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Made in us
Regular Dakkanaut





I've been giving this list a hefty amount of thinking and I've decided to refocus myself. My concept is an all Grey Knight Terminator army. I do not want to include any sort of Power Armor, Transports, or Inquisitors / Henchmen. I considered Draigo, but I'm generally against Wound Allocation and I don't feel the Draigo lists are as viable as I'd like them to be (or as better than Terminators as the internet touts). I have been poring over this list and playing with many different builds and finally arrived at something I am thrilled to field.

Grey Knights - 2000
Librarian - Might, Quicksilver, Shrouding, Sanctuary
10 Terminators - Justicar Thawn, 1 Brotherhood Banner, 2 Psycannons & Swords, 4 Halberds, 2 Demon Hammers, Psybolt Ammo
6 Terminators - 1 Psycannon & Sword, 4 Halberds, 1 Demon Hammer, Psybolt Ammo
6 Terminators - 1 Psycannon & Sword, 4 Halberds, 1 Demon Hammer, Psybolt Ammo
6 Terminators - 1 Psycannon & Sword, 4 Halberds, 1 Demon Hammer, Psybolt Ammo
Dreadnought - 2 TL Autocannons, Psybolt Ammo
Dreadnought - 2 TL Autocannons, Psybolt Ammo
Dreadnought - 2 TL Autocannons, Psybolt Ammo
Total - 2000

Here are some thoughts:

Vindicare - I did not include him because he does not mesh well with my "All Grey Knight" concept. Additionally, I feel the Vindicare isn't as useful if I have to go all reserves or play Dawn of War. Further, I feel any veteran opponent will focus on him early and put him out of the game and I am trying to avoid any "easy" Kill Points.
Merging all the squads into 10 strong - I didn't have the points to fit 3 full 10-man squads and Thawn. Additionally, reserving 10-man squads is a very bad prospect. I feel it limits my Psycannons targets too much. Plus, Thawn's squad is a lot more likely to draw fire due to their size, points value, and the presence of the banner.
Psybolt Ammo - Thus far in my playtesting, I've found Psybolt Ammo to be invaluable on all those Storm Bolters. It quickly changes them from useless to useful.
Reserves - I feel this list can do it well. Depending on objectives (and their placement), I can walk on or Deep Strike and begin firing with everything. Yes, I'm looking at you Vindi.

I appreciate your patience with my multiple threads (and occasional rambling). Even if you think the list is fine, I'd appreciate such a reply.

Thoughts?
   
Made in gb
Fixture of Dakka






Lincolnshire, UK

Ach. I do love me a GK Terminator armour. I do wonder however if Dreadknights would be a good option for AP2 saturation?
Obviously Dreads are the standard and (typically at least) more competitive choice, but I wonder if Dreadknights could work better in this list?

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Made in us
Regular Dakkanaut





I went with Dreadnoughts due to the 12 twin-linked S8 shots per turn at 48". This list is already lacking mobility and I need to drop my opponent's transports as soon as possible. Psycannons are fantastic and have an effective 30" range, but I think the Dreadnoughts help tremendously. I didn't really see Dreadknights adding much to the list (other than drawing fire, which the Dreadnoughts do as well). Reinforced Aegis doesn't hurt either.

This message was edited 1 time. Last update was at 2011/06/02 16:09:02


 
   
Made in us
Trollkin Champion





SoCal

One thing Dreadknights carry that will help in the right situation is Dark Excommunication. If you need it and don't have it you'll be unhappy. If you have it and don't need it, well then there are other things the DK can fulfill for you.

That being said, I'm not a fan of vindicares so I'm okay with you counting them out of this list

But overall I like the list. Fun, heavy armor, DS list.


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Made in us
Regular Dakkanaut





I don't think I could reasonably fit a Dreadknight. I couldn't even afford to give him any equipment (without dropping a Terminator and/or the Brotherhood Banner).
   
