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![[Post New]](/s/i/i.gif) 2012/07/23 23:20:14
Subject: Grey Knights 1850
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Boosting Black Templar Biker
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Just looking for people's thoughts etc.
The list would have a problem bringing down fliers, but I don't believe the list would have that big of a problem outlasting the armies that brought them.
HQ
205 - Grey Knight Grand Master (MC Daemon Hammer, Psychotroke Grenades, Incinerator) - Grand Strategy and Divination Psychic ability
59 - Xenos Inquisitor (Ulumeathi Plasma Syphon, Psychoktroke Grenades, x3 Servo Skulls)
Troops
490 - x10 Terminators (x1 Warding Staff - Justicar, x2 Psycannons/x2Halberds, x2 Daemon Hammers, x5 Halberds, Psybolt Ammo)
490 - x10 Terminators (x1 Warding Staff - Justicar, x2 Psycannons/x2Halberds, x2 Daemon Hammers, x5 Halberds, Psybolt Ammo)
Heavy
235 - Dreadknight (Heavy Incinerator, Personal Teleporter)
235 - Dreadknight (Heavy Incinerator, Personal Teleporter)
135 - Dreadnought (x2 TL Autocannons, Psybolt Ammo)
1849 Total
On scenerios needing scoring units, decent roll is giving both Dreadknights scoring, good roll is giving it to all 3 heavies.
Non scoring, or my castle your castle games, counter-attack or re-rolling 1's to wound has always worked out.
Having 2 Justicars with the 2+/2++ saves in CC to accept or start challenges will help keep my HQ's in the game during combat, which keeps the grenades going.
Knocking out fliers is of course going to be the problem for this army. The smaller fliers, like DE stuff, well that is armor 10 and 11, I can hit that with rolling the Psycannons and Str 5 Storm Bolters, it's just not that "easy". And the Rifleman Dread, yes he needs 6's also but he is TL so if I fail the first 4 dice, I can do it again. On 8 roll's I am really hopping for 1 hit a turn. Maybe its enough, maybe not. I just need to play for that kinda day.
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Black Templars 3000
Grey Knights 3000
Menoth 190 points
Circle 60 points |
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![[Post New]](/s/i/i.gif) 2012/07/24 06:40:49
Subject: Grey Knights 1850
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Excited Doom Diver
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I think if you're relying on terminators, you need 4 hammers per 10 man squad now. And a banner unless you're planning to combat squad. The stave on the Justicar is a good idea.
The big problem versus flyers is that the dreadnought will be their first target on turn of entry and they're going to have a better chance of destroying him than he they.
Take an evil space faerie Razorwing. It has a 14% chance to destroy the dreadnought but that's actually a lote better than the dreadnought's chance to destroy it, 10%.
Now cumulatively, and taking glancing hits into account, after 4 turns shooting, the dreadnought has a 67% chance of bringing the Razorwing down, but the razorwing's still ahead with 75% of having done the dreadnought down.
While you have a lot of terminator fire that might bring the Razorwing down -- a 10 man squad firing have a 15% chance, much better than the dreadnought -- bringing down flyers surely isn't really their job, they should be mashing the enemy ground troops.
Against a stormraven, you're toast. The raven, if mounting psycannon and melta has a massive 66% chance of destroying the dreadnought on the first turn whereas poor dready has only a 7% chance in return. it's worse if it mounts plasma and melta because then it's great at picking off your terminators too.
That said, I think this sort of list just has to suck it up and hope it never meets a list with 3 or more flyers (especially Vendettas who will be just as tough to kill as ravens but more numerous and with greater destructive potential for not actually too many points).
One good thing is that an army which is relying on the tactic of hanging back and waiting for the flyers (I'm thinking especially the sort of Necron list that is essentially all flyer with an overlord on the table lurking out of los) might be quite susceptible to a turn one dual dreadknight shunt (though that would be more devastating were they allowed the charge of course). But at least he'd have two headaches in his deployment zone to worry about while your terminators march up.
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Follow these two simple rules to ensure a happy Dakka experience:
Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.
Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s. |
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![[Post New]](/s/i/i.gif) 2012/07/24 08:53:10
Subject: Re:Grey Knights 1850
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Servoarm Flailing Magos
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I'd probably replace one of those dreadknights with a stormraven gunship with psybolt ammo.
Just to get some mobility in there. The Gunraven is also just about the defence we have against other people's flyers.
With the psybolt ammo and the standard weapon kit on it, you have a good chance of glancing out other fliers. Fliers that are most probably focusing on taking out your dread and psyfleman.
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![[Post New]](/s/i/i.gif) 2012/07/24 11:16:03
Subject: Grey Knights 1850
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Boosting Black Templar Biker
Boston,MA
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I'm liking the list Rogue. But I do agree with Purifier, I think you need a Storm Raven Gunship. If you combat squad one of the terminator squads and then put them in with the grandmaster your can fly up and hit the enemy hard with your HQ and 5 terminators while the rest of your army follows up.
Having the Storm Raven will really help you out in the long run.
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Black Templars are the best Space Marine Chapter out of all the Space Marines. They are the most fanatical marines out there. They are on an endless, eternal crusade for the god emperor. AND they get in the face of the enemy. Thats the way to get things done.
