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![[Post New]](/s/i/i.gif) 2012/04/25 02:12:14
Subject: GreyKnight Deepstrike List
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Longtime Dakkanaut
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HQ
Malleus Inquisitor - Psyker+Psychic Communion, Servoskulls x3 = 64
Henchmen - Crusader x4, Mystic x1, Razorback, TL-Assault cannon, Psybolts = 155
Malleus Inquisitor - Psyker+Psychic Communion, Servoskulls x3 = 64
Henchmen - Crusader x4, Mystic x1, Razorback, TL-Assault cannon, Psybolts = 155
TROOPS
Terminators x5 - Psycannon, MC Hammer = 230
Terminators x5 - Psycannon, MC Hammer = 230
GKSS x10 - Psycannon x2, MC Hammer = 220
GKSS x5 - Psycannon x1, MC Hammer = 220
HEAVY SUPPORT
Dreadknight - Teleporter, Heavy Incinerator, Greatsword = 260
Dreadknight - Teleporter, Heavy Incinerator, Greatsword = 260
TOTAL = 1753
Thoughts being, the two lots of Psychic Communion gives me more control over early reserves rolls. The game would start with 2x razorbacks on the board, and 2x dreadknights (though I could deepstrike the knights too, but that would leave the razorbacks as big targets). The dreadknights both shunt into a flank, causing mass damage and soaking fire, while the razorbacks charge forwards for a turn, then start firing assault cannon shots while the terminators and strike squads can deepstrike without risk of scattering or mishaps.
Just seemed interesting, at least more interesting than rhino spam lol. Not sure how effective it would be though... Quite a lot of troops on the board for a grey knight list anyway lol
edit: Should just add that theres no characters because this is for a game that doesnt allow characters.
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This message was edited 1 time. Last update was at 2012/04/25 02:20:24
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![[Post New]](/s/i/i.gif) 2012/04/25 11:53:19
Subject: GreyKnight Deepstrike List
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Trustworthy Shas'vre
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I'm not a fan of Deepstriking lists in general but i'd say a librarian is definitley worth considering, I'd keep a single inquisitor and his unit, maybe beef it up and give it a chimera, and then take a librarian for one of the units of termiantors and give him warp rift, that way when he comes down within 6" of the chimera he can warp rift the enemy's vehicles or infantry, auto pen never hurts!  This would also help to beef up your units when they come down with powers such as the sanctuary and the shrouding, as you will not be able to assault till after your deep striking turn. so you will either need to go into cover to get a 3+ save with shrouding or 50% obscure your unit and only make visible the weapons that you want to shoot the turn you come down.
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![[Post New]](/s/i/i.gif) 2012/04/25 13:29:27
Subject: Re:GreyKnight Deepstrike List
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Longtime Dakkanaut
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I'm not a GK player, so this is really just general advice on how I think the list will work rather than me using detailed knowledge of the GK codex...
Anyway, I like DS lists, I really do. You presumably already know about the drawbacks and advantages of deepstriking your whole or a large portion of your army, and with the negatives in mind, my personal opinion is you need as much deepstriking as possible (if your going for a heavy DS list). For that reason, I would personally not both at all with the Razorbacks, even with the Dreadknights on the bored, any player who is worried about those HQ squads is going to put a few shots their way, and they'll be slowed down or walking. That won't happen all the time, but it'll happen enough for me to think they just aren't worthwhile.
The already mentioned Librarian to me, seems like a much more solid HQ choice. Although as you say psychic communion helps with reserve rolls.
I've also heard good things about the Interceptors is it? The fast attack GK PA unit (although the silly jump packs look silly), I don't know how effective they are in a DS list.
What i'd be tempted to do, as a different option is get two Stormravens in place of the Dreadknights, drop the Razorbacks and add some Deathcult assassins to the squad. Although then I assume the psychic communion doesn't help the reserve rolls if its in reserve, so you then might as well swap for inquisitors with those wonderful nades.
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DC:90-S+G++M--B++I+pW40k08+D++A++/eWD257R++t(S)DM+ |
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![[Post New]](/s/i/i.gif) 2012/04/25 15:06:41
Subject: Re:GreyKnight Deepstrike List
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Decrepit Dakkanaut
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Neil, this is Tristan.
I played a GK list in the final at the Dakkacon 40k tourney in January.
It was 50% points deepstriking, 1 massive deathstar unit of horror.
