Don't know why I made this there are plenty of thes. I guess I was just bored and wanted to give some more tactica and ideas
In Depth Grey Knight Tactica
First Things First... Know your army
Grey Knights Pros and Cons
Pros[/b]
- The strongest 24" shooting army in the game except to necron flyers. A good general can surely beat out a necron gunline of warriors/ immortals
- The strongest 24" tank poppers. Psycannons are up there in being the strongest 24" gun in the game
- Grey Knights are outstanding at taking down units with more numbers via tactical precison. Grey Knights are like Eldar but a bit better. Each grey Knight Unit should be able to fill 2-3 roles on the
field. And while this may seem like alot there resiliency/equipment and precision strikes complementing one another make the jobs much easier to accomplish.
- As each unit is capable of filling 2-3 roles this obviously leads them to be strong at
MSU
-They have cheap objective holders. Henchmen are really cheap and while I personally dont run them, they can seriously become an annoyance if your opponenent cant seem to shoot them off an
objective allowing your forces to to freely move about the board.
- They have a deathstar Paladins although I'd rank them as tied for second as Wraithwing being 1st and being tied with Abaddon's cultist/ termi deathstar, they also havea death star assassin which can be quite strong as well
-They are the greatest anti-horde army in the game. Purifers cleansing flame is the bane of orks, nids, and
IG.
- They are all psychers.
FW for everybody means they can go toe to toe with
MC's and slay them in one hit in addition Coteaz is the cheapest psycher granting some of the greatest benefits in the
game
-Finally they are the army of Deepstrike. Most people believe DeathWing to be the really only strong army when it comes to
DS because they can come in on turn 1 but, Grey Knights have a strong
one as well especially if coordinated in one all out strike on a Flank of the Board.
Cons
- They are marines, which means they die like marines and they cost more points than marines(although I do believe the points are justified +1
DS +1
FW+1 Psycher+1 WarpQuake +1Aegis, that
seems like 20 points to me and I am spoiled and couldn't image my marines without them anymore.)
- They have no range. Psyfleman dreads are awight in all honesty but if you don't get first turn to an army with better range then don't expect them to be around to long.
- There anti Flyer is mediocre at best. Taking a SR for anti-flyer purposes is a mistake as any army like Necs or
IG will easily beat you in the fight over air, and thiers are cheaper. Psycannons can
take them down and with psybolts you can glance them but you can't be waisting time shooting at them.
- AP2 fire will put your army down quickly if you don't have cover for your guys and even with rhino's they'll be walking around quite often because it's not like rhinos are gonna last too long.
-They assault like normal marines. On the charge against
PA opponents they are strong; against horde armies and those with higher I and more attacks unless purifiers/paladins they will be chewn up.
- As they are psychers they are very suceptible to DTW, Hoods, rune preist warding runes of eldar, and shadows of the warp from Nids. There psychic powers are their strength and when battling
just to use them they tend to have trouble.
______________________________________________________________________________________________________
Grey Knight Grandmaster Tactics.
Grand Strategy for Paladins/ Interceptors/NOT DREADKNIGHTS
really there is no other reason to take this guy except for Paladins to become scoring and Interceptors to shunt to objectives. You do not make Knights scoring. There purpose is to draw fire, tie up,
and Die -DTD This is a simplified role purpose I'll go into their tactica later but for now that's it. Back to the
GM he is way to many points to spend not to put Grand Strategy in serious usage.
______________________________________________________________________________________________________
Grey Knight Brother Captain
Dont take this guy for anything other than fluff or fun he's an expenseive psycher inquisitor with termi armor missing the psycannon and servo skulls.
______________________________________________________________________________________________________
Librarian
Sparky
1. put him at the head of pallistar give him a ward stave, make him a lv 3 psycher and roll on the divination tree for a 50/50 chance to have 2+ re-rollable 2++ Invul re-rollable in combat. This unit
will be pretty much nigh on invincible. you can practice rolling dye with huge hand fulls and see that you just wont take any wounds. Then in combat you laugh at your opponent when all their
attacks literally spark off and your guys massacre them. If you take this loadout I'd suggest
GM sword, radnades- Libby ward stave, lv 3 psycher, 4 psycannons 4 hammers sword, banner. you get 2 guys to
LoS attacks you don't like onto your guys ie
LC with a 4++. You get 12 re-rolling hammer strikes with prescience 16 -re rolling psycannon shots rediciously high numer of re-rollable 2+ saves. This unit shy of a vindicator blast Will Not Die and I guarantee will win relic everytime. Only draw back obviously the number of points to field this unit.