Made in us
Sword-Bearing Inquisitorial Crusader






It's a pretty good list, the name of the game is going to be how successful your deep striking is and how much ap2 you're going to be up against. Terminators can be very very squishy within 24 inches of something like an IG gunline and your Dreads don't have enough punch to break Leman Russes, so you're going to have problems in general with AV 14 at range, Battle wagons, Monoliths, Land Raiders so on. Also, when extremely out numbered you're going to have to play defensively, the numbers will win in the end.

This message was edited 1 time. Last update was at 2011/06/02 23:12:37


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Made in us
Regular Dakkanaut





Back with what an odd revision:

Grey Knights - 2000
Librarian - Might, Quicksilver, Shrouding, Sanctuary - 170
Vindicare - 145
10 Terminators - Justicar Thawn, 2 Psycannons & Swords, 5 Halberds, 2 Demon Hammers, Psybolt Ammo - 545
10 Terminators - 2 Psycannons & Swords, 6 Halberds, 2 Demon Hammers, Psybolt Ammo - 470
5 Terminators - 1 Psycannon & Sword, 3 Halberds, 1 Demon Hammer, Psybolt Ammo - 245
Dreadknight - Nemesis Greatsword - 155
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Total - 2000

By putting the Vindicare back in, I'm keeping my shooting up. The Dreadknight doesn't have a gun or a personal teleporter, but I don't think either are worth their points. As it is, he can Deep Strike or move/run alongside the Terminators (to draw fire and ward off enemy CC units).

This message was edited 1 time. Last update was at 2011/06/03 02:20:25


 
   
Made in us
Trollkin Champion





SoCal

I would take the sword off the DK. Not worth points.
Drop psybolt ammo from 5 man squad and buy another body in that squad.
5 points left..

stay hip  
   
Made in us
Regular Dakkanaut





25 points for all those re-rolls isn't worth it? If I were to drop it, you wouldn't try to fit a gun on him?
   
Made in gb
Deadly Dark Eldar Warrior






UK

The dreadknight with a heavy psycannon or gatling psileicer (dependant on who your against) will work better than just the sword as it gives you some fire support on the turn it deep strikes.

Mainly due to the amount of fire it soaks up i find my dreadknight doesnt tend to last more than 2 turns (may also be me not being great with save rolls) in 3/4 of games. This wont give you much use of the sword.

The sword is definatly worth the points if you can get it into combat. How ever if you do remove the sword you will revert back to 5attacks at S10, which will dispach most things you assault.

So if you can find the points to put a gun on it.

Just a note, the hand which holds the sword can easily be magnitized to give you more options to play with.

This message was edited 1 time. Last update was at 2011/06/03 15:43:17


Dc0 
   
Made in us
Regular Dakkanaut





Why not drop the Sword & Psybolt Ammo on the 5-man squad for a Heavy Incinerator or Psycannon?
   
Made in us
Trollkin Champion





SoCal

If you're going to give your DK a gun, make it the Heavy Incinerator. Really the best bang for your buck cause even against MEQ armies you're forcing saves. And dice can always make something bad happen.

As far as the rerolls, 25 points would be great to spend if you were in their face and causing a ruckus, but without the jump pack you may never make it past halfway on the board.

The DK plays an interesting role in the army. He's got all the makings to be mvp no matter what. He'll either take all the fire so that way everything else lives to do their job OR everyone else gets tinked and they get to go wreck face.
Most enemies will choose to focus fire them down to save their AV14 from a MC with big fists ready to rip them a new one.

Now when you add in different equipment the potential changes slightly. Naked DKs are fire magnets mostly because at BEST they move 12" a turn, generally averaging 9" though. So they can keep up with your rhinos and then spearhead the charge.

Now the next build is the Incinerator/Jump Pack build. Here you're going for that backfield disruption ASAP. You're not worried about contesting with these guys really so you just pick a good spot backfield to shunt to, fire off your heavy incinerator then move fire and assault next turn. With a pair of these guys in someone's backfield, they're focus firing right away and probably crying crocodile tears.

Remember that a large part of the Grey Knight tactica follows their rationale of thinking...kill 100 to save 1000, kill 1000 to save 10000 and so on. Go send your Dreadknights in to cause a ruckus until they die and by that point the rest of your army is mopping up the broken pieces.

stay hip  
   
Made in us
Regular Dakkanaut





I'm not sure how to free up 5 points for the Heavy Incinerator. I could drop one of the Librarian's powers or the 5-man squad's Psybolt Ammo. Ideally, I think everything else in the list should stay as it is.