He botched the roll, wiped out the unit and I ate him for lunch. Grey knights are just another form of MEQ, once you understand how to kill MEQ, you can take it apart whether it's wearing silver, red, grey or green armour. GKs have lots of bells and whistles, but once the rest of the metagame has fully adjusted to them, they'll be as susceptible to other armies as space wolf razorspam, DoA BA or Vulcan marines.
You want to be competitive in tourney, keep a wide range of foes on their toes? Get a xenos army, they all play differently and can be tailored to kill MEQ, whilst MEQ armies will also be tailored to killing MEQ as well, due to the over-abundance of space marine type armies and their popularity.
It's playing the numbers game.
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![[Post New]](/s/i/i.gif) 2012/04/25 16:04:30
Subject: GreyKnight Deepstrike List
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Tower of Power
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I've always thought that a second Inquisitor in a derp strike list probably isn't worth it. Reason is with a single Inquisitor you can get your stuff down on a 3+ turn 2 and 2+ turn 3. The extra Inquisitor only makes turn 2 a 2+, so you're only getting the extra benefit for a single turn.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2012/04/25 16:29:14
Subject: Re:GreyKnight Deepstrike List
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Regular Dakkanaut
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I have been extensively playing and testing a 1.5k deep striking list and I can tell you.
1. two psy commune inquisitors are good. Way too many enemies have hoods, or eldar runes, you need at least one psy commune to go off on turn 2 to get a decent amount of your army in. Redundancy is a core principle of 40k list desighn, do not ignore it here.
2. The crusaders are a waste of points, look any CC unit will eat 4 crusaders for lunch, your unit is already in a Razor back and if the razor is wrecked or exploded your unit will be in a 4+ crater or out of LOS behind a wreck. 4 simple warriors will serve just as well as redshirts for your inq and save you quite a few points.
3. For your purposes condisder a plain Razor with psi ammo over the assault cannon. In turn 1 your going to want to keep alive as priority one, so keep the Razors back, the extra foot of range will help keep you alive against a number of (but not all) wepaon systems and reduce thier threat profile latter in the game. The biggest problem with the Razor/henchman/inq combo is that it is 3kp.
points 2 and 3 will get you somthing like 150pts which you can put to more gkss troops.
4. GKSS > Terminators IMO. (Depending on how many ap3 weapons your enemy is toting) GKSS will have more fire power which is vital for the DS alpha strike your army is built around.
5. Psi ammo on troops! with DS you will get side and rear shots against armor and str 5 is amazing in volume against av 10 and 11. This also goes with point 4, you win with a list like this due to an overwhelming turn 2 alpha.
6. Teleport on dreadknights is expensive. It is really good so I won't tell you remove it but dreadknights are most worth while when they are under 200pts imo. Remember bells and whisltes do not increase a dreadknights survivability.
7. Don't ignore psyfilemen, if you dont want to field them on the board thats ok, just walk them on as normal reserves. Psyfilmen of course are great and provide vital long range and anti tank capability.
Rebuilding your list along these lines would get you something like this.
2 inqs, psy communion, 6 servo skulls 128pts
2 squads of henchmen with 1 mystic, 4 wariors, Razorback with psi ammo. 152 (for both)
3 squads of 10 GKSS, 2 psi cannons, hammer, psi ammo, 750pts
1 squad of 10 interceptors, 2 psi cannons, master hammer, psi ammo 315pts
3 psyfilmen 405pts
This provides one heck of a harder alpha strike. Your list drops a potential of 5 psi cannons, 20 storm bolters and 2 flame templates, I drop 8 psi cannons, 32 str 5 storm bolters and 12 twin linked str 8 shots.
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This message was edited 5 times. Last update was at 2012/04/25 16:59:35
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![[Post New]](/s/i/i.gif) 2012/04/25 17:16:29
Subject: GreyKnight Deepstrike List
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Longtime Dakkanaut
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Hey Tristan, long time no see lol (if you're the Tristan I think you are anyway!)
If I deepstrike the dreadknights, then I probably wouldnt bother with teleporters (although a late game shunt onto an objective could be useful), I had just been thinking that the two razors would be very easily destroyed on the first turn if I didnt have some more nasty targets for the enemy to focus on.
edit:
I currently have several lists all written next to each other lol, trying to fit in the units I want to use into a list thats balanced and fun to play, and that doesnt involve too much razorback spam or general cheesiness. Its a tricky process! I have been mulling over the use of a grand master, expensive but does have psychic communion (if im ddeepstriking), and the grand strategy means Im slightly less limited by my troops choices.
