Switch Theme:

The Aegis Protects! Grey Knights 9e Tactics and Discussion  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Here is my list to be tested.
Spoiler:

New Roster (Warhammer 40,000 9th Edition) [105 PL, 11CP, 1,995pts]
Battalion Detachment 0CP (Imperium - Grey Knights) [105 PL, 11CP, 1,995pts]
Configuration
Battle Size [12CP]
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Brotherhood
Selections: Swordbearers
Detachment Command Cost

HQ
Brotherhood Techmarine [5 PL, 80pts]
Selections: 6: Ghostly Bonds, Boltgun, Brotherhood Psyker Power, Frag & Krak grenades, Omnissian Power Axe, Psyk-out Grenade, Servo Arms
Selections: Flamer, Plasma cutter, 2x Servo-arm

Grand Master in Nemesis Dreadknight [10 PL, 215pts]
Selections: 2: Empyric Amplification, 4: First to the Fray, 4: Vortex of Doom, Brotherhood Psyker Power, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Grand Master Chapter, Heavy Psycannon, Nemesis Greatsword, Sigil of Exigence, Warlord

Lord Kaldor Draigo [10 PL, -1CP, 180pts]
Selections: 1: Daemon Slayer, 1: Gate of Infinity, 3: Sanctuary, 5: Warp Shaping, Frag & Krak grenades, Master-crafted storm bolter, Psyk-out Grenade, Shield of Humanity, The Titansword

Troops

Strike Squad [6 PL, 115pts]
Selections: Brotherhood Psyker Power, Frag & Krak grenades, Psyk-out Grenade
Grey Knight (Psycannon)
Selections: Psycannon
2x Grey Knight (Sword)
Selections: 2x Nemesis Force Sword, 2x Storm Bolter
Grey Knight (Warding Stave)
Selections: Nemesis Warding Stave, Storm Bolter
Grey Knight Justicar
Selections: Storm Bolter
Nemesis Force Sword
Selections: Nemesis Force Sword

Strike Squad [6 PL, 115pts]
Selections: Brotherhood Psyker Power, Frag & Krak grenades, Psyk-out Grenade
Grey Knight (Psycannon)
Selections: Psycannon
2x Grey Knight (Sword)
Selections: 2x Nemesis Force Sword, 2x Storm Bolter
Grey Knight (Warding Stave)
Selections: Nemesis Warding Stave, Storm Bolter
Grey Knight Justicar
Selections: Storm Bolter
Nemesis Force Sword
Selections: Nemesis Force Sword

Strike Squad [6 PL, 115pts]
Selections: Brotherhood Psyker Power, Frag & Krak grenades, Psyk-out Grenade
Grey Knight (Psycannon)
Selections: Psycannon
2x Grey Knight (Sword)
Selections: 2x Nemesis Force Sword, 2x Storm Bolter
Grey Knight (Warding Stave)
Selections: Nemesis Warding Stave, Storm Bolter
Grey Knight Justicar
Selections: Storm Bolter
Nemesis Force Sword
Selections: Nemesis Force Sword

Strike Squad [6 PL, 115pts]
Selections: Brotherhood Psyker Power, Frag & Krak grenades, Psyk-out Grenade
Grey Knight (Psycannon)
Selections: Psycannon
2x Grey Knight (Sword)
Selections: 2x Nemesis Force Sword, 2x Storm Bolter
Grey Knight (Warding Stave)
Selections: Nemesis Warding Stave, Storm Bolter
Grey Knight Justicar
Selections: Storm Bolter
Nemesis Force Sword
Selections: Nemesis Force Sword

Elites

Dreadnought [7 PL, 130pts]
Selections: Assault cannon, Brotherhood Psyker Power
Dreadnought Combat Weapon
Storm Bolter
Selections: Storm Bolter

Fast Attack

Interceptor Squad [7 PL, 125pts]
Selections: Brotherhood Psyker Power, Frag & Krak grenades, Psyk-out Grenade
Grey Knight (Psycannon)
Selections: Psycannon
2x Interceptor (Sword)
Selections: 2x Nemesis Force Sword, 2x Storm Bolter
Interceptor (Warding Stave)
Selections: Nemesis Warding Stave, Storm Bolter
Interceptor Justicar
Selections: Frag & Krak grenades, Psyk-out Grenade, Storm Bolter
Nemesis Force Sword
Selections: Nemesis Force Sword

Interceptor Squad [7 PL, 125pts]
Selections: Brotherhood Psyker Power, Frag & Krak grenades, Psyk-out Grenade
Grey Knight (Psycannon)
Selections: Psycannon
2x Interceptor (Sword)
Selections: 2x Nemesis Force Sword, 2x Storm Bolter
Interceptor (Warding Stave)
Selections: Nemesis Warding Stave, Storm Bolter
Interceptor Justicar
Selections: Frag & Krak grenades, Psyk-out Grenade, Storm Bolter
Nemesis Force Sword
Selections: Nemesis Force Sword

