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Made in us
Sinister Chaos Marine





So, what's actually good about the brotherhoods? It seems people are liking Swords, Rapier, Prescient, and Ward, but what is it about each of these that's actually wanted?

For swords it's the stratagem and the spell, but not the warlord trait? Is it the same with Rapier? Is the +1A spell worth more than Hammerhand? I know you can use a strat to combo them, but it seems that that spell overlaps with Hammerhand a bit. With Prescient, I like the universality of the stratagem but it doesn't seem as powerful as the others.

I'm trying to pin down a brotherhood and when comparing them it would help to know what parts of the brotherhood I should actually be using and which parts aren't relevant to the comparison.

Rejoice in the coming oblivion!  
   
Made in gb
Boosting Space Marine Biker




UK

Iggy88 wrote:
So, what's actually good about the brotherhoods? It seems people are liking Swords, Rapier, Prescient, and Ward, but what is it about each of these that's actually wanted?

For swords it's the stratagem and the spell, but not the warlord trait? Is it the same with Rapier? Is the +1A spell worth more than Hammerhand? I know you can use a strat to combo them, but it seems that that spell overlaps with Hammerhand a bit. With Prescient, I like the universality of the stratagem but it doesn't seem as powerful as the others.

I'm trying to pin down a brotherhood and when comparing them it would help to know what parts of the brotherhood I should actually be using and which parts aren't relevant to the comparison.

For Rapiers hammerhand is generally much better than +1A, but there are very good units that do not have access to hammerhand. A lot of successful tourny lists so far have featured multiple units of Rapiers Interceptors, who can easily cross vast distances in a turn using their move/shoot/move power, and then next turn when things get close they can combo the Rapiers +1A power and exploding hits strat.
   
Made in us
Sinister Chaos Marine





So the question is whether I want to give my Interceptors +1A and exploding 6s to hit in melee or give my DKs +1 to hit and +1 to wound with ranged attacks? I'm guessing the Prescient strat isn't as good as either, but has more opportunities to be useful (melee and shooting as well as being useful for any unit).

Do I have that right?

What I'd like to do is pick something that helps to balance the army's effectiveness in the shooting and fight phases. I feel like the army is quite powerful in the fight phase, and the shooting phase could use a bit of a buff. I think the buffs to the DKs hitting and wounding in the shooting phase would pair nicely with some of the other things that are basically auto-includes, like Tide of Convergence and Empyric Amplification. I could put Empyric Amplification on my GMNDK, teleport within 12" of an enemy, Mark it for Death and use Empyric Amplification, then hit it with another unit with Empyric Lodestone and, with Tide of Convergence, my other DKs could light it up.

That feels like it has more going for it than buffing the interceptors, particularly because the army feels like it struggles to reliably take down tough targets from a distance and the Sword stuff helps to fix that. Whereas they're already very powerful in melee.

I also think, even though Swords mostly only affects vehicles, the fact that it's not a buff to my own units but a debuff to enemy units, it makes it easier to MSU the army and still be able to enhance multiple units. Marked for Death could even be a convenient way to cancel out the movement penalty for moving PAGKs with psycannons.

Rejoice in the coming oblivion!  
   
Made in us
Regular Dakkanaut




Both Swordbearers and Rapiers can be good, but look at the Warp Charge values. Even Gate of Infinity isn't nearly as guaranteed as it used to be. Swordbearers are good against large units, whether vehicles or big squads of like Terminators. You can pick one thing and really be fairly sure it will die. That doesn't do much if the opponent is running MSU.

There have been people who did really well with other Brotherhoods that leaned more into the utility abilities like redeploys and getting extra CP. It seems to be down to individual preference, with Rapiers being easier to use but not necessarily the most effective overall.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Both Swordbearers and Rapiers are decent.
The first is for shooty boost and the second for melee support.
As GK are equipped with both decent shooty and melee weapons, the choice is more personal preference and play style.
I usually like to keep the enemy at arm's length and go for the (melee) kill if enough softened up.

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
Sinister Chaos Marine





I feel like I'm probably going to want to use Swordbearers to buff the DK shooting, especially since the spell practically turns the heavy psycannons into lascannons, 2+ wounding t7 vehicles/monsters and 3+ wounding t8 stuff. And since the DKs and infantry have Hammerhand for melee. I plan to have almost 800 points worth of DKs, while my Interceptors would only be about 500 points worth of my army. It was helpful to note that the debuffs won't work as well against MSU enemies, but I feel like anything that would be super tough and hard to destroy would already be a single model, whether the enemy is MSU or not. I imagine the rest of the army would be strong enough to take down targets that aren't super tough now that the heavy psycannons are s8 instead of s7.

Ideally, I would like a brotherhood that helps with more universal/utility stuff, but I don't feel like I'd be able to effectively utilize redeployment and I think the Prescient rerolling 1s for hitting and wounding overlaps too much with auras and Hammerhand. I like the Fatal Precog spell, but I don't know how practical it would be given that it's 12". I feel like if I'm within 12" of an enemy I'd rather be casting Hammerhand.

My new list only has 2 characters, GMNDK and Librarian, which is enough to include all of the spells that I feel I absolutely want to include: Gate, Empyric Amplification, Sanctuary, and Warp Shaping. I'm wondering how to best organize those 4 spells between the two characters. I want to make sure that the Librarian has the correct spells to make the Gem worth giving to him and not be wasted. I'm thinking Gate and Sanctuary on the Librarian, since they both have 18" range and he'll be the slowest guy in the army, and because I can see both of those spells wanting to be cast practically every turn. And then I can give the GMNDK Empyric Amplification and Warp Shaping, since I'll only want to cast Warp Shaping once or twice, and I'll want to cast Empyric Amplification when he's within in range but can still use Smite when he's not in range. These spells definitely feel hard to get off, warp charge 7 without +1 to cast isn't super reliable. Are people using CP nearly every psychic phase to ensure the spells go off?

