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Force21
05-04-2010, 11:50 AM
well its almost a pure Grey Knight list...:D



HQ.

Grand Master...185 Points.
Nemesis Force Weapon, Storm Bolter, Psychic Hood, Holocaust.


Elite.

5 Grey Knight Terminators W/ Brother Captain...260 Points.
Incinerator.


Troops.

5 Grey Knights...165 Points.
Melta Bombs, Incinerator.

5 Grey Knights...180 Points.
Melta Bombs, Psycannon.


lol here it is...

7 Storm Troopers...70 Points.


Heavy Support.

Land Raider...255 Points.
Extra Armor.


Land Raider Crusader...255 Points.


Grey Knight Dreadnought...130 Points.
Extra Armor, Assault Cannon, Incinerator.


Total 1,500


Ok the plan is to stick the Terminators in the Crusader & the Grey Knight squad with the Incinerator in the other...

The Dreadnought will probability stick with a Land Raider...most likely the 5 man Grey Knight squad w/ Incinerator...

other Grey Knight squad & Storm Troopers will sit, hold & shoot...I wish I could maybe get a Rhino...for the Troopers...


This is my first Grey Knight list posted so I won't blame you for finding problems... :D


Thanks.

eagleboy7259
05-04-2010, 12:15 PM
Well that GK Dreadnought will be doing nothing for you, and the GK have a terrible version of the assault cannon. Sure you can get your opponent to go along with the new version but if a tournament comes up you're screwed if someone calls you on it. For the most part they are over priced for what they do. Any I would stick some psycannon bolts on that LRC, its the best upgrade you aren't taking and its only 10pts.

For my money, I would take 2x =][= stormtroopers in Rhinos with Meltaguns. GK are poor armor poppers and this will help. If you get the first turn you get double lucky, because we have the awesome its always a glancing hit smoke launchers throw back from 3rd ed. I don't get why people are always so down on =][= stormtroopers, I used to run them as my two troops way back in 3rd ed when I still played with them... Anyway a dirty secret if you want veterans with them and you have open Elites slots DON'T use veterans, use Inquisitors, 2pts more and they have a bolt pistol and open up your options.

My other 2 cents is I don't like holocaust. I mean for the points you could give incinerators to your brother captain and grand master and accomplish the same kind of anti-horde effect when you pop out of those tanks. If anything I'd put Hammerhand on the Grand Master, because sometimes you just need S8 and its dirty cheap and Holocaust on the GKT squad. But thats just me, I know others will tell you differently.

whitestar333
05-04-2010, 12:33 PM
I'm curious about the Dread... why did you decide to include it? It just feels a little out of place in this particular list with the two land raiders. Like was already said, the GK Dreadnaughts aren't really that good so I would drop him.

Where I must disagree is that I think that you should drop the storm troopers entirely and instead beef out your grey knight squads and put both into land raiders. I'd also exchange the psycannon for an incinerator in the squad - it's gonna end up being way more effective, I think.

The terminators would be good deep striking, especially if you give your grand master an incinerator and your grey knights a couple teleport homers (do they work from inside vehicles???). Also I'd recommend taking the terminators as a retinue to protect your GM from directed attacks against him in CC because he's scary with that S6 force weapon (which ignores Eternal Warrior, IIRC) and most people will want him dead quickly.

HQ Grand Master - Psychic Hood, Incinerator, NFW (430 pts w/ retinue)
Retinue: 5 GK Terminators - NFW, 1x Incinerator

Troops 9 Grey Knights - 1x Incinerator, Justicar w/ Melta Bombs + Teleport Homer (275)
Troops 9 Grey Knights - 1x Incinerator, Justicar w/ Melta Bombs + Teleport Homer (275)

Heavy GK Land Raider (250)
Heavy GK Land Raider Crusader - Psycannon bolts (265)

That gives you 5 points to play around with. It doesn't seem like much, but that's what GK are like. I think the larger GK squads will make them more suriveable, especially if they're in land raiders, and they can get the jump on most enemy units. If teleport homers work from inside vehicles then you can really make sure you get the jump on most enemy units and get effective alpha strikes to ensure that you survive combat on your own terms. Plus, in 1500 points, 2 land raiders should provide significant protection for the fragile and expensive Grey Knights.

Tynskel
05-04-2010, 01:41 PM
Storm Troopers are the right idea- you need armor poppin' and they can get the Melta.

Finikey thing about Grey Knights Vehicles: Psycannon Bolts can only upgrade Hv Bolters or Storm Bolters, not bolters. So, purchasing Psycannon Bolts doesn't do anything for a crusader unless you buy a pintle mounted stormbolter-- DUMB.

When making Grey Knight lists, I tend to lean toward using the Grey Knights as they are designed: Specialist Troops. People forget that the Grey Knights have access to the Teleport Homer- You can take your grey knights as fast attack and have them teleport in to support your storm troopers. This frees up your storm troopers to doing what they are good at, holding territory. Your Grey Knights do what they are good at- kicking butt.

I do love the Crusader, and I wish the Hurricane Pattern Bolters still worked the way they do in 3rd Edition.


HQ 394
195 Grand Master
Hammer Hand, Incinerator, Psychic Hood
199 Terminator Retinue
4 Terminators, Incinerator

TROOPS 605
140 Storm Troopers
5 Storm Troopers, Sgt., Teleport Homer, 2 Meltaguns
Dedicated Transport: Rhino
140 Storm Troopers
5 Storm Troopers, Sgt., Teleport Homer, 2 Meltaguns
Dedicated Transport: Rhino
325 Grey Knight Squad
10 Grey Knights, 3 Incinerators, Teleport Homer

FAST ATTACK 230
230 Grey Knight Squad
5 Grey Knights, 3 Psycannons

Hv SUPPORT 265
265 Grey Knights Land Raider Crusader
Blessed Hull

The 'purgation' squad and the Terminators deep strike onto the three teleport homer squads. The Grey Knight incinerator squad is in the Crusader rollin' around.

eagleboy7259
05-04-2010, 04:00 PM
Storm Troopers are the right idea- you need armor poppin' and they can get the Melta.

Finikey thing about Grey Knights Vehicles: Psycannon Bolts can only upgrade Hv Bolters or Storm Bolters, not bolters. So, purchasing Psycannon Bolts doesn't do anything for a crusader unless you buy a pintle mounted stormbolter-- DUMB.

I'll be damned... in the 4 or so years that I played the army no one ever called me for using psycannon bolts on my hurricane bolters. Even I had no idea it was technically illegal... oh well lots of dead dead traitors and demons that should have gotten the chance to take some saves.

Tynskel
05-04-2010, 05:06 PM
I'll be damned... in the 4 or so years that I played the army no one ever called me for using psycannon bolts on my hurricane bolters. Even I had no idea it was technically illegal... oh well lots of dead dead traitors and demons that should have gotten the chance to take some saves.

Like I said, it is DUMB. I think you are playing the Grey Knights right with those Psycannon Bolts.

DarkLink
05-04-2010, 05:21 PM
Your hammer unit, a Crusader with a Grand Master with Terminator retinue, is fantastic. Build your army around this unit.

However, you can trim some stuff. Don't put Incinerators or Holocaust in the squad (unless you are going to face either an ork horde, or an IG army with blob squads). You don't need them. GKTs will slaughter almost anything they charge without needing the extra help. The few things that won't get slaughtered are probably very resistant to flamers, such as single Monstrous Creatures like Daemon Princes.

Additionally, you will do much more damage in assault with GKTs than in shooting. I often find I don't even shoot storm bolters, because I want to ensure my GKTs get into combat. If you kill a bunch of enemy models, your opponent will pull the front ones and you might not get the charge off.

Plus, if you drop Holocaust, the Incinerator, and find 11pts somewhere else, that's another GKT, which will benefit you more.


Secondly, two 5-man GK squads and one 7 man IST squad won't do much good. Give the ISTs a Rhino and two meltaguns. Drop one 5-man GK squad, buff up the other GK squad a little, and fit in a second IST squad as well. Try this:
2x 5 ISTs w/ 2 meltaguns and Rhino - 240pts (210 if your opponents let you use 35pt forgeworld Rhinos)
As many GKs as you can afford. Preferably 8. Let's say you use the 35pts from the GKT Holocaust and Incinerator here, as well as some other points elsewhere, to get to this.


Thirdly, drop the Incinerator on the GK dread. Flamers on footslogging units don't work too well. I've never had a moment when I thought "man, I really, really wish my GK Dread had an Incinerator right now". This'll get you some points for the normal GK squad.



So, with these changes, we end up with this;

Grand Master, Psychic Hood, 4 GKT Retinue....................349

2x 7 ISTs w/ 2 meltaguns and Rhino......280pts

8 GKs, 2 Incinerators....................245pts

Land Raider Crusader.........................255pts

Land Raider, Extra Armor.......................255pts

GK Dread, Assault Cannon, Extra Armor.......115

That comes out to 1499, unless I miscalculated something.

