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Made in us
Pestilent Plague Marine with Blight Grenade





Chicago

Hey guys, i need some help with my list of GK. Used in friendly games, and not really by myself but my friend. Here is the setup:

HQ- Libby lvl 3 storm bolter and stave - 140

Troops -
5x Terms - psy cannon, hammer - 185
5x Terms - psy cannon, hammer - 185

Fast Attack
5x Interceptor - Incinerator and hammer - 145
5x Interceptor - Incinerator and hammer - 145

Heavy
Nemesis Dreadknight - GS, heavy psy, heavy incin. - 220

Elites
5x Purifiers - hammer and psycannon - 150
5x Purifiers - * - 150

A second Dreadknight is a thougth to add. My buddy also wants something from ranged shooting. He was thinking a possible attachment, do you guy shave any suggestions?

Another thought he had was to add a rhino and attach a las cannon for the added AP damage.

Thanks for the help

 
   
Made in us
Grey Knight Purgator firing around corners




southern Ohio

 Snoopdeville3 wrote:
Hey guys, i need some help with my list of GK. Used in friendly games, and not really by myself but my friend. Here is the setup:

HQ- Libby lvl 3 storm bolter and stave - 140

Good basic Librarian. He primarily buffs his unit, so the Storm Bolter could be dropped if the points are needed elsewhere without consequence.

Troops -
5x Terms - psy cannon, hammer - 185
5x Terms - psy cannon, hammer - 185

Five-man Terminators squads with a Psycannon and Hammer are 195 points.

Fast Attack
5x Interceptor - Incinerator and hammer - 145
5x Interceptor - Incinerator and hammer - 145

You can save 10 points on the Interceptors by making them a single 10-man unit, then Combat Squad them (280pts)

Heavy
Nemesis Dreadknight - GS, heavy psy, heavy incin. - 220

"GS" is Greatsword? A Dreadknight with a Greatsword, Heavy Psycannon, and Heavy Incinerator is 195 points.
In my opinion, every Dreadknight needs the Personal Teleporter, and that the Greatsword and hammer are only needed if you plan on hunting Monstrous Creatures.

215: Dreadknight: Personal Teleporter, Heavy Psycannon, Heavy Incinerator.


Elites
5x Purifiers - hammer and psycannon - 150
5x Purifiers - * - 150

How do you plan to get the Purifiers to somewhere useful?

Also, with Psycannons now being a 24" Salvo, they're worthless on PAGK if they move. The Psilencer is next to useless on anyone. And in the case of Purifiers, their Cleansing Flame will often kill the enemy out of range of Incinerators. They're probably best at the moment if you gear them for close combat, and insert them behind enemy lines with an allied Fast Attack Drop Pod (currently available from Space Wolves or Blood Angels. Even then they're most effective for a turn or two.

If you take the Purifiers, you might as well put them as a single 10-man unit like the Interceptors unless you plan on taking extra gear on the Knights of Flame.

I'd recommend dropping them.

A second Dreadknight is a thougth to add. My buddy also wants something from ranged shooting. He was thinking a possible attachment, do you guy shave any suggestions?

Dreadknights work best if you have at least two of them. A lot of games, your oponent will dig into one of them with everything he has until it dies, so you need to have a second one, and if you keep the points down on them, you aren't losing as much if your opponent succeeds in killing one of them on the first turn. But he will typically go after them because the Dreadknights are objectively the most cost-effective units in the Codex.

Another thought he had was to add a rhino and attach a las cannon for the added AP damage.

Rhinos and Razorbacks often give your opponent First Blood, because they're easy to pop.

Thanks for the help

My suggestion is that at the base of any Grey Knight Army, you should have at least:

705 points, Works as a Nemesis Strike Force on its own.
135: Librarian: ML3
195: Terminators: Hammer, Psycannon
195: Dreadknight: Teleporter, Heavy Psycannon
180: Dreadknight: Teleporter, Heavy Incinerator


If you are not going to take allies, then the next step is to include Anti-air, which means at least one Stormraven. After that would be extra supporting units that can provide backup/run distraction for the Dreadknights as well as get to and hold Objectives, which means Interceptors. A Nemesis Strike Force has 2 Fast Attack Slots, so that would mean one of each (more being available if you switch to a Combined Arms Detachment or if you take multiple detachments.

200: Stormraven: TL Lascannon, TL Multi-melta
260: Interceptors: +5 Interceptors, 2 Incinerators (Combat Squads)


This brings you to a total of 1165 points.

