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Made in us
Journeyman Inquisitor with Visions of the Warp






Dimmamar

Starting a new thread so that all the old muck doesn't gum up our glorious faith in the Emperor.

After reading a review or two, I have a list that I think will be a good first attempt.

Spoiler:
Swordbearers Spearhead
GMDK, Sword, Teleporter, Psycannon, Psilencer, Relic (Sigil of Exigence), Warlord (FttF), Psyker1 (Empyric Amplification), Servant of the Throne
Techmarine, Psyker1 (Vortex)
NDK, fists, psycannon, psilencer
NDK, fists, incinerator
NDK, fists, incinerator

Prescient Brethren Battalion
Draigo, Psyker2 (Sanctuary, Amplification)
Librarian, Psyker2 (Gate, Warp Shaping), Gem of Inoktu
Brother Captain, Psyker1 (Vortex)
5x GKSS, 2halbs, 2swords, 1stave
5x GKSS, 2halbs, 2swords, 1stave
10x GKSS, 5halbs, 4swords, 1stave
Apothecary, Warlord (Divination), Psyker1
10x GKI, 7halbs, 1stave, 2incins
5x Purgators, 4incins


The list will require some tweaking once we get final points revealed, since right now it sits around 175pts too much; however, many units did drop in price. I can remove a few GKI bodies and an Apothecary if necessary.

There's still a lot of strats to read and figure out how to apply, and the order of Tides is now very important. (I'm thinking start in Shadows, move to Celerity, end in Convergence. Although there's probably a good case for flip-flopping the order of the latter two.)

Thoughts?

This message was edited 1 time. Last update was at 2021/08/10 18:56:58


LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 4500 2000 2500

"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21
"By time I mean that which is indicated by some changing motion." City of God, Book XII Ch 16 
   
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Luton, England

Good idea with a new thread :-)

I've had a decent read through the codex now and am in two minds about it.

The raw power of the datasheets is very good, we are efficient at killing in all phases of the game at a base level with decent anti-infantry guns, great melee against all targets and generally decent psy powers backed up by everything having proper smite. We can make powerful armies and should be able to mix it up well with most.

on the flip side in giving us such powerful base units they seem to then have removed many of the interesting additional abilities and optional extras that make an army more interesting to build and play.

For instance we have many things that boost our abilities to Deny powers but very few to boost our ability to cast powers - at base we are great at denying I don't see the point is spending resources making us better given the chance we won't be facing psykers. There is no way to up the number power powers our characters can cast so they are a little limited in choice of powers which is annoying especially on the libby - its not a big deal but is obvious by its omission - we can't make anything as versatile or as reliable at casting as a standard marine player could from their book.

Character wise Draigo is great but a little vanilla - couldn't he have had some kind of ability to make him feel a little special? Hes a chapter master who's great in combat - good in game but not that interesting.
Voldus is incredibly similar to draigo - similar stats, same psy ability, very similar weapon, not a chapter master and not a 3++ so why take him ever? He needed a rule to make him offer something different.

Our basic strike squads are so efficient it makes our terminator look pretty poor by comparison which is a shame.

Lastly there is an issue where the points in the book are quite a bit different to the points in the 2021 MFM - at the moment it is unclear which should be used as the codex is the newer publication but upon release of the MFM they said that the GK codex should have already been out.

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Helsinki, Finland

Hey, I think it seems decent, as the strike squads are so much improved (full smite, buffed nemesis weapons, extra wound and attacks). How do you plan to use deep strike? I'd like to include my own list here, for tactics discussion and improve it.

Spoiler:

Grey Knights Battalion The Rapiers
-hq- Kaldor Draigo 180 (warlord, powers: vortex, empyric amplification)
-hq- Librarian 105 (relic: nullifying matrix, powers: gate, warp shaping)
-hq- Librarian 105 (relic: sanctic shard, powers: gate, warp shaping)
-troop- Strike Squad (5, stave, 4x halberd) 110
-troop- Strike Squad (5, stave, 4x halberd) 110
-troop- Strike Squad (5, stave, 4x halberd) 110
-troop- Strike Squad (5, stave, 4x halberd) 110
-elite- Paladin Squad (10, 2x stave, 2x hammer, 6x halberd) 490 (powers: hammerhand, armoured resilience)
-flyer- Stormraven (twin lascannon, typhoon, 2x hurricane bolters, stormstrike missiles) 340
-flyer- Stormraven (twin lascannon, typhoon, 2x hurricane bolters, stormstrike missiles) 340

Total 2000 / 11 cp (-1 for extra relic)


My plan is to start with the tide of shadows, and during the turn 2 onwards the tide of convergence. I'm only starting the game with 2 models on the table (fliers with strike squads and librarians inside) and paladins with Draigo are in deep strike. The strike squads are deployed in to objectives from fliers, and paladins are going for a fight.

