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Made in us
Guard Heavy Weapon Crewman





I'd like to get some C&C on this list I made

HQ:
Libby w/ Staff, SB, Libre Demonica

Troops:
Terminators (6) w/ 2 Hammer, 4 Halberds, Incinirator
Terminators (6) w/ 2 Hammer, 3 Halberds, Staff, Incinirator

Fast:
Stormraven w/ HB, LC, MM

Heavy:
Dreadknight w/ HI, PT, GS
Dreadknight w/ HI, PT, GS

Lord:
Draigo

Put Libby in one squad, Draigo in the other and keep them in reserves with the SR. Have the DKs do their thing and not die until the reserves arrive. Drop the termies right where they are needed, and have the SR do what it does best.

To make this a 1750 list, I would drop a Halberd from both termie squads then add a Purifier squad with a Rhino, 2 Incinirators, Hammer Sgt, Staff, and 6 Halberds.
   
Made in us
Hungry Little Ripper




You're going to be having a really rough time with horde lists, with that few model counts. The dreadknights are great but with only two on the board first turn that puts all the enemy fire on the knights. Even with the 2+ and 4 wounds concentrated fires is definitely something that could take them out. They're also vulnerable to tarpits with hordes and if that happens they lose their point values really quick, so just make sure to shoot them and don't get baited in by a squad of gants thinking they can't hurt you.

As far as the terminators go they have the same weaknesses. While they are putting AP 3 or 2 wounds on the enemy they are small in number and are vulnerable to tarpits and hordes. You can only roll so many 2+ before you eventually roll a 1. If you're trying to use the incinerator just make sure you can take out a lot of the horde before getting in close combat. And make sure they charge you so you can get those shots in again to pick off as many as possible.

I'm just a tyranid player looking at how I would defeat this list and giving you that perspective. Honestly with the low model count of grey knights as it is I would suggest running squads of 10 guys in a rhino and go more shooty than CC. Grey Knights have awesome shooting weapons so why not use them? Psycannons and Psilencers and the Incinerators are their shining point to me as you can't get them with any other space marine army, so make use of them.

As far as HQs go the librarian is great for what he does and the point cost, but to me Kaldor Draigo might be too costly at 1500. He could be replaced by 10 more grey knights giving you more shots and more dice in the psychic phase. Or drop him and throw another librarian into the list.

I don't have the GK codex with me right now so I can't give you a sample list, but I'm just telling you what I see based off experience and past games.


 
   
Made in us
Guard Heavy Weapon Crewman





GK does not do well against hordes unless you are tailored against them. The codex is good at fighting MCs and other psykers.
   
Made in us
Yellin' Yoof on a Scooter





I completely agree with Serverus on this, the low model count will definitely hurt.

As an ork player, I'm seeing a couple targets which will be killed by poweklaws and a couple buckets of dice (easy enough to get).

This message was edited 2 times. Last update was at 2015/03/31 08:36:29


GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

Arch-arsonist of Charadon 
   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

He has a fair amount of incinerators to deal with hordes which is about as good as Grey Knights are going to get. However, since you only need 1 Troops choice, I'd combine the two units of Terminators into 1 (you can combat squad depending on the mission and put both incinerators in the same group) and use the spare points to add Heavy Psycannons to the Dreadknights to give them more dakka. The spare points would come from reducing the number of terminators from 12 to 10. Then you have the option of starting everything on the board if you wish since Draigo + Libby + 10 terminators can all teleport around together. Or you can split them to deep strike separately depending on the mission.

This message was edited 1 time. Last update was at 2015/03/31 12:46:45


6000+
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Made in us
Hungry Little Ripper




Definitely would not make one big squad of terminators. Even when not facing hordes massed shooting attacks from tau or eldar or anything really could deal with them and pick them off. Incinerators are nice and like Zimko said are the only real horde killing weapons grey knights have. By merging squads you lose table coverage and the enemy goes from worrying about 2 separate squads to 1 big squad which is easier to deal with in the long run when that's the only thing on the field to shoot at. You need to up your model count and add in more shots. To me that means go with strike squads and not terminators but in the end it's all on you. See how it plays and then decide honestly.


