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Made in it
Fresh-Faced New User




Hello everyone
i'm trying my first build with my new GK (only knights, no inquisition):

HQ

Grand Master w/ Master Crafted Demonhammer

Troops

5 Grey Knights Terminators w/ Psycannon

10 Grey Knights Strike Squad w/ 6 Halberds, 2 Psycannons and Psybolt Ammos and Razorback

10 Grey Knights Strike Squad w/ 6 Halberds, 2 Psycannons and Psybolt Ammos and Razorback

Fast Support

Stormraven w/ Psybolt Ammos

Heavy Support

Dreadknight w/ Personal Teleporter, heavy Incinerator, Nemesis Greatsword

Dreadknight w/ Personal Teleporter, heavy Incinerator, Nemesis Greatsword

Dedicated Transports

Razorback w/ Psybolt Ammos

Razorback w/ Psybolt Ammos


So i tried to maximize Dakka with PAGK and razorbacks.
i'm worried mainly about the 2 Dreadknights: they use a lot of points and since they cannot charge after they used the teleporter, i feel they will draw a lot of fire on them (i may also be too worried about that since i've played a lot of games with TAU)
What do you think?

Thanks

This message was edited 1 time. Last update was at 2014/05/11 15:22:20


 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine






You're missing a couple strike marines out of each squad, for two psycannons you need a full 10 man squad.

The DK will draw lots of fire, but they are hard to kill. They are toughness 6 terminator armor with 4 wounds, they don't usually go down that easy. Yeah you may lose one, but you only shunt if you are going to accomplish something with your incinerators in the first place, and then you shunt with both to put too much in their field for them to kill. You'll get a feel for what's suicidal and what's not.


4500
 
   
Made in it
Fresh-Faced New User




oh i just forgot to put the models number in the list (both squads are 10 models).
About the transports, when i'm going to split the PAGK teams in 5-man ones, can i still put (one) of those two teams in the razorbacks (so i'll have 2 of the combat teams on board the razors and 2 on foot)?

This message was edited 2 times. Last update was at 2014/05/11 15:26:18


 
   
Made in us
Regular Dakkanaut





I would drop:

The Greatswords
Halberds
MC Daemon hammer on GM (put hammers on Termies).
Psybolt Ammo on Stormraven.

That should give you enough points for an Interceptor Squad with a Psycannon, or a Dreadnought with Autocannons and Psybolt, or another GKSS with a Psycannon.
   
Made in gb
Fresh-Faced New User





Definitely recommend a dread with autocannons.

 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

 Solufein wrote:
Definitely recommend a dread with autocannons.


They are a staple in the "Stand & Shoot" style of GK (which is arguably the best style). However, a shunt-heavy list, like the OP is driving for, does not necessarily need a Psyflemen.
But sure, fire support is always good.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in gb
Regular Dakkanaut




Imperial Knights work wonders with shunting dread knights. The only down side is the amount of points that will involve which means a grand master is almost a necessity to make the dread's scoring. I had a lot of fun running this with a small mordrak bomb with a ordo malleus inquisitor with a psycannon and two five man strike squads behind an aegis. I managed to keep Corbolo stuck in a challenge the entire game thanks to a warding stave. Much fun
   
Made in it
Fresh-Faced New User




The point is, every time i've tried the double autocannon dreadnought (basically the only way i play it), it got destroyed very easily (again it could be because i usually play against shooty armies like tau), but it felt more fragile than the dreadknights (now in the 6th, you know) and it is REALLY slower.
Saving points on the halberds (and greatsword) could be a great idea to add an interceptor squad!
i think i could also use some servoskulls to stop enemy pre game movent and to ease the dp units arrival, what do you think?

This message was edited 1 time. Last update was at 2014/05/14 16:43:17


 
   
Made in gb
Regular Dakkanaut




Unfortunately dreadnaughts of all stripes die easily these days. Psirifle dreads do have the advantage of being one of the few long range attacking options that Grey Knights have but you will need several because they will get shot to pieces. Dread Knights on the other hand will last much longer since their toughness 6 rather than having hull points. As for interceptors... I'm not a fan purely because their very expensive, a fully kitted out squad will be close to the same price as a Dread Knight with none of its staying power (especially if you face any one with heldrakes). Servo skulls are brilliant for that but you have to factor in the fact that the majority of Grey Knight shooting is only 24* so do you really want to keep the enemy at bay? Also if I where you I would drop the great swords and either and the heavy psicannon and use the servo skulls so that it only scatters one d6 or turn your grandmaster into Mordrak and your termie squad into ghost knights. Combine that alpha strike unit with those shunting Dread Knights and your opponent will have to scramble quickly. One thing to remember about the great sword is that while it gives you loads of rerolls it doesn't double the strength like the doom fists plus you get an extra attack for having two close combat weapons. I have wrecked landraiders with the doomfists
   
Made in us
Leaping Khawarij






The DKs will draw a lot of fire but you have 2 and them taking fire means your other forces can get in there. Usually I take Interceptors in my lists as well because it helps to give more targets and pressure on an enemy while Deep Striking my GKSS. I have tried the Rhino/Razorback and it has never worked for me, they usually get blown up before they can do what I need them to so DS became a way life for my GK. I have had the opposite result with my Psyrifleman Dreadnaughts, they usually are the thing that sticks around the most but I stick them far and in cover so they survive a little more. He does well to provide support fire, sometimes I have two of them because they are cheap but it is definitely better to take 2 DKs over the 2 Psyrileman Dreads if you are using the shunting and your DKs can pop armor easily enough.