Cleansing Flame (no better way to say it)
2. Libby lv 3 psycher ward stave in a unit of 10 purifiers. loadout will be 4 psycannons 6 swords
Ideally you want to get prescience re-rollable saves and 4+ invul so your army can go up against pretty much anything and you 3+ invuls on you enitre purifier unit in close combat 4+ invuls outside
and pretty much you walk them into the middle of the battle field against nids or orks and burn them all to pieces with multi assault. Another thing you can do to make them even more destructive is give them an SR and drop them off on you opponents side amongst a gunline and multi assault then entire horde of them the next turn(
IG)
Bomber Man
3. I've never done this and I don't plan to but you can use Him and I don't necessarily recommend it. inquizitor Kamarazov and him have a field day as you deepstrike him alone amongst your oppnents
horde of guardsman center that pie plate on him and he becomes a walking nuclear bomb as you set 2-3 large blast around him and blow up all his guys./ youdrop next to a parking lot rhino and blow
up all of them. Since he has re-rollable saves he has a quite strong chance of surviving the
str 10 blast and will survive all the str6 blast.
Death From the Shadows
4. lv 3 Libby wardstave and rad nades with a sqaud of henchmen consisting of deathcult assassins and crusaders ideally 2-3 crusaders and 9 - 10 assassins. This unit with 4 attacks each on the
charge gives 40 re-rollable attacks re-rollable attacks -re-rollable saves on the libby 3+ invuls to
LoS hitting on 3s wounding on 3s man this unit is just straight up death. and they attack first over
pretty much everything. Best part is that you can fickle with the size of the squad and give them either a
LR/ SR/ or Chimera and have a transport to run them up the field and you can believe this
unit will scare your opponet to no end.
______________________________________________________________________________________________________
Brotherhood Champion
This guy actually has usage. If you stick him in a unit say a unit with a libby like above and get him to challenge a commander and knowing he will die he can take out a Swarmlord or Abaddon you
like? xD
______________________________________________________________________________________________________
Grey Knight Terminators
They are like any other terminators just with hammerhand. and
FW's. They play eactly the same and there tactics are the same. Really no need to go into depth on these guys.
______________________________________________________________________________________________________
Grey Knight Strike Squads
These guys at least for me are always the core of my army. I love em they deepstrike have plenty of shooting power and handle the following roles perfectly Anti Heavy Armor/
DS/ Shooting/ Obj
capturer.
How to play them.
1.
LF's just absolute neusances. Well that's why these guys have deepstrike. Take some servo skulls put them in the middle of the board/ corners near objectives drop down and shoot the crap out
of them. on average you get around 3 wounds after saves if your lucky maybe 4-5 and if your real lucky take out the whole squad. Now all the Heavy Support is gone and your army is in 24" range
to shoot your opponent next turn and they arent in double tap range so they only get one shot each. the game has drastcially changed in your favor.
2.
Daemons Warpquake by combat squad and give your opponent a square or give em non at all how much of a **** you want to be is up to you

. If I play against screamers and flamers, I stand by the saying " The only way to win is not to play" xD other than that you can seriously warpquake much of the field as at 1500 you can average around 2-4
ss which is 4 of 6 squaers and 1750 3-5 which is 5 of 6 squares and focus fire everything that happens to come in on that one square and if you have coteaz nearby you just shoot the crap at whatever is coming down in the last square. Cheesy yes. but at the end of the day Cheesy vs Cheesy our cheesy wins.
3.
Ig really depends on the number of flyers he has. and the number of guns. If they have for 3 vendettas thats 9 lascannons per turn but given granted he cant shoot at you everyturn especially if
your in combat. I'd suggest that if you don't have transports to deepstrike them on a flanks behind his vehicles or heavy guns ie
LC and take a side. this is the easiest way you can minimize the
number of guys shooting at you as well as take out a nice portion of his army and then begin to assault them and while this is all going on your opponents flyers have to try and circle around to get
back to your guys by which time its already to late as your'e in assault with them.
4.
DE combat squad your men and pop all the vehicles is pretty much what I do and then I leave the rest to something with higher fire power to take out the stragglers.