Heavy Support

Nemesis Dreadknight [9 PL, 170pts]
Selections: Brotherhood Psyker Power, Dreadfist, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon

Nemesis Dreadknight [9 PL, 170pts]
Selections: Brotherhood Psyker Power, Dreadfist, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon

Nemesis Dreadknight [9 PL, 170pts]
Selections: Brotherhood Psyker Power, Dreadfist, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon

Dedicated Transport

Rhino [4 PL, 85pts]
Selections: Additional Storm bolter, Storm bolter

Rhino [4 PL, 85pts]
Selections: Additional Storm bolter, Storm bolter

Created with BattleScribe


List has 8 units starting on the board:

2x Rhino, 4x Strike squads, Techmarine, Dreadnought

and 7 units starting in reserve:

GMNDK, Draigo, 3x NDK, 2x Interceptor squads

The last 210 pts are a bit questionable consisting of Techmarine and Dread. They should usually stay in the backfield.

Thoughts?

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Regular Dakkanaut




I think you might be better off with dropping the dreadnaught and adding a squad or two of servitors for screening and cheap actions. I would use the rest of the points for various prognostications if you don't have those yet.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

bmsattler wrote:
I think you might be better off with dropping the dreadnaught and adding a squad or two of servitors for screening and cheap actions. I would use the rest of the points for various prognostications if you don't have those yet.

Indeed, two units of Servitors would be fine instead of the Dread, but unfortunately I don't have the models (at hand).
I'll probably try 5 Termies instead of Techmarine and Dread.
Another option would be a 2nd GMNDK but I dont have the model yet.

This message was edited 1 time. Last update was at 2021/09/13 13:45:35


Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in it
Fresh-Faced New User




 wuestenfux wrote:
Here is my list to be tested.

List has 8 units starting on the board:

2x Rhino, 4x Strike squads, Techmarine, Dreadnought

and 7 units starting in reserve:

GMNDK, Draigo, 3x NDK, 2x Interceptor squads

The last 210 pts are a bit questionable consisting of Techmarine and Dread. They should usually stay in the backfield.

Thoughts?


Psycannons make little to no sense on Inceptors, their job is to move behind midfields ruins turn 1 to pick off easy charges on any opponent's unit that moves into their threat range or to just grab midfields objectives (altough shunted dreadknights/gated do that much better for the purpose of Stranglehold/Ritual since they're tankier). You don't want them in the open shooting at stuff and once you've closed the gap trading off your melee weapon for a cannon isn't worth it.

Assuming you can swap their backpacks or people simply won't notice I'd swap the 4th strike squad for a third Inceptor squad. They're just that much better for the price.

Swapping out the Dread and rhinos for a small squad of paladins (always worth the price over Terminators if you're just "bringing an extra squad of dudes") would be better imho. Dread simply isn't worth it and rhinos aren't necessary for your guys holding objectives in the backfield, while Inceptors and NMDK should be the ones taking the field, together with whatever you placed in reserves.
Rhinos are really useful only against weird lists like the 9 Squigbuggies one (which I feel will only be an issue for a short period and mostly on TTS/Tournaments that allow for Proxy and therefore not something one should plan ahead against), for everything else units will either be standing in the deployment zone or teleporting/shunting/flying.
   
Made in us
Judgemental Grey Knight Justicar




USA

 wuestenfux wrote:
bmsattler wrote:
I think you might be better off with dropping the dreadnaught and adding a squad or two of servitors for screening and cheap actions. I would use the rest of the points for various prognostications if you don't have those yet.

Indeed, two units of Servitors would be fine instead of the Dread, but unfortunately I don't have the models (at hand).
I'll probably try 5 Termies instead of Techmarine and Dread.
Another option would be a 2nd GMNDK but I dont have the model yet.

I want to run Servitors, but the current models are finecast AND ugly.

Check out my list building app for 40K and Fantasy:
http://www.dakkadakka.com/dakkaforum/posts/list/576793.page 
   
Made in us
Regular Dakkanaut





Beaverton OR

This is the part where I chime in with words like: "Proxy" and "kitbash" :-)

Seriously though: the only excuse I see to be still running ugly models in 2021 is if your store/tournament/whatever won't let you run anything 3rd party or kitbashed :-)
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

My 2000 pt list listed above:

1x GKNDK
Draigo

4x 5 Strikes
1x 5 Termies

2x 5 Interceptors

3x NDK

2x Rhino
[Thumb - GK-2000-Sept2021.jpg]
GK army 2000 pts

This message was edited 2 times. Last update was at 2021/09/14 12:53:20


Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Regular Dakkanaut





Beaverton OR

To me, that list is lean and mean!
   