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 WisdomLS wrote:

Lastly there is an issue where the points in the book are quite a bit different to the points in the 2021 MFM - at the moment it is unclear which should be used as the codex is the newer publication but upon release of the MFM they said that the GK codex should have already been out.


Are the points in MFM21 (IE: the ones that were linked to the post-Codex army, not the stopgap one they released) even different?
   
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Overall the GKs got a big buff that they sorely needed and it's great that they finally are starting to live up to their lore a little bit. Atm, I still plan to field a Terminator Heavy Army and the biggest? I have still is what weapons to give my Terminator and Paladin Squads. As well as which ranged weapon to go with the Hvy. Psycannon on both my HQ and Hvy Support Dreadknights.
   
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Luton, England

Sterling191 wrote:


Are the points in MFM21 (IE: the ones that were linked to the post-Codex army, not the stopgap one they released) even different?


Admittedly I'm looking at blurry youtube images of the codex but yes the points seem quite a bit different with some units having options baked into their cost or paying extra for them, dreadknights are about 20pts different and various other things. I made a 2k list from the book and it is 2075 when put through the MFM21. Its mainly special weapons that seem to cost alot more and bare bones stuff is slightly cheaper so it will have a significant impact on lists.

The list in the codex is alot cleaner - all rounded to 5 points and more option included in the base cost.

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Dimmamar

 Ironwolf45 wrote:
the biggest? I have still is what weapons to give my Terminator and Paladin Squads. As well as which ranged weapon to go with the Hvy. Psycannon on both my HQ and Hvy Support Dreadknights.


Putting one Stave in each squad gives them the option for the Zone of Warding strat, which grants a 5++ to PAGK or a 4++ to TDA. Then fill out with a mix of swords (for the -3AP) and halberds (for the S6); falchions aren't as good now that everyone has an extra attack in the profile, and we really want the better strength and AP. If you have the points, try out psycannons: D2 is a solid choice against anything with FnP...which is a lot of stuff these days.

For GMDK, I'm doing psycannon and psilencer--the psycannon is the best gun we have (aside from the few lascannons we can field on some vehicles), and it's now S8 AP-2 D2. The psilencer isn't quite as good, losing Dd3, but now it's base S5 AP-1, and the range is good to make the GMDK a shooting beast.
With NDKs I'm going to try out psycannon and incinerator, unless I need the points in which case I'll drop the psycannon. At BS4 when moving, 2d6 auto-hits is really good. I also like sticking NDKs into DS and popping out with an incinerator.

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"By time I mean that which is indicated by some changing motion." City of God, Book XII Ch 16 
   
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I believe Falchions are primarily good for fishing for mortals in the tide that gives you mortals on 6's. Combine them with the Rapiers brotherhood and possibly a Brotherhood Ancient for 6 attacks per Strike Marine or Interceptor.

Psychic powers are a lot harder to get off without the +1 to cast. I am not sure if the Warp Charge values have gone up for some of them, but you just can't rely on something like Gate of Infinity going off unless you put a lot more resources like stratagems or the Gem relic into it.

Anti-tank is kinda hurt now, seeming to reside mostly in Dreadnaughts, Dreadknights, Psycannon (24'' range?), and oddball choices like the Stormraven. Melee has a decent chance of doing the job, but getting into melee with a Leman Russ tank line with a bunch of infantry in front of it is an iffy proposition.
   
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Dimmamar

bmsattler wrote:
I believe Falchions are primarily good for fishing for mortals in the tide that gives you mortals on 6's. Combine them with the Rapiers brotherhood and possibly a Brotherhood Ancient for 6 attacks per Strike Marine or Interceptor.

That sounds like a good list to run, although keeping the Ancient in range of all the models has traditionally been very difficult for me.

getting into melee with a Leman Russ tank line with a bunch of infantry in front of it is an iffy proposition.

This has always been an issue, but now that NDKs are wounding those guys on 2s (Hammerhand), and PAGK can wound on 4s (sword/halb + Hammerhand), and Sanctic can be applied to multiple units, I think it will be easier to get wounds. Still not ideal, but softening it up with some psycannons first should finish off a tank a turn.

