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![[Post New]](/s/i/i.gif) 2011/04/22 08:44:38
Subject: My GK Army, What does it need?
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Devestating Grey Knight Dreadknight
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Ok so you may think this needs to go in army lists, but this is more of a discussion of what I should fill with the last amount of points, rather than how I should change my army list. Im pretty set in stone about whats already on there, and I am to play anywhere between 1500 - 2000 points. So what does this list NEED?
HQ:
Grand Master, Lots of Goodies (Halberd, Rad & Psychotroke, etc) 230pts
Elites:
10 Purifiers: 4x psycannon 5x halberd, 1xDH, 295pts
Troops:
5 Strikes: Psycannon 110pts
5 Strikes: Psycannon 110pts
Fast Attack
10 Interceptors: 2x Incinerator, 2x Daemonhammer, Psybolt 340pts
Heavy Support
Dreadknight: Heavy Incinerator, Heavy Psycannon 200pts
1285pts
215pts spare for a 1500 list
Possible additions to the list:
5 Termies 200pts.
5 Purgation, 4x incinerator, 100pts. Transport with any upgrades.
5 Purgation, 4x Psycannon, 180pts.
3 Paladins w/ Upgrades
Rhino for Purifiers
Castellan Crowe
Inquisitor w/ Rad & Psychotroke (to buff purifiers) 55pts, Henchmen + Chimera?
Coteaz 100pts, Henchmen, 3x plasma 42pts, 3x Melta 42pts, 3x Plasma 42pts.
Or should I just add another 10 man strike squad? Or just upgrade a buncha stuff?
Thanks for the help guys!
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![[Post New]](/s/i/i.gif) 2011/04/22 09:06:10
Subject: My GK Army, What does it need?
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Ladies Love the Vibro-Cannon Operator
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Rhino for Purifiers
I'd take 2x 5 Purifiers w/ 2 psycannons mounted in Rhinos for obvious reasons.
The army lacks troops at this point. Two small Strike squads on foot are a bit pointless.
You could take Crowe (instead of the GM) to get Purifiers as troops.
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This message was edited 1 time. Last update was at 2011/04/22 09:07:53
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 |
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![[Post New]](/s/i/i.gif) 2011/04/22 09:22:16
Subject: My GK Army, What does it need?
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Chaplain with Hate to Spare
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First of all, this should be in the army list section.
Jaon wrote:
HQ:
Grand Master, Lots of Goodies (Halberd, Rad & Psychotroke, etc) 230pts
He needs some form of delivery; at the minute he's just on his own and that will never work. Either drop him for Crowe or invest in some Terminators and a Land Raider.
Elites:
10 Purifiers: 4x psycannon 5x halberd, 1xDH, 295pts
This squad is far too expensive just for ten Marines. You don't need that many Halberds in the unit, especially when you realize that you will take casualties. Drop them down to two 5 man squads with DH, 2x Psycannon and 2x Halberd and put them in a Psyback (Razorback with assault cannon and Psybolt ammunition for S7 Rending Asscan). Either that or put them in Rhinos so that your two Psycannon's can keep firing out of the fire point.
Troops:
5 Strikes: Psycannon 110pts
5 Strikes: Psycannon 110pts
These are a complete waste of points. You could buy ~8 more Purifiers instead; far better investment. I recognise you need two troops, but you're going with a PAGK heavy theme, so you really will be better off taking Crowe instead of the GKGM and having 3-4 Purifier squads in transports.
Fast Attack
10 Interceptors: 2x Incinerator, 2x Daemonhammer, Psybolt 340pts
Interceptors aren't bad, but they will be moving much faster than the rest of your army, so they will be a high-priority target. It's not necessarily that Interceptor's aren't good, it's just that there are a lot of other things in the codex that are much better. They are another unit I would drop if I were you.
Heavy Support
Dreadknight: Heavy Incinerator, Heavy Psycannon 200pts
To be honest, the Dreadknight isn't that great. It has to walk a long way to get anywhere useful, so for half the game you'll only be using that Heavy Psycannon. What's more, it only takes a few turns (or if you're facing Guard, probably only 1 turn) for it to get popped by Lascannon's etc, because it's the only target you have for all the enemy's anti-tank weaponry. You'd be better off dropping it in favor of more troops.
1285pts
This list lacks synergy. There is no strategy to it; the units don't work together at all. If you take out the Dreadknight and the Interceptors, you have 755(!) points. Even more if you take Crowe, and then you will have the points to get about 15-20 more Purifiers in transports.
Purifiers are far better than Strike Squads; they have higher attacks and leadership, which is enough to take them over the SS anyway. But add in Cleansing Flame and they're easily on the of the best units in the game. They destroy hordes and Meq alike, and they turn humble Rhinos into dangerous ranged vehicles with two Psycannon's firing out the top each turn.
You clearly want the PAGK theme to stick, so definitely take Crowe and Purifiers. I've said it so many times that by now I'm sure you've gotten bored and annoyed of it  . Crowe/Purifiers are the strongest GK build if you ask me; though obviously there's room for personal preference - for example a Vindicare might well be worth looking at, considering his extreme power.
Hope that's helped.
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![[Post New]](/s/i/i.gif) 2011/04/22 09:50:59
Subject: Re:My GK Army, What does it need?
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Ferocious Black Templar Castellan
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Can't believe that the Psyfleman Dreadnought hasn't been mentioned yet. So much firepower for 135 points. *shudders*
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2011/04/22 09:52:17
Subject: Re:My GK Army, What does it need?