Made in us
Been Around the Block





its a good list.

I'd drop the terms for a razor and an HQ. Ultimately that is preference though.

If you got 3 DK and a GMDK and 30 strike bodies - whatever suits your style at that point youll be fine.
   
Made in it
Fresh-Faced New User




 wuestenfux wrote:
My 2000 pt list listed above:

1x GKNDK
Draigo

4x 5 Strikes
1x 5 Termies

2x 5 Interceptors

3x NDK

2x Rhino


I might be iterating what I said but cutting one rhino to upgrade the termies to Paladins will be worth it under 99.9% of scenarios.
And I say this assuming Dreadknights are full kit already (sword, ranged weapons and teleporter), in case they aren't it's IMPERATIVE to drop a METAL BAWKS and properly dress them up.
   
Made in us
Journeyman Inquisitor with Visions of the Warp






Dimmamar

Zompa wrote:

I might be iterating what I said but cutting one rhino to upgrade the termies to Paladins will be worth it under 99.9% of scenarios.

Losing ObSec for an extra pt of WS and knowing an extra power is definitely not as easy a choice as you're making it--it certainly isn't in only 0.01% of scenarios that ObSec is the better choice. Having a 2+/5++ on an objective, or a 1+/4++ properly buffed and with Shadows up/in cover makes for a very solid anvil for the enemy to try and dislodge. They can't steal it from you without killing the unit to the last, and most other troops in the game aren't cut out to take on that kind of clapback.

And I say this assuming Dreadknights are full kit already (sword, ranged weapons and teleporter), in case they aren't it's IMPERATIVE to drop a METAL BAWKS and properly dress them up.

Your NDKs won't usually need a teleporter. It's handy when you happen to need it, so it's worth considering, but putting one or two on four NDKs, instead of all of them, saves you some points for upgrades or bodies. In the same vein, giving the psilencer to normal NDKs is imo a waste on their worse BS. Give them the flamer (which is a decent choice) and the psycannon (which is really our only anti-tank so we want as many as possible). And paying points for a melee weapon on models that likely aren't even going to see combat is an iffy choice. We all WANT to see our NDKs in combat...but no enemy will charge them unless the enemy is sure he can kill it before it swings back, and coming in from DS you are probably gonna get whacked after a single turn of shooting anyhow.


LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 4500 2000 2500

"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21
"By time I mean that which is indicated by some changing motion." City of God, Book XII Ch 16 
   
Made in it
Fresh-Faced New User




 Elric Greywolf wrote:
Zompa wrote:

I might be iterating what I said but cutting one rhino to upgrade the termies to Paladins will be worth it under 99.9% of scenarios.

Losing ObSec for an extra pt of WS and knowing an extra power is definitely not as easy a choice as you're making it--it certainly isn't in only 0.01% of scenarios that ObSec is the better choice. Having a 2+/5++ on an objective, or a 1+/4++ properly buffed and with Shadows up/in cover makes for a very solid anvil for the enemy to try and dislodge. They can't steal it from you without killing the unit to the last, and most other troops in the game aren't cut out to take on that kind of clapback.




I do think it's quite an easy choice tbh.
The best use for a Terminator squad is to be placed in a ruin holding a backfield objective while being thougher to shift than a Strike Squad doing the same thing.
If you're aiming to send them inside an opponent's objective there aren't that many obsec units that will stand a charge from 5 Paladins (or even better the paladins AND the "first to the fray" grandmaster that joined up to ease their charge from deep strike). And the few things that can hold out (a Redemptor dreadnought getting it from a character for instance, assuming you have no "Amplification" in range) then you're probably better off not dumping a quite expensive unit into them.

It's obviously a bother when a guardsmen squad that was conscripted half an hour ago runs onto your objective and steals it from a unit of elite veteran warriors but with such a gap in efficency AND versatility I'd always gladly pay the price for the pallies over the "4th troop slot terminators"


Automatically Appended Next Post:
 Elric Greywolf wrote:


Your NDKs won't usually need a teleporter. It's handy when you happen to need it, so it's worth considering, but putting one or two on four NDKs, instead of all of them, saves you some points for upgrades or bodies. In the same vein, giving the psilencer to normal NDKs is imo a waste on their worse BS. Give them the flamer (which is a decent choice) and the psycannon (which is really our only anti-tank so we want as many as possible). And paying points for a melee weapon on models that likely aren't even going to see combat is an iffy choice. We all WANT to see our NDKs in combat...but no enemy will charge them unless the enemy is sure he can kill it before it swings back, and coming in from DS you are probably gonna get whacked after a single turn of shooting anyhow.



You can save the teleporter on Dreadknights that you know you're going to deep strike if you're sure you'll always keep one "safe" in the sky for future interventions but as long as they start on the field moving one turn one and MAYBE another one turn 2 with the Shunt stratagem is something you should consider a given.

