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Made in us
Slippery Scout Biker





Ontario, Canada

Hey guys i was thinking about starting a grey knights army and i was wondering if there are any units or combinations that i should always use, or what lists work well against what armies. any help would be nice. also what box sets and blisters should i buy.

For the Emperor! 
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

First of all, I see you're new here - please use the shift key! Proper spelling and grammar are appreciated!

Secondly, the actual topic. The top tournament builds for Grey Knights are Purifiers or Henchmen, spammed up the wazoo in psybolt Razorbacks with Dreadnoughts with twin linked autocannons and psybolt ammunition supporting. Don't be That Guy and take the popular netlist; it's not very fun to play against generally.

The codex itself is very, very strong and you can build a viable, fun list with just about anything in it. Standard Grey Knights are very, very good Troops, as are Terminators. Getting a few squads of each of these will both fill up lots of points and give you a good start to your army. Psycannons are the best weapons they can take, Psilencers aren't terribly good at all, and Incincerators aren't terribly popular either.

To start, I'd probably get two boxes of Grey Knights to make a 10 man squad and stick them in a Rhino. I'd then get a box of Terminators and either convert or buy a Grand Master to lead them. Put the Terminators in either a Stormraven or a Land Raider and you've got yourself a decent start! I'm by no means an expert on GK, but the army composition itself isn't all that different from that of Codex Space Marines, so I'm going with a similar theme.

Also, when you're in assault (you should be) be sure to cast Hammerhand every turn. Your squads can all cast it to buff their strength +1, and any other psykers can cast it to do the same, and it accumulates!

Check out my Youtube channel!
 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

I'd say to build your army the way you want to. As a core, either GK options are good, depending on the list, as for the rest of the army anything can work.

I'd say, for a starting player, load up on some terminators and an HQ of your choice, a librarian is an excellent all around choice, as is a grand master.

Make sure each of your terminator squads has a hammer, psycannons help you at range but you don't 100% need them, and consider what melee weapons to give your guys. Swords are great vs anything, halberds vs MEQ and worse.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Slippery Scout Biker





Ontario, Canada

Sorry about the shift thing it totally slipped my mind, I am used to my other computer doing that automatically.
On to the GK stuff, I fell like the Land Raider would be a waste of points since you can Deep Strike with the Terminators.
Also I would like to try and have a faster moving army with lots of unit teleporting into battle ( to keep things interesting).
Lastly, how would you expand further on that army.

For the Emperor! 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

If you want teleporting and mobility, focus on two librarians with summoning and deploy on the edges of the field. You can pull your forces for combined strikes, deep striking can be risky unless you invest more points in it, but even then, they may not arrive when you need them.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Slippery Scout Biker





Ontario, Canada

Are there any units that are made for teleporting and that are good at CC
Sorry I have yet to buy the codex

This message was edited 1 time. Last update was at 2012/07/17 00:46:25


For the Emperor! 
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

http://www.dakkadakka.com/dakkaforum/posts/list/460371.page

check that first page for sorta of a primer for 6th edition GK

+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Slippery Scout Biker





Ontario, Canada

Thanks man that really helped

For the Emperor! 
   
Made in au
Devestating Grey Knight Dreadknight





Australia

ricoreaper599 wrote:Sorry about the shift thing it totally slipped my mind, I am used to my other computer doing that automatically.
On to the GK stuff, I fell like the Land Raider would be a waste of points since you can Deep Strike with the Terminators.
Also I would like to try and have a faster moving army with lots of unit teleporting into battle ( to keep things interesting).
Lastly, how would you expand further on that army.


A Landraider is expensive, but what you are paying for is certainty.

When your troops are in a landraider, you know when and where they will be. And they can assault on the turn they deploy from it. If you deepstrike, you aren't sure what turn they'll arrive, you aren't sure where they will land, and when they get there they can't assault.

Also, a landraider crusader is a useful weapon in its own right. Especially with the (now-useful) psybolts upgrade, especially handy at popping fliers with 12 or 6 twin linked shots at S5, 4 twin linked shots at S6, and a multi-melta.

"Did you ever notice how in the Bible, when ever God needed to punish someone, or make an example, or whenever God needed a killing, he sent an angel? Did you ever wonder what a creature like that must be like? A whole existence spent praising your God, but always with one wing dipped in blood. Would you ever really want to see an angel?" 
   
 
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