This message was edited 1 time. Last update was at 2011/06/03 21:51:30


 
   
Made in us
Regular Dakkanaut





Updated list:

Grey Knights - 2000
Librarian - Might, Shrouding, Sanctuary - 165
Vindicare - 145
10 Terminators - Justicar Thawn, 2 Psycannons & Swords, 5 Halberds, 2 Demon Hammers, Psybolt Ammo - 545
10 Terminators - 2 Psycannons & Swords, 6 Halberds, 2 Demon Hammers, Psybolt Ammo - 470
5 Terminators - 1 Psycannon & Sword, 3 Halberds, 1 Demon Hammer, Psybolt Ammo - 245
Nemesis Dreadknight - Heavy Incinerator - 160
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Total - 2000

I've opted for the Heavy Incinerator in place of the Heavy Psycannon.

Thoughts?

This message was edited 3 times. Last update was at 2011/06/06 02:15:22


 
   
Made in us
Boosting Black Templar Biker





Orlando

Wolf 11x wrote:Updated list:

Grey Knights - 2000
Librarian - Might, Shrouding, Sanctuary - 165
Vindicare - 145
10 Terminators - Justicar Thawn, 2 Psycannons & Swords, 5 Halberds, 2 Demon Hammers, Psybolt Ammo - 545
10 Terminators - 2 Psycannons & Swords, 6 Halberds, 2 Demon Hammers, Psybolt Ammo - 470
5 Terminators - 1 Psycannon & Sword, 3 Halberds, 1 Demon Hammer, Psybolt Ammo - 245
Nemesis Dreadknight - Heavy Incinerator - 160
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Total - 2000

I've opted for the Heavy Incinerator in place of the Heavy Psycannon.

Thoughts?


Why Sanctuary on the Libarian just curious? Why not Warp Rift? Those pesky Tyranid MC's or a group of Power Claw Nobs wont care much about Sanctuary, but might be a bit worried about have to roll a 1 or die...

Also, with the low amount of Psycannons on the table you are going to have a difficult time against bit armor like Land Raiders. How have you planned on dealing with that? Example playing against just a stanard SM list with a Land Raider(Libarian inside it)?

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Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

Warp rift deals a damage at close range to some specific targets.


Sanctuary can protect your entire army from assaults (12" bubble of protection), and it is cast on the enemy turn. I would always take it on a Librarian, unless you already had Coteaz who has it as well.

Armies without grenades on everything hate it. No one likes to loose models to dangerous terrain. The difficult terrain can prevent an assault or two from even happening.

This message was edited 2 times. Last update was at 2011/06/06 14:47:32


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Made in us
Stern Iron Priest with Thrall Bodyguard






San Diego

Prioritize the 3x10 Terminator units over Thawn. The Psybolt Ammo is just not worth it otherwise, and the units can Combat Squad if necessary. I also think an all Terminator force is a lot less viable without a Grandmaster to give them Scout. They are just too immobile without it. With it, they can get near midfield early and just sit there shooting most of the game, accepting assaults and murdering whatever gets close.

For the record, Paladins are more than twice as durable as Terminators due to the extra wound and access to the Apothecary, but they only cost 15 points more per model. With FNP they can literally ignore anything that isn't S8 or AP2, and with a Librarian they can sit in 3+ cover and shoot. In combat they have WS5, and when combined with Quicksilver, Might and Hammerhand they are able to kill most anything before it swings. You might consider one unit of them and a few small units of Terminators for support. I know you aren't a fan of wound allocation shenanigans, so you don't have to make them all unique, but you can essentially make the list in your original post with about 5 fewer Terminators and one less Dreadnought, but adding Draigo and converting Thawns unit into Paladins.

This message was edited 1 time. Last update was at 2011/06/06 16:05:35


"Duty is heavier than a mountain, death lighter than a feather."

Proud supporter of Scott the Paladin. Long Live Scott! 
   