"inferior" BS is still a 3+ with rerolls from either Draigo/GrandMaster/Prescient Brotherhood so I don't really see how you could see it as a bad BS unless you only play Custodes as your other army.

Incinerator isn't a Psi-Weapon so it doesn't benefit from the +1S/AP stratagem or Amplification and those 2d6 even out to 7 hits which is pretty much what you'd get anyway with the Psilencer AFTER you've been bracketed/engaged in combat. So you're only gaining 1 point of Strenght which you can just get back with 1CP if you really need it while also buffing your ap AND the psycannon AP.

As for your last point unless you're playing on planet bowling ball against only AdMech or 9 Multi-Melta Assault Bikes lists they will see combat. T6 doesn't help but a 2+(or 1+) save with a 4+ invuln DOES help shrug some fire and when you can have 2 in your opponent's face turn 1 (gate+shunt) you do have a certain statistical solidity in assuming that one of the two will make it in combat.

This message was edited 1 time. Last update was at 2021/09/15 12:32:43


 
   
Made in us
Journeyman Inquisitor with Visions of the Warp






Dimmamar

Zompa wrote:
 Elric Greywolf wrote:

Losing ObSec for an extra pt of WS and knowing an extra power is definitely not as easy a choice as you're making it--it certainly isn't in only 0.01% of scenarios that ObSec is the better choice.

I'd always gladly pay the price for the pallies over the "4th troop slot terminators"

This is where the disagreement lies, which is fine. I would be using Termies in a Patrol slot so I can take some NDKs as a different Brotherhood. The 10-man Terminators, with all those SBs, will then be able to benefit from the Swordbro combos that my GMDK and friends are applying. They are also great protection for my characters.


Zompa wrote:
 Elric Greywolf wrote:


Your NDKs won't usually need a teleporter. It's handy when you happen to need it, so it's worth considering, but putting one or two on four NDKs, instead of all of them, saves you some points for upgrades or bodies. In the same vein, giving the psilencer to normal NDKs is imo a waste on their worse BS. Give them the flamer (which is a decent choice) and the psycannon (which is really our only anti-tank so we want as many as possible). And paying points for a melee weapon on models that likely aren't even going to see combat is an iffy choice. We all WANT to see our NDKs in combat...but no enemy will charge them unless the enemy is sure he can kill it before it swings back, and coming in from DS you are probably gonna get whacked after a single turn of shooting anyhow.



"inferior" BS is still a 3+ with rerolls from either Draigo/GrandMaster/Prescient Brotherhood so I don't really see how you could see it as a bad BS unless you only play Custodes as your other army.

Incinerator isn't a Psi-Weapon so it doesn't benefit from the +1S/AP stratagem or Amplification and those 2d6 even out to 7 hits which is pretty much what you'd get anyway with the Psilencer AFTER you've been bracketed/engaged in combat. So you're only gaining 1 point of Strenght which you can just get back with 1CP if you really need it while also buffing your ap AND the psycannon AP.


It seems like you're using your NDKs in a very different fashion than I am. I shove them forward as fast as possible to threaten as many targets as possible, which means they usually aren't in re-roll range since I don't clump them together. Having the auto-hits after they've degraded is a big improvement. They Gate and DS into the corners of the enemy army so they can't be ignored and so they soak up the enemy firepower while my more valuable infantry moves onto objectives.
Since we're also super-hungry for CP, and since I have a GMDK with dual psiguns who always uses the strat, I don't use it on regular NDKs for two reasons: when the GMDK is alive he's being buffed; and when he's dead (which does take a few turns with his 3++ and Shadows), I want to spend my CP on other things than making a BS4 model (bc the NDKs have taken wounds) without rerolls get an extra pt of strength.
My current 2000pt list has a GMDK with sword+psi+psy on the table supported by a NDK with sword+psi+psy, and two NDK with fists+psy+incin in orbit. None of them have teleporters. I get two into the frontlines using the Sigil and Gate. I've lost 2-4 every game....but I've also won the eight matches I've played with the new book, so sacrificing them for your infantry to achieve objective points seems like it's working! My last game against Ulthwe was 78-16, and the game before that against custom Necrons (with a 5+++ against mortals) was 90-30.

I suppose it boils down to playstyle

This message was edited 1 time. Last update was at 2021/09/15 15:54:53


LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 4500 2000 2500

"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21
"By time I mean that which is indicated by some changing motion." City of God, Book XII Ch 16 
   
Made in us
Been Around the Block





Not being a psi weapon makes the incinerator a non choice IMO. It would have merit if it was. Empyric amplification is really the only thing we got going for us to deal heavy damage so you should build around it on your dreadknights.
   
Made in it
Fresh-Faced New User




 Elric Greywolf wrote:

The 10-man Terminators, with all those SBs, will then be able to benefit from the Swordbro combos that my GMDK and friends are applying. They are also great protection for my characters.


