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Made in fi
Dakka Veteran




Hi,
I'm starting to collect a GK army, and I'd like to have some feedback on my current army list:

HQ:
Castellan Crowe (150 pts)

Troops:
Purifier Squad, 9 man. 2x psycannon, 6 halberds, Daemon Hammer, Psybolt ammo. Rhino w/searchlight (314 pts)
2x Purifier Squad, 5 man. 2x psycannon, 2 halberds, Daemon Hammer. Razorback w/TL HB, psybolt ammo, searchlight (2x 200 pts)

Heavy Support:
Dreanought w/2x TL AC, spybolt ammo, searchlight (136 pts)

Plan is to use large squad as a "fist" and support with the psyback squads. Unfortunately my AT is extremely limited (one psyfleman) and I'm not sure how to actually get over that. I tried to compensate by having a daemon hammer in all squads.

All squads have transports, because I found out the hard way that footslogging GK are too slow to respond against mobile attackers / redeploy.

One thing I'm not sure about at all, is it better to have Psybacks or Rhinos for the 5 man squads? Using Rhinos would mean better firepower inside 24" while troops were embarked, but Psyback offers extra firepower when I disembark.

Another question is, would it be worth the points to drop one man from the purifier squad (or find the points some other way) and give Knight of The Flame Warding staff? The large squad is my only true "close combat" squad, and I will lose purifiers like flies when I face any real assault squads.

edit: Typo in the subject

This message was edited 1 time. Last update was at 2011/10/09 18:52:44


 
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

I'd just take 3 of the smaller squad variant all in Rhinos so you can get a 2nd Dreadnought.

This message was edited 1 time. Last update was at 2011/10/09 12:31:27


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Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Regular Dakkanaut




I think running Crowe/Purifiers is not a good idea at 1000. His 150 points hurts you a lot more at 1000 than it does at 2000. For his cost, you could get a squad of strikes with a psycannon, and a rhino.

That said, I don't want to be that guy who tells you not to do a certain type of army.

This might seem a little backwards, but I'm gonna go the opposite way of Godless-Mimicry:


Crowe - 150

Purifiers x5, Psycannon x2 - 140
Razorback, TL Assault Cannon, Psybolt - 85

Purifiers x5, Psycannon x1 - 130
Razorback, TL Assault Cannon, Psybolt - 85

Purifiers x5, Psycannon x1 - 130
Razorback, TL Assault Cannon, Psybolt - 85

Strikes x5, Psycannon x1 - 110
Razorback, TL Assault Cannon, Psybolt - 85


You've got 5 psycannons on foot, and 4 twin-linked psycannons on vehicles. A psycannon can hurt any tank in the game, and you've got a bunch of 'em. I think the Close Combat upgrades aren't really worth it - you need to get shooting on the field, and purifiers are good enough in assault. If there's a dedicated assault unit, just don't assault it!

If you want, you can always downgrade three of the razorbacks to rhinos and put a dread in there. It's up to you, really. Do you want three Armor 11 things shooting four twin-linked S7, rending shots each at 24", or one Armor 12 thing shooting four twin-linked S8 shots at 48"?
   
Made in us
Bounding Assault Marine




St Louis, MO

Luide wrote:Hi,
I'm starting to collect a GK army, and I'd like to have some feedback on my current army list:

HQ:
Castellan Crowe (150 pts)

Troops:
Purifier Squad, 9 man. 2x psycannon, 6 halberds, Daemon Hammer, Psybolt ammo. Rhino w/searchlight (314 pts)
2x Purifier Squad, 5 man. 2x psycannon, 2 halberds, Daemon Hammer. Razorback w/TL HB, psybolt ammo, searchlight (2x 200 pts)

Heavy Support:
Dreanought w/2x TL AC, spybolt ammo, searchlight (136 pts)


Honestly I like the list the way it is for the most part.Your squads look a little confused as to what their purpose is though. If you're taking 9 purifiers you might as well shave points to fit 10 in so you can take 2 more psycannons. Points permitting I would keep the halberds they are great insurance for assaulting armies.
   
Made in fi
Dakka Veteran




korghan wrote:
Honestly I like the list the way it is for the most part.Your squads look a little confused as to what their purpose is though. If you're taking 9 purifiers you might as well shave points to fit 10 in so you can take 2 more psycannons. Points permitting I would keep the halberds they are great insurance for assaulting armies.


Well, idea was to have a single, larger squad that I could use aggressively for assaulting. I'm not sure if it's a good idea though. Only reason why it's not 10 man squad is the lack of points, though dropping psybolt ammo or changing razorbacks to rhinos (plus some shaving) would give me points for that.
Is psybolt ammo worth the points for full sized squad? Or would I be better off just getting 2 more psycannons?

Godless-Mimicry wrote:
I'd just take 3 of the smaller squad variant all in Rhinos so you can get a 2nd Dreadnought.

It's definitely a good option if there are lot of vehicles to be shot at. Would also mean that I probably wouldn't need that many hammers.


NeutronPoison:
That TLAC Razorback group does look interesting. Have to try that one out at some point.

   
Made in fi
Dakka Veteran




Update:
I played this few games this weekend. To keep proxying to minimum, I took a page out of NeutronPoisons book and upgraded from TL HB Razorbacks to TL AC ones:

HQ:
Crowe - 150

Purifiers x5, 2x psycannon, 3x halberd - 146
Razorback, TL AC, Psybolt, Dozer blade - 90

Purifiers x5, 2x psycannon, 2x halberd, daemon hammer - 149
Razorback, TL AC, Psybolt, Dozer blade - 90

Purifiers x5, 2x psycannon, 2x halberd, daemon hammer - 149
Razorback, TL AC, Psybolt, Dozer blade - 90

Dreanought w/2x TL AC, spybolt ammo, searchlight - 136

Dozers were there mostly to get rid of points, but saved one of the razorbacks from getting immobilised.


First game was against Tyranids, in which the list worked pretty much perfectly. TL AC razorbacks really gave extra punch to the shooting, allowing me to basically decimate his army before he got to CC range. I tried to kill his Zoanthropes with the Psyfleman,but unfortunately they made 12 3+ saves and then got to firing range and promptly blew up my dread.

Second fight was 3x (GK, SoB, Daemons) 1000 pts vs 3x (Marines, BA, IG) 1000 pts. I lost the dread to the very first shot fired in the battle, so didn't really get to see him in action there either.

Anyway, I did learn following things:
1) 24" range is more than enough when the enemy wants to come close to you (Tyranids). But not that good when enemy is quite happy to sit still and shoot you with tanks (IG, Marines). I also made a mistake and didn't deploy as far as I could with all 3 razorbacks, and moved only 6" on the first turn, hoping to get a shot off instead of going full speed + popping smoke. But it looks like if I'm facing mech armies I either need more/longer ranged anti-at or I need to play even more aggressively.

2) Halberds seem to be worth the points, even if you don't plan on going to CC, as it's far better to charge opponents CC unit than to be charged by it. Managed to survive bog down Genestealer unit for 1 whole round in first fight and kill deepstriking 5-man BA assault squad with a purifier squad.

3) I'm not sure about hammers. They're nice when facing vehicles / IC's, but I guess they're not mandatory.

4) It's hard to get points back from Crowe. But considering how much better Purifiers are compared to Strike Squads, I'll still keep him.

Generally I was really happy how well the army performed, but will need some more games before I know what's my answer to the 24" threat range problem.






   
 
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