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Made in ca
Furious Fire Dragon





Starting to play GK's, looking for some advice, list is:

++ Combined Arms Detachment (Grey Knights: Codex (2014) v2013) (1847pts) ++

+ HQ (165pts) +

········Librarian (165pts) [Master-crafted melee weapon, Nemesis Daemon hammer, Psyker [ML 3], Storm bolter, Teleport homer, Warlord]

+ Elites (796pts) +

········Dreadnought (150pts) [Extra armour, Powerfist with built-in heavy flamer, Twin-linked autocannon]

········Paladin Squad (323pts)
············Apothecary [Nemesis force halberd]
············Paladin [Nemesis force halberd]
············Paladin [Nemesis force halberd]
············Paladin [Nemesis force halberd]
············Paladin (special weapon) [Nemesis force sword, Psycannon]

········Paladin Squad (323pts)
············Apothecary [Nemesis force halberd]
············Paladin [Nemesis force halberd]
············Paladin [Nemesis force halberd]
············Paladin [Nemesis force halberd]
············Paladin (special weapon) [Nemesis force sword, Psycannon]

+ Troops (276pts) +

········Strike Squad (138pts)
············3x Grey Knight (halberd) [3x Nemesis force halberd]
············Grey Knight (psilencer) [Psilencer]
············Justicar [Master-crafted melee weapon, Nemesis force halberd]

········Strike Squad (138pts)
············3x Grey Knight (halberd) [3x Nemesis force halberd]
············Grey Knight (psilencer) [Psilencer]
············Justicar [Master-crafted melee weapon, Nemesis force halberd]

+ Fast Attack (210pts) +

········Stormraven Gunship (210pts) [Locator beacon, Twin-linked lascannon, Twin-linked multi-melta]

+ Heavy Support (400pts) +

········Nemesis Dreadknight (200pts) [Heavy Psycannon, Nemesis Daemon hammer and power fist, Personal teleporter]

········Nemesis Dreadknight (200pts) [Heavy Psycannon, Nemesis Daemon hammer and power fist, Personal teleporter]
   
Made in us
Terrifying Wraith






I too just started Grey Knights. I am thinking with 8th edition rule changes to weapons and the sound charts. swords might be an even better. -3 Armor save is pretty strong and if we keep the +2 STR from hammerhand it would make the units pretty nasty.

At least I think that us my plan. Might run a single Halberd in one squad or a single daemonhammer assuming they only suffer from the -1 to hit.

Not really sure other than that.

 
   
Made in ca
Furious Fire Dragon





I think i will probably keep the halberds because they look amazing plus with force potentially giving us d3 on the damage, the extra strength will help wound MC's easier I think.

I am hoping paladins will be given 4 wounds each as well.
   
Made in nz
Unshakeable Grey Knight Land Raider Pilot




Looks like you've got all the best components lined up, most GK armies end up looking something like this.

I am very hesitant to recommend Paladins to anyone over Terminators. They are basically twice the price (with an apothecary) for almost the same hitting power. They are certainly tougher but not twice as tough, as many AP2 weapons are also Str 8+ which will kill them outright with no FNP. You also lose Objective secured.

If it were me, I would take those Paladin units as regular Terminators. That will fill your troop choices, then make the Strike Squads a unit of 10 Purifiers and put them in the Stormraven. Purifiers are probably our best option to deploy from Stormravens. Make sure to combat squad to maximise the Warp Charges you get from them.
   
Made in us
Terrifying Wraith






Well S4 wounds T7 on 5s now. With hammer hand that's a 6 to a 7 so it's likely a 4+ regardless. The extra AP will help with tougher units like enemy terminators.

Either way I will be putting at least 1 halberd for the extra S just in case.

And I wouldn't bet on paladins getting 4 wounds lol.

 
   
Made in ca
Furious Fire Dragon





I am also thinking of getting some interceptors in place of the strike squad, having some mobile foot units would help i think. The only real issues I can see are potential lack of air (which I hope my gunship can deal with) and lack of movement.
   
Made in us
Been Around the Block





Its every GK player dream to have this list, but you have no mobility.

Your troops, elites and HQ will never see combat. Just get shot off the board by turn 2 or 3.