The only 10-man squad which I'll use with this book is the Interceptor one, simply because unless I'm playing on a gakky table they can rush behind a mid-field ruin and from there ambush anything that gets close. And also because I tend to play Prescient Brotherhood so it's nice to have a perfect unit to use the stratagem/draigo's friendly jerking onto.

10-man termies (or strikes or paladins or purifiers) simply have no place in this meta/edition since you're always better off playing Minimal-size squads for the additional smites/psychic actions/charge rolls from reserves.

 Elric Greywolf wrote:

It seems like you're using your NDKs in a very different fashion than I am. I shove them forward as fast as possible to threaten as many targets as possible, which means they usually aren't in re-roll range since I don't clump them together. Having the auto-hits after they've degraded is a big improvement. They Gate and DS into the corners of the enemy army so they can't be ignored and so they soak up the enemy firepower while my more valuable infantry moves onto objectives.


That's kinda the point though, by giving at least some of them Teleporters you're going to threaten your opponent turn 1 with 2 (or 3 if he's dumb enough to shoot at your GM at the wrong time) NDKs.

Deep Striking them is obviously a viable tactical option but it unless the table is impossible to navigate (which is going to make it deep strike as well) or you're facing 8 Leman Russ Demolishers on a "green pasture" table reserving more than one is probably a waste of damage output opportunities.

 Elric Greywolf wrote:

I've lost 2-4 every game....but I've also won the eight matches I've played.....


And I placed 2nd at a 30 people tournament last Sunday but that's just anecdotal evidence at best
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg



And I placed 2nd at a 30 people tournament last Sunday but that's just anecdotal evidence at best

Congratulation!
Wanna tell us a bit more about army list, scenarios, and battles?

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Regular Dakkanaut




I think that smite battery is still a bit viable. We lost the +1 to cast and the 24" of the brother captain but on the other hand if we stack the chaplain +1 to cast aura and the brother captain +1 one we can get up to +2 to cast.

Just considering 2 units in range + 2 extra smites from the brother captain and the chaplain is an average of 10.8 MW. If these 2 units in range are purifiers then the average increase up to 14.2 MW. And this is on top of the combo of the librarian or the 12" d3 damage aura combo of the ancient.
   
Made in it
Fresh-Faced New User




 wuestenfux wrote:


And I placed 2nd at a 30 people tournament last Sunday but that's just anecdotal evidence at best

Congratulation!
Wanna tell us a bit more about army list, scenarios, and battles?

Sure, my list was
Spoiler:

Draigo (Amp, gate and warp shaping)
Librarian (PSychich Epytome WL Trait, vortex of doom and purifying flame)
GMNDK with the 3++, THE OLD SWITCHEROO, +1 to charges and +1 to wound in the first turn of combat

3x Strike Squads

3 x Interceptors

3x NMDK fully dressed (sword, cannon, psilencer, teleporter)

5x Paladins (because 10 of my power armor models are still being painted) with Resilience and Flame

Everyone with just swords and bolters


Tables were pretty crap, small ruins in corners and one medium to big blocking piece in the center, with some sparse "craters" on the "axis" edges. So Almost bowling balls.
We played 3 6-objective missions (can't recall which ones exactly but I never took the mission secondary anyway so doesn't really matter).

First game was Against Dark Eldar 3ravagers+2raiders with lances, 10 incubi but no drazzar, two units of grotesques and some other units.
Notable point was starting in the choppy/shooty tide since Shadows was going to do Jack aganinst lances (which in the first turn the grandmaster tanked anyway with his 3++ thanks to a reroll), NDKGM bouncing badly on 4 Grotesques and getting whiped turn two by their melee, draigo dying to 5 witches over two turns of combat and chocking on his own sword after the charge.
I cleared the table and scored 88-69.

Second game against ultramarines, two redemptors with gatlings, Leviathan with Storm cannons, TWO Eradicators squads, one bladeguard squad, tigurius and then chaff.
I pretty much ignored the two redemptors the whole game since he deployed them poorly and gatlings were a non-issue (he needed to fire both of them at a squad to whipe it out so who cares). He kept the eradicators in reserves since he was afraid I'd pick them off too easily which actually allowed me to deploy much more forward and take the field. Game ended up 90 to something even if it took me FIVE turns to kill a bloody captain (the tanky one with the shield). I had picked assassination and he kept Tigurius+Lieutenant "safe" behind the two redemptors but at the last turn he moved them forward so i shunted a NMDK behind them ninja style and removed them.

