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Made in us
Long-Range Ultramarine Land Speeder Pilot




Rohnert Park

HQ
Grand Master Mordrak - 385 Points
- 2 Halberds
- 1 Force Sword
- 1 Brotherhood Banner

Inquisitor "You can't Torquemada anything!" Coteaz - 100 Points (Still can't believe this guy is only 100 points, especially since he makes the criminally undercosted henchmen troops).

Troops
Terminator Squad - 200 Points
- Halberd Justicar
- 3 Halberds
- 1 Daemonhammer

Inquisitorial Henchmen Warband - 65 Points
- 3 Multi-Melta Servitors
- 7 Bolter Warrior Acolytes

Fast Attack
Stormraven Gunship - 205 Points
- TL Multi-Melta
- TL Plasma Cannon

Interceptor Squad - 315 Points
- Halberd Justicar
- 6 Halberds
- 3 Force Swords
- Psybolt Ammunition

Heavy Support
Dreadknight - 230 Points
- Personal Teleporter
- Great Sword


So basically I'm only starting Grey Knights for three reasons: I want to do subtle conversion to the Stormraven to make it look more like a Thunderhawk, I want to convert Dreadknights to look like Anubis and Jehuty from Zone of the Enders, Mordrak has the coolest special rules I've seen in years.

With that in mind, the above list is pretty much just taking everything I think would be fun to use and throwing it together with everything hinging on Mordrak. Here is my thinking behind it:

Before deployment (after picking sides and finding out who is going first) I roll Mordrak's Grand Strategy roll, hoping for a 3+ on the roll so that I can grant an ability to at least two units. If I am going first, I give Scout to the Interceptors, Dreadknight, and Stormraven in that order of priority. When I deploy I place the Dreadknight, Interceptors, and Stormraven as far forward as possible with Coteaz and his extremely shooty Henchmen going on an objective in a forward central piece of terrain (or closest suitable one) in an attempt to make use of Coteaz' 12" 2nd edition Mystic rules and the 4 multi-meltas in his warband. Mordrak is in reserve to Deep Strike.

For my scout moves I 30" shunt the Dreadknight and the Interceptors to set up turn 1 assaults that are most advantageous. Stormraven turbo-boosts forward either to a different unit or to the same one as the Dreadknight to support it with more attacks (Dreadknight only gets 4 on the charge). The opponent then tries to seize and I make them try it again via Coteaz if they are successful. There is a 1/36 chance that they will seize twice in a row, 2.8% chance. Assuming that they failed to double-seize, the Dreadknight and Interceptors get to 1" away from their assault targets while the Stormraven moves 6" towards the assault target for its Terminators who then deploy and prepare to assault (firing if they don't risk shooting themselves out of assault). Mordrak Deep Strikes somewhere safe from fire or in a position that would wreak havoc/glance rear armour of a crucial vehicle. The Interceptors then fire their S5 storm bolters in to their target unit and peel off as many as possible before assaulting in. The Stormraven unloads the plasma cannon and all 4 mindstrike missiles (man I wish these were anti-tank instead) into a unit that is not targeted for assault and uses PotMS to fire the multi-melta into the juciest target in range. Coteaz sits tight on his objective.

With the ideal situation I have 21 force weapon models (57% of my models) in assault after the first turn with the Stormraven left exposed and tempting and Mordrak in the open. Seeing as how I have charged 2/3 of the enemy's units, they likely don't have much of their army left unengaged (I mostly play Power Armour and blob IG) so if they shoot at Mordrak, the Stormraven is free to turbo-boost around firing its plasma cannon. If they destroy the Stormraven, that means Mordrak has a better chance of getting into combat on turn 2 and make use of his Brotherhood Banner (his unit has it because they are at 5 models and can go up to 8 total).

If the enemy expects all of this alpha-strike shenanigans and reserves everything then I do my Scout moves forward, Mordrak deep strike, Stormraven turbo boost, and disembark the Terminators to line the opponent's back line making it impossible for their forces to make it on the board unless they outflank or deep strike.


So this army is just for fun and I feel guilty taking the Warband but I want the security Coteaz's anti-Deep Strike and his Seize rule grants and I needed an inexpensive troops choice. Hey, at least it isn't 3 scouting Stormravens full of 12 Death Cult Assassins each right?

What do you guys think for 1500 points? It is a very few amount of models but I think in some cases that plays to my advantage (getting more reliable use of Grand Strategy) and every assaulting model having a force weapon is really powerful especially with halberds hitting at I6.

This message was edited 4 times. Last update was at 2011/04/07 19:28:27


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Made in gb
Regular Dakkanaut



Essex, England

I like it.
The only issue i can see is that you cant shunt during a scout move, until the faq comes out and clears that up 1 way or another its up to your opponents if you can.

Formosa wrote:
Trickstick wrote:Edit: Would you really let an orangutan mess with your brain?