Rejoice in the coming oblivion!  
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

My new list only has 2 characters, GMNDK and Librarian, which is enough to include all of the spells that I feel I absolutely want to include: Gate, Empyric Amplification, Sanctuary, and Warp Shaping. I'm wondering how to best organize those 4 spells between the two characters. I want to make sure that the Librarian has the correct spells to make the Gem worth giving to him and not be wasted. I'm thinking Gate and Sanctuary on the Librarian, since they both have 18" range and he'll be the slowest guy in the army, and because I can see both of those spells wanting to be cast practically every turn. And then I can give the GMNDK Empyric Amplification and Warp Shaping, since I'll only want to cast Warp Shaping once or twice, and I'll want to cast Empyric Amplification when he's within in range but can still use Smite when he's not in range. These spells definitely feel hard to get off, warp charge 7 without +1 to cast isn't super reliable. Are people using CP nearly every psychic phase to ensure the spells go off?

Instead of a Librarian I use Draigo for Sanctuary, Gate, and Warp Shaping,
while the GMNDK gets Empyric Amplification and Vortex of Doom.

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




Iggy88 wrote:

My new list only has 2 characters, GMNDK and Librarian, which is enough to include all of the spells that I feel I absolutely want to include: Gate, Empyric Amplification, Sanctuary, and Warp Shaping. I'm wondering how to best organize those 4 spells between the two characters. I want to make sure that the Librarian has the correct spells to make the Gem worth giving to him and not be wasted. I'm thinking Gate and Sanctuary on the Librarian, since they both have 18" range and he'll be the slowest guy in the army, and because I can see both of those spells wanting to be cast practically every turn. And then I can give the GMNDK Empyric Amplification and Warp Shaping, since I'll only want to cast Warp Shaping once or twice, and I'll want to cast Empyric Amplification when he's within in range but can still use Smite when he's not in range. These spells definitely feel hard to get off, warp charge 7 without +1 to cast isn't super reliable. Are people using CP nearly every psychic phase to ensure the spells go off?


The Gem is a one-use thing like most visions/gifts. Think of it like a souped-up Warpstone Token from Fantasy Skavens if you will.
So it's good for the crucial turn but in general what I do is use the 3-dice cast stratagem on someone that's going to put out two important powers (the Grandmaster Amplyfing something after shunting or draigo casting Sanctuary on my 10-men Interceptors), especially if there are enemy denies in range, and save the Gate-fling CP reroll for the guy in the back outside deny range.
Warp Shaping is a one-time-only power in almost all games which is why i like to keep it on Draigo as he casts 2 but knows 3 powers.

Your main amplification should be the Grandmaster since he will be in your opponent's face as long as he's alive and with the rangeboost+ his 9" of movment + Not giving a feth about being out in the open he can make sure you drop it wherever you want. Librarian as a second power carrier isn't terrible but I don't feel like he's going to be in crucial positions that often. Unless he tries to Gate+Amplify something in an heroic sacrifice.


As for Rapiers vs Precient I'd like to point out that in order to give +1A all around you'd need to either be in the worst tide from the previous turn (so no shadows) or skipping going into Convergence (so no mortal wounds) so it's not as widespread as it seems.
And the prescient stratagem actually gives you more wounds on your target (and more reliability) if you don't have access to rerolls because of positioning/opportunity/Hammerhandless-unit. While the table is small and draigo rerolls are juicy, we must be sure that our trades go trough favourably and therefore the "safer" option of "let's just make sure i don't get screwed over by rolling 10 ones on these 16 attack rolls" is, imoh, the best way to go with this type of army.
And this comes from an Imperial Guard player, where the mindset is "who cares if this demolisher missed all his shots, I brought 7 more exactly for these scenarios)

This message was edited 2 times. Last update was at 2021/09/24 15:25:34


 
   
Made in us
Blood Angel Terminator with Lightning Claws






Is there EVER a good reason to give PAGK or Termies any special weapon other than Psycannons? They've always just felt so much more useful than the other two that I'm straining for a reason to ever give a unit Incinerators and especially Psilencers.

MAYBE a 10-man unit of Purifiers I'd give 4 Incinerators to, but anything else, I don't think so...

GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants" 
   
Made in gb
Boosting Space Marine Biker




UK

 Ferrum_Sanguinis wrote:
Is there EVER a good reason to give PAGK or Termies any special weapon other than Psycannons? They've always just felt so much more useful than the other two that I'm straining for a reason to ever give a unit Incinerators and especially Psilencers.

MAYBE a 10-man unit of Purifiers I'd give 4 Incinerators to, but anything else, I don't think so...

Not sure if it is a good enough reason, but as bit of a benchmark a Psilencer Purgation squad and Judicar with generic 2 damage nemesis weapon is the same points cost as Intercessors with a 2 damage power fist Sergeant. Both units can fight about the same, but the intercessors would have to stack tactical doctrine, the 2cp rapid fire stratagem and be carrying auto bolt rifles to put out a similar volume of strength 4 ap-1 shots. They seem like an ok unit to just have sitting around on objectives or doing psychic actions, occasionally benefitting from empyric amplification or psychic onslaught if you have no better options available.

For any other units, I'd be a bit hard pressed to justify it though, often even the Psycannon is a tough sell.
   
Made in us
Been Around the Block





Iggy88 wrote:
So, what's actually good about the brotherhoods? It seems people are liking Swords, Rapier, Prescient, and Ward, but what is it about each of these that's actually wanted?

For swords it's the stratagem and the spell, but not the warlord trait? Is it the same with Rapier? Is the +1A spell worth more than Hammerhand? I know you can use a strat to combo them, but it seems that that spell overlaps with Hammerhand a bit. With Prescient, I like the universality of the stratagem but it doesn't seem as powerful as the others.

I'm trying to pin down a brotherhood and when comparing them it would help to know what parts of the brotherhood I should actually be using and which parts aren't relevant to the comparison.

You make a real good point. The brotherhoods are a very very minor thing. Were talking about a stratagem you might use once or twice in a game instead of other stratagems which are very good / A spell you will almost never use (hammerhand and smite are usually better options) and a warlord trait (some of which are bad and most situational and or have an opportunity cost).

Id say Persistent Brethren has the most benefit. it can buff an isolated dreadknights shooting for essentially free every turn (when you factor in the warlord trait - which is the reason you take this brotherhood). It's also good for allowing you to spam your other offensive stratagems as well. The spell is really not great but if your smites are high you might consider casting it?

Swordbearers main appeal is it the +1 to wound spell. Which while good - only affects other vehicles and has a 12" cast range. So who is gonna cast this power - your GMDK? Well he was already probably casting emperyic amp...Which honestly that target was already getting a lot of heat anyways...not really seeing the need for this? The +1 to hit stratagem is just too expensive to even consider IMO. Warlord trait is terrible.