Edit: don't forget that everyone has smite, too...so if you'd rather get mortals and bypass the high T and Sv, try that! (Although you won't get HH, which is a bummer...but perhaps those further back units that won't make the charge anyhow can still contribute damage.)

This message was edited 1 time. Last update was at 2021/08/11 17:05:06


LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 4500 2000 2500

"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21
"By time I mean that which is indicated by some changing motion." City of God, Book XII Ch 16 
   
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 Elric Greywolf wrote:

This has always been an issue, but now that NDKs are wounding those guys on 2s (Hammerhand), and PAGK can wound on 4s (sword/halb + Hammerhand), and Sanctic can be applied to multiple units, I think it will be easier to get wounds. Still not ideal, but softening it up with some psycannons first should finish off a tank a turn.


A basic 5-man Strike unit with Swords plus Hammerhand in Convergence will kill a Russ equivalent more often than it wont. Add in an Ancient, Word of Power and reroll support (of the Draigo or Master variety) and that squad kills a Knight equivalent more often than it wont. If you want to nearly guarantee it, add in Empyric Amplification.

If the lads can make combat, they're going to blend damn near anything big they touch.
   
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 Elric Greywolf wrote:
Starting a new thread so that all the old muck doesn't gum up our glorious faith in the Emperor.

After reading a review or two, I have a list that I think will be a good first attempt.

Spoiler:
Swordbearers Spearhead
GMDK, Sword, Teleporter, Psycannon, Psilencer, Relic (Sigil of Exigence), Warlord (FttF), Psyker1 (Empyric Amplification), Servant of the Throne
Techmarine, Psyker1 (Vortex)
NDK, fists, psycannon, psilencer
NDK, fists, incinerator
NDK, fists, incinerator

Prescient Brethren Battalion
Draigo, Psyker2 (Sanctuary, Amplification)
Librarian, Psyker2 (Gate, Warp Shaping), Gem of Inoktu
Brother Captain, Psyker1 (Vortex)
5x GKSS, 2halbs, 2swords, 1stave
5x GKSS, 2halbs, 2swords, 1stave
10x GKSS, 5halbs, 4swords, 1stave
Apothecary, Warlord (Divination), Psyker1
10x GKI, 7halbs, 1stave, 2incins
5x Purgators, 4incins


The list will require some tweaking once we get final points revealed, since right now it sits around 175pts too much; however, many units did drop in price. I can remove a few GKI bodies and an Apothecary if necessary.

There's still a lot of strats to read and figure out how to apply, and the order of Tides is now very important. (I'm thinking start in Shadows, move to Celerity, end in Convergence. Although there's probably a good case for flip-flopping the order of the latter two.)

Thoughts?


Just so you know, NDKs don't take the heavy penalty in 9th anymore! So I would definitely recommend the psilencer+psycannon if you can afford it, with the empyric amp buff, sword bearer buff, and rerolls nearby they can lay down some serious hurt.I would also for sure take swords on all the ndks, the 10 attack sweep is way too good to give up imo
   
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The Frozen North

 Elric Greywolf wrote:
bmsattler wrote:
I believe Falchions are primarily good for fishing for mortals in the tide that gives you mortals on 6's. Combine them with the Rapiers brotherhood and possibly a Brotherhood Ancient for 6 attacks per Strike Marine or Interceptor.

That sounds like a good list to run, although keeping the Ancient in range of all the models has traditionally been very difficult for me.

getting into melee with a Leman Russ tank line with a bunch of infantry in front of it is an iffy proposition.

This has always been an issue, but now that NDKs are wounding those guys on 2s (Hammerhand), and PAGK can wound on 4s (sword/halb + Hammerhand), and Sanctic can be applied to multiple units, I think it will be easier to get wounds. Still not ideal, but softening it up with some psycannons first should finish off a tank a turn.

Edit: don't forget that everyone has smite, too...so if you'd rather get mortals and bypass the high T and Sv, try that! (Although you won't get HH, which is a bummer...but perhaps those further back units that won't make the charge anyhow can still contribute damage.)

Just a note, Hammerhand is no longer +1 to wound and Dreadknights can't take it.

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 Elric Greywolf wrote:
bmsattler wrote:
I believe Falchions are primarily good for fishing for mortals in the tide that gives you mortals on 6's. Combine them with the Rapiers brotherhood and possibly a Brotherhood Ancient for 6 attacks per Strike Marine or Interceptor.