Yes.. yes I would
 
   
Made in us
Long-Range Ultramarine Land Speeder Pilot




Rohnert Park

theonetyrant wrote:I like it.
The only issue i can see is that you cant shunt during a scout move, until the faq comes out and clears that up 1 way or another its up to your opponents if you can.


There is nothing preventing a shunt during the scout movement. I'm aware of the debate and that is exactly what it is, a debate. There is no clear case against doing so in the scout phase. Even still, thanks for the response.

This message was edited 1 time. Last update was at 2011/04/07 11:07:02


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Made in au
Fresh-Faced New User




Seems great, except for the servitor squad. You can only have 3 heavy weapon servies in a single squad. Also the 9 servies are 90 pts, not 65.

If you want a heavy weapon henchman squad, you can chuck 2 jokearo in, a couple psykers and either some warrior acolytes or crusaders for meat shields. Obviously it will cost more points but it won't be too bad.

Overall, for a casual list it seems quite fun. You have a nice mix of units which seem like they would be decently effective.
   
Made in us
Long-Range Ultramarine Land Speeder Pilot




Rohnert Park

Jatyu wrote:Seems great, except for the servitor squad. You can only have 3 heavy weapon servies in a single squad. Also the 9 servies are 90 pts, not 65.

If you want a heavy weapon henchman squad, you can chuck 2 jokearo in, a couple psykers and either some warrior acolytes or crusaders for meat shields. Obviously it will cost more points but it won't be too bad.

Overall, for a casual list it seems quite fun. You have a nice mix of units which seem like they would be decently effective.


My apologies! It is quite late (early?) and I had an editing issue. The warband should have read "4 MM Serivotrs, 5 Bolter Acolytes" but as you pointed out, that would be illegal per the servitors rules. I've subbed out one of the servitors for two more Bolter Acolytes. Ablative wounds FTW!

The idea isn't exactly a heavy weapon squad but a scoring anti-deep strike squad. With Coteaz in there, no one will want to drop in within 12" as they will get shot by 3 Multi-Meltas and 14 bolter rounds immediately. Since they will drop more than 12" away, it slows them getting to my objective allowing me to shoot them as they approach. If they get within assault range, I pop Coteaz' Sanctuary and make all of the assaulting models go through cover and make dangerous terrain tests. I've considered replacing the 7 Acolytes with some Death Cult Assassins but long range shooting will put enough wounds to kill them and the servitors because the unit would be so small.

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Made in au
Fresh-Faced New User




If you want them as an anti-deep striking squad, then I would recomend Heavy Bolters over Multi Meltas.

Against GEQ HB wins, even against vets.
Against MEQ MM wins slightly 1.25 wounds v 1 wound. However HB has potential for more wounds.
Against Termies MM pulls ahead.

Obviously against vehicles MM wins, but that doesn't really work with anti DSing, and it isn't the best for protecting an objective against transports.

Kinda depends who you're up against... I'd go with HBs personally, but depending on your local meta MM might be better. Just consider em.

   
Made in us
Lord of the Fleet





Texas

The justicar on the interceptors would do better with a hammer, hammers are very useful for anti tank/MC. Kinda worried about the lack of psycannons, they're spammy but they're useful like ork lootas

 
   
Made in us
Long-Range Ultramarine Land Speeder Pilot




Rohnert Park

Jatyu wrote:If you want them as an anti-deep striking squad, then I would recomend Heavy Bolters over Multi Meltas.

Against GEQ HB wins, even against vets.
Against MEQ MM wins slightly 1.25 wounds v 1 wound. However HB has potential for more wounds.
Against Termies MM pulls ahead.

Obviously against vehicles MM wins, but that doesn't really work with anti DSing, and it isn't the best for protecting an objective against transports.

Kinda depends who you're up against... I'd go with HBs personally, but depending on your local meta MM might be better. Just consider em.



Thanks for the breakdown of the two weapons. My local meta is the reason I went with the MM really. Space Wolves like dropping dreads in pods and when he sees a lowly squad being the only thing in my deployment zone I doubt he will be able to resist himself. There others that love to DS are Drop Pod marine infantry, where MM is a gamble, and Deathwing where MM is a solid winner. The bolter servitors are just for ablative wounds, and I've actually tweaked things to add more of them and enhance my other squads as well as make 1750 and 2000 point lists.