Raipiers looks great on paper but ifs not like you are struggling for melee damage. plus with MSU the exploding 6's doesn't really hit that hard anyways. power is weaker than hammerhand and WL trait is garbo.

In any case...I really doubt any of this is going to make or break you. And they are all situational.

Wardmakers I initially thought was the weakest of them but it's kinda growing into my default. As the only thing that really scares me is my powers being denied or losing a crucial power for the rest of the game. The Warlord trait for 8+ to cast is undeniable is very good for a GMDK casting empyric. The spell can be situationally awesome vs some armies and the stratagem allows you to actually consider taking warpshaping in your list and take real advantage of the tides. It took experience to figure this out. Then again my main opponent does play a lot of TS.

   
Made in us
Sinister Chaos Marine





I am wondering about the viability of allying, specifically with Imperial Guard. The Brotherhoods just don't seem very appealing. They're not useless, but they don't feel essential. I would, however, lose access to the Tides. Those are the only things that I'd lose if I allied with Guard, right?

I definitely don't want to be a Guard player with Grey Knight allies; I'd want to be a Grey Knight player with Guard added to the force, mostly for bodies, objective campers, and long range firepower.

It seems like most people aren't taking Warp Shaping and are just sitting in either Convergence or Shadows for the whole game. So is losing +1 armor save & -1 to hit, or +6" range and mortal wounds on 6s in melee worth exchanging for some guardsmen and tanks?

Also, if I took roughly 50% of my army as Guard, would that allow me to deep strike my entire GK force?

I don't play super competitively, but how much worse would my army be if I decided to ally with Guard instead of staying pure?

Rejoice in the coming oblivion!  
   
Made in us
Been Around the Block





Iggy88 wrote:
I am wondering about the viability of allying, specifically with Imperial Guard. The Brotherhoods just don't seem very appealing. They're not useless, but they don't feel essential. I would, however, lose access to the Tides. Those are the only things that I'd lose if I allied with Guard, right?

I definitely don't want to be a Guard player with Grey Knight allies; I'd want to be a Grey Knight player with Guard added to the force, mostly for bodies, objective campers, and long range firepower.

It seems like most people aren't taking Warp Shaping and are just sitting in either Convergence or Shadows for the whole game. So is losing +1 armor save & -1 to hit, or +6" range and mortal wounds on 6s in melee worth exchanging for some guardsmen and tanks?

Also, if I took roughly 50% of my army as Guard, would that allow me to deep strike my entire GK force?

I don't play super competitively, but how much worse would my army be if I decided to ally with Guard instead of staying pure?

Not that much worse. Take Strike squads in rhinos and you pretty much lose nothing of value for your GK portion of the army. You wont have the 6's in melee being mortals (doesn't matter - strike squads still win in combat vs pretty much everything that isn't wyches) The rhinos weren't getting tides of shadows anyways. All you lose is some access to stratagems from brotherhoods. However you still have access to a host of excellent stratagems. Guard aren't particularly strong at antitank though or anything - so you are just adding in weaker units at this point.

If I was gonna bring an ally with GK. It would be admech with lazer chickens (whats stupid is you would still get ALL your admech rules lol).

Or perhaps - take Imperial knights and spam armigers.

I am toying with the idea of bringing Gman with GK. He has a 12" +1 to charge and reroll 1's to hit for all imperium so strike squads deep striking get a lot out of it.
   
Made in gb
I'll Be Back



United Kingdom

Well

I just played against Nurgle Daemons army and got mullahed. We are not the Daemon killer we used to be. Only 1 model (Draigo) any good against daemons and although we have 1 tide just cannot do much against them.

Played a 2k game as follows

Kaldor
Grand Master
Brother Captain

2 x 5 Terminators
1 x 5 SS
10 Interceptors
10 Purifiers
Dreadnought
2 x Dreadknights with Greatsword. 1 had heavy psycannon and the other had a gatling psilencer.

The amount of recover wounds characters, disgustingly resilient saves he made was a joke and then for 2cp whatever I killed he could bring back how do you beat that?

 
   
Made in pl
Been Around the Block




The problem is not army itself, but more like your list. Terminators are bad, purifires are worse than interceptors, grand master should be in Nemesis dreadknights.
We have plenty of tools to deal with daemons.
All psi-silencer and stormbolter shots are super efficient in killing their infantry.
Psycannons with empyric amplification and nemesis weapons are super efficient at killing their multiple wound models.
On top of that we have access to army wide good save which they will struggle to break becouse they dont have much of good ap in their weapons.
Just build army list better, start somewhere around GMNDK and 3 NDK all with both psycannons and psisilencers, get a techmarine and some mixture of strike marines, interceptors and buffing heroes.
You will do much better
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg



Successful list with two Patrol Detachments, two leading GMNDKs and further three NDKs.
How many GMNDKs/NDKs are you fielding?
Spoiler:

1st Place
Ben Cherwien – Iron Halo


++ Patrol Detachment 0CP (Imperium – Grey Knights) [40 PL, 795pts] ++

+ Configuration +

Brotherhood: Swordbearers

Detachment Command Cost

+ HQ [16 PL, 315pts] +

Brotherhood Techmarine [5 PL, 80pts]: 5: Warp Shaping, Boltgun, Omnissian Power Axe
. Servo Arms

Grand Master in Nemesis Dreadknight [11 PL, 235pts]: 1: Gate of Infinity, 2: Empyric Amplification, 3: Unyielding Anvil, Dreadfist, Dreadknight teleporter [10pts], Gatling Psilencer [20pts], Heavy Psycannon [20pts], Nemesis Greatsword [15pts], Servant of the Throne [1 PL, 20pts], Sigil of Exigence, Warlord

+ Troops [6 PL, 110pts] +

Strike Squad [6 PL, 110pts]
. 4x Grey Knight (Halberd) [88pts]: 4x Nemesis Force Halberd, 4x Storm Bolter
. Grey Knight Justicar [22pts]
. . Nemesis Force Halberd

+ Heavy Support [18 PL, 370pts] +

Nemesis Dreadknight [9 PL, 185pts]: Dreadfist, Dreadknight teleporter [10pts], Gatling Psilencer [20pts], Heavy Psycannon [20pts], Nemesis Greatsword [15pts]