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Chaplain with Hate to Spare
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AlmightyWalrus wrote:Can't believe that the Psyfleman Dreadnought hasn't been mentioned yet. So much firepower for 135 points. *shudders*
Dang it, I was gonna put that in my post but forgot  .
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![[Post New]](/s/i/i.gif) 2011/04/22 11:09:05
Subject: My GK Army, What does it need?
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Devestating Grey Knight Dreadknight
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I would love to put a teleporter on that DK to make it the monster I want it to be, but It costs so damn much!
I still have a ton of points to spare before 1500, would taking a second DK make it a bit more synergistical?
I would very much like to have some termies in my list, but I see no place for them. A Grand Master, some termies and an LR is 500 points AT LEAST!
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![[Post New]](/s/i/i.gif) 2011/04/22 11:34:13
Subject: My GK Army, What does it need?
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Ferocious Black Templar Castellan
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Jaon wrote:
I would very much like to have some termies in my list, but I see no place for them. A Grand Master, some termies and an LR is 500 points AT LEAST!
Get an Inquisitor, some henchmen and steal their ride. Terminators can ride in Chimeras.
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2011/04/22 12:42:32
Subject: Re:My GK Army, What does it need?
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Willing Inquisitorial Excruciator
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It looks like you are going for a Shunt Punch Style list. (12-30"scout moves for a first turn assault)
Here are my recomnedations.
1) More MSU and Transports
I would recommend 2 5 man purifier squads with 2x cannon, 3x halberds in Rhinos. That way you can still shoot out the top.
I would then mount the two Strike Squads in Razorbacks. Squad has Cannon and maybe a Hammer.
2) Inquisitor Ride Swap.
Xeno Inquisitor with Rad, Psycho, and hammerhand. He will ride with some Purifiers in a Rhino.
Henchmen, 3x melta warriors, 5x Death cultists, 2x Crusaders. Mounted in a Chimera. Grand Master Joins them.
this way you can still buff your purifiers, and you get a VERY nasty combat unit with the Grand Master. And you can get a few meltaguns if you need them as well.
3) Consider 2 small units of interceptros instead of one large one. You get 2 Justicars, so your hammers get another attack. Also a combat squad without the justicar is only LD8. You would end up spending more points on the psybolt ammo. It all depends, and could go either way depending on points.
4) Find some points to put a Teleporter on the Dreadknight. That way you have 3 squads that can scout shunt if you roll high. It is worth the points, and it makes a great Backfield distraction unit. They Heavy Psycannon is kinda terrible (much worse against tanks than a normal psycannon). I take mine for 235 with incinerator and teleporter.
5) Do not worry so much about scoring units. If you need them, you purifiers or interceptors can score with your grand master.
Overview
Grand Master
Inquisitor
2x Purifiers in rhinos
Henchmen in Chimera
2x Strike squads in Razorbacks
2x Interceptor Squads
Tele-knight
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40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1 |
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![[Post New]](/s/i/i.gif) 2011/04/22 12:52:58
Subject: Re:My GK Army, What does it need?
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Ferocious Black Templar Castellan
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svendrex wrote:
3) Consider 2 small units of interceptros instead of one large one. You get 2 Justicars, so your hammers get another attack. Also a combat squad without the justicar is only LD8. You would end up spending more points on the psybolt ammo. It all depends, and could go either way depending on points.
Agree with pretty much everything, but you seem to have forgotten that you give rules from Grand Strategy before combat squading, with a 10-man unit you therefore get 2 units with a special rule without using 2 selections. You would also have to pay more for psybolts on 2 5-man squads.
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2011/04/22 13:12:35
Subject: My GK Army, What does it need?
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Devestating Grey Knight Dreadknight
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Just realized the purifiers cost 255, not 295. That gives me even more options.
Thanks for the tips guys. I was using the Interceptors as my tank hunting in fact, with a hammerhanded DH you can zip right up and smack a monolith off the table no worries. Heavy Psycannon may be expensive, but it makes its points back quickly. Get a hit with it and its a wound on a 2+ rend ap 4 epic win. Its like a mini battle cannon
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![[Post New]](/s/i/i.gif) 2011/04/22 23:36:40
Subject: Re:My GK Army, What does it need?
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Pulsating Possessed Chaos Marine
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I think this needs to be moved to army lists.......
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Chaos daemons 1850
Chaos Marines 1850
2250+
2500++ (Wraithwing)
I moved so starting from scratch. These were the armies I had, rebuilding my Chaos. |
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![[Post New]](/s/i/i.gif) 2011/04/22 23:49:17
Subject: My GK Army, What does it need?
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Dakka Veteran
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You definitely need more troops and transports for them. Start with 3 units of troops and transports for them unless they are terminators and build from there.
1500 might be a little low in points to start paying the Crowe Tax.
Dreadknight really isn't worth it for his shooting weapons. What you want is psyriflemen dreads for 4 tl range 48 strength 8 shots for anti tank.
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![[Post New]](/s/i/i.gif) 2011/04/23 03:32:17
Subject: Re:My GK Army, What does it need?
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Willing Inquisitorial Excruciator
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AlmightyWalrus wrote:
Agree with pretty much everything, but you seem to have forgotten that you give rules from Grand Strategy before combat squading, with a 10-man unit you therefore get 2 units with a special rule without using 2 selections. You would also have to pay more for psybolts on 2 5-man squads.
hmm... It does look like you are right. The question is what do you want more?
10 man squad gets
Deployment options, cheaper psybolts, more grand strategy.
2x5 man squads get
LD9 for spells in both squads, 2 hammers with 2 base attacks.
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40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1 |
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