Now, if your opponents don't let you use the better assault cannon stats, then I'd replace it with a better weapon. Drop an IST or two to afford this.


So, we have your main hammer units, the GKTs. Let your opponent's scary stuff come to you, then smash them with this. Alternatively, use them to carve through infantry unit after infantry unit.

The 8 GKs can take care of hordes, and act as backup to the GKTs. Be careful with them, though, as they can be killed fairly easily.

Take potshots with the GK Dread, and if you can use him to tie up enemy units like ork mobz, or to smash enemy characters and smaller squads that don't have powerfists.

The ISTs are semi-suicide units. Use the Rhinos as cover for your Land Raiders when appropriate, and use them to open up enemy transports for your GKs to kill off. If they happen to survive the battle, then they can claim objectives, too. Sometimes it's worth it to hold one IST squad back, to hold your objective while the rest of your army takes the opponent's objective. I've had a stranded IST squad holding an objective, hiding behind their destroyed Rhino win the game for me before.

I've also taken to putting the ISTs in reserve. My enemies usually come to me, so when this is the case, I let them get close, then the ISTs drive on and melta them right as they get close. It's worked very well, and so now I pretty much always do this with my ISTs if I expect my enemy to come to me. Expecially if they have outflanking stuff.


Well that GK Dreadnought will be doing nothing for you, and the GK have a terrible version of the assault cannon.

If you do get them to let you use the good version (I've been able to use it in our local tournaments), they're pretty nice. Their only weakness is that they take up a heavy slot, but with only two Land Raiders, that's not a problem.

That said, if your opponent doesn't let you use the new rules, then you are better off with a different gun. I prefer something that can pop transports at long range, and your list will definitely need that. That means either a TL Autocannon or TL Lascannon. Don't drop the power fist, though. The power fist gives you some very nice tactical options if the GK Dread survives. For example, smashing those poor enemy ICs that don't have Eternal Warrior or weapons that can hurt the Dread. Anything from SM Captains to Ork Warbosses (which can be instant-killed by the str 10). A missile launcher isn't worth this loss.

DarkLink
05-04-2010, 05:32 PM
The terminators would be good deep striking, especially if you give your grand master an incinerator and your grey knights a couple teleport homers (do they work from inside vehicles???). Also I'd recommend taking the terminators as a retinue to protect your GM from directed attacks against him in CC because he's scary with that S6 force weapon (which ignores Eternal Warrior, IIRC) and most people will want him dead quickly.




The 'purgation' squad and the Terminators deep strike onto the three teleport homer squads. The Grey Knight incinerator squad is in the Crusader rollin' around.

I'm not entirely sure about deepstriking the GKTs. I've found it's much easier just to let them drive around in a Land Raider. I can put them exactly where I want them, without having to worry about scattering or getting a teleport homer in range, and they can assault after getting out of a Land Raider. GKTs belong in assault, and the Land Raider does that more reliably, I think. Though I haven't done much deepstriking with my GKTs, I'll admit.

The ability to deepstrike the GKTs is nice, but it's not something I would plan on doing regularly, and thus I wouldn't spend points on it when there are other things I could beef up instead.

That's just me. Though I have been thinking about trying stuff like that, just to get some experience to broaden my horizons. Even if it works well, though, I just can't see it being better than using a Land Raider to deliver them most of the time, though. It's something that I'd do if the situation called for it, but otherwise I'll just put them in the Land Raider.


Also, in a Land Raider they're safe from enemy counter-assault and heavy weapons fire. Deepstrike, and they will get at least one turn of getting shot/assaulted before doing that much. Since GKs are pretty fragile for their points, and since there are plenty of high AP weapons out there, I just don't think it's worth it.





Oh, and a side note; I think it's worth putting one, maybe two THSS Terminators in the squad. It lets you deal with enemy walkers for free, and the GKTs will probably already bend over anything they assault already, so loosing the S6 I4 attacks aren't a big deal. Plus, it works wonders against Daemon Princes and Hive Tyrants. We may not get 3+ invulnerable saves, but I tried out one THSS termie in each GKT squad not too long ago, and I think I'm going to keep trying it out.

eagleboy7259
05-04-2010, 05:54 PM
Oh, and a side note; I think it's worth putting one, maybe two THSS Terminators in the squad. It lets you deal with enemy walkers for free, and the GKTs will probably already bend over anything they assault already, so loosing the S6 I4 attacks aren't a big deal. Plus, it works wonders against Daemon Princes and Hive Tyrants. We may not get 3+ invulnerable saves, but I tried out one THSS termie in each GKT squad not too long ago, and I think I'm going to keep trying it out.