5. Harliestar shoot them/ deepstrike and flank them on sides to take out warwalkers if they have any/ make your opponent have to choose which way to go with his army and while that's going on you
can take objectives with you other squads and use you main force to shoot them from the front.
6.
PM/ Epidermus Probably the toughest opponent other than Necron Flyer force for obvious reasons. They get 3+ with 5++ and their T5 negates our psybolts so on average well take out 2 guys per
turn and the same for them, so really a battle attrition and game of dice. Ideally you want to get into assault and the best case scenario is that you have a wardstave to surive the
pw/
pf attacks
and then you with your ap3 attacks and
str 5 from hammerhand you give them a 5++
FNP but you get a 2+ so you win. As for epidermus these guys arent the guys to bring him down you need a
more specialize unit in our codex to take him out.
7.
MSU grey knights keep them in full squads and shoot the transports and then shoot the guys inside. you have more numbers he has more trasnports wupi doo your guns glance/ pen their
transports its not that hard just tactics is all.
8.
Palli star. focus on the support units your guns are a waste on his armor. After you take out his support then focus on the star
9.
Wraith Wing Tarpit the crap out of them after shooting down some of the numbers in their squads your
FW should do the rest. It's all you can do. but you have a failry good chance when you do
tarpit.
______________________________________________________________________________________________________
Intercpetors
The bread and butter of our armthere quick assault and shunt allowing them to reach other points is what makes them strong.
1.
GM scoring on them combat squad now you have 2 shunting units for last turn objectives. Ideally though this hardly works and is not the best usage for them but if you do want to do this I'd
suggest 2 units of interceptors full so they can survive.
2. Give them a wardstave and 2 psycannons in a 10 man squad and combat squad them into one unit with psycannons and one unit with a wardstave. shunt them over and have the wardstave unit
tie up a unit of oblits/ or my favorite abaddon deathstar (because he must accept a challenge xD) and tie up 500 points and any other unit that comes to help becomes tied up in the same combat.
Imagine that tieing up 1000points with one dood because you double assaulted. The rage I can't Imagine. meanwhile you entire army moves about shooting the rest of their army. And the other 5
man squad pops vehicles. making back even more points. This is what I do.
3. 2 incinerators on a squad shunt over and burn stuff is the last thing with a wardstave for the same type of playstyle as above just with incinverators this time
-Daemons shunt over to their side and warpquake.
-
PM/ Epidermus These are the guys for dealing with Epidermus get that wardstave in there with your guys and try and do as much as you can to shoot them to deah with your 5 man psycannon
squad while keeping out of range of their army then go in for the kill.
-
DE Combat squad and pop vehicles
-Harliestar jump over and pop some walkers
-
IG gunline shunt over and pop vehciles tie up a unit afterwards the next turn so you can allow your troops some relieved shooting.
-
LF shunt over turn 2 when you guys are all deepstriking and wipe you opponents
LF's in one harsh and unforgiving strike.
-
MSU Knights pop transports with your 2 5 man squads
-Palistar shunt over and pop those psyfleman dreads in the back while your strikes give support shooting his strikes and then focus down his palis.
-wraithwing get one wardstave in combat with a wraith unit, get the other unit of 5 to shunt and pick off warrior squads trying to cap objectives.
______________________________________________________________________________________________________
Purgation Squad
Obviously great for taking out people behind buildings you cant see. But I really dont recommend these guys psycannnons on these guys are so expensive and then you really want to get a psycher
with prescience to give them greatest benefit. then again you also need a 10 man squad because with 5 those guys are gonna go fast and you need to have expendables. once against why I don't
really recommend these guys they are really only best stationary with full number of shots and re-rollable hits. Better just have a normal strike squad or something.
______________________________________________________________________________________________________
Paladins
Really not much to say here How to use them is pretty simple.
______________________________________________________________________________________________________
Purifiers
Once again everyone knows how they are used in
MSU with razorbacks and 2x psycannons. other than that my example above with the libby making them a nice ANTI- FLYER unit with plenty of shots
re-rolling from 4 psycannons and anti horde is what makes them great.
______________________________________________________________________________________________________
Techmarines
Conversion Beamer, bolster defenses where a vindicare assassin is, repair a
LR not too much more to talk about with him.
______________________________________________________________________________________________________
Rhino
If you don't know how to use a rhino I don't think your'e playing the right army xD
______________________________________________________________________________________________________
Razorback
MSU with purifiers is the best way to use them.