Its a real shame henchmen lists are constrained to a unique character choice, but I have come up with a fun little corteaz list now anyway, its just the pure grey knight non-character list that im having troubles with lol
Edit 2:
Something I just noticed, between terminators and SS, is that even though my list has less psycannons, some of them are relentless and so will always be able to fire at the full 4 shots. This only matters if the SS arent standing still... but on the turn they deepstrike theyd only get to fire 2 shots each, and id think theyd have to move on at least a couple of the remaining turns.
Not sure if this is a particularly big deal, Id just remembered it as I was looking through my codex lol
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This message was edited 3 times. Last update was at 2012/04/25 17:34:30
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![[Post New]](/s/i/i.gif) 2012/04/25 17:59:44
Subject: Re:GreyKnight Deepstrike List
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Psychic Prisoner aboard a Black Ship
Central Ohio
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I play an all-deep-striking GK army (apart from 2 dreadnoughts, who can walk on and instantly provide fire due to their 48" range). I am actually of the opinion that Psychic Communion is not worth taking. The wonderful thing about an all-DS list is that you can take 2nd turn (or let your opponent take 1st turn), reserve absolutely everything, and watch him putter around uselessly for his first two turns. The whole point of all-DS is to deny him the ability to do anything useful for 2 turns, then come down and get first shot against him (and last shot in the game too, since you go second). It actually runs counter to this purpose to have to deploy something at the beginning of the game, because then your opponent has a target.
Do yourself a favor and save 150pts by dropping the PTs from the dreadknights. Frankly, save another 50 and drop the swords too. The PTs aren't necessary if you're DSing anyway, since you'll be close enough to be a threat as it is. And while the sword is nice, it does lose you an attack, and I don't think the net gain in utility is worth 25pts.
In my experience, what you want is a) more squads, and b) more firepower. You rely on dishing out damage when you come down, to minimize the return fire you take. For tactics, always bring everything down on one flank. This means your whole army is only dealing with a portion of the enemy's army at a time. Since my force is primarily shooty, I make sure to keep distance between myself and the enemy, using my 24" assault weapons to kite away from anyone who might come assault me.
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![[Post New]](/s/i/i.gif) 2012/04/25 18:30:45
Subject: GreyKnight Deepstrike List
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Regular Dakkanaut
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Hey Nirru im not Tristan but
I tottaly agree with 80% of aAdoneus here. I do however think having commune is worth it, a bad turn of reserves can ruin a DS army, the trick is not to over invest. If all you do is buy 40pts of warriors (10 ablaitve wounds) and stick both inqs in cover with them (or better yet out of LOS) you should be able to survive a turn of long range shooting by going to ground. getting 84% of your army in turn 2 is worth the points IMO.
Know that smart players will not 'putter around' on turn 1, they will castle up and wait, if they are infantry based the flamers can help here but apart from footdare and green tide there are few competitive foot lists, mostly smart players will castle in thiere rhinos/chimeras so as to provide 100% return fire into your army. If they do this you will want as much as your own army comming down turn 2 as possible and find psyfilemen>dreadknights.
(though i personally play one dreadknight and 2 psyfilemen in my DS list because dreadknights are cool!)
If the enemy is idiot enough to 'putter around' against a deep strike list they are not a threat to a good general in any case.
One last point, except against armies with alot of long range fire power, having a few inquisitors on the board encourages the enemy to move towards your lines, thus exposing rear armor to DS. Putting inquisitors far apart encourages the enemy to split forces.
If I have a 64pt inq sitting in cover in the corner of my dep zone and the enemy commits lets say 160pts worth of drop pod and dreadnaught to kill him, i win simply by having that many enemy points isolated and away from the main battle.
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This message was edited 1 time. Last update was at 2012/04/25 18:51:39
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![[Post New]](/s/i/i.gif) 2012/04/25 19:06:26
Subject: Re:GreyKnight Deepstrike List
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Longtime Dakkanaut
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Trying to make a vague decision between a couple of slightly different lists...