Made in us
Regular Dakkanaut





Svendrex hit the nail on the head regarding Sanctuary. While Warp Rift is fantastic versus very specific units, Sanctuary is useful in any game you might get charged.

Aldarionn wrote:Prioritize the 3x10 Terminator units over Thawn. The Psybolt Ammo is just not worth it otherwise, and the units can Combat Squad if necessary.

Unfortunately, I'd have to drop Thawn and the Vindicare (or one of my Heavy Slots) to fit another 5 Terminators with a Psycannon. On the other hand, Deep Striking 5 Terminators is a lot less risky and easier to fit than a full 10-man squad (if I don't combat squad onto the table during deployment). I'm not opposed to dropping Psybolt Ammo on the 5-man squad and/or Thawn/Vindicare if it really helps the list.

I also think an all Terminator force is a lot less viable without a Grandmaster to give them Scout. They are just too immobile without it. With it, they can get near midfield early and just sit there shooting most of the game, accepting assaults and murdering whatever gets close.

If I'm reading the rule properly, I could give Scout to a 10-man squad, combat squad it once I get on the table, and both units could make Scout moves, essentially getting more use out of the ability. Right? This sounds really powerful, but I'd hate to lose the Libarian and I can't see myself running 2 HQs. Would you recommend dropping the Librarian in favor of a Grand Master? How would you revise the list?

For the record, Paladins are more than twice as durable as Terminators due to the extra wound and access to the Apothecary, but they only cost 15 points more per model. With FNP they can literally ignore anything that isn't S8 or AP2, and with a Librarian they can sit in 3+ cover and shoot. In combat they have WS5, and when combined with Quicksilver, Might and Hammerhand they are able to kill most anything before it swings. You might consider one unit of them and a few small units of Terminators for support. I know you aren't a fan of wound allocation shenanigans, so you don't have to make them all unique, but you can essentially make the list in your original post with about 5 fewer Terminators and one less Dreadnought, but adding Draigo and converting Thawns unit into Paladins.

While WS4 instead of 5, Terminators have the same number of attacks. They can be buffed by a Librarian just the same as well. Plus, they're a lot less of a headache to play. I believe intentional Wound Allocation slows the game down too much. My primary issue is S8+ AP2- weapons. For ~15 less points, a Terminator dies just the same to a Dark Lance / Lascannon / Melta. I really only see the extra wound helping against rending weapons, such as Assault Cannons, and in combat. I completely understand your logic, I just have a hard time wrapping my head around paying another 15 points per Terminator (+75 for the Apothecary) when they die just the same to the weapons everyone knows to use to kill Terminators as it is. Consider me stubborn.

This message was edited 1 time. Last update was at 2011/06/07 13:48:45


 
   
Made in us
Stern Iron Priest with Thrall Bodyguard






San Diego

Wolf 11x wrote:Unfortunately, I'd have to drop Thawn and the Vindicare (or one of my Heavy Slots) to fit another 5 Terminators with a Psycannon. On the other hand, Deep Striking 5 Terminators is a lot less risky and easier to fit than a full 10-man squad (if I don't combat squad onto the table during deployment). I'm not opposed to dropping Psybolt Ammo on the 5-man squad and/or Thawn/Vindicare if it really helps the list.

Personally I don't think Thawn or the Vindicare are worth their points, so losing both is not that big of a hit in my eyes, but that's just me. I really think the additional Terminators would be more of a bonus.

Wolf 11x wrote:If I'm reading the rule properly, I could give Scout to a 10-man squad, combat squad it once I get on the table, and both units could make Scout moves, essentially getting more use out of the ability. Right? This sounds really powerful, but I'd hate to lose the Libarian and I can't see myself running 2 HQs. Would you recommend dropping the Librarian in favor of a Grand Master? How would you revise the list?

Yes, technically you are correct. Combat Squads are determined when your forces deploy, and Grand Strategy is used before deployment. I don't see an issue here because the Grand Master tells those 10 guys to scout ahead, and their Justicar tells them to break up into teams of 5 before doing so. They are still a single purchase in the codex, and they are a single unit when you use Grand Strategy. When you Combat Squad them, both units retain all bonuses and effects that were purchased or used on the full unit (Psybolt Ammo for instance).

