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Made in us
Fresh-Faced New User



Suffolk County, Long Island, New York

So I've been having trouble holding my own using my Grey Knights and I'm beginning to think that I should ally them with another, less expensive force, that I can use to fill the board and bog down the enemy. I'm thinking my problem is that while they are powerful, GK's are just too overpowered to run solely on their own (I know, what a shocker.) So I've been looking through the new Imperial Agents supplement and I'm thinking a detachment of Inquisition might be what I need. So here's what I'm thinking:

GREY KNIGHTS (Nemesis Strike Force)

HQ UNIT

Librarian - Warlord
-Domina Liber Daemonica
-Nemesis warding stave
-Psyker ML 3

TROOPS

Terminator Squad x2
x4 falchions w/ Storm bolter
x1 incinerator w/ Daemon hammer

HEAVY SUPPORT

Nemesis Dreadknight x2
-Heavy Incinerator
-Nemesis Greatsword
-Personal Teleporter

INQUISITION (Inquisitorial Representative)

HQ UNIT

Ordo Xenos Inquisitor
-Combi-Melta
-Conversion Beamer
-Power Armor
-Psyker ML1
-3x Servo Skulls
-The Tome of Vethric
-Ulumeanthis Plasma Syphon

ELITES

Inquisitorial Henchmen Warband x2

Acolyte x4
-Chainsword
-Power Armor
-Storm Bolter

Arco Flagellant x3

Razorback
-Lascannon and Twin Linked Plasmagun
-Psybolt Ammunition (I had ten extra points to spare so I threw it in)
-Searchlight (free)
-Storm Bolter

So, I think the GK makeup I have right now is pretty good, I would use the NDK's to lead the charge while my two groups of termies back them up and I could use my Inquisition allies to capture objectives and provide some cannon fodder. What do you guys think? I love my GK's so I'm open to any and all suggestions to help me use them better.

This message was edited 1 time. Last update was at 2017/02/27 03:23:30


 
   
Made in us
Judgemental Grey Knight Justicar




What point value is this supposed to be? I am guessing 1250.

I think you have kitted out that Inquisitor way too hard. He is 25 points but you got him up to 140+. The GK are in a Nemesis Strike Force, so they will come in, I don't think you really need servo skulls for deep strikes. I am playing Skitarii /w my GK's to provide more bodies and objectives.

The Dunecrawlers can provide you with desperately needed long range firepower with eradication beamers or neutron lasers and fill in your antiair gap with an Icarus Array. Vanguard and Rangers provide a good number of bodys and shots.

If you want to still go with inquisitorial forces, I would probably have way more acolytes but someone at GW has been hitting the crackpipe because they are 17$/model.

Yes, just ONE, not even a unit.

If you still want to take Inq I would just use the DW troops.


Librarian (1) - 160pts
1 Librarian: Nemesis warding stave,Psyker (Mastery Level 3),Domina Liber Daemonica

Terminator Squad (5) - 200pts
1 Terminator Justicar: Nemesis warding stave,Storm bolter
1 Grey Knight Terminator: Two Nemesis falchions,Incinerator
1 Grey Knight Terminator: Nemesis Daemon hammer,Storm bolter
1 Grey Knight Terminator: Nemesis force halberd,Storm bolter
1 Grey Knight Terminator: Two Nemesis falchions,Storm bolter

Nemesis Dreadknight (1) - 225pts
1 Nemesis Dreadknight: Power fist and Nemesis greatsword,Heavy psycannon,Heavy incinerator,Personal teleporter

Nemesis Dreadknight (1) - 225pts
1 Nemesis Dreadknight: Power fist and Nemesis greatsword,Heavy psycannon,Heavy incinerator,Personal teleporter

Ordo Malleus Inquisitor (1) - 85pts
1 Inquisitor in Terminator armour: Terminator armour,Psycannon,Nemesis Daemon hammer,Psybolt ammunition

Veterans (5) - 135pts
1 Watch Sergeant: Stalker pattern boltgun,Close combat weapon
4 Veteran: Stalker pattern boltgun,Close combat weapon

Veterans (5) - 110pts
1 Watch Sergeant: Boltgun,Close combat weapon
4 Veteran: Boltgun,Close combat weapon

Veterans (5) - 110pts
1 Watch Sergeant: Boltgun,Close combat weapon
4 Veteran: Boltgun,Close combat weapon





Automatically Appended Next Post:
Skitarii maybe something like this...

