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1500-2000 point competitive Grey knight army need help!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Psychic Prisoner aboard a Black Ship






Hey Dakka first off im very new to Grey knights( pretty much army swamped for them) anyway though here is what i have for GK stuff i need help building a 1500-2000 point competitive Army , atm i have no transports this might need to change let me know if it does ( and if you can help would trade the GK stuff im not gonna use ) thanks Dakka looking forward to seeing what we can come up with

30-35 PAGK's 20 or so with no backpacks yet so possibly interceptor squad ? 10-15 with normal backpacks , also need help choosing weapon load outs for each squad

25 GK terminators 15 basically NOS so any load outs for them , 10 metal all nemesis force swords

3 Dreadknights

Vindicare Assassin with Exitus Pistol

Inquisitor with PS and bolter - maybe stand in model for another assassin

For HQ i have

Stern

Draigo

Coteaz

This message was edited 1 time. Last update was at 2012/03/02 19:17:01


 
   
Made in gb
Regular Dakkanaut






Generally people post lists and ask for comments, we don't tend to make lists for people. However I'll give you some pointers. First, yes your grey knights will need transports, Rhinos or Razorbacks. You could easily do a few troops choices out of what you've got and perhaps some purifier/interceptor squads. Depends how you want to play. I've seen a few variations on Dakka; Draigo wing, Crowe Purifier spam, GKSS in transports. Best thing is to make up a list yourself that you like and post it up, from there we can guide you better as to whats good and what squads should/shouldn't have.
   
Made in us
Psychic Prisoner aboard a Black Ship






ill do that then ill edit my post with my army list cheers hope to get some feedback on it.
   
Made in us
Psychic Prisoner aboard a Black Ship



Central Ohio

For what it's worth, I firmly disagree that GK need transports. I play GK as my main army, and have been since well before the new codex came out. Frankly, I never take rhinos, and don't even own razorbacks or storm ravens. Land Raiders can be useful, but are very expensive, so I generally only use them when I want to build a list around 2-3 Raiders.

Here's the thing about Grey Knights: you can move 6" and fire at basically full power (minus a couple psycannon shots) at 24". That gives your squad a 30-inch "threat bubble," meaning each squad can engage any enemy unit that gets within 30" of it during the enemy's turn. That's a huge bubble! When you consider that you can usually deploy at least 12" forward, and that Strikes and Termies can deep-strike, it should be obvious that you can virtually always engage the enemy right away. Thus, transports really aren't necessary to get you around.

The one other use for transports is durability, either as bunkers or mobile cover. However, I think this use is highly overrated. First, consider how often you'll have cover saves from other sources (such as actual cover). Second, consider how easy it is to kill Rhinos. Everyone's playing mech these days, which means everyone's bringing plenty of anti-mech weaponry. This means your tanks will be lucky, really lucky, to survive a turn or two. Meanwhile, you're not only not spending those points on more GKs, you're also giving away upwards of half a dozen basically-free kill points.

My GK lists almost always center around two squads of 10 Strikes, a squad of 5 Termies, and 2 Psyfleman dreadnoughts (2x autocannon, psybolts). To this core, I'll often add some combination of a dreadknight (just incinerator), 10 interceptors, some more strikes, a vindicare, a GM with psycannon, a librarian with about 5 powers, and/or OM Inquisitor with termy armour, hammer, and psycannon (best 80pts you can spend, IMHO). I like to force my opponent to go first, hold everything in reserve, and then deep-strike all on one flank so that I have local superiority. The only times I regularly deploy everything is vs. dedicated close combat armies, when I need as many turns as possible to shoot before he hits my lines (because Strikes, much as I love 'em, are actually pretty bad in CC).

Obviously, you mileage may vary. I certainly don't mean to imply that my way is the only way to play GK. In fact, my point is precisely the opposite; no matter what you hear, there is no "one way" to play GK. Experiment with some lists, play some games, and find out what works for you.

This message was edited 1 time. Last update was at 2012/03/02 19:48:39


 
   
 
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