Normally the Librarian would be the better option for a commander but you NEED the Scout move. Without it you are slowly walking 25-30 Teminators up the field, and even with cover it's not that hard to kill them. Massed firepower will eventually take out a few of them, as will Ordnance, Meltaguns, Plasma, Rending shots, Etc...The faster you can get in range to fire Psycannons and possibly get into melee, the better off you will be.

Wolf 11x wrote:While WS4 instead of 5, Terminators have the same number of attacks. They can be buffed by a Librarian just the same as well. Plus, they're a lot less of a headache to play. I believe intentional Wound Allocation slows the game down too much. My primary issue is S8+ AP2- weapons. For ~15 less points, a Terminator dies just the same to a Dark Lance / Lascannon / Melta. I really only see the extra wound helping against rending weapons, such as Assault Cannons, and in combat. I completely understand your logic, I just have a hard time wrapping my head around paying another 15 points per Terminator (+75 for the Apothecary) when they die just the same to the weapons everyone knows to use to kill Terminators as it is. Consider me stubborn.

I don't see how Paladins are a headache to play. I've never had a problem keeping track of wound allocation, and I have been running uniquely equipped Thunderwolves for more than a year now. Just put a die on each of their bases when they take a wound, and when they take the second wound remove the model. If they are modeled to be WYSIWYG it's even easier. As for Lascannons and Meltaguns, they most often come in singles which is the whole reason for taking Draigo. He's a Toughness 5 Eternal Warrior with a 3++ save against ranged attacks, so he can eat single Lascannons and Meltaguns all day. Darklances are more likely to be fired in volleys and so they will give you bigger problems. If you take a Librarian AND Draigo you can get a 3+ cover save and Draigo can still eat one of the shots, but it helps your Paladins survive. At that point though you are spending almost 1150 points on a single unit.

Personally I prefer Draigo and 5-7 Paladins in a Land Raider of some kind. That's the unit I purchased, and I think it works well, but you aren't looking to field vehicles from the looks of it. Only Terminators and Dreadnoughts, which leaves you in a unique pickle. You are taking units that are below the power curve with no transport and not much mobility, which means that you will likely fall short in a competitive environment. As long as you know that, and you are mainly looking for casual games, then I don't see a problem running the list the way you want to run it.

"Duty is heavier than a mountain, death lighter than a feather."

Proud supporter of Scott the Paladin. Long Live Scott! 
   
Made in us
Regular Dakkanaut





Aldarionn wrote:Personally I don't think Thawn or the Vindicare are worth their points, so losing both is not that big of a hit in my eyes, but that's just me. I really think the additional Terminators would be more of a bonus.

Agreed.

I don't see how Paladins are a headache to play. I've never had a problem keeping track of wound allocation, and I have been running uniquely equipped Thunderwolves for more than a year now. Just put a die on each of their bases when they take a wound, and when they take the second wound remove the model. If they are modeled to be WYSIWYG it's even easier. As for Lascannons and Meltaguns, they most often come in singles which is the whole reason for taking Draigo. He's a Toughness 5 Eternal Warrior with a 3++ save against ranged attacks, so he can eat single Lascannons and Meltaguns all day. Darklances are more likely to be fired in volleys and so they will give you bigger problems. If you take a Librarian AND Draigo you can get a 3+ cover save and Draigo can still eat one of the shots, but it helps your Paladins survive. At that point though you are spending almost 1150 points on a single unit.

I understand how allocation works; I just don't like it when it's 10 Nobz or Paladins or what have you that take a long time to allocate and roll each wound. Maybe that's just my personal experience though.

Personally I prefer Draigo and 5-7 Paladins in a Land Raider of some kind. That's the unit I purchased, and I think it works well, but you aren't looking to field vehicles from the looks of it. Only Terminators and Dreadnoughts, which leaves you in a unique pickle. You are taking units that are below the power curve with no transport and not much mobility, which means that you will likely fall short in a competitive environment. As long as you know that, and you are mainly looking for casual games, then I don't see a problem running the list the way you want to run it.