1500:


HQ:

Grand Master Mordrak - 385 Points
- 2 Halberds
- 1 Force Sword
- 1 Brotherhood Banner

Inquisitor Coteaz - 100 Points

Troops:

Terminator Squad - 205 Points
- Master-Crafted Halberd Justicar
- 3 Halberds
- 1 Daemonhammer

Inquisitorial Henchmen Warband - 75 Points
- 3 Multi-Melta Servitors
- 9 Bolter Warrior Acolytes

Fast Attack:

Stormraven Gunship - 205 Points
- TL Multi-Melta
- TL Plasma Cannon

Interceptor Squad - 300 Points
- Master-Crafted Halberd Justicar
- 4 Halberds
- 1 Daemonhammer
- 4 Force Swords

Heavy Support:

Dreadknight - 230 Points
- Personal Teleporter
- Great Sword


1750


HQ:

Grand Master Mordrak - 385 Points
- 2 Halberds
- 1 Force Sword
- 1 Brotherhood Banner

Inquisitor Coteaz - 100 Points

Troops:

Terminator Squad - 240 Points
- Halberd Justicar
- 4 Halberds
- 1 Daemonhammer

Inquisitorial Henchmen Warband - 65 Points
- 3 Multi-Melta Servitors
- 7 Bolter Warrior Acolytes

Fast Attack:

Stormraven Gunship - 205 Points
- TL Multi-Melta
- TL Plasma Cannon

Interceptor Squad - 295 Points
- Halberd Justicar
- 4 Halberds
- 1 Daemonhammer
- 4 Force Swords

Heavy Support:

Dreadknight - 230 Points
- Personal Teleporter
- Great Sword

Dreadknight - 230 Points
- Personal Teleporter
- Great Sword


2000


HQ:

Grand Master Mordrak - 385 Points
- 2 Halberds
- 1 Force Sword
- 1 Brotherhood Banner

Inquisitor Coteaz - 100 Points

Troops:

Terminator Squad - 240 Points
- Halberd Justicar
- 4 Halberds
- 1 Daemonhammer

Terminator Squad - 240 Points
- Halberd Justicar
- 4 Halberds
- 1 Daemonhammer

Inquisitorial Henchmen Warband - 75 Points
- 3 Multi-Melta Servitors
- 9 Bolter Warrior Acolytes

Fast Attack:

Stormraven Gunship - 205 Points
- TL Multi-Melta
- TL Plasma Cannon

Stormraven Gunship - 225 Points
- TL Multi-Melta
- TL Assault Cannon
- Psybolt Ammunition

Interceptor Squad - 300 Points
- Master-Crafted Halberd Justicar
- 4 Halberds
- 1 Daemonhammer
- 4 Force Swords

Heavy Support:

Dreadknight - 230 Points
- Personal Teleporter
- Great Sword


Everything works the same at 1500. At 1750, the Stormraven goes flatout on turn one if I have first turn while scout goes to the Interceptors and the two Dreadknights. At 2000, Scout follows the sequence of Interceptors, Dreadknight, Stormraven (Plasma Cannon) as in the 1500 list. The 2nd Stormraven with Termies goes flatout on turn one if I have first turn.

The reason why there are slight changes in each unit is due to making up points over/under after adding things like a second Dreadknight or a Stormraven with Termies.

kenshin620 wrote:The justicar on the interceptors would do better with a hammer, hammers are very useful for anti tank/MC. Kinda worried about the lack of psycannons, they're spammy but they're useful like ork lootas


I avoided giving the hammer to the Justicar because of the threat of Perils. I could easily move it over to him though as they cost the same. Yeah, I wish I had Psycannons in here too and I may add some to the Interceptors/Termies because I'm a huge fan of autocannons. I guess I'm hoping to rely on the Stormravens to kill a tank each before getting blown away and not having to worry too much about AT.



Also, what do you guys think about the wargear on the Ghost Knights? The force swords are attractive on them because they have that first turn out in the open but free Halberds are just so good. Also, the Ghost Knights that appear have force swords.

This message was edited 2 times. Last update was at 2011/04/07 12:27:38


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Made in au
Fresh-Faced New User




Well the force swords only work in cc, so the 4+ invul doesnt work against plasma etc.

The Ghosts have stealth, so if you drop them in cover then they can get a 3+ save, which should be enough for 1 turn.

If they did get charged 1st turn, the +2 I can really help, allowing you to strike first and would likely take less wounds overall. Against things with furious charge, it also stops them hitting you first. Against I4 I mean.

I'd go with halberds.
   
Made in us
Long-Range Ultramarine Land Speeder Pilot




Rohnert Park

Jatyu wrote:Well the force swords only work in cc, so the 4+ invul doesnt work against plasma etc.

The Ghosts have stealth, so if you drop them in cover then they can get a 3+ save, which should be enough for 1 turn.

If they did get charged 1st turn, the +2 I can really help, allowing you to strike first and would likely take less wounds overall. Against things with furious charge, it also stops them hitting you first. Against I4 I mean.

I'd go with halberds.


Oh wow I missed that detail on the Force Swords, I'm absolutely switching them to halberds then. Thanks!

While still on the subject of Mordrak, do you guys think that a Brotherhood Banner is worth it? In his starting unit it trades out 3 attacks on the charge for +4 and auto-passing the Force Weapon test if taken. As Mordrak gets wounded it gets better but I have to think that Ghost Knights would be dying too. Is it really better then just taking the Ghost Knight with another Halberd?

This message was edited 2 times. Last update was at 2011/04/07 19:26:26


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