______________________________________________________________________________________________________
DreadKnights
The argument on whether to take a PT of not is totally up to you. Personally I don't use them just because I find it to be to many points. I can make due out of them just by deepstriking them and
getting the same benefit Ideally you always want a heavy incinerator the HPsycannon is crap don't get it. I deally these guys should be a support unit to your army when they deepstrike. Your
opponent must choose between strikes and Knights at the end one will get through. They become great at coordinated strikes with interceptors. The interceptors pop vehicles and the knights burn
the people inside. Generally these guys are the bane of
DE, Tau,
IG , NIDS anything with a 4+ pretty much. Just make sure that when you do use them coordinate your strikes with a strike squad or
interceptors. something like pop and burn or somehting hold and assault. always run in doubles they die to fast other ys
______________________________________________________________________________________________________
Psyefleman Dreads
pretty self explanatory. get First Blood should be their Primary Objective.
______________________________________________________________________________________________________
Land Raiders
How you normally would use a
LR
______________________________________________________________________________________________________
Storm Raven
Self Explanatory Always run in doubles they die way to fast other ys
______________________________________________________________________________________________________
Draigo
Obvious Usage. hes a combat monster
______________________________________________________________________________________________________
Captain Stern
Ehh if someone has something to add on him post and I'll put it in
otherwise I haven't used him.
______________________________________________________________________________________________________
Castellan Crowe
Put him on a quad gun of run him along behind or in a rhio to otherside or something otherwise he's probably not gonna do anything.
______________________________________________________________________________________________________
Thawn
put him in a 5man squad drop on an objective and stay there. Profit.
or you can drop him on your opponents side and use him like bomberman with the libby except if this guy dies it doesnt matter as he'll get up after dieing. and proceed to continue to be a nuc
______________________________________________________________________________________________________
Inquisitors/ Coteaz/ Valeria
termi armor psycher servo skulls psycannons nothing more said. Put Coteaz in a squad of purifiers or something any give them some 2+ re-rollables some re-rolls to hit or some 4+ invuls and then you get a deepstrike counter with IBEY. He works with Palis as well but Libby has T4 5 invul possiblle standard and can take a wardstave so at the end the choose is yours. Valeria is very much the same as
a brotherhoodchampion put her in a strong unit like the deathcult assassins and an inquisitor or libby and dare the swarmlord/abby into combat.
______________________________________________________________________________________________________
Acro Flagellant
I'd like to get some input from others I don't tuse them too much.
______________________________________________________________________________________________________
Banisher
put them in the squad with your assassins so now even daemons fear them. Daemons fear ironic.
______________________________________________________________________________________________________
Monkey
put them in a sqaud that you plan on being primarliy for shooting such servos or sanctioned psychers and profit. or you can put one in your assassin unit and have a tank popper as well.
______________________________________________________________________________________________________
Warrior Acolyte
I'd like to get some input from others I don't use them too much.
______________________________________________________________________________________________________
Vindicare Assassin
Primary Objective first turn is get First Blood. second turn take away an invul save from someone would otherwise be a big problem. Then start picking off champs
______________________________________________________________________________________________________
Calidus Assassin
drop on a Heavy weapon team and pretty much assassinate the unit then he normally dies well normally he does.
______________________________________________________________________________________________________
Culexus and Eversor
aren't really useful right now sadly because they can't join units and have to walk across the field.
______________________________________________________________________________________________________
Help with List building
Tactics
Now That we Have all these traits listed now we need to assemble our list. Some poeple build their list by what they want
We don't have any luxury for that we must think to counter.
Anti-flyer -psycannons, dreads, quad gun, SR
Anti-Tank-psycannons, SR, hammers/ NDK/monkeys
Anti-Horde- purifiers/ incinerators/ Firepower Bomberman
Anti-DeathStar-Sparky, Assassins star, wardstavecounter
Anti-Psycher Psycocollumns, assault with psychers
Anti-Deepstrike
GK SS/ Coteaz
Anti-Long Range Deep Strike/ Vindi/ shunts
Anti-Cover Incinerators Firepower
Anti-
MC FW's /psycannons/
MC
After that simply try and get as many things as you can. Anyone who has played Guild Wars knows that you can't be great at everything
you can only spec into a portion and make sure you have some strengths so you are strong against something. Keep that in Mind
I'm not saying you can't be good at everything its just hard to be able to do so at least with great effeciency.
