Will_H wrote:Hi all, if anyone has strolled onto this thread, i'd appreicate feedback and improvements on my Grey Knight army! Non of it has been purchased yet, i want a good, well rounded list before I buy the figures. The army is being played as Unbound, here it is;
You have an
HQ and 2 Troops, so it can be battleforged. However I do have suggestions for the units you get.
HQ:
Grand Master
Nemesis Falchions
Cuirass of Sacrifice
Storm Bolter
ML2
204 pts
Good survivability for an Warlord, but you can get a ML3 Librarian with the Cuirass for only 150, which is my preference.
Elites:
Paladin Squad
Apothecary
Paladin Banner Holder
8 Paladins w/ Nemesis Falchions + Storm Bolter
627 pts
Paladins sacrifice too much and are too expensive. You'd be better off taking twice as many Terminators instead.
Troops:
Strike Squad
Justicar w/ Nemesis Falchions + Storm Bolters
2 Incinerators
7 marines w/ Nemesis Falchions + Storm Bolters
212 pts
Strike Squad
Justicar w/ Nemesis Falchions + Storm Bolters
2 Incinerators
7 marines w/ Nemesis Falchions + Storm Bolters
212 pts
Strike Squads are not worth the points this edition. You'd be better off getting some Interceptors, or using them as Purifiers. Granted Purifiers really need either a transport to get into the fight, or Promethium Relay Pipes to give their Incinerators Torrent.
Heavy Support:
Nemesis Dreadknight w/ Gatling Psilencer + Heavy Psycannon
195 pts
Nemesis Dreadknight w/ Gatling Psilencer + Heavy Psycannon
195 pts
A pair of Dreadknights is practically necessary for this edition, and they're not nearly as good without the Personal Teleporters due to the high mobility they need. The Gatling Psilencer is fine, but not as good as the cheaper Heavy Incinerator under most circumstances, so I'd switch those out with Heavy Incinerators.
*I'd also not glue in the right hand. If you position the arm correctly, you can slide the different hands in and they'll stay, so you can have an empty fist, or the Sword or Hammer on the model for
WYSIWYG, or simply to remove the Sword for storage so its less likely to break
All coming in at a grand total of 1669. Any improvements are welcome, i know there isn't alot of variation in my army however im not sure if this is just down to the lack of unit availability or me just being boring with my choices, and also im new to Grey Knights
Thanks for looking

HQ: Librarian: ML3, Cuirass of Sacrifice (150)
HQ: Librarian: ML3, DLD (160)
Troop: Terminators, Psycannon, Hammer (195)
Troop: Terminators, Psycannon, Hammer (195)
Fast: Interceptors, Incinerator, Hammer (145)
Fast: Stormraven:
TL Lascannon,
TL Multi-melta (200)
Heavy: Dreadknight: Personal Teleporter, Heavy Psycannon, Heavy Incinerator (215)
Heavy: Dreadknight: Personal Teleporter, Heavy Psycannon, Heavy Incinerator (215)
Elite: Purifiers: 2 Incinerators, Hammer (145)
Elite: Purifiers: 2 Incinerators, Hammer (145)
fort: Promethium Relay Pipes (40)
This comes to 1765pts. Tournament standard is typically 1850, so that leaves another 85pts to customize it to your preferences. The suggested list so far can be fielded as either a Combined Arms Detachment or a Nemesis Strike Force (or even 2 Nemesis Strike Forces if you want to spend the extra points on a second Fortification). this also gives enough diversity that you can change up your list a bit for smaller point games.
*If you really like the Grandmaster you can use some of the extra points and replace one of the Librarians with him.
This list has 15 Warp Charges, rather than the 7 in the original list, and the 5 Deep Strike capable units in this list have better mobility (3 Personal Teleporters, and potentially 2 Gate of Infinitys), whereas the first list only has 6" movement for each unit after arrival. This list adds a Stormraven for Anti-air, and two squads to sit on objectives in cover as they cover the entire midfield with a total of 4 Torrent Incinerators.
A Librarian with each Terminator Squad is more useful as a buff than it typically is with offensive powers. If you load up on Sanctic powers you're likely to be able to Gate of Infinity the Terminators around the board, and you might be able to buff their Invulnerable saves to 4++.
The Interceptors and Dreadknights have the best mobility, though it might be best to Deep Strike them in with the Nemesis Strike force on turn 1, so they still have their 30" Shunt move to claim objectives later in the game.
The Storm Raven can be your designated Anti-air, but can also carry Purifiers or a squad of Terminators into the fight if you so choose.
The Purifiers behind the Promethium Relay Pipes would ideally each be holding an objective. They get 4+ cover, but more importantly, they get Torrent on their Incinerators so long as they don't move and are within 2" of the pipes.
*There is no official model for the pipes, so you'd have to make your own. Dowel rods with metallic paint and some washers can work pretty well depending on artistic potential and preferences.