Last game was the tense one. Chaos List with Emperor's children Terminator Bomb (all claws and combi-meltas), Belakor, lord discordant and 3 Decimators with petard shooters (4d3 shots, mortal wounds on wounds on rolls of 2+). They would've been quite the issue IF WE WEREN'T THE AEGIS.
Since most of his juicy stuff had the Daemon Keyword I just played our trump cards, both as the secondary objective and by just starting in the "Tide of rerolls" and sitting in it the whole game.
I went first, removed his unit of cultists (because he had octarius and only cultists+a unit of deamonettes to score it with) and dealt 4-5 wounds to Belakor.
Belakor dived for my NDKGM turn one and dealt 20 damage to him, he fought in death and chocked hard. But then the librarian went "BOOK SAYS NO" and dealt 12 MW to Bellakor sending him back where he came from.
Decimators were a pain but boy oh boy did the 5+++ shrug come into play.
MVPS: Draigo surviving the terminators charge with 1 wound left and a squad of interceptors whom:
-got charged by a dreadclaw drop pod, 3 dead
-got shot by three melta shots and 12 bolters, one last guy on one wound (and you can bet it that i rerolled the only failed armor save on the last bolter shot) hiding in the center for two turns casting Warp ritual and then flying off onto a corner obective securing me both Stranglehold and Hold more in the subsequent turn pretty much winning me a close game.

All in all a fun game, especially the last one because we finished much later than everyone else (and probably way out of time limit) so we had a crowd around the table who just went wild when I shrugged 3 out of 3 mortal wounds on the single wound Interceptor holding an objective (obviously after declaring "The emperor protects").
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Thanks for the inside. Nice list. How large has the Termie bomb been?

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Blood Angel Terminator with Lightning Claws






What melee weapon should I be giving my Librarian(s) and Apothecary? They have a good number of attacks and are bound to get in the thick of at some point (Apoth more so) so I want them to be able to do some damage. Is it worth giving either of them a hammer?

This message was edited 1 time. Last update was at 2021/09/18 01:33:02


GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants" 
   
Made in it
Fresh-Faced New User




 wuestenfux wrote:
Thanks for the inside. Nice list. How large has the Termie bomb been?


Ten Terminators.
They did take out one dreadknight, one strike squad and my librarian in shooting (poor placement by me allowed one melta to get in range to him and he failed his save) then another strike squad and (in two turns) draigo.
They pretty much cleared out my deployment zone because Belakor was pretty much in the middle of it and I didn't notice the gap that would remain by killing him before charging him

This message was edited 1 time. Last update was at 2021/09/18 10:36:07


 
   
Made in us
Fresh-Faced New User




Can anyone help me out? I'm returning to 40k and played a few 9th edition games with the old book. Looking to figure out what to do with the new rules.

I currently own:

20 Terminators, 10 Paladins, 1 GMNDK, 1 Librarian, 1 Voldus, 1 Apothecary.

I wanted to play an all terminator list, but I think that dream has died.

Here's what I'm thinking about running:

3x10 Strikes, 10 Interceptors, 1 GMNDK, 3 NDKs, and 2 characters. Can't figure out if I want a Librarian and Chaplain or Librarian and Bro-Cap. I feel like the Chaplain is better, even if he's supbar in melee, but I think the Bro-Cap's Psychic Locus will help with spamming spells on repeat.

I think I want to use Silverblades for the versatility of falling back and shooting as well turning the stormbolters into pistols for some melee dakka.

I don't know if I want to bother with Warding Staves since I need to spend CP for the invul and Sanctuary offers a flat 4++ for Strikes.

I'm thinking it might be nice to combat squad the units. Give 1 unit x2 Psycannons and put them on a backfield objective while the Justicar and 4 dudes charge forward. Another unit with x2 Incinerators to deep strike and burn something.

Not sure what to arm the Interceptors with, probably incinerators or nothing since they'll be on the move (and fast).

Not sure if I want to give my NDKs the teleport ability since the brotherhood allows them to fall back and shoot w/o having teleport, although giving them teleport gives me more options for the 2 strats and gives them the option to charge after falling back which the brotherhood strat does not.
   
Made in it
Fresh-Faced New User




Iggy88 wrote:
Can anyone help me out? I'm returning to 40k and played a few 9th edition games with the old book...


Welcome back Brother.

While all-Terminators armies aren't cutting edge, one or two squads are fine, especially for backfield objectives holding; You could either play two 5-men squads of terminators (if you don't feel like buying all those Strike Squad boxes) or 5 Paladins (much better bang for your buck). Two squad of termies sitting in the backfield are also a great option for While We Stand We fight since neither artillery nor "light" deep strikers are gonna shift them easily (they have a 1+ in cover after all).

Psychic Locus isn't worth bringing a Captain for. It wouldn't be too bad if you castle up the psycannon combat squadded marines but he's just gonna be too slow to keep up with the NMDK AND you want your "shooty" squads spread out on the objectives on your side so there'll be too few instances of him spreading his love properly (and Psychic Locus isn't worth 2 CP PLUS the capain's cost PLUS his slot, just use those for the 3-dice cast or straight up rerolling).
I'd go for a Librarian+Chappy (or Librarian+Apothecary if you feel like playing terminators).