Tau 6600
Grey Knights 4600
Orks 4000 
   
Made in ca
Furious Fire Dragon





Can't Terminators deep strike? Isn't that the point of a GK list, teleporting GKs? Im not 100% I dont have the codex handy but aside from that I was thinking of a couple rhinos for the strike squad but not sure were to trim some points, or just use the stormraven.
   
Made in us
Been Around the Block





Yes, anyone in terminator armor can Deepstrike, So the Paladins and and Librarian could if you wanted, but toughness 4 is going to be instakilled pretty quickly.

the troops and dreadnaught however can not. Would need a drop pod, storm raven or vehicle like you said.

Also Grey Knights can not charge the same turn they use the personal teleporter, so he can have half his army in the enemies face turn 1. However, due to deep strike and PT they are only able to shoot, which will most likely end badly.

This message was edited 1 time. Last update was at 2017/05/24 15:08:02


Tau 6600
Grey Knights 4600
Orks 4000 
   
Made in ca
Furious Fire Dragon





got myself 15 more terminators, a land raider, kaldor and crowe amd 2 razerbacks too. Would you recommend using the razerbacks as like a support unit with the psycannon upgrade?
   
Made in us
Been Around the Block





Razorbacks dont have a Psycannon.

They come stock with a Heavy bolter or for 20 points you can upgrade to a las gun.

75 points for a front armor 11 model isnt ideal. You can ally with space marines and make a devastator squad and get a few lascannons for just a few more points.

If you want something i personally find kind of fun, maybe try an Auto Naught. Dreadnaught with two twin linked auto cannons, good for first blood on soft vehicles like a Rhino. 145 points (still not ideal, but depends how competitive you want to be)

This message was edited 1 time. Last update was at 2017/05/29 16:44:48


Tau 6600
Grey Knights 4600
Orks 4000 
   
Made in us
Unbalanced Fanatic




Atlanta, Ga

Alright first off, welcome to the wonderful world of being a GK player. Be prepared to be outnumbered by most armies by about 3 to 1 or more in most every case. However be ready to see most of you're enemies run before you, and you're flamer units doing massive swaths of damaged to mobs at a whim.

I will say that you're choice of units is decent, the two DreadKnights are good, but I would suggest just getting the greatsword for both seeing as its only a few more points, and it comes as master crafted. Or you can drop the weapons all together while putting the heavy incinerator on them. st6, ap4 torrent with soul blaze is nothing to scoff at, and with the coming of 8th edition, flamers are going to be doing some nasty things. Not to mention anything other then MEQ units with a sv less then 3 is going to get royally wrecked.

Besides that you're knights will still be boxing it out with anything they get into melee combat with, and that is still 4 st10 ap2 attacks with 5 attacks on the charge. That mixed with their survivability makes them one of you're best models on the board.

I would suggest just running you're librarian with the standard staff, and maybe setting him up with something else from the imperium armory. Maybe a combi grav, or something of the like. Most people don't realize that you can take anything that most other space marine armies can load up, excluding any unique chapter relics. The combi grav would give you 3 shots from the grav seeing as he is relentless. For a relic I would suggest taking the Liber Daemonica especially if you are going fully sanctic with him, mixed with getting number 6 on the warloard trait means you'll be rocking all but one of the sanctic powers. The Cuirass of Sacrifice is a close second, and is possibly one of my favorite. It replaces terminator armor, but also adds IWND with a +5 FNP. Good for absorbing perils, and restoring lost wounds taken from perils in the first place. I do no know if this will change with 8th edition, but I can hope.

Remove one of the paladin squads if you can, just using the free points to bump the other with another model.

to be edited (alright back)...

The paladins are nasty as hell if you get them in melee with other dedicated melee squads. Especially if its the like of a MEQ squad that has a normal 3 armor sv. You can even give them all their standard force sword back, and run with two spycannons to make them a rather nasty unit. Hammer hand will keep them hitting hard, and sanctuary will let them shrug off some of those extra nasty blows, while the apothecary lets them survive from rampant small arms fire.

The dreadnought is nice, though you could field a full squad with special weapons for around the same price, or a razorback with either laz/plas, twinlinked lascannon, or heavy bolter, and still have it scoot one of you're 5 man squads around.