I completely agree. Its the same reason you don't see people running around with full Lightning Claw units of Terminators. Sure you don't have the exact same drawbacks, but goodluck popping armor with that. If it were a year or two ago during 4th ed it wouldn't be a problem but with mech lists popping up all over the place its nice to take a backup plan. Nothing like having a Hammer Unit that has no chance to make its points back. There are also a few monstrous creature for you to sweat, only those above T6, but these are rarely seen in general these days: the Wraithlord, C'tan, and the one exception that massive Tyranid snake beastie. I guess you could group all the different dreadnoughts in there too as there are just so many dang variations of them running round.

Force21
05-04-2010, 06:42 PM
Wow thanks for the feedback.


all right here is version 2.0



HQ.

Grand Master... 410 Points.
Nemesis Force Weapon, Storm Bolter, Psychic Hood.
W/ 5 Grey Knight Terminator Retinue.
Incinerator.


Troops.

8 Grey Knights...240 Points.
Melta Bombs, Incinerator.


5 Storm Troopers...125 Points.
x2 Meltaguns.
Rhino.
Extra Armor.


5 Storm Troopers...100 Points.
Rhino.


Heavy Support.

Land Raider...255 Points.
Extra Armor.


Land Raider Crusader...255 Points.


Grey Knight Dreadnought...115 Points.
Extra Armor, Assault Cannon.


Total 1,500



Not sure about the 2nd Storm Trooper squad....wished that I had the 2 more Meltagun models...


I'm curious about the Dread... why did you decide to include it? It just feels a little out of place in this particular list with the two land raiders. Like was already said, the GK Dreadnaughts aren't really that good so I would drop him.

ahhh I like Dreadnoughts :D


I may drop him if no one is nice to his old assault cannon...

DarkLink
05-04-2010, 07:29 PM
Looks pretty good. I personally haven't bothered taking Incinerators on GKTs lately, but if you decide to try deepstriking them on occasion it may be worth it. I just found that I kept taking them, only to opt not to use them in order to ensure that I could get the charge off.

And if no one lets you use the Dreadnought assault cannon, then I'd switch to a TL autocannon. It'll help you pop transports from a distance, and that's a very valuable thing. If the crusader weren't so good, I'd recommend switching it to another Godhammer pattern just for the extra long-range AT.


The 2nd stormtrooper squad is probably ok to keep. They can be your extra scoring unit, even if they don't have any special weapons.

eagleboy7259
05-04-2010, 08:00 PM
Wow thanks for the feedback.


Not sure about the 2nd Storm Trooper squad....wished that I had the 2 more Meltagun models...

Nothing wrong with busting out some cheap plasma. On a 10 point duder I wouldn't be too worried if he blows himself up.

There's nothing really good about that dreadnought the way he is set up, other than he might draw lots of fire and get blown up real quick in the game. I would give him a lascannon but I can remember the pricing... I think he'd be 80+50+5+3=138? I can't remember, I don't have the book on me but memory works just fine. A missile launcher would be nice but not exactly necessary. Anyway if you wanna keep that dread its do able, just drop off a man from the Grey Knights squad.

Force21
05-05-2010, 01:57 PM
Nothing wrong with busting out some cheap plasma. On a 10 point duder I wouldn't be too worried if he blows himself up.

Hmmmm...


yeah I was thinking about Plasma...

but I forgot was it in 4th Ed. or something that if you fail your armor save against Get's Hot can some other model pick up the gun...???

Maybe I was misinformed...



There's nothing really good about that dreadnought the way he is set up, other than he might draw lots of fire and get blown up real quick in the game. I would give him a lascannon but I can remember the pricing... I think he'd be 80+50+5+3=138? I can't remember

well i was thinking he would just stay close to a Raider or Rhino until he gets in range or close enough to assault etc.

yeah the Lascannon or Twin-Linked Autocannon would be used if the Assault Cannon does not work...

eagleboy7259
05-05-2010, 06:42 PM
Run Run and never stop. I've seen that tactic work for BT double Land Raider lists where they just run their crusaders behind the land raiders and live due to nobody being able to get a LOS on them. I wouldn't think it would work on a Dread simply because if they have LOS on you, they have it on your back armor of 10 whereas crusaders are 3+ power armor even if they are lying down in a ditch, well not really I guess that makes them 4++ cover then doesn't it?