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Made in se
Hungry Little Ripper






Hello
I'm about to start a grey knight army. Playing Tyranid atm
im going to set up a 750p army to start with.

i sure need some help with that what is the most important to have in a grey knight army?
what should i think of... etc. etc

ty for answer.

// Illurim
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

In small pt games you need numbers. Therefore, I'd opt for two 8-10 GK units supported by a cheap Xenos Inquisitor (with rad/psychostroke grenades) and two Psyfleman Dreads.

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 
   
Made in ca
Flashy Flashgitz





Going from an army like Tyranids to Grey Knights is going to be quite a change, mostly due to the fact that you are going to be playing with drastically fewer models.

I'd agree with wuestenfux, in smaller point games having fewer GK makes them vulnerable to horde or shooty armies. The Psyrifle dreadnoughts and two GK units will allow you to have 4 very effective units in a 750 pt army. Also as was noted, having an expensive HQ in a small point game is risky and probably not reccomended. The cheap Inquisitor will allow you to field more models. As a general rule, always equip a model in your Combat Squads with a Psycannon.

Those things being said, I find to have any fun with GK you need to play games of at least 1000 pts so you can try different lists and options.

Making the jump from a 750 pt army to a 1000 pt army with GK in terms of model purchasing isn't huge, but it is helpful to decide what sort of army you want to go with.

More competitive lists tend to focus on one aspect of the army, so if you want to build on your list with the dreadnoughts and GK units, you may want to look at getting more GK units and transports over terminators or other costly units perhaps.
   
Made in se
Hungry Little Ripper






ty for the answer
i sat down with the Codex last night and trying to figure out if there are any big diffrence beetween Purgation squad and strike squad exept that strike is troop and purgation is not .
i was trying to build a list and. so far its like this

HQ ---- dunno what to get.
Troops = Terminator + 1 Incinerate wep. is 205point
Troops = Strike Squad + 1 Psycannon is 110point
Troops = Strike Squad, 100
Heavy = Purgation squad + Psycannon, psyboltammo, and + a razorback as transport. in this unit i would include my unknowed HQ.

is this a good start for a list at 750? or if i aiming for 1000 dunno yet. is my thinking right? :=)

// Illurim
   
Made in ca
Flashy Flashgitz





Yeah it isn't bad, but I would put the scrap the Purgation Squad.

The differences that I know of between the Strike Squad and Purgation are these that Purgation is a Heavy unit choice, they have Astral Aim and Hammerhand for Psychic abilities, and you may equip them with more heavy weapons. The heavy weapons are more expensive to equip to a Purgation squad than a Strike squad because you can take more of them. Strike Squads are troop choices, have Warp Quake and Hammerhand for Psychic abilities, and can deepstrike. Only one unit can upgrade with a Heavy Weapon choice, but for less points than the Purgations.

Overall, Purgation Squads are only useful if you plan on having a lot of Psycannons in the unit. Equipping 1 in 5 with a Psycannon will also allow you to do a Crowe/Purifier at some point.

Here is a draft list for a 750 pt game.

HQ - Ordo Xenos Inquisitor - 25

Troop 1 - Terminator Squad - 200

Troop 2 - 10-man Strike Squad + 2 Psycannons + Razorback - 265

Troop 3 - 10-man Strike Squad + 2 Psycannons + Rhino - 260

Total = 750

This message was edited 2 times. Last update was at 2011/11/21 04:33:42


 
   
Made in se
Hungry Little Ripper






Ah kewl.
.ty for the 750 list
I will read some more and see if i can understand those guys even more tricky race compared to the tyranids .
   
Made in ca
Flashy Flashgitz





I know, it makes me frustrated compared to building my Ork Lists...so many choices but only a few of them seem to work
   
Made in se
Hungry Little Ripper






Think i having a good list now going to prox them against a friend before i buying them though

HQ : Ordo Malleus Inquisitor
Troop: Terminator: 1 Incinerate.
Troop: Strike Squad
Troop: Strike Squad
Haevy: Purgation Squad: 2xPsycannon, Psyboltammo and 1-razorback to ride in.
Heavy: Dreadnought.

i was thinking that my inquisitor can ride in the razorback with the purgationsquad. how this looks? =)

// Illurim
   
Made in ie
Devastating Dark Reaper





Get rid off the psybolt off the purgation squad and the incinerator off the terminator to get enough points for 2 twin linked autocannons on the dread
   
Made in se
Hungry Little Ripper






HQ Ordo Malleus Inquisitor x 1 - 25

TROOPS Terminator x 5 - 225
Brotherhood Banner

TROOPS Strike Squad x 5 - 100

TROOPS Strike Squad x 5 - 100

Heavy Support Purgation Squad x 5 - 125
Psyboltammo
Teleport Homer
Razorback - 45

Heavy Support Dreadnought x 1 - 130
Twin-Linked Autocannon x 2

750

How about this list then? dont really know what to focus on in a 750 with those.
if its worth upgrade closecombat wep etc.

// Illurim

This message was edited 1 time. Last update was at 2011/11/22 22:15:06


 
   
Made in ca
Flashy Flashgitz





You should go with 3 Strike Squads, each with a Psycannon and try to get them all into Transports. The purgation squad is a total waste of points imo.

If you are going to take the Dreadnought, give him psybolt ammo.
   
Made in se
Hungry Little Ripper






One more question. what is grey Knights speciality. Close combat. Firepower. Psyker etc. How do i build them correct?

// Illurim
   
Made in ca
Flashy Flashgitz





It depends on the list you are going with, but in most cases, close combat is GK specialty. They are supported by some strong firepower (psycannons, psyrifle dreads), and good psyker power. But most psyker powers are activated in CC (hammerhand). Because of this, you want to get your squads into CC quickly against shooty armies, and make sure you deny horde armies the charge.
   
Made in se
Hungry Little Ripper






Can my greyknights have 2-h wep and stormbolter?
   
 
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