Don't bother with the incinerators on the interceptors, their job is to rush a midfield wall and from there move 12", charge the THIQQEST unit in your opponent's army and erase it with their 30ish nemesis weapons attacks.

Silverblades simply aren't that great. Remember that even if you can shoot with the strat you won't be eligible to Smite (which for your small squads is probably gonna do more damage anyway FOR FREE) and since you should put the teleporters on your dreadknight anyway most of your army will be able to do it better in the first place. Worst case scenario will be having to shoot a NMDK at something he's engaged with if you have multiple fights you'd rather back out of but that's not worth losing the potential of better brotherhoods (swords, rapiers or precogs).









   
Made in us
Fresh-Faced New User




Zompa, thanks for the wisdom.

Would the 5 Paladins be used the same as the 2x5 Termies? As backfield objective holders? Would they really be better than putting some strike squads back there? Or is the advice mostly because I already own them?

My list currently has a Librarian, Chaplain, and Apothecary. It's the HQ slot that concerned me more than the characters themselves; it's easy to fit an Apothecary, although I only added it because I had 155 spare points. How do I make the most out of the Chaplain and Apothecary? Should I play them as if they were attached to a squad or try to spread the love with them? Like, should I build the Chaplain and a specific unit to be a combo, or should it be more free flowing? Same with the Apothecary. They both have to be so close to other units and all the other units kind of want to be in a lot of different places.

Swordbearers seems like a very powerful brotherhood, but I don't want an all vehicle list and that seems to be what Swordbearers are made for. I like the idea of having 2 4++ invul spells, but I'd need to take a rhino, dreadnought, or land raider in order to benefit from the Swordbearers' warlord trait. Maybe it doesn't matter. Rapiers seems nice. If by "precogs" you mean Prescient, that one is probably my favorite in terms of concept.

I made my list and actually had points to spare, which was lovely:

GMNDK w/ sword, psiguns, teleporter
Librarian w/ halberd
Chaplain w/ Words of Power
10 Strikes w/ 2 psycannons, 8 halberds
10 Strikes w/ 2 incinerators, 8 halberds
10 Strikes w/ 10 halberds
10 Interceptors w/ 10 halberds
3 NDK w/ sword, psiguns, teleporters
With the spare points I added an Apothecary w/ halberd

I don't think the list is perfect and I haven't figured out how to best allocate the spells to the characters.
   
Made in it
Fresh-Faced New User




Iggy88 wrote:

Would the 5 Paladins be used the same as the 2x5 Termies? As backfield objective holders? Would they really be better than putting some strike squads back there? Or is the advice mostly because I already own them?


I've used them offensively in a tournament as explicated not too many posts ago
:you don't pay for them to sit in the backfield, you send them forward to be a nuisance (especially if you can deep strike in a ruin or similar for that swee 0+ armour save). A terminator squad isn't terrible for holding an objective that could get a bit more "attention" from your opponent (due to lines of sight or terrain) since a strike squad in the open is just dead while terminators can take a bit more punishment.

Iggy88 wrote:

My list currently has a Librarian, Chaplain, and Apothecary. .....


Yeah if you're bringing a Chaplain along you should plan out what he's going to do and grab his prayer in accordance. I honestly wouldn't bring him in the first palce to accomodate for more bodies. Apo is ok with terminators (especially for the "While We Stand" secondary if you go down that route) but kinda falls off in efficency with strikes.

Iggy88 wrote:

Swordbearers seems like a very powerful brotherhood, but I don't want an all vehicle list and that seems to be what Swordbearers are made for. I like the idea of having 2 4++ invul spells, but I'd need to take a rhino, dreadnought, or land raider in order to benefit from the Swordbearers' warlord trait. Maybe it doesn't matter.

You don't take the walrord trait power anyway, you're taking it to make your dreadknights hit on 2+ (which I honestly always forget to do) and have a +1 to wound. Not much else.
Same kinda goes with Prescient, the warlord trait is "ok" if you have spare charachters to invest one cp into hoping to get more back through the game but in my current lists I just pick it for the stratagem (since I keep forgetting to use the power)

Iggy88 wrote:

I made my list and actually had points to spare, which was lovely:

GMNDK w/ sword, psiguns, teleporter
Librarian w/ halberd
Chaplain w/ Words of Power
10 Strikes w/ 2 psycannons, 8 halberds
10 Strikes w/ 2 incinerators, 8 halberds
10 Strikes w/ 10 halberds
10 Interceptors w/ 10 halberds
3 NDK w/ sword, psiguns, teleporters
With the spare points I added an Apothecary w/ halberd

I don't think the list is perfect and I haven't figured out how to best allocate the spells to the characters.