That sounds like a good list to run, although keeping the Ancient in range of all the models has traditionally been very difficult for me.

getting into melee with a Leman Russ tank line with a bunch of infantry in front of it is an iffy proposition.

This has always been an issue, but now that NDKs are wounding those guys on 2s (Hammerhand), and PAGK can wound on 4s (sword/halb + Hammerhand), and Sanctic can be applied to multiple units, I think it will be easier to get wounds. Still not ideal, but softening it up with some psycannons first should finish off a tank a turn.

Edit: don't forget that everyone has smite, too...so if you'd rather get mortals and bypass the high T and Sv, try that! (Although you won't get HH, which is a bummer...but perhaps those further back units that won't make the charge anyhow can still contribute damage.)


As a note, Hammerhand is now re-roll wounds not +1 to wound.


Automatically Appended Next Post:
 MinMax wrote:
 Elric Greywolf wrote:
bmsattler wrote:
I believe Falchions are primarily good for fishing for mortals in the tide that gives you mortals on 6's. Combine them with the Rapiers brotherhood and possibly a Brotherhood Ancient for 6 attacks per Strike Marine or Interceptor.

That sounds like a good list to run, although keeping the Ancient in range of all the models has traditionally been very difficult for me.

getting into melee with a Leman Russ tank line with a bunch of infantry in front of it is an iffy proposition.

This has always been an issue, but now that NDKs are wounding those guys on 2s (Hammerhand), and PAGK can wound on 4s (sword/halb + Hammerhand), and Sanctic can be applied to multiple units, I think it will be easier to get wounds. Still not ideal, but softening it up with some psycannons first should finish off a tank a turn.

Edit: don't forget that everyone has smite, too...so if you'd rather get mortals and bypass the high T and Sv, try that! (Although you won't get HH, which is a bummer...but perhaps those further back units that won't make the charge anyhow can still contribute damage.)

Just a note, Hammerhand is no longer +1 to wound and Dreadknights can't take it.


Hammerhand is on Dreadknights from default according to Art of War 40k's batrep.


Automatically Appended Next Post:
Regarding swords or halbreds, the math generally finds the halbred out performing unless you're fighting Marine Stat line with no invuln OR ignore AP-2 (Skitarii).

This message was edited 2 times. Last update was at 2021/08/11 21:43:58


 
   
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Luton, England

 WisdomLS wrote:
Sterling191 wrote:


Are the points in MFM21 (IE: the ones that were linked to the post-Codex army, not the stopgap one they released) even different?


Admittedly I'm looking at blurry youtube images of the codex but yes the points seem quite a bit different with some units having options baked into their cost or paying extra for them, dreadknights are about 20pts different and various other things. I made a 2k list from the book and it is 2075 when put through the MFM21. Its mainly special weapons that seem to cost alot more and bare bones stuff is slightly cheaper so it will have a significant impact on lists.

The list in the codex is alot cleaner - all rounded to 5 points and more option included in the base cost.


My apologies!!!!!

I was checking the points against the MFM2021 completely forgetting that there have been two MFM this year and I should have been looking at the MFM2021 MK2 !!!

Such a stupid way of doing points - put it online and keep it updated!!


I have now checked the correct MFM book against the codex and more or less everything is the same other than the base cost of Landraiders and stormravens. I suspect we should be using the cheaper MFM cost for these as it was a game wide adjustment of their costs.

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Well, in the above lists nobody interested in Dreadnoughts?

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Luton, England

Dreadnoughts seem pretty solid to me.

In tide of shadows with their psy power active they will be sitting on a 1+ save, add in the fact that they are our best ranged anti-tank options and they will do work.

I favour either a twin lascannon/missile launcher for real back field work or just a multimelta/DCCW which is likely the better choice on the smaller tables being cheaper and decent in a fight.

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 wuestenfux wrote:
Well, in the above lists nobody interested in Dreadnoughts?


I think the issue is that they're largely outclassed by Dreadknights. Remember that VenDreads are Honored Knights, and as such won't benefit from anything requiring the <Brotherhood> keyword (which is a toooooon of buffs).
   
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Sterling191 wrote:
 wuestenfux wrote:
Well, in the above lists nobody interested in Dreadnoughts?


I think the issue is that they're largely outclassed by Dreadknights. Remember that VenDreads are Honored Knights, and as such won't benefit from anything requiring the <Brotherhood> keyword (which is a toooooon of buffs).