33-20-5
64-70-23
21-15-4
3-0-0
Check out my EDM DJ mixes at http://soundcloud.com/henrywhite
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![[Post New]](/s/i/i.gif) 2012/07/24 11:26:14
Subject: Grey Knights 1850
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Excited Doom Diver
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Oh, also a GM can't pick Divination powers, only a Librarian or Inquisitor may do so.
On the whole I think you might consider dropping the dreadnought and the inquisitor to squeeze in a raven, though you then have no long-range shooting starting :
HQ
175 - Grey Knight Grand Master
Troops
490 - x10 Terminators (x1 Warding Staff - Justicar, x2 Psycannons/x2Halberds, x4 Daemon Hammers, x2 Halberds, Psybolt Ammo)
490 - x10 Terminators (x1 Warding Staff - Justicar, x2 Psycannons/x2Halberds, x4 Daemon Hammers, x2 Halberds, Psybolt Ammo)
Fast
225 - Stormraven (multi-melta, assault cannon, psybolts)
Heavy
235 - Dreadknight (Heavy Incinerator, Personal Teleporter)
235 - Dreadknight (Heavy Incinerator, Personal Teleporter)
1850 Total
Alternatively, drop the GM and replace him with Coteaz allowing you to put the inquisitor back in and with a few more upgrades. Some people will tell you Coteaz is wasted unless you bring weakling troops. In fact he's a good c-in-c for terminator armies now as he can take 2 divination powers instead of his defaults and his 2+ armour save and the good chance of Look Out, Sir mean he can run wiuth terminators quite effectively.
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Follow these two simple rules to ensure a happy Dakka experience:
Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.
Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s. |
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![[Post New]](/s/i/i.gif) 2012/07/24 22:24:47
Subject: Grey Knights 1850
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Boosting Black Templar Biker
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Blood and Slaughter wrote:Oh, also a GM can't pick Divination powers, only a Librarian or Inquisitor may do so.
On the whole I think you might consider dropping the dreadnought and the inquisitor to squeeze in a raven, though you then have no long-range shooting starting :
HQ
175 - Grey Knight Grand Master
Troops
490 - x10 Terminators (x1 Warding Staff - Justicar, x2 Psycannons/x2Halberds, x4 Daemon Hammers, x2 Halberds, Psybolt Ammo)
490 - x10 Terminators (x1 Warding Staff - Justicar, x2 Psycannons/x2Halberds, x4 Daemon Hammers, x2 Halberds, Psybolt Ammo)
Fast
225 - Stormraven (multi-melta, assault cannon, psybolts)
Heavy
235 - Dreadknight (Heavy Incinerator, Personal Teleporter)
235 - Dreadknight (Heavy Incinerator, Personal Teleporter)
1850 Total
Alternatively, drop the GM and replace him with Coteaz allowing you to put the inquisitor back in and with a few more upgrades. Some people will tell you Coteaz is wasted unless you bring weakling troops. In fact he's a good c-in-c for terminator armies now as he can take 2 divination powers instead of his defaults and his 2+ armour save and the good chance of Look Out, Sir mean he can run wiuth terminators quite effectively.
Thank you all for the comments.
Because I am stubborn IRL, I am going to play a few games with this list and see how it does. But each comment I will definitely consider and play test them as well. Lots of things to think about, because I really want to keep the Terminators and Dreadknights as they are still good and were a stable in my armies in 5th edition. Having Grand Strategy when I used Mordrak was amazing as being able to adapt to some of the scenerios in 5th and have done well in 6th already for me, so its really hard for me to drop him.
The biggest disappointment honestly is that 2 of the 3 local places I play at are ALL changing there RTT's from 2000 to 1850 because of the x2 FoS crap that GW has allowed. It's the entire reason that I have to come up with a new list in the first dang place.... Automatically Appended Next Post: If this was a 2k game it would be easy...
HQ
205 - Grey Knight Grand Master ( MC Daemon Hammer, Psychotroke Grenades, Incinerator)
59 - Xenos Inquisitor (Ulumeathi Plasma Syphon, Psychoktroke Grenades, x3 Servo Skulls)
Troops
490 - x10 Terminators (x1 Warding Staff - Justicar, x2 Psycannons/x2Halberds, x3 Daemon Hammers, x4 Halberds, Psybolt Ammo)
490 - x10 Terminators (x1 Warding Staff - Justicar, x2 Psycannons/x2Halberds, x3 Daemon Hammers, x4 Halberds, Psybolt Ammo)
Heavy
235 - Dreadknight (Heavy Incinerator, Personal Teleporter)
235 - Dreadknight (Heavy Incinerator, Personal Teleporter)
Fast Attack
205 - Storm Raven ( TL Lascannon, TL Multi Melta)
1919 ATM
81 Points left... Hell add a single Paladin with an MC Psycannon for 80 Points and have him as a hidden objective holder with Grand Strat.
1999 Total
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This message was edited 1 time. Last update was at 2012/07/24 23:29:25
Black Templars 3000
Grey Knights 3000
Menoth 190 points
Circle 60 points |
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