Nemesis Dreadknight [9 PL, 185pts]: Dreadfist, Dreadknight teleporter [10pts], Gatling Psilencer [20pts], Heavy Psycannon [20pts], Nemesis Greatsword [15pts]

++ Patrol Detachment -2CP (Imperium – Grey Knights) [66 PL, 1,205pts, 9CP] ++

+ Configuration [10CP] +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

Brotherhood: Blades of Victory

Detachment Command Cost [-2CP]

+ HQ [17 PL, 320pts, -1CP] +

Brotherhood Techmarine [5 PL, 80pts]: 1: Gate of Infinity, Boltgun, Omnissian Power Axe
. Servo Arms

Grand Master in Nemesis Dreadknight [12 PL, 240pts, -1CP]: 1: Gate of Infinity, 2: Empyric Amplification, Dreadfist, Dreadknight teleporter [10pts], Foretelling of Locus [2 PL, 30pts], Gatling Psilencer [20pts], Heavy Psycannon [20pts], Nemesis Daemon Greathammer [10pts], Shield of Humanity [-1CP], Vanguard Aggression

+ Troops [12 PL, 220pts] +

Strike Squad [6 PL, 110pts]
. 4x Grey Knight (Halberd) [88pts]: 4x Nemesis Force Halberd, 4x Storm Bolter
. Grey Knight Justicar [22pts]
. . Nemesis Force Halberd

Strike Squad [6 PL, 110pts]
. 4x Grey Knight (Halberd) [88pts]: 4x Nemesis Force Halberd, 4x Storm Bolter
. Grey Knight Justicar [22pts]
. . Nemesis Force Halberd

+ Fast Attack [28 PL, 480pts] +

Interceptor Squad [14 PL, 240pts]
. 9x Interceptor (Halberd) [216pts]: 9x Nemesis Force Halberd, 9x Storm Bolter
. Interceptor Justicar [24pts]
. . Nemesis Force Halberd

Interceptor Squad [14 PL, 240pts]
. 9x Interceptor (Halberd) [216pts]: 9x Nemesis Force Halberd, 9x Storm Bolter
. Interceptor Justicar [24pts]
. . Nemesis Force Halberd

+ Heavy Support [9 PL, 185pts] +

Nemesis Dreadknight [9 PL, 185pts]: Dreadfist, Dreadknight teleporter [10pts], Gatling Psilencer [20pts], Heavy Psycannon [20pts], Nemesis Greatsword [15pts]


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
Journeyman Inquisitor with Visions of the Warp






Dimmamar

 wuestenfux wrote:


Successful list with two Patrol Detachments, two leading GMNDKs and further three NDKs.
How many GMNDKs/NDKs are you fielding?
Spoiler:

1st Place
Ben Cherwien – Iron Halo


++ Patrol Detachment 0CP (Imperium – Grey Knights) [40 PL, 795pts] ++

+ Configuration +

Brotherhood: Swordbearers

Detachment Command Cost

+ HQ [16 PL, 315pts] +

Brotherhood Techmarine [5 PL, 80pts]: 5: Warp Shaping, Boltgun, Omnissian Power Axe
. Servo Arms

Grand Master in Nemesis Dreadknight [11 PL, 235pts]: 1: Gate of Infinity, 2: Empyric Amplification, 3: Unyielding Anvil, Dreadfist, Dreadknight teleporter [10pts], Gatling Psilencer [20pts], Heavy Psycannon [20pts], Nemesis Greatsword [15pts], Servant of the Throne [1 PL, 20pts], Sigil of Exigence, Warlord

+ Troops [6 PL, 110pts] +

Strike Squad [6 PL, 110pts]
. 4x Grey Knight (Halberd) [88pts]: 4x Nemesis Force Halberd, 4x Storm Bolter
. Grey Knight Justicar [22pts]
. . Nemesis Force Halberd

+ Heavy Support [18 PL, 370pts] +

Nemesis Dreadknight [9 PL, 185pts]: Dreadfist, Dreadknight teleporter [10pts], Gatling Psilencer [20pts], Heavy Psycannon [20pts], Nemesis Greatsword [15pts]

Nemesis Dreadknight [9 PL, 185pts]: Dreadfist, Dreadknight teleporter [10pts], Gatling Psilencer [20pts], Heavy Psycannon [20pts], Nemesis Greatsword [15pts]

++ Patrol Detachment -2CP (Imperium – Grey Knights) [66 PL, 1,205pts, 9CP] ++

+ Configuration [10CP] +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

Brotherhood: Blades of Victory

Detachment Command Cost [-2CP]

+ HQ [17 PL, 320pts, -1CP] +

Brotherhood Techmarine [5 PL, 80pts]: 1: Gate of Infinity, Boltgun, Omnissian Power Axe
. Servo Arms

Grand Master in Nemesis Dreadknight [12 PL, 240pts, -1CP]: 1: Gate of Infinity, 2: Empyric Amplification, Dreadfist, Dreadknight teleporter [10pts], Foretelling of Locus [2 PL, 30pts], Gatling Psilencer [20pts], Heavy Psycannon [20pts], Nemesis Daemon Greathammer [10pts], Shield of Humanity [-1CP], Vanguard Aggression

+ Troops [12 PL, 220pts] +

Strike Squad [6 PL, 110pts]
. 4x Grey Knight (Halberd) [88pts]: 4x Nemesis Force Halberd, 4x Storm Bolter
. Grey Knight Justicar [22pts]
. . Nemesis Force Halberd

Strike Squad [6 PL, 110pts]
. 4x Grey Knight (Halberd) [88pts]: 4x Nemesis Force Halberd, 4x Storm Bolter
. Grey Knight Justicar [22pts]
. . Nemesis Force Halberd

+ Fast Attack [28 PL, 480pts] +

Interceptor Squad [14 PL, 240pts]
. 9x Interceptor (Halberd) [216pts]: 9x Nemesis Force Halberd, 9x Storm Bolter
. Interceptor Justicar [24pts]
. . Nemesis Force Halberd

Interceptor Squad [14 PL, 240pts]
. 9x Interceptor (Halberd) [216pts]: 9x Nemesis Force Halberd, 9x Storm Bolter
. Interceptor Justicar [24pts]
. . Nemesis Force Halberd