1)
Grandmaster, x3 servo skulls = 190
Paladin Squadx5, psycannon x2 = 325, made troops by the GM, and can deepstrike
Termies x5, psycannon = 230
Termies x5, Psycannon = 230
SS x10, Psycannon x2 = 220
Dreadknight, Heavy Incinerator, Greatsword = 185
Dreadnought, autocan, autocan, psybolts = 135
Dreadnought, autocan, autocan, psybolts = 135
= 1650 total. So could get another cheap inquisitor with 3 more servo skulls, just so I have lots of deepstrike areas on the table. Everything startes in reserve, so psychic communion wouldnt be much use... unless I start the GM on the table somehow, maybe in a henchmen squad (ranged guns or CC type). If I roll a 2 or 3 on the GM I can even make the NGK and a dread scoring, on top of the paladins.
2)
Grandmaster, x3 servo skulls = 190
Purifier Squad x10, psycannon x4 = 280 made troops by the GM. Cant deepstrike though so would need a vehicle...
Termies x5, psycannon = 230
Termies x5, Psycannon = 230
SS x10, Psycannon x2 = 220
Dreadknight, Heavy Incinerator, Greatsword = 185
Dreadnought, autocan, autocan, psybolts = 135
Dreadnought, autocan, autocan, psybolts = 135
= 1605. The purifiers having to be in a transport though, makes them a little more fragile unless I add in more vehicles. Not enough points for any ravens though. The 45 point difference between the paladins and the purifiers will be wiped out by the need for a rhino for the squad anyway.. so list 2 would probably need to be retailored into a mech list.
If I drop a termie squad from either list, I could possibly have the points available to get a pair of stormravens, maybe its more likely in a 2000 point list.
edit: Hey blackjack, no I think tristan was someone else lol, but yeh I do like your ideas, all of these lists im making is me trying to make lists I would have fun collecting and playing lol, hence trying to keep a dreadknight (cos i do like the model too haha). I also really like the henchmen options, but it does seem like I will have to keep my love for henchmen in a Corteaz list, simply because its that much easier to fit them in!
Those lists above have a GM and points available for a single inquisitor, so psychic communion is still available, though im not sure if I would want to start the GM on the board unless I fit him in a raven or leave him in cover somewhere, which seems a waste
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This message was edited 2 times. Last update was at 2012/04/25 19:13:18
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![[Post New]](/s/i/i.gif) 2012/04/25 19:09:28
Subject: GreyKnight Deepstrike List
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Regular Dakkanaut
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Double asscan dreads are illegal (or you would see them everywear!). Single asscan dreads are short ranged and thus not suitable to a reserves list.
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![[Post New]](/s/i/i.gif) 2012/04/25 19:12:30
Subject: GreyKnight Deepstrike List
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Longtime Dakkanaut
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blackjack wrote:Double asscan dreads are illegal (or you would see them everywear!). Single asscan dreads are short ranged and thus not suitable to a reserves list.
Oh dammit, I meant autocannon, I cant believe I wrote that wrongly so many times without noticing :/ Ill edit it now Automatically Appended Next Post: Grandmaster, x3 servo skulls = 190
Inquisitor, x3Servoskulls, Communion = 64
Henchmen - 3x servitors, x3 plasma cannons, 3x acolytes = 72
Paladin Squadx10, psycannon x4 = 630, made troops by the GM, and can deepstrike in combat squads. Expensive but powerful, especially with one combat squad potentially having 4 relentless psycannons, 16 shots on the turn they drop in.
SS x10, Psycannon x2, Psybolts = 240
SS x5, Psycannon x1 = 110
Dreadknight, Heavy Incinerator, Greatsword = 185
Dreadnought, autocan, autocan, psybolts = 135
Dreadnought, autocan, autocan, psybolts = 135
= 1761
The list relies on using the 6 servo skulls to have some controlled deepstrike locations (not as good as mystics, but its hard to get redundancy in mystics). I could still put a mystic in the henchmen squad, but the servitors with the warlock and GM will be sat in cover (maybe on a objective) so im not sure if the mystic is worth it other than for bringing in support.
Paladin squad is big and expensive, but has a lot of firepower, and relentless means that even on the turn it deepstrikes or if it starts to walk towards the enemy, its still pumping out shots. And even if I roll a 1 on grand strategy, its still going to make two strong scoring units on the table.
Just seems like a compromise between all the things id like in a list lol. Not too sure on the servitors, but i figured if im leaving the inquisitor in cover in the backfield, it might as well have some long range abilities.
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This message was edited 1 time. Last update was at 2012/04/25 20:25:50
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