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Made in us
Regular Dakkanaut




Ok so I got the new rule book for space marines and we are going to be having a tourney in 2 months and my friend decided he wanted to do Grey knights for it with the new space marine stuff. So we clunked our heads together and made what I think might be a decent list. The games are going to be held on a 4X4 because of space limitations and we are going to be doing 3 games and each game should be around 1h 30 to 2h in length. As stated the rules are 5th with the new codex so if you all have any questions or critiques I would love to hear them.

HQ:
Shrike

Elites:
5 Grey knight Terminators

Dreadnought with Assault cannon and Missile Launcher

Troops:
5 Grey knights

5 Grey Knights

5 scouts with snipper rifles and camo Cloaks

5 scouts with snipper rifles and camo Cloaks

Fast Attack:
7 Assault Marines

Hvy Support:
1 whirlwind

2 Vindicators

List works out to 1496

This message was edited 1 time. Last update was at 2008/09/20 09:02:51


 
   
Made in us
Charing Cold One Knight




Lafayette, IN

No weapon upgrades for the termies? 5 additional storm bolters, a unit thats decent at assault but will have to DS to do it? Grey knights aren't THAT great at assault. If you want a firebase they are great, 2 psycannons on a 3 man unit, with shrouding is pretty good actually. PAGKs are good, but 5 man squads with no transports and only storm bolters aren't going to be survivable.

I personally don't see how this list can do well. Weak anti tank, low model count units with no weapons upgrades, limited mobility, all of this makes for an underwhelming army. I do want to know if shrike give grey knights the chapter ability. I would imagine not because of how its worded. When making a list with 5th ed in mind, you need to have an answer for hordes and mech, specifically orks and tank spam. 5th ed cover saves make volume of fire important, but the new vehicle damage chart makes taking anti tank very important (and the combo makes what used to work, not as great). You seem to have hordes under control with 3 pie plates, but you are weak vs tanks, or people who are more mobile than you.

 
   
Made in us
Regular Dakkanaut




I don't think this list is weak on anti tank, if you think about it a horde army isn't going to have a lot of tanks and a tank army isn't going to have a lot of troops so the whirlwind, the dreadnought, and the 2 vindicators have both anti tank AND anti troop. They should be able to handle either hordes or tanks
   
Made in us
Regular Dakkanaut




Ok if people want to know what every one is going to be bringing then here is the list. There should be around 20 people so I guess instead of listing whats coming I'll list whats not. Tyranids are not coming, sisters are not coming, and I guess dark eldar have a VERY small chance of coming so most likely not going to be there. I guess the most likely things I will fight will be Space marines, Eldar, and chaos.
   
Made in us
Thunderhawk Pilot Dropping From Orbit






wait wait wait wait... huh..?

I really think that you need transports for your CC squads, and imho your vindicators will have a tough time getting to your opponent. The transports would also give the added bonus of having more tanks that your opponent needs to worry about.

Scouts are only really good against MC's and, since you've said that their won't be tyranids coming to eat you, I would suggest that you get rid of those squads, and get your grey knights some fancy weapons.

Also if you gave your dread a twin linked lascannon, then you'd have enough anti tank to be safe from blitzkriegs. The whirlwind is a decent choice, but only if you know you'll have some place good to put it... like behind lots of buildings or something.

And one last thing. How do you expect to use your terminators?

I play (homegrown chapter)
Win 8
Draw1
Loss1

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Made in gb
Morphing Obliterator





bog standard GK arent as good as marines. scouts arent as good as marines. GK terminators are good, but should really have incinerators or psycannon and maybe holocaust.

you dont have enough anti-tank. if someone decides to bring a vehicle heavy army you dont have anyway to deal with it. your whirlwind and vindicators are ONLY good against infantry. the only proper tank killing ability you have is in your dreadnought, which will die as soon as your opponent realises its the only thing that can hurt tanks.

shrike doesnt do anything really. he gives your assault marines and scouts fleet and thats it. GK dont benifit because they dont have combat tactics. hes far far too expensive for just a dude with rending lighning claws. captain with a relic blade would be better. if you want to use a special character then you need to build an army that makes use of their abilities.

this isnt a good list. any well thought out army will have no touble with it.


taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
Made in us
Charing Cold One Knight




Lafayette, IN

Lightdrow wrote:I don't think this list is weak on anti tank, if you think about it a horde army isn't going to have a lot of tanks and a tank army isn't going to have a lot of troops so the whirlwind, the dreadnought, and the 2 vindicators have both anti tank AND anti troop. They should be able to handle either hordes or tanks


A dred and 2 vindi is not good anti tank, in fact its quite pathetic. 1 Assault cannon, a missle launcher, and 2 scattering blasts are not even close to being good enough tank hunting. esp considering that 2 of the weapons are on the same model, and neither unit is hard to kill.