I also take Mordrak and his Ghost Knights, that Alpha Strike plus 2 shunting DKs is just magical. It would require you to drop the Terminators for Mordrak and the Ghost Knights but you have 2 Troops and shouldn't have a problem.

Also, the Great-sword only replaces one of the Doomfists so that you would have the profile of having the Doomfists like normal but adds being able to re-roll. That is how my FLG and I have always interpreted it because one you still have a doomfist and it never says it replaces the profile of the doomfist but I am not questioning whether it just has the same profile as a Force Sword would. The next question then would be since you have both a doomfist and a greatsword which attacks are allocated to which.

 
   
Made in au
Longtime Dakkanaut





Perth, Australia

Envihon wrote:
Also, the Great-sword only replaces one of the Doomfists so that you would have the profile of having the Doomfists like normal but adds being able to re-roll. That is how my FLG and I have always interpreted it because one you still have a doomfist and it never says it replaces the profile of the doomfist but I am not questioning whether it just has the same profile as a Force Sword would. The next question then would be since you have both a doomfist and a greatsword which attacks are allocated to which.

We've always played that the doomfist greatsword combo gives Str10 and rerolls on to hit and wound for all attacks, there is no way to allocate the attacks.

kevhplus9 wrote:. One thing to remember about the great sword is that while it gives you loads of rerolls it doesn't double the strength like the doom fists plus you get an extra attack for having two close combat weapons. I have wrecked landraiders with the doomfists

why isn't the greatsword a close combat weapon?


Automatically Appended Next Post:
OP : the DK do take a lot of fire but generally they are tough to kill. Having said that, I normally pair them with interceptors, which you could do if you swapped the Stormraven for them.

This message was edited 1 time. Last update was at 2014/05/16 04:57:13


   
Made in gb
Decrepit Dakkanaut




Kev - read the GK FAQ, Doomfist plus greatsword gives you S10, rerolls and everything, as the sword only requires you to HAVE the sword to get the benefits, not to actively be using it.
   
Made in us
Leaping Khawarij






That brings up a question, if the doomfist already give you S10, why would you ever perform a Smash attack and half your attacks as a DK?

 
   
Made in gb
Regular Dakkanaut




Thanks for the clarification. I was working off the codex list that gives the strength of the sword as being that of the user thus 6, I also mixed its rules with the hammer and thought it was specialist. I'm amazed I remember my name half the time lol.
   
Made in us
Thunderhawk Pilot Dropping From Orbit





Dayton, TN

I think the smash attack is a canned entry on all big creatures. Nights with a great sword hit at s10!-and reroll wounds and hits. It's very nice.

Click the images to see my armies!


 
   
Made in au
Longtime Dakkanaut





Perth, Australia

Also, remember that the smash wording does not REQUIRE you to smash. Plus, even if you elect not to smash, all attacks are AP2 (except hammer of wrath, which you will get if you put teleporters on the DK).

So, to summarise, if you have doomfist plus greatsword, you are S10, 4 attacks, rerolling to hit and wound with all attacks at AP2. I'll take that for 25pts.

   
Made in us
Leaping Khawarij






Is it a wonder that DKs are feared so much, especially when they have a greatsword and a teleporter? It basically means a DK can tear up a vehicle in one turn. If it flames a squad then melees it, that squad is probably done.

 
   
Made in au
Longtime Dakkanaut





Perth, Australia

No, it's not a wonder. Course for 260pts, you expect a fair bit of utility!!

   
Made in us
Leaping Khawarij






For the price of 260 when a GKSS squad properly outfitted is 240, it is a good price when it comes to GK and probably a unit that earns its points the most. An Interceptor squad is 300 (I am talking of 10 man and outfitted to effectiveness) and a Terminator squad is 400, yeah DK sits just right. The only thing that might beat it is a psyrifleman Dreadnought at 135.

 
   
Made in gb
Regular Dakkanaut




Is it worth putting heavy psicannons onto the dread knight, along with the incinerator and teleporter?
   
Made in us
Leaping Khawarij






Only if you have points to spare. I sometimes do it because I have excess points in a pick up game but generally I don't ever plan on attaching the heavy psycannon. It's a oh well I have these 40 points to spare and nothing else I can really take so why not throw the psycannon on and have some extra fun. Otherwise, it usually isn't worth the points to plan a list to have it because it makes the DK 300 points.

 
   
 
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