You're talking to guy who took Necrons to his first GT last month and was thrilled to go 2-3. Other players congratulated me. For competitive games, I have a Dark Eldar list (3x4 Blasterborn in Venoms, 3 Wych Squads with Haywire Grenades in Raiders, 3 Warrior squads in Venoms, and 3 Ravagers) as well as Bloood Angels (Mephiston, 2 Furioso Librarians, 4 Razorbacks, 2 Baals, 3 regular Predators).

How does this look so far:

Grey Knights - 2000
Lord Kaldor Draigo – 275
5 Paladins – 2 Halberds, 1 Psycannons & Halberd, 1 Psycannon & Sword, 1 Hammer - 315
10 Terminators - 2 Psycannons & Swords, 6 Halberds, 2 Demon Hammers, Psybolt Ammo – 470
10 Terminators - 2 Psycannons & Swords, 6 Halberds, 2 Demon Hammers, Psybolt Ammo - 470
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Total - 1800

Undecided on the last 200 points. A 3rd Heavy is tempting, in the form of a Dreadnought/Knight. I am aware that Draigo cannot give the Paladins Scout and then Scout with them (as he won't have it himself).

This message was edited 1 time. Last update was at 2011/06/07 18:22:23


 
   
Made in gb
Judgemental Grey Knight Justicar






Take a venerable dread? 195 points with 2xTLauto and psybolt

and the last 5 point can master craft a paladin weapon.
   
Made in us
Regular Dakkanaut





I was thinking a regular Dreadnought or Dreadknight and another Paladin. Maybe like this:

Grey Knights - 2000
Lord Kaldor Draigo – 275
6 Paladins – 1 Master-crafted Halberd, 2 Halberds, 1 Psycannon & Halberd, 1 Psycannon & Sword, 1 Demon Hammer - 375
10 Terminators - 2 Psycannons & Swords, 6 Halberds, 2 Demon Hammers, Psybolt Ammo – 470
10 Terminators - 2 Psycannons & Swords, 6 Halberds, 2 Demon Hammers - 450
Dreadknight - Heavy Incinerator - 160
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Total - 2000

The Knight adds a bit of variety and would look awesome on the field. Plus, he has Scout potential and would draw that same AP2 fire away from my Paladins / Terminators.

This message was edited 4 times. Last update was at 2011/06/07 21:33:57


 
   
Made in us
Stern Iron Priest with Thrall Bodyguard






San Diego

If you are going to take a Dreadknight you need to give him a Teleporter or he will be way too immobile. His base is too big to maneuver into combat without being able to ignore other troops and set up a charge lane, which means you need to ditch Psybolt Ammo from one of the Terminator units, drop a Paladin, and give him a Teleporter which should come to exactly the same points value.

I think Draigo with 5 Paladins on foot can work. He can give the Paladins and the 20 Terminators Scout, and the Dreadknight can keep up with his 12" move. It's not ideal, but I think it's better than your other list to be sure. I would playtest that list you just posted and see how it works.

As for allocation and taking a long time to roll the wounds, the way I do it is set dice next to each model that takes a wound (different colors for different save types). As my opponent is rolling hits and wounds, I pull the necessary dice out and set them in front of me, and when it comes time to allocate them I just pick up dice of the correct color and set them next to the model that takes the wound. I then point to a model, pick up his dice and roll them. If he fails one save, I place a die on his base immediately and move to the next. If he fails two, I pick him up and move him aside. That way it takes very little time to allocate and roll them because I've done most of the work while my opponent is rolling. Like I said, I've had practice with my Thunderwolves at tournaments

This message was edited 1 time. Last update was at 2011/06/07 21:51:45


"Duty is heavier than a mountain, death lighter than a feather."

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Made in us
Regular Dakkanaut





So you'd try this:

Grey Knights - 2000
Lord Kaldor Draigo – 275
5 Paladins – 1 Master-crafted Halberd, 1 Halberd, 1 Psycannon & Halberd, 1 Psycannon & Sword, 1 Demon Hammer - 320
10 Terminators - 2 Psycannons & Swords, 6 Halberds, 2 Demon Hammers, Psybolt Ammo – 450
10 Terminators - 2 Psycannons & Swords, 6 Halberds, 2 Demon Hammers - 450
Dreadknight - Heavy Incinerator, Personal Teleporter - 235
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Total - 2000

Agh, the pricetag on that Personal Teleporter...