Lol Honored Knights, that feels a shame, looks like Venerable Dreadnought are made of half dead Paladins not the half dead Company Officers Lol. But they don't get that one more attack not the ability to take two powers. So they are only valuable for sitting and moving at the back and shoot long range weapons. but in doing so, their potential 1+ save, -1dmg and 6++/5++ do make good protection.
   
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Neophyte2012 wrote:

Lol Honored Knights, that feels a shame, looks like Venerable Dreadnought are made of half dead Paladins not the half dead Company Officers Lol. But they don't get that one more attack not the ability to take two powers. So they are only valuable for sitting and moving at the back and shoot long range weapons. but in doing so, their potential 1+ save, -1dmg and 6++/5++ do make good protection.


There's definitely a case for their use, it's just that for 25 points(ish) more you can slam a 2+/4++ Dreadknight down that is actually capable of interacting with most of the army-wide rules.

I think the proliferation of HK is probably my biggest bone to pick with the codex (outside of certain strat and upgrade choices that are glaringly lacking in comparison to baseline marines). Having some of the most iconic GK units just standing there outside the underlying rules structure, despite them being ostensibly the best of the best in the hierarchy, is just odd design.
   
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I wonder now will be the melee weapon of choice for people. Falchions were all the rage before but I think swords might be better now, maybe halberds (still not sure on the mathhammer between the two).


Sterling191 wrote:
 wuestenfux wrote:
Well, in the above lists nobody interested in Dreadnoughts?


I think the issue is that they're largely outclassed by Dreadknights. Remember that VenDreads are Honored Knights, and as such won't benefit from anything requiring the <Brotherhood> keyword (which is a toooooon of buffs).


They're still pretty much the only source of long-range Anti-Tank/MC now. Two lascannon shots at BS2 are nothing to sneeze, especially since some armies will melt any NDKs before they have a chance to get close.

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Dimmamar

 Ferrum_Sanguinis wrote:
They're still pretty much the only source of long-range Anti-Tank/MC now. Two lascannon shots at BS2 are nothing to sneeze, especially since some armies will melt any NDKs before they have a chance to get close.

2 lascannon shots aren't actually very good. With Astral Aim turned on (so you get a hit reroll), against a Rhino profile (T7 Sv3+) it does an average of 3.75 wounds.....bleh. Against a 4++ monster it does 2.25 wounds. Against anything with -1 to hit, it does 3 wounds. So not that great.

The reason they had a niche previously was that they could be un-targetable while sitting on an objective and still getting to contribute shooting. As an army, we are near the bottom in terms of long-range shooting, which means most of our opponents will be better at it that we are. If your Dread shows its face to find a target, it will get smoked. Dreads aren't particularly survivable, with no invuln, Sv3+, and 9.33W (base wounds plus average of 6+++). A las/missile Ven Dread is going to be roughly the same cost as an NDK with two guns, but the NDK has 2+/4++, 12W, and impressive melee.

I'd rather have 3 NDKs bearing down the field that the enemy CANNOT ignore, than 2 NDKs and a Ven Dread.

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The Grimdark Future 8500 1500 4500 2000 2500

"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21
"By time I mean that which is indicated by some changing motion." City of God, Book XII Ch 16 
   
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Can someone post tournament lists in the weeks to come? Thankee thankee.
   
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I've seen the whole dex at this point but cant wait to have a psychical copy so my brain can come up with builds better.

Right now the issue I have with making list is HQ's. So I am thinking I am going to need 2 detachments.

Crowe I think is too good not to take/Yet he provides no dominus access.

Chaplain is pretty essential to IMO - Can give reroll all hits aura in melee and also has a massive damage ramp for 6's to wound count as 2 wounds. (sucks no nemesis weapon but he literally doubles the damage of units with his litany...it is not needed)

Brother Captain is essential +1 to cast stratagem (pricey at 2 CP but an absolute essential)

Draigo (only downside is can't take a relic or warlord trait) 2 dom powers and abolsute beat stick + he gives the reroll 1's aura (gotta have at least one - and a 1 reroll all hits per turn) Hard not to include him but you could substitute a librarian too I think.

Thats the 4 HQ's I think I need to make the best list possible but have another HQ spot.

Figure a Librarian is a good choice for a 5th HQ but could also go without.

This build would require 4 troops (no issue strike squads are probably the best unit in the codex anyways).