 
   
Made in ca
Fresh-Faced New User





Personally i think the scouts are a waste of time.

Use the points freed up from the scouts to buy a marine squad with rhino, or give the DHs transports.

Either make the Assault Marines a 8 man squad or a 6 man squad.

I'd drop one vindicator and use those points for more marines.

Other than that i think this list is alright.

-Nooobody

Record (with marines):
2-0-3
For The EMPEROR!!! 
   
Made in us
Regular Dakkanaut




ok I don't think people really understand the difference of a 6X4 table and a 4X4 table. The size of a table REALLY matters when making an army. The fact is that with a 4X4 table and a 12" deployment zone shrike and the assault squad have a turn ONE assault. That also means my vindicators are in range first round. that and as far as tank hunting goes with such a small table if they REALLY want to the GK's can assault a vehicle, unless its rear is 13 or more. Also some people don't seem to realize that the scouts are there because they are cheap and with GK I still have to have 2 troop choices from the space marine book. The scouts are really only there to hold an objective with a good cover save and supply some good fire support.
   
Made in ca
Fresh-Faced New User





You clearly aren't taking into consideration shooty armies that will deploy right against the board edge.

By my calculations, even with the fleet from shrike, you need to roll a 6 to get a first turn assault, which i find almost impossible with tyranids on a 4x4 table.

As to the scouts, only 1/3 of the time are there objectives, so 1 squad of scouts is fine i guess but 2 squads is not such a great idea, as you should be spending those points on getting a tactical squad.

You clearly dont realize that the vindicators need the enemy not to deploy on the diagonal to them otherwise your are NOT in first turn range. Also with vindicators, they scatter, so regardless of weather your in range it will most likely scatter.

Your army lacks amounts of troops or tanks, and any shooty army could shoot this to bits.

Your GKs will most likely not destroy the vehicle if they assalut them, so you REALLY DO NEED MORE ANTI-TANK.

Shrike makes next to no sense in this list, because the chance of him giving you ONE assault squad a first turn assault, is pretty useless.

I'd get rid of the dreadnought and get something usefull, or put a real anti tank gun on it and remove the missiles.

If one of the lists you are playing is eldar you gonna get slaughtered with this list, because of your lack of anti-tank.

You really need to stop arguing with people trying to give you suggestions and just take them. We are not critisizing your army list we are just trying to give you help on how to make your list better/more competative. If you do not want suggestions, then why did you post this list on dakka?

-Nooobody

Record (with marines):
2-0-3
For The EMPEROR!!! 
   
Made in us
Charing Cold One Knight




Lafayette, IN

I've found the difference in a 4x4 table to only really matter in table quarters. Anybody who sees shrike or your assault squad is going to deploy just out of range, so you will end your movement in rapid fire range. No mans land is STILL 24 inches on a 4x4 board in the classic deployment. In dawn of war its at best 18", and quarters is a nightmare for this list. Not every army will pile up on the edge of the deployment zone. Vindicators are not reliable in the least, its not hard to still get a 4+ save vs them, they scatter, and since you have so many pie plates your opponent isn't going to have a senior moment and bunch up his units to make sure your scatter always still get full effect. Then a real anti tank list is going to destroy/shake your vindicators. 10 Grey knights are not going to survive an advance, so counting them as anti tank is folly.

 
   
Made in us
Banelord Titan Princeps of Khorne






Nooobody wrote:You really need to stop arguing with people trying to give you suggestions and just take them. We are not critisizing your army list we are just trying to give you help on how to make your list better/more competative. If you do not want suggestions, then why did you post this list on dakka?

-Nooobody


Seconded

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Made in us
Ancient Ultramarine Venerable Dreadnought





notabot187 wrote:I've found the difference in a 4x4 table to only really matter in table quarters. Anybody who sees shrike or your assault squad is going to deploy just out of range, so you will end your movement in rapid fire range.


Shrike, and the unit he is with, gain infiltrate. See, But Remain Unseen Page 92

My WHFB armies were Bretonians and Tomb Kings. 
   
 
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