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Made in au
Hellacious Havoc





Parkes NSW Australia

Hi guys, i have recently received a large sum of grey knights for my birthday and since I do not have a Grey Knights army it is all new to me. I have made the following list as to how I believe I should construct my models. They are currently unassembled so any pointers on load out changes will be great along with a reason why.

1498 Pts GK
HQ
Librarian (110 Pts) Nemesis Warding Stave, Terminator Armour, Psychic Hood, FgGren, KrGren, Psyk-out Grenades, ,

Troops
Terminator Squad (178 Pts)
- Terminator (4): FgGren, KrGren, Psyk-out Grenades, Terminator Armour, Storm bolter, Nemesis Force Halberd(4), ,
- Terminator Justicar (1): Nemesis Warding Stave, Storm bolter, Terminator Armour, FgGren, KrGren, Psyk-out Grenades, ,

Elites
Purifier Squad (150 Pts)
- Purifier (4): FgGren, KrGren, Psyk-out Grenades, Power Armour, Storm bolter, Nemesis Force Sword(4), Psycannon, ,
- Knight Of The Flame (1): Nemesis Warding Stave, Storm bolter, Power Armour, FgGren, KrGren, Psyk-out Grenades, ,

Purifier Squad (150 Pts)
- Purifier (4): FgGren, KrGren, Psyk-out Grenades, Power Armour, Storm bolter, Nemesis Force Sword(4), Psycannon, ,
- Knight Of The Flame (1): Nemesis Warding Stave, Storm bolter, Power Armour, FgGren, KrGren, Psyk-out Grenades, ,

Paladin Squad (295 Pts)
- Paladin (4): FgGren, KrGren, Psyk-out Grenades, Terminator Armour, Storm bolter, Nemesis Force Sword(4), ,
- Apothecary (1): FgGren, KrGren, Psyk-out Grenades, Terminator Armour, Narthecium, Nemesis Force Sword, counter, ,

Heavy Support
Nemesis Dreadknight (185 Pts) Dreadknight Armour, Power Fist, Master-crafted Nemesis Daemon Hammer, Heavy Incinerator, Personal Teleporter, ,

Nemesis Dreadknight (185 Pts) Dreadknight Armour, Power Fist, Master-crafted Nemesis Daemon Hammer, Heavy Incinerator, Personal Teleporter, ,

Lord of War
Lord Kaldor Draigo (245 Pts) FgGren, KrGren, Psyk-out Grenades, Terminator Armour, Storm bolter, The Titansword, Storm Shield, ,

"I was reading this as fetus, man I was wrong!" - BunkerBob

Fantasy - High Elves 6000PTS....Goblins 2000PTS

40K - Tau 2000PTS .... Imperial Guard 1000PTS .....Chaos Space Marines - 1000PTS

NECROMUNDA!!! 
   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

A Warding Staff on the Librarian is good but a warding staff on the Terminators and Purifiers is unnecessary. You should instead give the Terminators and Purifiers a Hammer each (1 per 5 models), since it gives AP 2 and is able to crack open vehicles more easily. Also, you should give it to one of the non-character models in the unit (not the Justicars) so that if he is challenged, he won't strike at initiative 1.

Also also, you should give a Terminator a Psycannon (again, not the justicar and not the same Terminator that has a Hammer). Psycannons add a lot of offensive ranged damage to a Terminator unit.

If you can, use magnets for the melee weapons to allow switching between swords, halberds and falchions. But the hammer and psycannon can be glued on because those shouldn't change.

One of the strengths of Purifiers is that they can take 2 special weapons per 5 man, so you should take advantage of that and give them 2 incinerators or psycannons per 5man. Also, Purifiers desperately need a transport to be effective (They can't Deep Strike like other Grey Knights). Their main ability, Cleansing Flame, is extremely short range. A Rhino at least would be good, allied Drop Pod is preferred. If you don't want to do that, then I suggest building them as Interceptors instead and give them 1 incinerator per 5 man. That way you don't need to purchase a transport.

When building the models, it would be best to magnetize their backpacks to switch between interceptors or purifiers. That way you don't need to choose when building them, you can decide to switch later as points allow.

Paladins are cool, but you could play them as normal Terminators instead to give yourself points for the Psycannons and Hammers on other units. The extra wound and FnP is neat until you run into a TW Calvary with Hammers (instant death) or Ork nobs with Claws or Wraithknights with S 10/D or almost any good melee unit in the game. At that point they're just as resilient as normal Terminators. But for modeling purposes they're exactly the same, so build them however you like and just play them as whichever model suits you at the time (Terminator or Paladin).

The Dreadknight's Hammers are not master-crafted. The Sword is the weapon of choice for Dreadknights (because it is master-crafted). Don't glue the weapons in place. Put together and paint the Heavy Incinerator and the Heavy Psycannon and the Hammer and Sword but don't glue them on the arms. They're easily removable without magnets so you can equip/unequip the weapons whenever you need to.

Draigo's a boss.

This message was edited 3 times. Last update was at 2016/03/16 12:56:10


6000+
2500
2000
2000
 
   
Made in us
Regular Dakkanaut




Disagree with Zimko on warding staffs in the unit---they are effectively very cheap thunderhammers against most vehicles and those you play against will fear them as such.

+2 str from the staff and +2 from your psyker power means your staff--or sticks as we call them will swing in at STR 8---means you auto kill most characters in HtH if they fail a save and can easily break most vehicles with the staff.

I typically put a thunderhammer on the Justicar- because he has base more swings so why not give him the best HtH weapon- challenges--oh well.....and then put at least 1 staff in most squads as a back up tank killing wpn in CC or something else in the squad for MC/characters to fear

Not to mention with force up you will auto kill most things anyway so the STR 8 on the staff makes sure you wound and then they have to hope they make the save....plus its on initiate not at init 1 like a hammer.
   
Made in us
Stalwart Space Marine




Toronto, ON

I have to agree with Zimko: avoid putting hammers on the justicars; they almost always get challenged out resulting in a fast useless death or a declined challeged which pulls him out of combat. Either way that extra swing means nothing if you don't get to swing at all. Only very, very bad players will allow you to swing with a Justicar and hammer.

I generally take the Sword on my NDK's, but the weapons are easily exchanged (you don't even need to magnetize them!)

Also, one of the best ways to run GKs is as/with allies alongside space marines. Take some SM drop pods and since they're battle brothers drop your expensive purifiers right into the thick of it.


5000+ pts 2000+ pts DS:80S+GMB++IPw40k091+D+A++/mWD-R+++T(T)DM+ 
   
Made in us
Regular Dakkanaut




Always amusing to see ppls opinions on here as well....most the people I have played against with GK really dont want to even fight the GK in close combat.

Also if your doing it right you have 1-2 terminator squads both supported by a librarian as is....and for their big nasty stuff you have dreadknights usually......

Trying to think back to the last 10 or so games ive played GK and typically aside from demons--which really have no choice pretty much every game they have tried to run and run shoot the GK off the board.

So from what I have seen challenges arent an issue because most people dont want to fight you anyway...so having the justicar with a hammer to beat on tanks or swing later has always been fine....

Challenges are pretty meh.....IMO---as usually I have 2-4 hammers/staffs in any squad I intend to last awhile so even if they challenge away 1 who cares? They are still most likely dying and thats if they win out on initiative.

Psycannon on terminators are must as many as you can get and on the characters to.....been slowly been converting up my characters to have psycannon as well as it adds more much needed distance firepower to the GK since they took away psybolt long ago---a stupid nerf that wasnt needed.

Anymore my preferred character equipment is psycannon/staff or psycannon/hammer
   
 
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