+ Heavy Support [9 PL, 185pts] +

Nemesis Dreadknight [9 PL, 185pts]: Dreadfist, Dreadknight teleporter [10pts], Gatling Psilencer [20pts], Heavy Psycannon [20pts], Nemesis Greatsword [15pts]



I actually have a similar list! In my last game, I took down a Monolith in one round of shooting by swapping Tides to Convergence (so that all my heavy guns were in range) and then cursing it with Empyric Amplification.
5 NDKs, 2 of them GMs. The amount of board presence is usually shocking to other players--they're still used to GK being slow and plodding. But with a shunt, a Gate, Vanguard, and a Sigil teleport, I am suddenly everywhere straightaway. I think maybe I should put the Sigil on the non-warlord GMDK, so that the first one gets a vanguard move and the second gets a teleport.
Spoiler:

Blades of Victory Spearhead

+HQ+
Librarian, Weapons (Staff) Powers (Gate, Sanctuary), Relic (Matrix), Gifts (Gem)
GMDK, Weapons (Psycannon, Psilencer, Hammer), Powers (Amplification, Vortex), Traits( FttF, Vanguard Aggression), Relics (Sigil), Gifts (Servant of the Throne)

+ELITE+
4x Servitors

+HEAVY+
NDK, Weapons (Psilencer, Psycannon, Fist)
NDK, Weapons (Incinerator, Psycannon, Fist) Gear (Teleporter)
NDK, Weapons (Incinerator, Psycannon, Fist)

Prescient Brethern Patrol

+HQ+
Chappie, Prayers (Words of Power), Powers (Warp Shaping), Gifts (Paralysis)
GMDK, Weapons (Psycannon, Psilencer, Sword), Powers (Sanctuary, Vortex), Traits( FttF, Vanguard Aggression), Relics (Sigil), Gifts (Servant of the Throne)

+TROOPS+
5x GKSS
5x GKSS

+ELITE+
Apothecary, Weapons (Sword), Powers (Gate), Trait (Divination)

+FAST+
10x GKI
10x GKI

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 
   
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Dimmamar

Played another game on Friday against IF, and I did mix up the relics.
He had (roughly) Grand Chappie, Master Apothecary, Killy Lt, and Judicator for characters. 3x5 vanilla Intercessors, 2x6 bolter Inceptors, 3x bolter Agressors, 4x Eradicators, a Redemptor with plasma, and a big shooty Primaris laser tank.
I split one of the GKI so that I could hold objectives a little better. I got first turn and killed the tank, the Agressors, 4 Inceptors in one unit, and a unit of Intercessors. Empyric Amplification is I think enough to kill big targets, which is one of the reasons I've been taking Blades of Victory instead of Swordbearers--I don't need the Sword power, and I really want the BoV warlord trait. I held 3/4 objectives and shunted a NDK into his backfield (where he had left a large hole). I pushed to midfield with my 10 GKI, when then got mobbed by 3 Bladeguard, a Lt, a Chappie, and a Judicator. With shooting and the attacks, the entire 10x GKI went down! The NDK in his deployment also went down. The Redemptor did 6 wounds to my GMDK warlord (even with a 3++) and then died in close combat against the two GMDKs. 5x Intercessors shot down one GKSS on an objective and then lost 4 in the fight phase when they charged me (why you would charge -2AP 2D weapons with Intercessors, when all you have is flat cc, I have no idea...I guess he really really hoped that he could flip that objective?)
In my turn, everything moved forward. His Bladeguard had consolidated in such a way that his four characters were now open to all the DK shooting, so I killed three of them (Apothecary first, then Chappie, finally Lt.) My reserve NDK plopped into the corner where it could benefit from a GM aura and finish off some Inceptors. I moved the wounded GMDK warlord away from the Eradicators and Gated him into a position to fire on the Bladeguard and Inceptors that were still alive. The other full health GMDK moved towards the Eradicators, and I killed 2 of them. I wiped the last Intercessor and the closeby Inceptors, securing my objective with 4 GKSS and 4 GKI.
On his turn, bottom of 2nd, he tried to retaliate against the GMDK that had shot at the Eradicators, but I used the Sigil to jump away! He ended up punking two GKSS, which imo is a huge waste on his part and a decent trade on mine. He charged the GKI with 2 Bladeguard (one had died to mortals) and Judicator; I intervened with the Apothecary. Because of how he allocated his attacks, he killed only two GKI and did 4 wounds on the Apothecary. The Judicator whiffed and the GKI killed him. The Apothecary killed a Bladeguard.

We called it, since he had a Bladeguard and two Eradicators left. I played out the objectives and end score was 89-16. I maxed out Primary, and had taken Teleport Assault (which I only got 6), Stranglehold (15), and Assassination (13). I'm not sure how I feel about Teleport Assault, but I do like Stranglehold and Assassination.

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 
   
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Hamburg

Well done, Elric.

Now we have seen a few GK army lists with 2 GMNDKs.
It appears that such lists contain
2x GMNDK,
3x NDK,
2x 10 Interceptors,
3x 5 GKSS (may vary) and
some further HQs.

In view of the HQs, I'm a bit indifferent as the choices vary from 2x Techmarine to 1 Chappy and 1 Libby.
Not sure what to do with the Techmarines? They are slow and can hardly keep up with the units (NDKs) to be repaired.

Thoughts?

This message was edited 1 time. Last update was at 2021/10/26 16:23:35


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I've been running the 3+1 dreadknight/GMNDK list with interceptors, 3x5 strikes, chappy, Draigo and and purifiers for their purifying flame. I think the fifth dreadknight would be worth it.

Four games in and 3-1 so far,

As much as I love Draigo, I'm not sure I'm getting the 180 points value out of him versus a different HQ.

I wish there was a way to speed up the techmarines, I have one but have not tried him out for the reasons you stated @Wuestenfux

I do like the chaplains litanies for buffing a big squad of interceptors, but he suffers the same issues as the other HQs, just too dang slow.

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Dimmamar

Played a great game on Friday against my friend Matt Evans, who is currently #68 on ITC. He's been into Tyranids for as long as I've been into GK, so he's quite dialed into his army. This was my most competitive game so far with the new book. (Four kids makes it difficult to have time for lots of games.)

