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Made in us
Fresh-Faced New User




1) The point of this army is to provide mobility to my GKs so they can get into their dreaded 24" range as quickly as possible. Additionally, the lascannons on the LR and 2 Razorbacks will provide some much needed anti-tank fire.
2) Crowe will ride in the LR with his Purifiers and their 3 Incinerators!!! This unit is really designed to be more versatile than a simple assault unit. I expect the unit to fare against MEQs as well as horde units. 3 incinerators backed up by storm bolter fire will soften up any unit, and my halberd guys will insure I'm able to whittle away at the enemy unit even more before most enemies will be able to strike back.. then the regular and falchion attacks will go, followed by a hard hitting deamonhammer.... oh and Crowe is in there somewhere doing his thing. (Some people have said Crowe is gimped but I want as many scoring units as possible and can't do without at least one unit of purifiers (plus i think Crowe is pretty awesome myself)).
3) The two 6 man Strike squad units with psycannons inside the lascannon toting Razorbacks will provide support to my LR unit and add some more maneuverability for claiming objectives. Their main jobs are claiming objectives and supporting the Purifiers through either their firepower or melee strength. As stated earlier, the Razorbacks will provide anti-tank support.
4) The 5 man terminator squad with psycannon is really just there because I have the models and feel like I should have some terminators. I envision them deep striking. However, I envision this occurring early enough in the game to matter, but this is not guaranteed so... I am a little unsure what to do with these guys other than walk them across the field with my NDK or pray to the deep strike gods - any thoughts?
5) The Nemesis Dread Knight is there to provide some mobile fire support with that template he can law down. Additionally, while not a close combat god, he can hold his own. I see this guy supporting the LR across the field - providing an alternate target for enemy anti-tank fire while laying down his own fire, and should they both reach the enemy line the big guy will add some decent melee support.
6) In Conclusion, I see the general idea of this list being a strong punch with flexible support units covering flanks and helping claim objectives. The strong punch will be from the Purifier/Crowe laden LR and Dread Knight (and possibly walking terminators). The flank support, objective claiming, and general flexibility role will be fulfilled by the PAGK squads mounted in Razorbacks (and possibly the terminators if deep striking).

HQs:
#1
Castellan Crowe - [150]

Troops:
#1
5 man Grey Knight Terminator Squad - [225]
--1 Psycannon, 2 Daemonhammers, and 3 Halberds
**Deep Strike "maybe," depends on scenario/enemy army**

#2
9 man Grey Knight Purifier Squad - [234]
--3 incinerators, 1 Daemonhammer, 1 pair of falchions, 4 halberds
*In Land Raider* (points not added)

#3
6 man Grey Knight Strike Squad - [225]
--1 Psycannon
+ Razorback w/ Twin-linked Lascannon, extra armor (points added above)

#4
6 man Grey Knight Strike Squad - [225]
--1 Psycannon
+ Razorback w/ Twin-linked Lascannon, extra armor (points added above)

Heavy Support:
#1
Land Raider (normal) - [270]
--2 Twin-linked Lascannons, 1 Twin-linked Heavy Bolter, Extra Armor

#2
Nemesis Dead Knight - [170]
--Heavy Psycannon

Total Points: 1499
Objective Holding Units: 4
Model Count: 38 (including NDK)
Vehicle Count: 3 (1 LR, 2 Razors)

**I had an alternate idea to drop the termies, add an interceptor squad, and find some points and slap a teleporter on the NDK - imagine a whole squad of GKs AND a NDK just popping up at exactly the weakest part of your line... adds flexibility, surprise, distraction, and some real possibilities to do some damage. However, dropping the termies alone cannot afford a complete Interceptor squad AND a personal teleporter for the NDK. I am addicted to mechanizing as much of my army as possible as it just fits my play style - plus maneuverability in such a small army cannot be understated.**
   
Made in us
Thinking of Joining a Davinite Loge







I feel like if you are not going to take at least 2 units of purifiers than you would be better off taking a different HQ. Perhaps a Libby or a GM would be good. You could also drop the EA on the vehicles because they all have fortitude.

Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.


 
   
Made in us
Lurking Gaunt




Kansas City

I agree with pdawg; I also find it comical that the unit your thinking of dropping (with good reason) is the defining armor for Grey Knight... Terminators.

That is why I hate this codex. I said it Saturday at the shop and I'll say it again: If you want a good list for your Grey Knight Terminators, don't take any terminators.
   
Made in au
Resourceful Gutterscum





Crowe is not an Independent Character, therefore he cannot join any units. So he's going to be footslogging it, unless you want to purchase a Land Raider just for him.

Think about it though, would you really want to grant an entire unit the liability that Crowe possesses, ie. granting enemies who charge him furious charge and re-rolls to hit? That's a moot point, of course, considering you can't do it anyway, but still. That's a big part of why people believe Crowe to be gimped. What do you do with him? Run him blindly across the battlefield? He can be killed so easily with a lascannon shot: he's only got a 4++.
   
Made in us
Thinking of Joining a Davinite Loge







Here is a sample list I just came up with (in literally 5 mins) that I think would work better. It still has the termies and a LR.

HQ - Librarian - 155
- The Shrouding

Troops

5 Terminators - 225
Psycannon
(Any combo of NFW that are free to your liking.)

1 X 10 Strike Squad 280
2 psycannons
Psybolts
Rhino

1 X 10 Strike Squad 280
2 psycannons
Psybolts
Rhino

Elites

1 X 8 Purifiers 265
2 psycannons
4 Halberds
1 Hammer
Rhino

Heavy Support

Land Raider -- 265
Multi Melta

This adds to 1470, which leaves you 30 points to give out more upgrades. Perhaps another power or 2 for the libby or psybolts for the purifiers, or hammers for the strike squads. Really whatever you want/need. The idea is for the libby and the termies to ride in the LR while keeping the rhino's within 6" of the LR so that when they blow smoke you can cast the Shrouding and get a 3+ cover save. The Strike squads want to sit midfield and fire psycannons out of the rhino. If they need to get out and fire they have psybolts. The terminators and purifiers are your assault units.

Not the most competitive but it has some synergy to it and is closer to the list you want to run than some suggestions you may get (crowe-wing, psyfleman dreads, etc).


This message was edited 1 time. Last update was at 2011/04/04 05:08:23


Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.


 
   
Made in us
Fresh-Faced New User




OK thank you, I will rework the list a bit. I'm just now getting back into 40k. I quit about 2 weeks into 4th edition because I had to move (to the middle of nowhere and the nearest 40k gamer I could find was 1.5 hours away...). Please forgive me my lack of knowledge, it tends to fade. I played Deamonhunters since their release in 3rd edition and beings how I decided to return without any knowledge of a new GK codex i figured it fate to be my first army coming back.

   
 
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