As the list gets bigger my next suggestions would be another unit of Terminators to make it a Combined Arms Detachment, giving you an additional Fast Attack and Heavy Support slot, and then filling those with a Dreadknight and either another Stormraven, or more Interceptors.

This message was edited 2 times. Last update was at 2015/05/27 04:37:07


 
   
Made in us
Guarded Grey Knight Terminator






That was a fantastic reply! Only thing to note is the interceptor squad there as listed is 260.

But I agree with everything said there. Whenever building a list I always stay with 1libby, 1 5 man terminator squad, and two dk. Build from there

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in us
Grey Knight Purgator firing around corners




southern Ohio

 Smotejob wrote:
That was a fantastic reply! Only thing to note is the interceptor squad there as listed is 260.

But I agree with everything said there. Whenever building a list I always stay with 1libby, 1 5 man terminator squad, and two dk. Build from there

Good catch. I fixed it.
   
Made in us
Virulent Space Marine dedicated to Nurgle




United States

Great reply.

Cant you Combat squad the Termies as well? I dont have my Codex so I dont know if you are getting the 10 point save or not.

I personally like the Psilencer. Great for taking out Demons, Termies, and Thunder Wolves. Its low strength, but I put one on both my DreadKnights. They are bound to fail one of the saves and good buy Multi wound Models.

Another Issue for having the Sword or Hammer on the DK is you dont get the +1 A for multi weapon. Go with 2 PF to get it.


"Look upon me and know that I can slay you at will. You have no defence save one: to look into the darkness at the back of your own mind. There, you will find Father Nurgle waiting to offer you life in return for your submission. Deny him, and you are mine." — Typhus the Traveller, Herald of Nurgle

9,500-CSM
3,500-GK
Cryx
Trollbloods
Neverborn
 
   
Made in us
Grey Knight Purgator firing around corners




southern Ohio

Son of aY3ti wrote:
Great reply.

Cant you Combat squad the Termies as well? I dont have my Codex so I dont know if you are getting the 10 point save or not.

For this list there's no benefit for taking combat squads of Terminators over two separate units. It's the same point costs, but you have one fewer Character.

I personally like the Psilencer. Great for taking out Demons, Termies, and Thunder Wolves. Its low strength, but I put one on both my DreadKnights. They are bound to fail one of the saves and good buy Multi wound Models.

The Dreadknight's Gatling Psilencer has one major benefit over the standard Psilencer, and that is being on a Jump Monstrous Creature. Relentless means it hits on full Ballistic Skill, and Jump means it can be moved into range with relative ease. It also has 12 shots, which has a statistically fair chance to Instant Death a Monstrous Creature up to T7, as it can't harm T8. Most people prefer the Heavy Incinerator for swarms/hoards, or the Heavy Psycannon for vehicles over the Gatling Psilencer.

But the standard Psilencer has half of the number of shots, meaning you need 2 of them to reliably get a single unsaved Wound (and that's only if it's stationary or on a Terminator) on a monstrous creature. That is why most people hate it.

Another Issue for having the Sword or Hammer on the DK is you dont get the +1 A for multi weapon. Go with 2 PF to get it.

The Greatsword and Hammer are melee weapons, as are the Fists. The Dreadknight gets the bonus whether you take the upgrade or not (always 4 attacks, 5 on the charge).
   
Made in us
Pestilent Plague Marine with Blight Grenade





Chicago

Awesome suggections. I dont really play with GK ever so i picked Purifers because other people recommended them on this forum. No worries though i can always switch them to interceptors! (And I accidentally glued on incinerators on them anyways, so i dont have to worry about ripping off the psycannons.)

Sorry about the points mistakes. I let my friend borrow my codex and i typed up the list at work. All i had to work with was pictures I took of my codex before i let him borrow it. So some of the point number came in blurry.

Should I assume the Nemesis Strike Force buffs are int he codex? If so i can have my buddy check them.

Do making them combat squads give them anything special?

Last thing, wouldn't taking a drop pod be as just as big of a risk as far as first blood goes?

 
   
Made in us
Grey Knight Purgator firing around corners




southern Ohio

The Nemesis Strike Force is its own detachment on page 94 of the Codex. It lets you re-roll your Warlord Trait, but does not give its Troops Objective Secured. Instead it lets them roll to Deep Strike on turn 1, and on the turn they arrive from Deep Strike Reserves, they can both run and shoot, in either order.

Grey Knights typically work pretty well in 5-man units. Taking a 10-man unit and breaking it into Combat Squads lets you essentially take two units for a single Force Organization Slot.

In some cases this saves you 10 points (the cost of the second Justicar you'd have if they'd been purchased as separate units). Examples of this are the Strike Squads and Interceptors.

In other cases it doesn't save you any points (like for Purifiers who don't pay extra for a Knight of Flame).

Sometimes people will take Combat Squads because they want two of a special weapon in a unit, but it only allows one per 5 men, so they take a 10-man squad, and put both special weapons in the same combat squad, leaving the other unit without.

A Drop Pod isn't as likely to give First Blood because it arrives at the beginning of your turn, so you have your entire turn to kill something before they get a chance to attack it (unless they have weapons with the "Interceptor" special rule, and even then they'll likey be snap-firing because they usually have Skyfire). So there is a chance a Drop Pod might give an oponent First Blood, but it is less likely than the Rhino.

This message was edited 2 times. Last update was at 2015/05/27 22:21:18


 
   
Made in us
Pestilent Plague Marine with Blight Grenade





Chicago

Since the Nemesis Dreadknight has the personal teleporter. Does that make him a jump monstrous creature?

 
   
Made in us
Grey Knight Purgator firing around corners




southern Ohio

 Snoopdeville3 wrote:
Since the Nemesis Dreadknight has the personal teleporter. Does that make him a jump monstrous creature?

Yes (Codex: Grey Knights, page 90). With the Personal Teleporter, it has a 12" move, and can once per game make a 30" Shunt. And being a Monstrous Creature allows it to always automatically pass Dangerous Terrain Tests, so it can jump into or out of terrain without any danger. Jump Monstrous Creatures are pretty good at the moment.
   
Made in us
Virulent Space Marine dedicated to Nurgle




United States

 Bill1138 wrote:
Son of aY3ti wrote:




Another Issue for having the Sword or Hammer on the DK is you dont get the +1 A for multi weapon. Go with 2 PF to get it.

The Greatsword and Hammer are melee weapons, as are the Fists. The Dreadknight gets the bonus whether you take the upgrade or not (always 4 attacks, 5 on the charge).


I didn't think you did due to it being a specialist weapon. The only way to get a bonus with a specialist weapon is having the same 2.

This message was edited 1 time. Last update was at 2015/05/29 04:23:46


"Look upon me and know that I can slay you at will. You have no defence save one: to look into the darkness at the back of your own mind. There, you will find Father Nurgle waiting to offer you life in return for your submission. Deny him, and you are mine." — Typhus the Traveller, Herald of Nurgle

9,500-CSM
3,500-GK
Cryx
Trollbloods
Neverborn
 
   
Made in us
Grey Knight Purgator firing around corners




southern Ohio

Son of aY3ti wrote:
I didn't think you did due to it being a specialist weapon. The only way to get a bonus with a specialist weapon is having the same 2.

Specialist Weapon (BRB 172):
A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule.

There is no rule that the two Specialist Weapons have to be the same.

The Nemesis Greatsword, Nemesis Daemon Hammer, and Power Fist are all Specialist Weapons. So whether it has a Greatsword and Fist, Hammer and Fist, or 2 Fists, the Nemesis Dreadknight always has the +1 Attack, because he always has 2 Specialist Weapons.
   
Made in us
Pestilent Plague Marine with Blight Grenade





Chicago

Thanks for clearing that all up, helped out alot!

 
   
Made in us
Virulent Space Marine dedicated to Nurgle




United States

 Bill1138 wrote:
Son of aY3ti wrote:
I didn't think you did due to it being a specialist weapon. The only way to get a bonus with a specialist weapon is having the same 2.

Specialist Weapon (BRB 172):
A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule.

There is no rule that the two Specialist Weapons have to be the same.

The Nemesis Greatsword, Nemesis Daemon Hammer, and Power Fist are all Specialist Weapons. So whether it has a Greatsword and Fist, Hammer and Fist, or 2 Fists, the Nemesis Dreadknight always has the +1 Attack, because he always has 2 Specialist Weapons.



Thanks I have always played it wrong.

"Look upon me and know that I can slay you at will. You have no defence save one: to look into the darkness at the back of your own mind. There, you will find Father Nurgle waiting to offer you life in return for your submission. Deny him, and you are mine." — Typhus the Traveller, Herald of Nurgle

9,500-CSM
3,500-GK
Cryx
Trollbloods
Neverborn
 
   
 
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