A little trick I like to use for my purifiers is to kit them out as a full ten man squad, with 4 psycannons, 1 powersword, 4 nemesis falchions, 1 nemesis force staff. Then when the match starts you want to declare that you are combat squading them into two separate squads. All of the psycannons go to one squad, while the staff, and the falchions go to another. Now you have a rather nasty devastator squad loaded out with psycannons, and a very nasty melee squad. That when hammer hand is active gets 5 str6 ap3 attacks on the charge, while the staff turns to str8 ap4 with 3 attacks.

But all in all I cannot stress this enough, learn to use you're psyker powers all the time, and to their best effects. Try to remember to keep them going as well, and to not forget to cast when you get the chance. After starting my army, I would completely forget to do some psychic phases because it was so alien to me in the beginning.

You're Librarian is you beast friend here, and if you tae purifiers, they get to start with cleansing flame. A rather overpowered, and highly hated spell to be hit by for MEQs and mobs alike. Not to mention it is rather useful against light vehicles, and flyers seeing as it uses a nova template.

Any Questions?

This message was edited 1 time. Last update was at 2017/05/30 06:49:26


One has to wonder. Do the Tyranids consider drop-assault troops... fast food? 
   
Made in ca
Furious Fire Dragon





I made some adjustments and am going to use the NSF, kaldor and stern in a squad with 5 paladin (2 incinerators, one with banner, apothecary) and adding in a couple units of interceptors for a harrasment unit. Also 2 strike squads in psycannon pattern razorbacks (if I can find points maybe substitute in purgation squads in them instead)

I removed the dreadnaught, the second paladin unit and changed some weapons on the knights for lower points as well
   
Made in us
Unbalanced Fanatic




Atlanta, Ga

Okay, I would go without Stern, or Drago if it comes down to it myself. Drago costing as much as a land raider is one of the problems I see with fielding him, and though I will admit the fact he has EW makes him harder to put down in one round of combat. He is still one model, and that same problem goes with Stern, though with him you are also factoring in what his special effect can do for you, and you're opponent.

You can still get much more psychic power out of a librarian, bubble wrap him with the paladins, and then wreak total havoc with you're powers. Not a lot of players know that a FNP can be used to soak perils since it doesn't count as a save.

Keep sanctuary up on you're units, especially the knights, and paladins. The best for Drago being 2++ 5+ with the spell being active on him, and make smart choices when to use force. Good for MCs, not so much for MEQs.


Automatically Appended Next Post:
Echo0455 wrote:
Razorbacks dont have a Psycannon.

They come stock with a Heavy bolter or for 20 points you can upgrade to a las gun.

75 points for a front armor 11 model isnt ideal. You can ally with space marines and make a devastator squad and get a few lascannons for just a few more points.

If you want something i personally find kind of fun, maybe try an Auto Naught. Dreadnaught with two twin linked auto cannons, good for first blood on soft vehicles like a Rhino. 145 points (still not ideal, but depends how competitive you want to be)


Sadly getting a auto Dreadnaught is more difficult now than it used to be, seeing as you have to either make the guns for an Aegis Defense line, or purchase them from ..(sigh).. forge world. Not to mention the GKs haven't had psychic ammunition in like what? 1-2 codices?

It was a beautiful unit for dealing with MEQs back in the day, now you can't even get a multi-melta in a stock dreadnaught box..


Automatically Appended Next Post:
Echo0455 wrote:
Yes, anyone in terminator armor can Deepstrike, So the Paladins and and Librarian could if you wanted, but toughness 4 is going to be instakilled pretty quickly.

the troops and dreadnaught however can not. Would need a drop pod, storm raven or vehicle like you said.

Also Grey Knights can not charge the same turn they use the personal teleporter, so he can have half his army in the enemies face turn 1. However, due to deep strike and PT they are only able to shoot, which will most likely end badly.


The are still able to run as well as shoot in the following phase on the turn that they deep stick in, using the formation in their codex. Not to mention being able to deep strike turn one, this is a good way to get more models on the field than say, an army of chaos marines using standard terminators. That or they are using any normal models with outflank as well.

This message was edited 2 times. Last update was at 2017/05/31 06:55:36


One has to wonder. Do the Tyranids consider drop-assault troops... fast food? 
   
Made in ca
Furious Fire Dragon





While drago costs a lot, in a squad of paladins with stern he will be soaking a ridiculous amount of damage, making my paladins able to get to combat easier than trying to get across the board in a rhino.
   
 
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