With HQ limitations though I think you are better off taking standard NDK (who can benefit from reroll 1's to hit and cost a lot less than grandmasters to boot for the same durability).

For spells - I like everything in dominus but it's gonna be hard to get all of it.
1. Gates - Autoinclude
2. Empiric Amplification - Autoinclude
3.Scantuary - Autoinclude
4. Vortex - Best of the non autoincludes
5. Warp Shaping - not worth giving up any of the above.
6. Ghostlybonds...Pretty good but also in last place I'd say.

Oddly enough I think these spells are actually ranked in order of their power level in the codex LOL.
   
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This is where I ended up for my starting point list I think, Im not 100% sure on relics or powers yet, but the bones are there

Rapier patrol
Bro cap-rites of war- Sanctuary
10 terms halberd, 2 stave
10 strikes halberds 2 staves
10 interceptors halberds 2 staves
2 rhinos
Sword B spearhead
Draigo- Empyric Amp, Gate
Chappy- WoP, Warp Shaping
3x Dreadknight Sword/cannon/teleporter/psilencers
   
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Sterling191 wrote:
 Elric Greywolf wrote:

This has always been an issue, but now that NDKs are wounding those guys on 2s (Hammerhand), and PAGK can wound on 4s (sword/halb + Hammerhand), and Sanctic can be applied to multiple units, I think it will be easier to get wounds. Still not ideal, but softening it up with some psycannons first should finish off a tank a turn.


A basic 5-man Strike unit with Swords plus Hammerhand in Convergence will kill a Russ equivalent more often than it wont. Add in an Ancient, Word of Power and reroll support (of the Draigo or Master variety) and that squad kills a Knight equivalent more often than it wont. If you want to nearly guarantee it, add in Empyric Amplification.

If the lads can make combat, they're going to blend damn near anything big they touch.

Correct analysis. The issue is going to be getting there. This is why dreadknights are so good. They pretty much insure the rest of your army is ignored by putting them in their face.
   
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Longtime Dakkanaut




I am really excited about the changes in this book. I am thinking of starting an army of grey knights, based off of terminators for troops. I am thinking...

5x5 man term squads
3x3 palidine squads
2x dreadknights
1 squad of the heavy weapons guys
Stormraven

But thats as far as I have gotten. I am thinking deep strike the storm raven so t2 it comes in and can get the 4++ save from the sword bearers wl trait, give it plasma and multimeltas and then between +1 to hit and wound spells/strats it should be able to make short work out of something that needs to die.

I am not sure what hq's to take or how competitive this idea would be though, I am just looking at a way to make stormraven playable. Thoughts?
   
Made in us
Longtime Dakkanaut




The strength of this book is largely in the trading potential of the power armor units, IMO. Almost nothing in the game has the trading potential of a strike squad with convergence up, they will blend everything from hordes to knights with no problem at all, and you can even take them in 10s to hedge against the possibility of coming up against a dark angels terminator block or something like that, and then just combat squad them if you want to MSU that game instead, with the only cost being in losing a squad leader in one squad. Interceptors and purgation squads also look like they have a serious place. I'm not as sold on dreadknights as a lot of people, but that may be my irrational hatred of the model showing through.

Cheap characters who can throw out a lot of MW look good too - Crowe, a souped up librarian, etc. And Draigo, more for the chapter master buff to put on whatever unit of strikes you send out to trade than anything else, though he's useful enough even aside from that.

Indirect fire would really screw with this army though. It might be worth including a pair of rhinos just to make sure you have somewhere to hide power armor squads that start on the table, so they don't get blown up before you can trade with them.

This message was edited 1 time. Last update was at 2021/08/14 01:40:46


 
   
Made in us
Blood Angel Terminator with Lightning Claws






So is this gonna be the edition of GKSS spam? Given how versatile these guys seem to be when properly supported with the right HQs/Stratagems, seems like the goal will be to field as much of these guys are you can while having perhaps a couple of NDKs for the tankier stuff.

GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants" 
   
Made in us
Longtime Dakkanaut




The one big weakness from a melee perspective is no fights last; strikes will get carved to pieces by a lot of stuff if they get hit first. There is a fights first, but it's both a relic *and* a psychic action, with only 3" range to boot too. It sucks how many layered limitations they've piled on here - 1CP for a relic, giving up your psychic phase, being within 3" in the psychic phase rather than say the command phase, etc.

   
Made in ca
Regular Dakkanaut




How are paladins looking?
   
 
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