He brought a Leviathan detachment and a GSC patrol.
Swarmlord, Broodlord, flying Hive Tyrant, some forgeworld beastie with 18 wounds, Malaceptor, 3x Warriors, 6x Hive Guard, 20 genestealers
Magus, Shooty assassin cowboy, and 3x6 cultists with hand flamers.

My list is a Prescient Patrol and a BoV Spearhead
Techmarine with healing relic, psipsy GMDK with sword and sigil and Noble Death, 2x5 GKSS, 2x10 GKI, Apothecary with Divination
Libby with Gem and Matrix (Gate/Vortex), psipsy GMDK with hammer/shield and FttF/Vanguard Aggression, 2x psycin/Teleport NDKs, 1x psipsy NDK with sword, 4x servitors

We played 22 Sweep and Clear, he got first turn.
I took Purifying Ritual, Stranglehold, and Assassination
He took Engage Fronts, ROD, and Direct Assault (the mission one)

As an aside, the Techmarine healed 12 wounds in this game, and all four times putting the dreadknight up a bracket, which imo is definitely more value than the Chappie I'd been running.
As another aside, after writing this report, I noticed I didn't mention any Stratagem use. I'm not going to add that in, but I did use Buff Guns on a GMDK every single turn, as well as Cast on 3 and Deny on 3. I used Transhuman once and Cast Again once or twice. I rerolled invulns against high damage attacks, with mixed results.
Buff Guns is my most-used stratagem, with Cast on 3 coming in second and Transhuman being my pocket play (although I've found it really difficult to judge the efficiency of this strat, since the high damage attacks you want to protect against are usually low volume, making off-the-cuff calculations hard to perform in a time crunch).

There was quite a bit of terrain, so I holed up in a building with my infantry and arranged the NDKs around that, splitting one of the GKIs and reserving one of the GKSS. I moved up my Vanguard and friend, and he moved up the went first.
Top of T1
Spoiler:
Flyrant moved into position to charge my scouting NDKs. Genestealers advanced and set up to charge my Prescient GMDK and another NDK next to him. He got catalyst onto the Hive Tyrant and failed/denied the rest. He shot my PAGK with Hive Guard, and since I was in shadows it was -1 to hit although I didn't get my +1sv because of Hive Guard sillyness. They shot twice and removed 3 GKSS and 2 GKI from one of the small units, both of who passed morale. Something big shot at my Blades GMDK, who popped his Shield. (Note: the shield works for the remainder of the turn, which two people argued with me about until I showed them the book...so be aware of your strengths!)
His Flyrant charged the psipsy NDK, avoiding the shielded GMDK, and I did a wound in OW (which was a foolish choice on my part). His Genestealers charged both the DKs they had set up for...this is where I should've overwatched, since the flamer would've removed several models. I took quite a few wounds in the stealer combat, getting down to 7 on the GMDK and 6 on the NDK. The other one did quite well, failing a single save for 3dmg. In return, I swung back with the sword and put 4dmg total onto the Flyrant. The other two killed a lot of stealers, leaving six-ish (the greatsword is pretty awesome). My opponent was quite upset at not killing anything, and honestly I think probably one of the NDKs should've died but he didn't roll as well as he should've, and I passed more 4++s than I should've. I need to remember my flamer for OW.
He scored 2pts for Engage.
10-12 his favour

Bottom of T1
Spoiler:
5 man GKI moved towards the objective on his board edge, outside his deployment. 3 man GKI shunted to the other objective outside the deployments, hugging a ruin. GKSS stood still and the untouched NDK set up for some shooting. The Techmarine ran forward and gave 3 wounds back to the sword GMDK, who had taken several from stealers. I failed a lot of psychic, because of Shadows and his insane deny rolls. I popped the Gem to ensure a Gate and a Vortex from the Libby. I got a perils on my limping NDK, and while the smite killed a genestealer, he took 2 wounds :/ I teleported the 5 man GKI onto the objective so that I was sitting on 4 total--mine, middle, two in the corners. I was denied on 3/4 Rituals, so I only got 1pt. I did some smites that chipped some wounds on big monsters.
In shooting, I didn't do as much as I would've liked. My NDK did quite poorly against the stealers, getting them down to three models. The engaged sword GMDK then shot the psycannon at a big guy and the psilencer at the stealers, thinking I could remove three models with my 12 shots. Wrong! and there was one left, making me waste the psycannon. The NDK with the Flyrant did around four wounds, which was pretty good, and the other GMDK did wounds on the Maleceptor (although he was also making 4++s like a boss).
In assault, GMDK charged Flyrant, finishing him off with the hammer.
I scored Stranglehold and Assassination.
17-12, my favor
We each had only 2CP remaining at this point in time.

Top of T2
Spoiler:
Opponent held 1 objective, scoring 5pts on Primary. He stated that his intention this round was to deny me any Primary points. Broodlord lurked in a ruin, Malaceptor and FW monster inched up to touch the center objective (and therefore contest it with my GMDK), and Magus hid behind the bigguns. 3x Warriors moved towards the right objective, which had only 3 GKI on it. The gunslinger and a cultist squad appeared by the left objective, which was held by 5x GKI, and another cultist squad appeared within 3" of me, taking my back objective! He got off Catalyst on the Broodlord and did some psychic damage on DK, though my 5+++ really helped there. After a lot of shooting, the crippled NDK had with only 2 wounds remaining, the 3x GKI on the right objective were dead, the 5x GKI were dead to flamers and pistols, the servitors were dead from 6d6 hand flamers. In assault, I finished off the remaining single stealer tying up my NDK and GMDK. The NDK consolidated backwards towards the backfield cultists (since he was so damaged) and GMDK moved towards the FW monster.
He got 3 more for Engage and 3 for Direct Assault.
17-23, his favor
He had only 1 CP left

