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Made in us
Guarded Grey Knight Terminator






I've got a couple games under my belt now with this list and would like to run it past the fine people at dakkadakka to A.) check for legality before I take it to a tournament and B.) see if there are improvements you all would make. Right now it stands as a very hard hitting list. It consists of Cadians, Elysians and Grey Knights.

======================
Brigade - 9 Command Points
======================

HQ

(Warlord) Grey Knight Dreadknight Grand Master - Heavy Psycannon, Gatling Psilencer, Sword, Teleporter - First into the Fray (GK w/in 6" re-roll to charge) - Sanctuary
Elysian Drop Troop Commander - Plasma Pistol
Tempestor Prime - Power Axe, Command Rod

Troops
Grey Knight strike squad - 10 Falchions + 10 stormbolters - Gate of Infinity
Cadian Conscripts - 45 bodies
Cadian Infantry Squad - Stock
Cadian Infantry Squad - Stock
Tempestus Scions - 1 plasma pistol, 2 plasma guns, 2 hotshot lasguns
Tempestus Scions - 1 plasma pistol, 2 plasma guns, 2 hotshot lasguns

Elite
Astropath - Laspistol - psychic barrier
Cadian Commissar - Power sword + Plasma Pistol
Elysian Command Squad - 4x plasma guns
Elysian Veteran Squad - plasma pistol, 3x plasma guns

Fast Attack
Artemia Pattern Hell hound - Heavy Flamer (not sold on this choice, just doesn't seem to fit in)
Grey Knight Interceptor Squad - 5 Falchions, 5 Storm bolters - Hammerhand
Grey Knight Interceptor Squad - 5 Falchions, 5 Storm bolters - Hammerhand

Heavy
Earth shaker Battery
Earth shaker Battery
Earth shaker Battery
Manticore - Heavy bolter

Flyer
Vulture - Heavy bolter, Twin Punisher Cannon

The list is fun to play and has a dynamic play style that can react to multiple different threats and army builds, but the generally I keep the 4 artillery in a corner tucked away safe somewhere surrounded by a wall of 65 guard bodies held in line by a commissar. The artillery plucks away at the enemy's heavy hitters and when the time is right I bring in 11 very potent units from deep strike. The elysians and scions go tank hunting and the grey knights with psybolt ammo are versatile enough to tank hunt but excel at infantry/monster hunting. If my opponent decides to turtle up to hide from my mass deep strike I have 3 turns of seiging their big targets before I have to deepstrike. The vulture fills the gaps in the list well and has enough shots (43) to be versatile on what it can target.

I don't feel as if the hell hound fits quite right, but I don't quite know what to replace it with.If i replace it I need another fast attack choice, just not sure which to pick. I could go cheap with a scout sentinel which would free up 67 points for... something? more bodies? not really enough points for another big gun.. I will say the hell hound does bully assault based armies that don't have shooting and can hold up a charges against them for fear of the double flamer over watch.

This message was edited 1 time. Last update was at 2017/08/20 05:14:53


"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in us
Chaos Space Marine dedicated to Slaanesh





Florida

Looks like a solid list, but has one major flaw. With no Grey Knights detachment you cant use their stratagems. I pretty much had the same idea as you but then I re-read the rules.
This is what I built competitively so I can use the stratagems.
https://www.dakkadakka.com/dakkaforum/posts/list/0/736902.page#9562294

2500 Emperor's Children
5000 Inquisitorial Forces  
   
Made in us
Guarded Grey Knight Terminator






Thank you for the catch. I moved a few things around. Here is what I came up with.