Librarian (1) - 160pts
1 Librarian: Nemesis warding stave,Psyker (Mastery Level 3),Domina Liber Daemonica

Terminator Squad (5) - 200pts
1 Terminator Justicar: Nemesis warding stave,Storm bolter
1 Grey Knight Terminator: Two Nemesis falchions,Incinerator
1 Grey Knight Terminator: Nemesis Daemon hammer,Storm bolter
1 Grey Knight Terminator: Nemesis force halberd,Storm bolter
1 Grey Knight Terminator: Two Nemesis falchions,Storm bolter

Nemesis Dreadknight (1) - 225pts
1 Nemesis Dreadknight: Power fist and Nemesis greatsword,Heavy psycannon,Heavy incinerator,Personal teleporter

Nemesis Dreadknight (1) - 225pts
1 Nemesis Dreadknight: Power fist and Nemesis greatsword,Heavy psycannon,Heavy incinerator,Personal teleporter

Onager Dunecrawler (1) - 125pts
1 Onager Dunecrawler: Icarus array

Onager Dunecrawler (1) - 115pts
1 Onager Dunecrawler: Neutron laser and cognis heavy stubber

Skitarii Vanguard (10) - 100pts
1 Vanguard Alpha: Radium carabine
9 Skitarii Vanguard: Radium carabine

Skitarii Vanguard (10) - 100pts
1 Vanguard Alpha: Radium carabine
9 Skitarii Vanguard: Radium carabine

This message was edited 1 time. Last update was at 2017/02/27 06:06:42


 
   
Made in us
Fresh-Faced New User



Suffolk County, Long Island, New York

The list is 1500. I was thinking of using the servo skulls to prevent infiltration. What about the Arco Flagellants, are they worth it to take?
   
Made in ca
Sneaky Lictor



oromocto

A fun "outside the box" idea would be an allied Tyranids Detachment

Flyrant with Electroshock grubbs and 2 TL Dev is 240pts(HQ)
1 Mucilid 15pts (Troop)
Zoanthrope 50pts (Elites)
1 Crone 155 (Fast)
2 Biovores 80 (Heavy)
For a total of 540pts this gives 4 extra warp charge, A super mobile Str 6 12 shot BS 4 TL psychic gun platform, great ordanacne/swarm control with the biovores. Keep the Zoanthrope with the biovores out of LOS and the Crone near the Flyrant and you will never need to worry about synapse rolls (The Crone is LD 10 so it can stray from the flyrant with little chance of failing synapse). The Mucilid is a great distraction unit and even dosent give up VP when killed. This leaves 960 pts for your knights/Inq and story wise you can take a page from starcraft and say the inq Is experimenting with controlling the Nidz and using them as a Bio Weapon (but don't trust their control hence the one eye open rule).
   
Made in us
Judgemental Grey Knight Justicar




Joey_Fingarelli wrote:
The list is 1500. I was thinking of using the servo skulls to prevent infiltration. What about the Arco Flagellants, are they worth it to take?


I have never really used them, but I can't imagine they are anywhere near as good as the skitarii vanguard, 3 shots 18" the radium guns auto wound on a 6 and they give anything in cc with them -1 toughness and have a 4+ save with FNP, you can also equip them with arc rifles that do haywire hits on vehicles.Flagellants have whatever cover you can find for them and FNP, they are both 10pt/model iirc, I think the vanguard are just all around superior, Flagellants have a decent WS but they are made of wet paper.


If you want to prevent infiltration you could use inq. Greyfax she has the 24" infiltration prevention warlord ability by default. I only put up 1250 so easy to add.

This message was edited 1 time. Last update was at 2017/02/27 16:51:24


 
   
Made in us
Fresh-Faced New User



Suffolk County, Long Island, New York

So I think I'm liking the idea of adding in a Skitarii detatchmnt into my army. But here's my concern: do the Skitarii Vanguard have close combat capabilities? If I'm reading the codex right, it seems none of the Vanguard units come with a melee weapon and you can only add a melee weapon onto the "justiciary" (I know it's a GK term but I can't remember the Skitarii term) if that's true, what can I do to compensate for this lack o CC?
   
Made in us
Judgemental Grey Knight Justicar




Well if you have terminators and 2 ndk with heavy incinerators dealing with cc isn't really the vanguard primary goal. They have an ability that gives -1 toughness to opposition in cc, that with FNP should make them just fine short of dedicated cc units and even then they get 30 shots on snap fire if you charge them. The formation battle maniple I think it is gives them crusader, so they move 9" it would be hard to charge them if you didn't want them to be.
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

The only allied detachment I like to use with my GK army is an Oathsworn detachment with an Imperial Knight. Adds the right punch to my list, and is a bladt to play.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
 
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