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Made in ca
Judgemental Grey Knight Justicar





Oshawa, Ontario, Canada

Looking to finally fill out my GK list after several years and wondering how this may fair as a simple TAC list (note : my opponents have no air except for the CronAir player who currently remains undefeated in our little group)

We tend to play 2000-2500 point games, Purge the Alien, no objectives to worry about.

Librarian (Cuirass of Sacrifice, Storm Bolter)

Dreadnought TLACx2
Dreadnought TLACx2

Strike Squad (Hammer, 2 Swords, Halberd (sgt), Psycannon)
Strike Squad (Hammer, 6 Swords, Halberd (sgt), 2 Psycannon)
Razorback (TLAC) dedicated transport
Razorback (TLAC) dedicated transport (combat squad the larger SS if I want to bother starting them in the Razorback and put the others with the Libby in the Stormraven possibly)

Terminator Squad (3 Halberd, 2 Hammers, Incinerator)
Terminator Squad (3 Halberd, 2 Hammers, incinerator)
LR Crusader dedicated transport
LR Crusader dedicated transport

Stormraven

Nemesis Dreadknight (Incinerator, Psycannon, Teleporter)
Nemesis Dreadknight (Incinerator, Psycannon, Teleporter)

2489 Points out of 2500

If we drop to a 2000 or 1500 point game, I'm at a loss to what to drop from the list.

Suggestions for edits and potential tactics (vs pretty generic Necrons, Tau and Ork lists mostly) greatly appreciated

** EDit : forgot to mention I'd be doing a Nemesis Strike Force most likely - Who needs Objective Secured when there are no objectives to secure??

This message was edited 1 time. Last update was at 2014/09/16 09:03:37


 
   
Made in nz
Pauper with Promise



New Zealand

Remove the dreadnoughts, they cost too much and aren't as good anymore. Same deal with strikes, they are not nearly as good as interceptors (speedy) or purifiers (shooty, WC2, more attacks). Also, if you are going for the nemesis strike force you don't need the transports. If you take those and the strikes / dreads out that gives you another 900ish points (probably not completely accurate mental math). These could be spent on draigo to put in a terminator unit to hold the line until stuff deep strikes and an comms relay in an aegis defence line (not sure but you may be able to take comms relays on their own) / another librarian (might even be able to afford both. You should also have some left over points. These could be spent on terminators / paladins or interceptors / purifiers if you want power armoured soldiers (purifiers don't deep strike, so arguably not as good). Also, always go for max squads of 10 in stead of 2 5 man squads. It means you can easier buff them via psykers and if you need to you can combat squad them later.

This message was edited 1 time. Last update was at 2014/09/16 09:51:42


 
   
Made in us
Shunting Grey Knight Interceptor





The Behemoth wrote:
Also, always go for max squads of 10 in stead of 2 5 man squads. It means you can easier buff them via psykers and if you need to you can combat squad them later.


What do you mean by 'later'? Combat squadding happens before deployment and ONLY before deployment.

But still, the buff advice is sound. Plus, you give up much fewer kill points, which is huge if you are always playing Purge the Alien anyway.

6000+
4500+
1500+
500+ 
   
Made in us
Annoyed Blood Angel Devastator



Thornton Colorado

you may want to take the Psycannon on the terminators not on the strike squads since they are salvo now.

10000
1250
Check out my Blog for local events and other 40K things
http://lightofterra.blogspot.com
 
   
Made in nz
Pauper with Promise



New Zealand

 SkrawnyNob wrote:
The Behemoth wrote:
Also, always go for max squads of 10 in stead of 2 5 man squads. It means you can easier buff them via psykers and if you need to you can combat squad them later.


What do you mean by 'later'? Combat squadding happens before deployment and ONLY before deployment.

But still, the buff advice is sound. Plus, you give up much fewer kill points, which is huge if you are always playing Purge the Alien anyway.