====================
Patrol Detachment - 0 CP
====================

HQ
(Warlord) Grey Knight Dreadknight Grand Master - Heavy Psycannon, Gatling Psilencer, Sword, Teleporter - First into the Fray (GK w/in 6" re-roll to charge) - Sanctuary

Troops
Grey Knight strike squad - 10 Falchions + 10 stormbolters - Vortex of Doom

======================
Brigade - 9 Command Points
======================

HQ

Cadian Lord Commissar - Power sword + Plasma Pistol
Elysian Drop Troop Commander - Plasma Pistol
Tempestor Prime - Power Axe, Command Rod

Troops
Cadian Conscripts - 26 bodies
Cadian Conscripts - 25 bodies
Cadian Infantry Squad - Heavy Bolter
Cadian Infantry Squad - Heavy Bolter
Tempestus Scions - 1 plasma pistol, 2 plasma guns, 2 hotshot lasguns
Tempestus Scions - 1 plasma pistol, 2 plasma guns, 2 hotshot lasguns

Elite
Astropath - Laspistol - psychic barrier
Elysian Command Squad - 4x plasma guns
Elysian Veteran Squad - plasma pistol, 3x plasma guns

Fast Attack
Scout Sentinel - Heavy flamer
Grey Knight Interceptor Squad - 5 Falchions, 5 Storm bolters - Hammerhand
Grey Knight Interceptor Squad - 5 Falchions, 5 Storm bolters - GOI

Heavy
Earth shaker Battery
Earth shaker Battery
Earth shaker Battery
Manticore - Heavy bolter
Cadian Heavy weapons team - Mortars
Cadian Heavy weapons team - Mortars

Flyer
Vulture - Heavy bolter, Twin Punisher Cannon

===========
Changes
- Moved the strike squad and the dreadknight GM to a patrol detachment (those are the ones I want to use psybolts and psionic assault with). I left the interceptors as the fast attack choices in the main force.
- Gave the strike squad vortex of doom
- Removed the Hell hound
- added a scout sentinel w/ heavy flamer
- added 2 mortar heavy weapon teams
- added heavy bolters to the infantry teams
- split the conscript blob into 2 smaller units.
- changed the commissar to a lord commissar to account for the HQ spot
- changed the elysian veteran squad to a second command squad

I think I may like this a little bit more. It has a few more bodies, a little more firepower from range. It allows my strike squad and DKGM to receive not only stratagems but they improve their their casting of psychic powers by 1 and the strikes gain obsec since that is a GK detachment. The interceptors don't benefit from this but I am okay with that. I still really like them in there.





"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in us
Chaos Space Marine dedicated to Slaanesh





Florida

Alright looks good, a few things I would note though are:
-You don't need gate on the Interceptors, I would trade it for AA, they deepstrike in but can still make a shunt for free at some point in the battle, then if you really need you can also use the stratagem to shunt them again for 1CP.
-You would get more mileage out of Hammerhand if you put it on the SS rather than the interceptors, but that would mean Vortex is a harder cast. IMO HH is a more reliable cast and I think that it would serve best on the SS.
-If you can I'd try to fit a Company commander for the orders, FRFSRF is good on the conscripts, then you can take the regular commissar again.
-Also Officer of the Fleet is a good pair with the vulture, you'll see a lot more connecting shots.

This message was edited 1 time. Last update was at 2017/08/20 16:23:31


2500 Emperor's Children
5000 Inquisitorial Forces  
   
Made in us
Guarded Grey Knight Terminator






I agree.. I was just doing some trial runs with this list, and was noticing that I really need a commander.

The reason I put vortex on the strikes is that it actually casts fairly reliably with a grey knight detachment bonus and they tend to shoot themselves out of charge ranges any way.

Thinking of pulling the manticore as well which will free up points for the above and heavy weapon teams (they just give me so much mileage). The manticore just rarely performs for me. it gets maybe 1 decent shot a game. it, on average, gets 7 shots a turn with 3.5 hits resulting in about 2ish wounds caused... then after a save... vehicles only take 2 wounds or I remove an infantry model. Just very meh paying 133 points for on average 8 wounds a game? Just not seeing the worth. The Earth shaker batteries are a little more points efficient but losing faith in them.

I think HWTs are just easier and more points efficient. standby on more tests.

This message was edited 1 time. Last update was at 2017/08/20 20:00:14


"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in us
Chaos Space Marine dedicated to Slaanesh





Florida

Unfortunately, they just FAQd no 2+ inv.