 
   
Made in us
Omnipotent Necron Overlord






Draigo does nothing for this list. Drop him. Take another dreadknight in his place and add heavy 2 psycannons. I'd also try to get psycannons on those terms as well. Maybe dropping a model in 1 to gain 2 psycannons? worth it IMO.

I wouldn't fear hordes at all with these changes. You are looking for into the fray or and extra santic power from your warlord traits - reroll anything else to get these powers.

Sr is a questionable pick - personally I don't take them unless I'm bringing a purifier bomb which you can't afford at this point level. You pay a lot for it's assault vehicle status. Mostly I just ignore flyers anyways - if they bother you much shoot a psy cannon at it every turn - they are forced to jink from 4 str 7 shots and then it likely can't hurt you much after that. If it's a FMC - it's gonna wreck your flyer anyways.

This message was edited 1 time. Last update was at 2015/03/31 14:34:54


If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

Combining the Terminators doesn't lose you any board presence since you can combat squad them. What it gains you is the tactical option to combine them for Kill Point games.

Dropping Draigo is actually a good idea at this point level. You could add 5 more Terminators or an Interceptor Squad.

6000+
2500
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Made in us
Guard Heavy Weapon Crewman





So, what does Draigo work with?
He is the model that I have painted the best and I really like using him.
   
Made in us
Neophyte undergoing Ritual of Detestation





At this point, you need to pick a method of play. I feel that GK Army's can be built and played one of two ways.

Option 1: Alpha Strike
Use the Nemesis Force Formation to begin rolling for reserves on turn one. In this build you're attempting to either table to opponent if they're a low model count army/null deployed (not effective vs Drop Pod armies), or you're hoping the smash their fielded force so you're so far up in the points count they're fighting an uphill battle the entire way. In this build, your goal is to aggressively Deep Strike as early as possible next to high value targets. Keep in mind, in this formation, you can roll for deep strike on turn 1, as well as have your units shoot and move the turn they deep strike. If you HQ rolls First into the Fray, this does nothing but help, keep them in deep strike reserves, attached to a Termy or Pally squad. Load a homer beacon on your Libby in case he rolls GoI for psychic powers and you've got the option to get your Deep Strikes EXACTLY where they're needed. Try to cram Personal Teles on your NDKs in this build that way they can cover the ground they need to get to the targets of opportunity (or out of range of something particularly nasty.

Option 2: Mid-Range shooty with counter assault CC.
This is going to be a slightly better build vs horde armies. You'll be using the 24" special ranged weapons and cheap-as-free Heavy Bolters to get at least a full two rounds of shooty BEFORE the opponent can close with either short range weapons or melee assault. Once they do close, LET THEM ASSAULT. Your overwatch shoots will continue to thin their line and you've got above average CC and (at least with Terminators) 2+ Saves to abuse.

The question is, what do you want to do?

I think you might be over pointed, as well, Battle Scribe is showing 1542, unless I'm reading your post wrong:

HQ: 140
Libby w/ Staff, SB, Libre Demonica - 140

Troops: 607
Terminators (6) w/ 2 Hammer, 4 Halberds, Incinirator - 302
Terminators (6) w/ 2 Hammer, 3 Halberds, Staff, Incinirator - 305

Fast: 230
Stormraven w/ HB, LC, MM - 230

Heavy: 320
Dreadknight w/ HI, PT, GS - 160
Dreadknight w/ HI, PT, GS - 160

Lord: 245
Draigo - 245

Either way, I'd dump Draigo and possibly the Stormraven as they're both VERY expensive for this point range and aren't adding a lot to your configuration.

This is just my opinion, I'm sure there are people on here who have much more experience than me.


EDIT: Typos

This message was edited 1 time. Last update was at 2015/04/01 09:37:48


 
   
 
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