Newb with GK Questions
Posted: Wed 24 Sep, 2014 7:30 pm
Hi all,
Long time watcher of Elite Mod casts that just got the game. I love table top 40k and play a lot with the Grey Knights. Looking to practice a lot and get into PvP. I have been looking for any GK tacticas/ unit break downs I can find and lurking the forum learning all I can but have some questions.
I am watching lots of battle casts and playing basically nightly against the AI in an effort to get good enough to not get owned. I love the GK fluff and feel and have been playing them in all my practice games vs the computer. I have a few questions about the GK army.
Incinerators => seam to not really do much damage and suppression takes so long that coupled with the short range, my squads often get over run when faced with melee units unless it is a Purgation Squad and even then, it does not always work. Are Incinerators actually useful beyond bashing gens? Seams like to little DPS and to little suppression to actually be worth it otherwise.
Psycannons => seam like the better option over the Incinerators because they actually kick out some damage at long range. I usually end up taking these on my SS to give them some ranged punch but have had mixed results. Is a t2 SS with Justicar/ Psycannon / Psybolts a worth while ranged option or am I better off keeping them in Melee stance?
Hard time stopping t1 melee => is this just a GK weakness or am I doing it wrong. I feel like I just have to avoid/ shoot and retreat from Shees and melee nids, hoping to just hang on until I can get a Dreadnought. The Purgation Squads can stop the small nids, but the Shees just run right through the suppression and eat the unit unless I pull them back in time.
Having a hard time seeing a use for Paladins over GK TDA. Is it simply that the Paladins kill AV with Hvy. Melee? Seems like GK TDA would be better in most cases unless you need that AV crunch effect. Also, Incinerator or Psycannon on these? I have been going with Psycannon basically because it has better range and because they are SOOOOOOOO much better in tabletop than Incinerators. (may be a habit I need to break)
IST => plasma guns a viable option? Most people seem to go with the Grenade Launchers instead and I have heard people say the plasma DPS just does not match up, even vs. Hvy/ S. Hvy Infantry.
Why do GK not have a power melee unit in tier 1 when both Eldar and IG have one? The whole army is carrying force weapons which are by definition... power weapons. If some jungle commando with a knife can be power melee, why can't we?
Long time watcher of Elite Mod casts that just got the game. I love table top 40k and play a lot with the Grey Knights. Looking to practice a lot and get into PvP. I have been looking for any GK tacticas/ unit break downs I can find and lurking the forum learning all I can but have some questions.
I am watching lots of battle casts and playing basically nightly against the AI in an effort to get good enough to not get owned. I love the GK fluff and feel and have been playing them in all my practice games vs the computer. I have a few questions about the GK army.
Incinerators => seam to not really do much damage and suppression takes so long that coupled with the short range, my squads often get over run when faced with melee units unless it is a Purgation Squad and even then, it does not always work. Are Incinerators actually useful beyond bashing gens? Seams like to little DPS and to little suppression to actually be worth it otherwise.
Psycannons => seam like the better option over the Incinerators because they actually kick out some damage at long range. I usually end up taking these on my SS to give them some ranged punch but have had mixed results. Is a t2 SS with Justicar/ Psycannon / Psybolts a worth while ranged option or am I better off keeping them in Melee stance?
Hard time stopping t1 melee => is this just a GK weakness or am I doing it wrong. I feel like I just have to avoid/ shoot and retreat from Shees and melee nids, hoping to just hang on until I can get a Dreadnought. The Purgation Squads can stop the small nids, but the Shees just run right through the suppression and eat the unit unless I pull them back in time.
Having a hard time seeing a use for Paladins over GK TDA. Is it simply that the Paladins kill AV with Hvy. Melee? Seems like GK TDA would be better in most cases unless you need that AV crunch effect. Also, Incinerator or Psycannon on these? I have been going with Psycannon basically because it has better range and because they are SOOOOOOOO much better in tabletop than Incinerators. (may be a habit I need to break)
IST => plasma guns a viable option? Most people seem to go with the Grenade Launchers instead and I have heard people say the plasma DPS just does not match up, even vs. Hvy/ S. Hvy Infantry.
Why do GK not have a power melee unit in tier 1 when both Eldar and IG have one? The whole army is carrying force weapons which are by definition... power weapons. If some jungle commando with a knife can be power melee, why can't we?