Bottom of T2
Spoiler:
My sword GMDK moved over to the right objective, and my GKSS dropped onto this. I popped Noble Death aura so that I would definitely hold that one. Both flamer NDKs moved to tackle the cultists in the backfield. I planned to use the full-health NDK to hold this one, since I thought it was unlikely that Hive Guard would kill him in one turn. The hammer GMDK in center field set up to charge the Malaceptor. My 10-man GKSS moved onto the left objective and spread out in a ring with the objective at the middle, so that he couldn't pop up and take it like last time. Mr Techie healed for 3 wounds, and the Libby ran onto the center objective to put another body there. In psychic, I got off 3/4 Rituals, earning me 4pts! I also put Amplification onto the Malaceptor. I wiped both cultist units but left the gunslinger alive. The Warriors on the right flank were toasted, and the Malaceptor survived with 6 wounds to 2x psipsy DKs with Amplification.
Mr Hammertime charged the FW monster, who had a 3+ and no invuln, T7 with 18 wounds. I swung with my 6 attacks, hitting 5 times and wounding 4. With my damage rolls, I got 21 damage, insta-gibbing the scary beast (whatever it was). My opponent was pretty salty. A bystander said that no matter what, it's always hilarious when something takes 20+ damage in one go, and I had to agree in this case! Statistically I should've done only 10-16 damage, so killing it outright was lucky on my part, but I suppose my Victorious Grand Master had had ENOUGH!
I scored 3 for Stranglehold.
24-23, my favor.

Top of T3
Spoiler:
He scored 5 for Primary. He brought in the final cultist unit to support the gunslinger on the left objective against the 10x GKI. He moved up the Swarmlord to try and take the center objective against my Libby, Techie, psipsy NDK, and hammer GMDK. Psychic did a number of wounds to various DKs and managing to kill, through psychic and shooting, the psipsy NDK. The Hive Guard split their fire and took down the two little GKSS on my back objective, 1 of the GKSS on the right objective, the Libby in center field, and some GKI. The cultists, Hive Guard, and gunslinger killed 4 of the 10 GKI and they passed morale, leaving me on 3 objectives with the center contested. He charged the Swarmlord into hammer GMDK, and didn't kill him. I swung back and mopped him up. GMDK had 4 left. Magus charged the Techmarine and managed to do nothing, and was punked in return with the Omnissiah's blesssed axe.
He scored 2 for Engage.
24-30, his favor.

Bottom of T3
Spoiler:
I got 15 on primary this time, holding 3 objectives and contesting the middle. My sword GMDK moved into center field and shot at the Malaceptor, killing it finally. Again, a lot of denies and fails, with only 2/3 Rituals working. NDK shunted to support the GKI, and they together killed the cultists and Gunslinger. The Hammer shot at and killed the Broodlord in a ruin.
I scored 3 Stranglehold and 13 for Assassination, maxing out that latter secondary.
55-30, my favor.

Top of T4 and end game
Spoiler:
He shot with the Hive Guard and then called it, after killing the Techmarine and the limping NDK.
I played out my turns and got 15pts on T4 and T5, maxing Primary. I also maxed Ritual and Stranglehold.


So that was my first 100pt game with the new book, and it was against a highly-rated player who is taking that exact list to the GT later this month. I was very pleased with my performance, and saw ways to further improve.

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 de
Ladies Love the Vibro-Cannon Operator






Hamburg

Elric. Well done.

Here is my 2000 pt GK list (2x GMNDK, 1x Libby, 1x Chappy, 4x5 Strikes, 2x5 Interceptors, 3x NDK).

[Thumb - GK-2000-Nov2021.jpg]


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Dimmamar

Looks good, wuestenfux! They're very grim

Do you think that the heavy bolters on the Razors are a good addition to your list? Why take those instead of basic Rhinos? I personally don't think that 5 points for one S5 AP-1 D2 shot is worth it (30pts over the transport for the 6-shot gun)

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 gb
Longtime Dakkanaut





UK

Are Stormravens viable with Sanctuary? I'd love to add one to my army, but I'm very aware of how fragile flyers are normally.

https://www.flickr.com/photos/dreadblade/
[2,000] Chaos Knights
[1,000] Thousand Sons
[1,000] Grey Knights 
   
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Goonhammer featured a list that won a GT using a Stormraven. I think that its ok, but not the absolute best option.

https://www.goonhammer.com/competitive-innovations-in-9th-many-magnificent-majors/

Stormraven list is midway down that article.
   
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UK


https://www.flickr.com/photos/dreadblade/
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[1,000] Thousand Sons
[1,000] Grey Knights 
   
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Hamburg

 dreadblade wrote:
Are Stormravens viable with Sanctuary? I'd love to add one to my army, but I'm very aware of how fragile flyers are normally.

Interesting list.
I know Fritz since 2003. He's a good player and already in the 40s.

Spoiler:

Army List – Click to Expand

++ Battalion Detachment 0CP (Imperium – Grey Knights) [82 PL, 1,650pts, 11CP] ++

+ Configuration +

Brotherhood: Swordbearers

Detachment Command Cost

+ Stratagems +

Armoury of Titan [-1CP]: 1 Additional Relic

+ HQ +

Brotherhood Techmarine [6 PL, 110pts]: 1: Gate of Infinity, 3: Unyielding Anvil, Aetheric Conduit, Boltgun, Foretelling of Locus, Omnissian Power Axe, Warlord
. Servo Arms

Grand Master in Nemesis Dreadknight [11 PL, 235pts]: 2: Empyric Amplification, 3: Sanctuary, A Noble Death, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword, Sigil of Exigence

+ Troops +

Strike Squad [6 PL, 110pts] . 4x Grey Knight (Sword): 4x Nemesis Force Sword, 4x Storm Bolter
. Grey Knight Justicar
. . Nemesis Force Sword

Strike Squad [12 PL, 220pts] . 3x Grey Knight (Halberd): 3x Nemesis Force Halberd, 3x Storm Bolter
. 5x Grey Knight (Sword): 5x Nemesis Force Sword, 5x Storm Bolter
. Grey Knight (Warding Stave)
. Grey Knight Justicar
. . Nemesis Force Sword

Strike Squad [6 PL, 110pts] . 4x Grey Knight (Sword): 4x Nemesis Force Sword, 4x Storm Bolter
. Grey Knight Justicar
. . Nemesis Force Sword

+ Heavy Support +

Nemesis Dreadknight [8 PL, 175pts]: Dreadfist, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword

Nemesis Dreadknight [8 PL, 175pts]: Dreadfist, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword

Nemesis Dreadknight [8 PL, 175pts]: Dreadfist, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword

+ Flyer +

Stormraven Gunship [17 PL, 340pts] . Twin Heavy Plasma Cannon
. Twin multi-melta: Twin multi-melta
. Two Hurricane Bolters: 2x Hurricane bolter

++ Patrol Detachment -2CP (Imperium – Grey Knights) [17 PL, 345pts, -3CP] ++

+ Configuration +

Brotherhood: Prescient Brethren

Detachment Command Cost [-2CP]

+ HQ +

Grand Master in Nemesis Dreadknight [11 PL, 235pts, -1CP]: 5: Warp Shaping, 6: Ghostly Bonds, Divination, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword, Servant of the Throne, Shield of Humanity

+ Troops +

Strike Squad [6 PL, 110pts] . 4x Grey Knight (Sword): 4x Nemesis Force Sword, 4x Storm Bolter
. Grey Knight Justicar
. . Nemesis Force Sword


In Goonhammer Open,
13th – Andrew Bourbon – Grey Knights: The full six Dreadknights going all out.
How 6 NDK? I guess a 3rd Patrol.

