Switch Theme:

1500 pt Grey Knight List  [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 us
Unshakeable Grey Knight Land Raider Pilot





Wyoming

here is my 1500 pt Grey Knight/ Daemonhunters list

HQ
Grand Master
-Meltabombs

Troops
7 Power Armor Grey Knights (PAGK from now on)
-meltabombs on justicar
-2 incinerators

6 PAGK
-meltabombs on justicar

6 PAGK
-meltabombs on justicar

Heavy Support
Land Raider- lascannon variation
-Smoke Launchers

Land Raider- Lascannon Variation
-Smoke Launchers

Land Raider Crusader
-Smoke Launchers

Total- 1494 pts

Ok so this is pretty straight forward, The Grand master and the big squad go into the crusader and rush the line. the other two squads go into the two standard land raiders and are anti armor and take objectives. Keeping in mind that I want to keep this a pure Grey Knight List, what do you think I need to change for a 1500 pt army?
Thanks.
   
Made in us
Wraith





Raleigh, North Carolina

It's short, simple, and to the point. Armies that can't handle multiple land raiders will have a very hard time with it, lascannons attached to AV14 carrying troops that are quite capable in assault is a scary thing to some armies. Armies that can deal with multiple land raiders will destroy you on turn one or two since half your army is made up of three vehicles. Once out of their big tanks, PAGKs are as easy to kill as any Space Marine, and you have a grand total of 20 of them, basically two squads of vanilla Marines with an Independent Character thrown in.

For armies that can't handle AV14, your best bet is to drive around in them, only getting out when you know the PAGKs are going to destroy something or get wrapped up in assault beyond the first assault wave, that way you're safe from incoming firepower during your opponent's turn.

 
   
Made in gb
Sadistic Inquisitorial Excruciator






The Midlands

I don't think you can have melta bombs, it doesn't say you can in the codex.

 
   
Made in us
Tough-as-Nails Ork Boy




Avon, IN

If you are taking a Grand Master you really need 2 or 3 Grey Knight Terminators as a body guard for him....as long as 1 of those guys lives your GM CAN NOT be singled out in combat. I would drop 1 of the land raiders to get 3 or 4 termiantors for your GM + make your PAGK squads bigger.

Goff Boyz iz da Rudest Boyz 
   
Made in us
Skink Chief with Poisoned Javelins




New York/Michigan

I have seen pure GK work best at long range, because of that you incinerators maybe wasted if you choose to do that.
   
Made in us
Stubborn Temple Guard






Yes, the flamer has become a particularly useless weapon. It is basically 1 shot these days, and not worth the cost.

I would either drop them entirely and the extra PAGK in the bigger squad to upgrade to psycannons.

27th Member of D.O.O.M.F.A.R.T.
Resident Battletech Guru. 
   
Made in us
Hollerin' Herda with Squighound Pack




Load up with as many psycannons as possible, put one on your GM and another one in your termie squad that you should include with him. They can fire them at 36 even if they move because of some rule that termies have, I don't have the codex on me but they can. The GM and termies can still rock the NFW and the psycannons.

I agree with what has been said above. you might be too reliant on your vehicles, and that can create mismatches against certain armies like guard and eldar bright lances (rigged weapon). I might go double LR and beef up the PAGK squads, maybe make one a teleport so itll keep pace with the rest of your army.

This message was edited 1 time. Last update was at 2009/05/08 03:28:24


"Your orks are givin me the worst diarehhea ever."

Record
BW Orks 3000ish who/car/es?
Grey Knights 1000
1000 
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





Wyoming

@phantommaster
actually the justicar can take meltabombs, I quote "The Justicar may be given any equipment allowed in the daemonhunters armory." Pg 29. Then when you go to the armory, "Grey Knights in Power Armor can only choose items from the wargear list..." Pg 16. Then when you go to the wargear list you see "Meltabombs.... 5pts" Pg 16

seems legit to me.

@plusargon
Yes shrouding is nice, but what works better, shrouding or AV 14? In addition the LR provides the much needed anti tank. After that, why waste nemisis weapons at long range, I mean if you had a relic blade in every MEQ squad that you ran, wouldn't you want to get into combat?

@Mattlov
So having a Str 5 flamer is not worth the 10 pts? So then a psycannon is not worth the 25 pts, because it is an entire model. After charging out of a LR the incinerator gives great synergy.

@Indigo Jones
Yes I should put termies in my list, but unfortunately they are not scoring and they are expensive, I left them out because you cannot win a game by playing only 2 scoring squads.

If I make a beefy squad teleporting then the same thing happens.... 2 scoring units doesnt win.


5th ed loves armor, and AV14 is amazing...
   
Made in us
Moustache-twirling Princeps





PDX

That is just ugly. The major problem is that most armies can handle AV14, with few exceptions. With so few Troops, it will be difficult. Of course, you can just park these babies on three objectives and you are golden.

Not sure how fun this army would be, though. It would look awesome, though, but all Grey Knights do anyhow.

   
 
Forum Index » 40K Army Lists
Go to: