Switch Theme:

Tyranids 1000 points for Grey Knights  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in pl
Fresh-Faced New User




Hi I will be playing against my friend (first time grey knights) and I read the poison is verry effective against them so I made something like that :

HQ:
-Tervigon + toxin sacs + cluster spines + catalyst + adrenal glands 195

Ellites:

-Doom of Malan'tai + Mycetic spore 130
-2xHive Guard 100
-2xHive Guard 100

Troops:
-20 x termagaunt brood 100
-20 x termagaunt brood 100
-Tervigon + toxin sacs + cluster spines + catalyst + adrenal glands 195
-16 x termagaunt brood 80 (?)

I didnt knew what to do with last points so i put hmm more gaunts.

Swarm them! 
   
Made in us
Raging Ravener




I would be worried about synapse. you have only 2 synapse creatures. kill those and all the gaunts in the world wont save you. It might be best to drop those extra gaunts and 1 hive guard for a few zoanthropes.

Fold the hive guard into the other brood. The reason for doing this is simple, warp blast is AP 3. Yes hive guard are nice and tough. but 2/3 times power armor is going to shrug off your hits. warp blast has a higher chance of killing when it hits. Wounding on 3s and ignoring that nasty armor save.

Never underestimate the Genestealers ability to sweeping advance EVERYTHING!  
   
Made in au
Raging Ravener





also drop the 3 termagent broods and exchange for 2 10 men and an extra tervigon... I love taking on Draigowings etc by pumping tarpit gent units into combat, leaving the big ones out of harm whilst giving FNP and all the other benefits... Also remember that his anti-psyker-grenades only work if he charges, so if you have to go for it first, and hope he doesn't use the brotherhood banner for his force weapons or your doom and monsters are screwed...




Automatically Appended Next Post:
If you don't need the extra tervigon then I think your list is still pretty good, the reason I suggest this is that you need some sacrificial squads to take up some overwatch fire, those 20 shots your take from a single squad can only be fired at one charging unit a turn, so its best to have a few units to throw into the fray... I agree about the Hiveguard although they will insta kill a 2 W paladin even with medics, maybe go both Zoans and Hiveguard...

This message was edited 1 time. Last update was at 2012/12/14 06:17:41


6500pts
5500pts
5500pts
1500pts
Sons of Orar 2000pts
1850pts
2500pts
Knights 1850pts
 
   
Made in pl
Fresh-Faced New User




ok so after some comments i am thinking this:

HQ:
-Tervigon + cluster spines + catalyst 175

Ellites:

-Doom of Malan'tai + Mycetic spore 130
-2xHive Guard 100
-2xZoanthrope 120

Troops:

-Tervigon + toxin sacs + cluster spines + catalyst 185
- 10x termagauants 50
- 11x termagauants 50
-Tervigon + cluster spines + catalyst + adrenal glands 185


1000 points, what do you think about it?
(i dont like it mainly cause my friend is very slow thinking and never thought about killing my synapse and thats only 21 gaunts.).

Swarm them! 
   
Made in us
Sneaky Lictor





I think you'll find that at 1000 points Doom (while awesome) you will wish you had the points invest elsewhere.

Doom can be insta'd by missiles, and since force weapons are so common in GK armies, he can also be insta'd in CC pretty easily.

GK having a 10 LD pretty much across the board you're really only looking at them failing ~50% of the tests forced on them by Doom, THEN your opponent will likely only take 1-2 losses to those failed tests...

For 130 points, you could take a significant squad of hormagaunts which I have found very effective against GK OR buff up your Termagant broods more.

Just some thoughts.
   
Made in us
Dakka Veteran





I found Genestealers to be good against GK. You swing faster than non-halberds, the same speed as halberds, rending (which can bypass any armor save, even terminators) high weaponskill, and since force weapons are present, the one Genestealer downside (their 5+ armor), is negligible due to Force Weapons ignoring 3+ or worse and their 1 wound is a "who cares" since Force weapons ignore that too. In addition, they don't freak out if your synapses creatures die.
   
Made in pl
Fresh-Faced New User




yeah i am not very great at hiding my own troops so i wont take stealers, but even MORE GAUNTS hmmmm i am going to get 1 or 2 squads for brain sucking anyway. i'll go with 26 more gaunts split in 12-11-12-12 squads

Swarm them! 
   
Made in us
Raging Ravener




The argument for doom is the same as with the zoanthropes. Okay, spirit leech ignores armor saves. Cataclysm is ap1. Comes down to how much damage you believe he can do before he gets killed. Gray knights are expensive point for point. Each one he loses is a big deal. Not sure the exact points, perhaps someone can help us with that. But how many models must you remove to make Dooms 130 points worth it, and do you think you can make those kills before doom gets taken down?

Never underestimate the Genestealers ability to sweeping advance EVERYTHING!  
   
Made in us
Longtime Dakkanaut




Backlash wrote:
The argument for doom is the same as with the zoanthropes. Okay, spirit leech ignores armor saves. Cataclysm is ap1. Comes down to how much damage you believe he can do before he gets killed. Gray knights are expensive point for point. Each one he loses is a big deal. Not sure the exact points, perhaps someone can help us with that. But how many models must you remove to make Dooms 130 points worth it, and do you think you can make those kills before doom gets taken down?


Big reason for Zoanthrope over Doom is low point lists is Synapse. For all the cool Doom brings it does not have Synapse. This list will need lots of Synapse simple do to the number of guants that will hit the board.

With the Trevigon I would drop the cluster spines and see if I could beef atleast on Termiguant brood up to Devilguant for the firepower boost. The only real threat at over 12" in the list is the 2 hive guard against an army that is almost entirely 24" shooting. Deploying forward and falling back shooting could give them as much as 3 turns of unanswered shoots.
   
Made in us
Dakka Veteran





If doom kills 5 un-upgraded or 3-4 upgraded PAGK, he's made back his points. If he kills 2 basic terminators, he makes up his points.

Just for reference :3
   
Made in pl
Fresh-Faced New User




arent grey knights strongest in assault/mele?so he will come to me anyway. 3 tervigons are a little bit of overkill i feel how do you guys feel about Shrikes with Sword/whip?

Swarm them! 
   
Made in us
Dakka Veteran





Abdool wrote:
arent grey knights strongest in assault/mele?so he will come to me anyway. 3 tervigons are a little bit of overkill i feel how do you guys feel about Shrikes with Sword/whip?


Actually, Grey Knights are strong at almost any range, this was one of the bigger complaints about the codex. Against Tyranids, GK can do massive damage at far or up close.
Shrikes are no bueno as that 5+ armor save means allll those storm bolter shots ignore armor. Add in the fact that a single psyfleman Dread can kill up to 4 per shooting phase (3s to hit, twin linked, 2s to wound causing ID on T4)... if the GKs are good, then the shrikes will be very bad.
   
Made in ca
Regular Dakkanaut




Hey my friend and I are still new players and we play GK and tyranids, his list is reminiscent of yours except his main nuisances are flying hive tyrants. He also plays a doom, but usually only lasts one turn before it gets popped by something, we've agreed it's a waste of points against grey knights around 1750pts.

I'd suggest trying out:

- doom
- terv HQ
+ Hive Tyrant w/ wings, twin linked devourer cannons w/ brain leech, and some other stuff. I'm not totally sure on the loadout exactly but it's around 245-295pts

He usually always gets his preferred psychic ability Ironarm when he rolls, this makes for an insanely annoying flying creature with 7-9 toughness flying around. He never lands the tyrant, jus flies it around and shoots 24 shots at whatever he wants. I imagine at 1000 points, and HQ like this could undoubtably win you games. Another thing to think about is the Shadows of the warp. This silly ability makes it nearly impossible to pass any psychic tests with the knights.

Again take this with a grain of salt, I'm still new, and there may be better load outs to use.
   
Made in au
Raging Ravener





Doom is great, as his (Non psychic) ability happens in your turn (the turn he arrives), and then at the start of the enemies shooting phase, so if he don't get killed from say a lucky quadgun, lucky Coteaz, or Icarus lascannon, then he kills again and again, plus he has a 3+ invun, which is better than most, sure he dies from a successful force weapon roll (which is the one power they will have to use for a whole turn), but then that's on 3D6 psychic test and just as likely as any other MC... Even if the guy gets his Int reduced to 1, he's still rolling last anyways, and if you want to roll on biomancy you may even get the iron arm and make him Eternal warrior...

6500pts
5500pts
5500pts
1500pts
Sons of Orar 2000pts
1850pts
2500pts
Knights 1850pts
 
   
Made in us
Fresh-Faced New User




my 1000 pt. list goes like this...
Flyrant w/brainleech worms, toxin sacs HQ
tervigon w/ catalyst and toxin sacs (troop)
tervigon w/catalyst and toxin sacs (troop)
10 termagaunts w/devourers
10 termagaunts w/ devourers
Doom of malantai w/spore w/ venom cannon (i don't have the list in front of me its the template weapon upgrade)

This list does really well at my shop. Fly the tyrant around and shoot the heck out of stuff. Camp the Tervigons in cover or on an objective(troop choice) till they stop making babies. Drop Doom right in the middle of their army
and watch him do his thing...you have to not think of him as anything but a nuke for the first turn. Anything after that is SERIOUS gravy. Once the Tervigons double out just run them around and Hulk smash anything in their way. In my experience at 1000pts not too many armies can hang. Too many monsterous creatures and with the devilgaunts you can put 60 shots on any unit you can pin between the two units...thats alot of dice.






Automatically Appended Next Post:
my 1000 pt. list goes like this...
Flyrant w/brainleech worms, toxin sacs HQ
tervigon w/ catalyst and toxin sacs (troop)
tervigon w/catalyst and toxin sacs (troop)
10 termagaunts w/devourers
10 termagaunts w/ devourers
Doom of malantai w/spore w/ venom cannon (i don't have the list in front of me its the template weapon upgrade)

this list does really well at my shop. Fly the tyrant around and shoot the heck out of stuff. Camp the Tervigons in cover or on an objective(troop choice) till they stop making babies. Drop Doom right in the middle of their army
and watch him do his thing...you have to not think of him as anything but a nuke for the first turn. Anything after that is SERIOUS gravy.


This message was edited 1 time. Last update was at 2012/12/20 13:14:17


 
   
 
Forum Index » 40K Army Lists
Go to: