Well lately I have been trying my had at a far share of different flavors of space marines I've toyed with Ultramarines, Salamanders, and Blood Angels. All have some interesting twists as to how that are played( well 2/3 of them anyway

. I have proxied my ultramarines in the play test them. I have won games with all of them fairly well and also lost quite horribly too, learning as I go. But last night I tried a proxy game of grey knights again tau and I must say that was more of a challenging game then any i've play before!
It did something for me that none of the games could do, and I think I may have found my next army choice. I've been reading on various forums about grey knights including the "way of the water warrior" tactica on bolterandchainsword. So I have at least some idea what's the more popular builds. I know that grey knights are a very hard army (pure grey knights which is what I will be dealing with, nothing else) and the purpose here isn't for anyone to help me build a super competitive list. I would just like for any of you out there who are more experienced than I with them to maybe share your wisdom.
Here is the list that I ran, again using proxy pieces. I know a guy at my game shop that is going to hook me up with around 1000pts at a great price so the proxies will be done away with! Anyways here goes:
HQ
Grand Master
Psycannon
Icon of the just
Hammerhand
TROOPS
Justicar
Grey knight in power armor x9
Justicar
Grey knight in power armor x9
Justicar
Grey knight in power armor x9
HEAVY SUPPORT
Dreadnought
Twin Linked Lascannon
Dreadnought
Twin Linked Lascannon
Dreadnought
Twin Linked Lascannon
This is about 1500pts. It was my first go and I must say I was surprised at the outcome. The tau player had 2 hammerheads, one railgun and one ion cannon. Also there were 2 devilfish and 2 stealth suit squads of 6 each with the +1
BS upgrade, a unit of 12 fire warriors and finally 2 broadsides with 1 shield drone. His
HQ was the character command with the command and control drone with 2 fusion blasters, I can't remember her name. It was a friendly game so I didn't worry about the 1+ normal commander.
In this game at least, I realized that 3 dreadnoughts not the best use of points. 2 went down before they got a shot off( I did forget the 72 range of a railgun though). What did help with anti-tank was the psycannon on the grandmaster. He took down the ioncannon hammerhead and the devilfish!
They biggest thing that hurt me was the stealth suits. They were murder to my advancing troops. The shrouding saved me from being targeted 4 times! I was glad of that! I realized something however, that if I had a unit or two of the FAGKs I could deep strike them to help deal with the stealth suits. I'm not a huge fan of
DS because of the risk but as I read the fluff about how dangerous drop podding is I actually don't mind the risk as much now. Another thing that before last nights game would hold me back from the idea is that it seems that I would want all the troops on the board at once as possible. Well that may not be a great thing, i've come to realize because that just gives the enemy more targets to shot at as well as making for a larger footprint to move across the board which may divide the forces or disallow them to bare down together on a enemy unit anyway.
Whereas if I had used a unit to deep strike I could have dealt with the stealth suits more effectively. Thus allowing more troops to get to the desired position in one piece.
So with this in might what are some thoughts on some good unit composition for both regular
PAGKs and FAGKs? The popular ones seem to be 8-10
PAGKs no special weapons upgrades with maybe a targeter and homer, and 6-8 FAGKS with either 2 incenerators or 2 psycannons. I personally favor the psycannon for it's anti-tank/anti-skimmer abilities.