I could trade the Dreadknight for a 3rd Dreadnought, add another Pally, and place Psybolt Ammo back on both 10-man squads.

What do you do with Draigo when you Scout the Paladins?

This message was edited 1 time. Last update was at 2011/06/07 21:58:47


 
   
Made in us
Stern Iron Priest with Thrall Bodyguard






San Diego

Hmmm I didn't think about that. He can't scout move with them can he....

It might be better to scout the Terminators and the Dreadknight, and just have Draigo and the Paladins run on the first turn to catch up. That would at least give you a few Psycannons that could fire early.

The price tag on the teleporter is high, but it's worth the mobility. Without it you can't reasonably get him into combat due to his base size.

This message was edited 1 time. Last update was at 2011/06/07 22:13:08


"Duty is heavier than a mountain, death lighter than a feather."

Proud supporter of Scott the Paladin. Long Live Scott! 
   
Made in us
Regular Dakkanaut





Grey Knights - 2000
Lord Kaldor Draigo – 275
6 Paladins – 1 Master-crafted Halberd, 1 Halberd, 1 Halberd w/ Master-crafted Storm Bolter, 1 Psycannon & Halberd, 1 Psycannon & Sword, 1 Demon Hammer - 380
10 Terminators - 2 Psycannons & Swords, 6 Halberds, 2 Demon Hammers, Psybolt Ammo - 470
10 Terminators - 2 Psycannons & Swords, 6 Halberds, 2 Demon Hammers, Psybolt Ammo - 470
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Total - 2000

I think that is about as good as I can do! The Master-crafted Storm Bolter may seem odd, but I had 5 points leftover and it makes each Paladin unique. I wasn't interested in giving him Falchions.

This message was edited 2 times. Last update was at 2011/06/07 23:35:07


 
   
Made in us
Stern Iron Priest with Thrall Bodyguard






San Diego

I would give him a Master Crafted Sword instead of a Halberd and Master Crafted Storm Bolter. The unit already has 3 other Halberds, and you are lacking on 4++ saves in combat. It will give you something to throw extra Power Weapon wounds on besides a Psycannon.

"Duty is heavier than a mountain, death lighter than a feather."

Proud supporter of Scott the Paladin. Long Live Scott! 
   
Made in us
Regular Dakkanaut





By making it a regular Sword, I don't even need to Master-craft it.

Grey Knights - 2000
Lord Kaldor Draigo – 275
6 Paladins – 1 Master-crafted Halberd, 1 Halberd, 1 Sword, 1 Psycannon & Halberd, 1 Psycannon & Sword, 1 Master-crafted Demon Hammer - 380
10 Terminators - 2 Psycannons & Swords, 6 Halberds, 2 Demon Hammers, Psybolt Ammo - 470
10 Terminators - 2 Psycannons & Swords, 6 Halberds, 2 Demon Hammers, Psybolt Ammo - 470
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Dreadnought - 2 TL Autocannons, Psybolt Ammo - 135
Total - 2000

Alternatively, I could Master-craft a Psycannon or give each Dreadnought a Searchlight instead.

This message was edited 1 time. Last update was at 2011/06/08 00:42:21


 
   
Made in us
Stern Iron Priest with Thrall Bodyguard






San Diego

Nah, I think youre golden the way it is. Not what I would run, but certainly not bad for the style you want to play. I'd like to see that fully assembled and painted on the table though. I imagine it would be intimidating.

"Duty is heavier than a mountain, death lighter than a feather."

Proud supporter of Scott the Paladin. Long Live Scott! 
   
Made in us
Regular Dakkanaut





I think the list is perfect for what I've set out to do.

With that said, would you ever run a regular Grand Master instead of Draigo? Or switch those Paladins to regular Terminators? What about dropping one Paladin for Thawn?
   
 
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