2500 Emperor's Children
5000 Inquisitorial Forces  
   
Made in us
Guarded Grey Knight Terminator






a 2+ invul on a GK GMDK does make him TOO survivable. such a short errata/faq

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in us
Fresh-Faced New User




You could stop calling your guys Cadians (since you don't seem to be using anything Cadian specific) and call your guys Catachans, then take Sergeant Harker. He's a 50pt Elite Character with what is essentially a better heavy bolter that has a 6" aura which allows you to reroll hit rolls of 1 in the shooting phase for Catachan *units*, so it would work on your Earthshakers/Manticore as well as any Hvy Weapon Teams or Conscript squads.

 ChobitsCrazy wrote:
Unfortunately, they just FAQd no 2+ inv.


Technically you can't get a 2+ invuln save, but you don't need to. GMNDK has an invuln save of 4+, the Erratad version of Sanctuary says it improves his invuln save by 1, to a maximum of 3+ so he goes from 4+ invuln to 3+ invuln. The Heed the Prognosticators Stratagem doesn't improve his invuln save, it lets you add 1 to your rolls so you still have a 3+ invuln, you roll a 2, you add one and get a 3, you make your save.

It works the same way with shooting modifiers, if you have -1 to hit you don't go from hitting on 3+ to hitting on a 4+, you just subtract 1 from all your 3's and the become 2's so they miss. This is part of why shooting plasma when you have a -1 hit modifier is dangerous, all your 2's get minus 1 so they become 1's and make your face explode (the other part is that since you check for rerolls before modifiers apply any reroll1's effects won't reroll them because they are 2's not 1's when that effect happens!).

What you can't do is cast Sanctuary on Kaldor Draigo to improve his 3+ invuln to a 2+ invuln.
   
Made in us
Guarded Grey Knight Terminator






This is what I have used in my last few test games. I feel like it goes a lot further... still the same basic idea.

1999/2000 points

================
Battalion +9 CP
================

HQ
Cadian Company Commander
Elysian Company Commander - Plasma pistol
Tempestus Scion - Axe and Command Rod

Troop
27x conscipts
26x conscripts
Infantry squad - heavy bolter
Infantry squad - heavy bolter
Tempestus Scions - Plasma Pistol 2x plasma gun
Tempestus Scions - Plasma Pistol 2x plasma gun

Elite
Eversor Assassin
Cadian Commissar - Plasma Pistol & power sword
Elysian Company Command Squad - 4 plasma
Elysian Company Command Squad - 4 plasma
Elysian Officer of the Fleet

Fast Attack
Scout Sentinel - Heavy Flamer
GK interceptor Squad - Falchions - Hammerhand
GK interceptor Squad - Falchions - Hammerhand

Heavy
Earthshaker Battery
Earthshaker Battery
Earthshaker Battery
Heavy Weapons Team - 1 Lascannon, 2 Mortars
Heavy Weapons Team - 1 Lascannon, 2 Mortars

Flyer
Elysian Vulture Gunship - Twin Punisher Cannon, Heavy bolter

===================
Patrol - 0 CP
===================

HQ
Grey Knight Grandmaster in Dreadknight - Sword, Teleporter, Gatling Psilencer, Heavy Psycannon - Warlord Trait - First into Fray. Sanctuary

Troop
Grey Knight Strike Squad - 10 stormbolter/10 Falchion - Gate of Infinity.

I have done some trial runs against an all knights list, Space marine CT Raptors list using the forge world special character that lets you reserve additional units and did very well, a Death Guard list with a few demon princes and a ton of poxwalkers (the grey knights REALLY shined on this one), and against a blob guard list (this was the toughest list I've fought) but still came out on top.

It has been doing very well.. I find that going second isn't really a big deal unless the opponent can crush a lot of bodies fairly quickly. The addition of the Eversor Assassin is awesome. He either A.) makes up his points or B.) causes a large distraction on the opposite side of the field therefore dividing my opponents forces which allows my strike to piecemeal the opposing army apart.

Still need to do more testing. Looking to fight some Ynnari /harlequins and Tau soon. More to come!

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
 
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