Thursday, July 19, 2012

Grey Knights in 6th Edition











6th Edition is here and the rumors and changes are in place! Ive had 2 games so far and both have been against another Grey Knight player.  It was obvious I was still in a 5th ed mode of play trying to deal with a new 6th ed mentality we all have to embrace change and the changes to the GK's have been fast and furious.  In my opinion one of the biggest chance has been the addition of AP values to weapons and then the change to our force weapons.

Everyone knows that back in the day GK's where modeled with nemesis force halberds and nemesis force hammers... well the times have changed.  I run a Crowe list because my favorite troops are Purifiers and in MY opinion the best configuration for a ten man squad is this:

3 - Psycannons - These are some of my favorite weapons, they can be fired on the move but are better from the hip.
1 - Incinerator this is when im assaulting so I can roast a few enemies before the fists start flying.
2 - Force Hammers I like to put one of these on the Knight of the Flame (Sargent) and I put another on a squad member.  This way if just in case someone with a hammer goes down I still have another for for Anti-Tank or to deal some damage to monstrous creatures.
4 - Nemesis force halberds, these are the guys i depend on to start "the kicking of the butt" and make the initial dent in the enemy force.

That's it for the initial setup of a squad, ill post more later on psychic powers and other aspects of the army that make GK's so dangerous in 6th ed!

So what are you feelings on the Knights? How do you feel they fall in the chain of power armies in 6th Ed, I would love to hear some feed back.... until next time

the JL