Hope this helps
______________________________________________________________________________________________________
Sample List
well the list I use personally and examples of how I use my army in coordination against some commonly found list and armies
HQ
Inquisitor 64 Support for
DS and Shooting.
3 servo skulls
psycher
Elites
10 Purifiers 280 Anti- Horde/ Anti- Flyer/ Anti Heavy Infantry/ Anti-Vehicle/ Anti
MC /Firepower
4 psycannons
Troops
10 Grey Knights 240 Anti -
DS /Firepower/ Anti-Vehicle
2 psycannons, psybolts
10 Grey Knights 240
DS/ Anti -
DS /Firepower/ Anti-Vehicle
2 psycannons, psybolts
Fast Attack
10 Interceptors 325 Anti- DeathStar/ Anti-Tank
2 psycannons, warding stave
Heavy Support
DreadKnight 160 Anti-
MC/ Anti- Cover
HI
DreadKnight 160 Anti-
MC/ Anti- Cover
HIf
Aegis Defense Line 50 Anti-
LR
pts:1499
As you can see I don't have a deathstar but an anti-death star. I don't have Anti psycher so I will have to use tactics to get into assault with them.
however I've covered over many of the roles many times for certain areas such as 2 anti cover, 4 anti tank A possible 6 Anti
DS, plenty of firepower.
I will be weak against Flyers with only one anti and it will take tactics to take out
LR but it can most certainly be done with coordination and distraction.
For say dropping in 2 strike squads and 2 knights and shunting over 2 interceptors on turn 2 for an all out quick assault and take out an enemy flank/ or vehciels/ or
LR infantry
I will be weak against other psychers but if I can assault them then I will have greater chance of dealing with them.
______________________________________________________________________________________________________
DE
setup:
ADL combat squad interceptors/ combat squad purifiers/ dependant on first or second hold Knights in reserves so they arent shot up.
I then engage in popping all vehicles
I then drop my knights on my field with accuracy from servo skulls and burn down the stragglers intercpetors hit up vehicles from behind
rinse and repeat
Harliestar
setup:
ADL combat squad interceptors and purifiers. hold strikes and knights in reserves. and drop them all over the field and make him have to go after stuff. Interceptors pop the walkers in behind with shunts and the strikes help out after deeostrike the knights come from the front to help out the purifers. Now he has to make a whole lot of decisions and generally he has to seperate alot of stuff to take on my armiescapping power.
LF
Deepstriking everyone except for the purifiers and interceptors. My guys do behind the
ADL and go to ground first turn next turn I strike with everything. game should be about over unless they have
TWC.
IGI will set down the
ADL with the purifiers combat squaded, same thing with interceptors, then I will drop everything on his side, pop the the vehicles burn the guardsman assault next turn. Then the vendettas he has coming in get one turn to shoot at e befoer they have nothing left to shoot because everyone is in combat
Daemons
Warpquake
FTW
Wraithwing
set down everyhing on the field behind the
ADL dont combat squad anything but the interceptors. Tarpit the crap out of the wraiths and leave his flyers no targets. while this is going on the combat squaded intercpetors take out his objective cappers.
Pali Star
set up
ADL combat squad nothing but interceptors. walk the knights down field with everything. The strikes focus on his support units and my interceptors shunt over and knockout some psyfelman dreads. the purifiers and 2 NDK go to war with the pali star and after my strikes and interceptors have taken care of everything they join.
Nids
setup
ADL purifiers combat squad, intercpetors combat squad, walk knights down the field and burn crap strikes should be focusing on clearing the hordes while you knights try to get into combat with the tervions/
MC's. The purifiers focus on flyrants if they have any and you always have deepstrike for Doom. Interceptors can take out Hive guard or Biovores
Chaos
ADL:Interceptors combat squad: deepstrike a flank with everyone else. Shoot down the flyer if they have one with purifiers interceptors get into combat with the Obllits and hold them while the other 5 pop vehicles and shoot into units making back points and some knights can come over to free that unit in assault
Really at the end of the day I have covered my weaknessess and still have one essential quality that is firepower. 4 squads 2 shots each is alot of fire power from 24" range. But every unit complements each other and has specified roles. Also you see I play out every situation relatively the same so I have consistency while playing and I'm never doing anything totally bizzare.
Well I hope you take something or some new ideas that you didn't know of and make good use of them