard with combi-weapons and laugh as they melt any tank they look at. Double the laughter if you used Vulkan to mastercraft those shots. Another option is to take the sky-hammer annihilation force for relentless Multi-Meltas the turn they drop (plus assault marines that get to kick ass as soon as they touch the ground). And if that's not enough options for you you can now stick a Cataphractii Terminator Captain in any devastator squad to give them Slow & Purposeful which is just dandy on devastators in a pod. You could give him a shield eternal for extra tanking if you want or you can give him the Hunters Eye relic if you go White Scars chapter tactics for Ignores Cover Multi-Meltas in your opponents face turn 1! *'''Let's Be Real Here:''' We all realize by now that GKs have limited options for effective shooting against AV 13-14. That being said, let's all take a step back and realize that shooting isn't the only way to blow up tanks. What you COULD be doing to deal with the likes of things like Leman Russes and Land Raiders is absolutely beating the shit out of them in close combat. Hammers + Hammerhand puts you at S10 AP2, Justicars have access to Meltabombs now, and even default gear with hammerhand active can put a dent in the rear armor of most things. Load your troops up into a Land Raider/Stormraven, drive them forward in cozy comfort, and assault out of it thanks to the Assault Vehicle rule that BOTH of these units possess. Hell, if you don't want to pay for transports, you could go balls to the walls and deep strike your entire army in and hope you survive for some Turn 2 assaults. You don't even need to worry about maneuvering around your target since melee against vehicles hits rear armor (exceptions apply *cough walkers cough*) Even stock dreadknights can get the job done with their double powerfists. Add a personal teleporter for increased threat range and you'll be popping box after box. Sprinkle on some Sanctuary and you'll enjoy a 2+/4++ to soak up enemy fire (which he will attract a LOT of.) Feel free to bring 2 of them since you can take Land Raiders as dedicated transports to maximize your heavy support options. [[Category:Warhammer 40000 Tactics(7E)]] {{Warhammer_40k_Tactics}}
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