Sorry for any misconceptions.. by later I meant before deployment after seeing the enemy army you are playing against. This way you can make the choice at the time. So if you are facing hordes and are worried about getting bogged down in combat, for example, you can combat squad to maximise the number of units not in combat.
   
Made in ca
Judgemental Grey Knight Justicar





Oshawa, Ontario, Canada

The Behemoth wrote:
Remove the dreadnoughts, they cost too much and aren't as good anymore. Same deal with strikes, they are not nearly as good as interceptors (speedy) or purifiers (shooty, WC2, more attacks). Also, if you are going for the nemesis strike force you don't need the transports.


The 2 Razorbacks are more for the TLAC's than anything. Chances are the strikes would not be embarked (definitely not the full squad as they couldn't anyway). They're in the dedicated transport slot just in case I wanted to add Fast attack.
The Dreadnoughts were up in the air already. I own one and figured two would make for decent anti-armor/anti-air (even if they are shooting on 6's at air, there's little air to go against around here anyway except a couple Necron fliers). At the same time, in my experience, Dreadnoughts have done fairly well for me. It's a tough call.
The Strikes .. well I'll be keeping at least the one full squad regardless, as I own them already (half of this list still needs to be purchased, but I don't want to go buy things I won't ever likely use.. I already have 6000 points of Space Marines!)

If you take those and the strikes / dreads out that gives you another 900ish points (probably not completely accurate mental math). These could be spent on draigo to put in a terminator unit to hold the line until stuff deep strikes and an comms relay in an aegis defence line (not sure but you may be able to take comms relays on their own) / another librarian (might even be able to afford both.


Draigo is a points sink IMO. He doesn't bring a lot to my table as far as I can see. A Grand Master perhaps. As for a 2nd libby I generally prefer less HQ points spent in favor of more models, and I find the Libby rarely helps me out enough to bring a 2nd (even in a low model count army like GK).

And no, you can't take the comms relay alone. I have an ADL with Quad gun, but I won't field it with GK's. The Comms relay is a very minimal buff to the army IMO.

You should also have some left over points. These could be spent on terminators / paladins or interceptors / purifiers if you want power armoured soldiers (purifiers don't deep strike, so arguably not as good). Also, always go for max squads of 10 in stead of 2 5 man squads. It means you can easier buff them via psykers and if you need to you can combat squad them later.


Where do I have 2 5 man squads btw? Strikes are 5 + 10, Terminators are 6 (because that is what will fit in the LRC). If I dropped the Termies to a single squad of 10 I lose an LRC since my heavy slots are taken with the NDK's.
Combat squading never happens here either, not when we're doing Purge.

Paladins crossed my mind. Purifiers as well. Deep strike isn't a requirement, just fun (I can simply put them in reserve instead and have them come on, which is, arguably, where the Dedicated Transports come in handy!)




Automatically Appended Next Post:
ChapertMasterRagnaValick wrote:
you may want to take the Psycannon on the terminators not on the strike squads since they are salvo now.


Excellent suggestion. I hadn't thought about that point since they were never Salvo before!

This message was edited 2 times. Last update was at 2014/09/17 05:48:09


 
   
Made in nz
Pauper with Promise



New Zealand

My mistake, I thought you intended to Deep Strike. In regards to the Strikes, you could easily paint white over shoulder pads and helmets for purifiers (unless you really want them as strikes). With the 5 man squads, again my mistake, thought the terminators were in groups of five. As for Draigo, while now that I have a better understanding of what you want I wouldn't be as strong in my recommendation, I still feel the need to defend him.

His use is to provide a strong combat character, while being tough enough to take hits, while having gate. This helps when holding the line in a deep strike list as he makes his unit tougher while giving them guaranteed gate to teleport in when stuff deep strikes. That said, wouldn't recommend him as much if not 1st turn Deep striking.

Also, are you using the Grey Knights detachment or Combined arms?
   
 
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