This message was edited 4 times. Last update was at 2021/11/09 16:05:59


Former moderator 40kOnline

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Dimmamar

Played a game against Slannesh Daemons + Belakor on Friday.

She had a battalion + a patrol

2x Exalted Keepers with 4++, one with Soulstealer, the other with Forbidden Gem
Piggyback Prince
3x10 Daemonettes
2x5 Furies

Belakor and Shalaxi
10x Daemonettes
2x5 Fiends

I had
Spoiler:
Grey Knights Patrol, -2CP, 1120pts
Prescient Brethren
HQ
Techmarine – 95
Dominus (Vortex), Relic (Aetheric Conduit), Vision (Paralysis)
Boltgun, Flamer, Servo Arm, Power Axe
Grand Master in NDK – 225
Dominus (EmpAmp, Vortex), Relic (Sigil), Vision (Noble Death)
Psycannon, Psilencer, Greatsword, Dreadfist
TROOPS
Strike Squad, 5 – 110
Incinerator, Storm Bolters x4, Halberd, Swords x3
Strike Squad, 5 – 110
Incinerator, Storm Bolters x4, Halberd, Swords x3
ELITES
Apothecary – 95, Shield of Humanity (-1CP)
Warlord (Divination), Dominus (Warp Shaping)
FAST
Interceptor Squad, 10 – 240
Incinerators x2, Storm Bolters x8, Halberds x4, Swords x4
Interceptor Squad, 10 – 240
Stave, Halberds 5x, Swords x4

Grey Knights Spearhead, 0CP, 880pts
Blades of Victory
HQ
Librarian – 105
Dominus (Gate, Sanctuary), Gift (Gem of Inoktu)
Stave
Grand Master in NDK – 225, Exemplar of the Silver Host (-1CP)
Warlord (Anvil, Vanguard), Dominus (EmpAmp, Bonds), Relic (Scrolls), Gift (Servant)
Psycannon, Psilencer, Greathammer, Dreadfist
ELITES
Servitors, 4 – 30
HEAVY
Dreadknight – 175
Psycannon, Psilencer, Greatsword, Dreadfist
Dreadknight – 170
Psycannon, Psilencer, Dreadfists, Teleporter
Dreadknight – 165
Psycannon, Incinerator, Dreadfists, Teleporter


We played Scouring, which was a little tough against so many fast daemons. I didn't score Primary on T1, and I missed Stranglehold and Purifying Ritual on T1 also. I obviously took Destroy the Daemon and got full points on that, with full primary, 12/15 Stranglehold, and 14/15 Purifying Ritual.

The things to take away are: Belakor supported by the advance+charge aura is pretty nuts. He killed a Librarian and a NDK in one fight phase....and then died a horrible death, but still.
My opponent did not bring back a single Keeper, instead opting for the units of Fiends that I kept destroying. I think that was a huge tactical error on her part, she just got excited to use the strat each time. The second time it happened, she thought that two GMDKs couldn't kill a wounded Keeper with a 4++/6+++ in one shooting phase...but I did
I managed to lose 1 NDK in my first combat phase. It had been wounded and cursed to fight last, but I thought that a double team on a KoS with two NDKs (one of them with Hammerhand and Sword) would make it out alive. Sadly, it did not. Keepers have a LOT of damage on their weapons, so each failed save is a big deal.
I stayed in Tide of Banishment the whole game (of course), and while I didn't do a whole lot of mortals, the rerolls EVERYWHERE was very nice.

Overall, it was done by the bottom of T3, at which point I had killed everything except a unit of Furies. The game would've gone a bit longer if she had brought back Keepers instead of Fiends, but dropping in and failing a charge is probably what would've happened, and then the Keeper would have been shot by everything on the board.

So it was fun, but I'm not too worried about facing this in the tournament this weekend. I'm more concerned by the Ramshackle list that's in the event, which I practiced against and LOST horribly on T1. I had to pick up a GMDK and two NDKs, as well as half my infantry. After I took my turn and killed two planes, leaving all the buggies on the board, we decided it was over.

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
Regular Dakkanaut





I'm having a lot of success with running a 10-man Preserver Terminator squad with 3 characters - Apothecary, Ancient, and Draigo. Draigo gives rerolls, the banner gives +1 attack! and an extra leadership for passing morale (so important), and the apothecary to literally just raise them from the dead for 1 cp and make them super tanky with the 5+++.
Each character chooses spells that either buff the squad or provide utility like Emp Amp, Ghostly Bonds (for preventing and setting up charges) and ofc Sanctuary.
Rerolling all hits makes hammers super deadly, and I always take one on the Justicar (5 attacks).

This message was edited 4 times. Last update was at 2021/11/10 10:02:13


 
   
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Hamburg

 _SeeD_ wrote:
I'm having a lot of success with running a 10-man Preserver Terminator squad with 3 characters - Apothecary, Ancient, and Draigo. Draigo gives rerolls, the banner gives +1 attack! and an extra leadership for passing morale (so important), and the apothecary to literally just raise them from the dead for 1 cp and make them super tanky with the 5+++.
Each character chooses spells that either buff the squad or provide utility like Emp Amp, Ghostly Bonds (for preventing and setting up charges) and ofc Sanctuary.
Rerolling all hits makes hammers super deadly, and I always take one on the Justicar (5 attacks).

This looks really good.
How expensive is this unit (for the lazy reader)?
Sticking all eggs into one basket can also fail, can't it?

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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."

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