hello guys im new, and thus, i dont know much about the gray knights.
i was wondering if anyone could give me a quick overview for how to play them and what the different squads roles are? while i just played them a second ago, they seem.. well their exact roles are not very clear to me.
like, what is the role of the Strike squad? is he meant to be shooting with ranged weapons or melee weapons?
just a quick clear overview would be nice. thanks
Need help with gray Knights
- Beardedragon

- Posts: 13
- Joined: Tue 12 May, 2015 11:12 pm
Re: Need help with gray Knights
Strike Squad are a solid general combat unit in T1, able to engage various targets well and help you keep a presence in the field with their durability. You just need to learn to judge when to use melee or ranged attacks. They scale with support abilities and extra damage potential in T2, becoming more ranged focused.
On the whole, you're perhaps better off waiting for 2.3.2 before diving into the Grey Knights if you're doing so for the first time. They are getting many roster changes including an an entirely new unit in T1. It's hopefully not far off, I'd say by the end of May, but you never know what delays there could be.
On the whole, you're perhaps better off waiting for 2.3.2 before diving into the Grey Knights if you're doing so for the first time. They are getting many roster changes including an an entirely new unit in T1. It's hopefully not far off, I'd say by the end of May, but you never know what delays there could be.
Re: Need help with gray Knights
There are a lot of good posts in the staregy section talking about this exact issue
I may put some links when I'm less lazy.
I may put some links when I'm less lazy.- Beardedragon

- Posts: 13
- Joined: Tue 12 May, 2015 11:12 pm
Re: Need help with gray Knights
Cyris wrote:There are a lot of good posts in the staregy section talking about this exact issueI may put some links when I'm less lazy.
ill go look there. ty
Re: Need help with gray Knights
Ok, here are some links and stuff:
First, the shameless plug: https://www.youtube.com/watch?v=0ELxeUAnLiI
And second, another shameless plug: viewtopic.php?f=3&t=1593
Crewfinity's post is especially good here: viewtopic.php?f=3&t=1321
General stuff:
viewtopic.php?f=11&t=1326
viewtopic.php?f=11&t=1582
And the codex:
http://dawnofwar.info/index.php?page=elite/grey_knights
I am a 1v1 player, so your milege may vary in filthy teamgames
I play GK (as of this patch) with a very heavy T1. Their units scale badly, so you want to get the advantaged by out-spending your opponent in T1 and fielding purgs to threaten the gen-farm, which you MUST burn down if they are built, since in order to field a heavy T1, you will not have room for buying gens for a while. Get a Rhino every single game and force yourself to fall in love with it, that unit has so many uses and tricks. INT are good against SM, and so-so against eldar, skip it the rest of the time. Double IST is super important, and some people even go to 3.
T2 lacks the "buy every game" units some other factions have, so advice is harder there. Honestly, focus on your T1 dominance and work your way up from there. The correct T2 units will become more clear as you set the tone of the game from T1.
Next patch, all bets are off! Purgation squad was both the answer to melee and a way to force your opponent to commit to fighting you on your terms, by threatening gens if they didn't respond. The SS flamer is quite poor (less damage then tac flamer, and can't fire on the move) though I will be experimenting with it a bit. Operatives seem like a more kite/split pushing focused unit then a army unit, but we'll see.
First, the shameless plug: https://www.youtube.com/watch?v=0ELxeUAnLiI
And second, another shameless plug: viewtopic.php?f=3&t=1593
Crewfinity's post is especially good here: viewtopic.php?f=3&t=1321
General stuff:
viewtopic.php?f=11&t=1326
viewtopic.php?f=11&t=1582
And the codex:
http://dawnofwar.info/index.php?page=elite/grey_knights
I am a 1v1 player, so your milege may vary in filthy teamgames

I play GK (as of this patch) with a very heavy T1. Their units scale badly, so you want to get the advantaged by out-spending your opponent in T1 and fielding purgs to threaten the gen-farm, which you MUST burn down if they are built, since in order to field a heavy T1, you will not have room for buying gens for a while. Get a Rhino every single game and force yourself to fall in love with it, that unit has so many uses and tricks. INT are good against SM, and so-so against eldar, skip it the rest of the time. Double IST is super important, and some people even go to 3.
T2 lacks the "buy every game" units some other factions have, so advice is harder there. Honestly, focus on your T1 dominance and work your way up from there. The correct T2 units will become more clear as you set the tone of the game from T1.
Next patch, all bets are off! Purgation squad was both the answer to melee and a way to force your opponent to commit to fighting you on your terms, by threatening gens if they didn't respond. The SS flamer is quite poor (less damage then tac flamer, and can't fire on the move) though I will be experimenting with it a bit. Operatives seem like a more kite/split pushing focused unit then a army unit, but we'll see.
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