Incinerators are kinda bad, you should just go double psycannon on both 10 man strikes if you're just gonna combat squad them. And you MUST take the Psycannon on the NMDKs, it's your only anti-tank.
Unless you really love the model I'd drop the Chaplain, lower the third strike squad to 5 guys and either bring more Interceptor squads (they win the game for you on plenty of Secondary Objectives) or take some "distraction" paladins.
   
Made in us
Fresh-Faced New User




So...

GMNDK - sword, psiguns, teleporter. Unsure what warlord trait to give him. I gave him Divination for the CP but otherwise I think First to the Fray or Unyielding Anvil are good. I just don't know how useful Unyielding Anvil would be on a DK warlord. Unsure what spells to give him either, currently he's holding Empyric Amplification and Warp Shaping.

Librarian - halberd, Gate, Sanctuary. I want to give the Librarian the Gem, and so I want him to have the most important spells so I can get the most out of the gem.

10 Strikes - swords, x2 psycannons. Combat squadding the psycannons on an objective and likely deep striking the other half.
10 Strikes - same as above
5 Strikes - deep striking with the other 2 5-man squads.

2x10 Interceptors - halberds

3x1 NDK - sword, psiguns, teleporter. Probably deep strike 1 or 2 of them. Might Gate and Shunt 2 of them towards the mid-field early on, especially if I don't go first and if my GMNDK is shot at and teleports using the Sigil. Then I could have 3 baddies near the enemy early on.

The downside to losing the characters is that I'm getting a lot less Dominus spells now. Also, if I took a 3rd character I could turn the 4 DKs into a Spearhead detachment as Swordbearers and then keep my infantry detachment Rapiers or Prescient.

I've started playing with 1k lists since I'm new again and also since I don't have all these models, so I thought it might be better to start small.

GMNDK & Librarian (both basically the same as in 2k)
5 Strikes w/ swords
5 Strikes w/ swords
5 Strikes w/ swords
5 Interceptors w/ halberds
1 NDK w/ sword, psiguns, & teleporter

The 1k list is essentially the 2k list divided in half, more or less.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

GMNDK & Librarian (both basically the same as in 2k)
5 Strikes w/ swords
5 Strikes w/ swords
5 Strikes w/ swords
5 Interceptors w/ halberds
1 NDK w/ sword, psiguns, & teleporter

In view of deployment, three units must start at the battlefield.
Remember that footslogging is a slow way to die.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Fresh-Faced New User




 wuestenfux wrote:
GMNDK & Librarian (both basically the same as in 2k)
5 Strikes w/ swords
5 Strikes w/ swords
5 Strikes w/ swords
5 Interceptors w/ halberds
1 NDK w/ sword, psiguns, & teleporter

In view of deployment, three units must start at the battlefield.
Remember that footslogging is a slow way to die.


3 units? I thought I needed at least half my units and half my points on starting on the field.

The GMNDK, Librarian, and NDK would be starting on the board, as well as the interceptors and probably 1 of the Strike squads to hold the backfield objective.

I guess I'm new to power armor, since previously I was exclusively using terminators and no land raiders so no transports. But deep striking and teleporting seemed to be enough. I've never really felt like I'm footslogging with GKs despite having no transports just due to how easy it is to camp on objectives from basically turn 1.
   
Made in it
Fresh-Faced New User




Split one of the 2x10 Interceptors - halberds into 2x5, you can only buff up one anyway and it will give you more versatility. You can still combat squad them ofc but that's what you should be planning on doing anyway with one team.

The +1 to wound in the first turn of combat works greatly as a second WT on the Sword Grandmaster since the swipe is only S6.
Don't forget that the Prescient WT is actually a psychic ACTION, that means no other powers for it so I'd just skip it altogether on a librarian.


Splitting into two detachments is nice and it would allow you to grab another GMNDK but remember that we eat CP like a diabetic that spent the night submerged in insulin eats candy, so that extra detachment plus the extra warlord traits that you want around the field could bite you in the ass a bit.

 wuestenfux wrote:
GMNDK & Librarian (both basically the same as in 2k)
5 Strikes w/ swords
5 Strikes w/ swords
5 Strikes w/ swords
5 Interceptors w/ halberds
1 NDK w/ sword, psiguns, & teleporter

In view of deployment, three units must start at the battlefield.
Remember that footslogging is a slow way to die.


Well in a 1k he's just going to shunt the NMDK forward, gate the grandmaster and move the interceptors 12". GG Ez.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

3 units? I thought I needed at least half my units and half my
points on starting on the field.

Sorry, havent seen the Libby.
So the min. number is 4.
I'd keep the GMNDK in reserve.
Gives you some tactical edge.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
 
Forum Index » 40K Tactics
Go to: