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Made in id
Grey Knight Purgator firing around corners






I assume that you want to make a GK army as flexible as efficient and as cheap as possible.
Here are the prerequisites:

Buy Corteaz. Metal.
Buy magnets. So you could swap halberds/ swords/ hammer.

Again you could make either:

Cheapest option: Draigowings:
Buy Draigo.
Buy 2 terminator boxes. Paint them as paladins. Drill holes on the arm and attach magnets inside it so you could swap the halberds to swords/hammer as the link below:
http://www.flickr.com/photos/87173693@N03/8748420258/in/photostream

Additional option: Purifiers lists:
Buy Crowe.
Buy 5 to 6 strike squad boxes. Paint them as purifiers. They look cooler. You could proxy them as strike squad.
*For each strike squad box. Make 1 psycannon and 4 halberds/swords/hammer. Get a regular tac marine feet and attach the front body to make another psycannon. So you get 6 GK strike squad/purifiers per box. Since you get 2 psycannon per box and 6 front body parts.

And make them as ally to Aircrons Dlord/Wraiths/Nightscythes/warriors/Annbarges/spyders if you want to make them competitive.

This message was edited 1 time. Last update was at 2013/05/17 18:44:25


http://www.flickr.com/photos/87173693@N03/

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Made in us
Fresh-Faced New User





It took me a minute to figure out what you meant. Heh. I just meant spending points to go with this or that option.
   
Made in us
Fresh-Faced New User





 Griddlelol wrote:
I wouldn't really call purifiers amazing in CC. They have two power weapon attacks. I mean...it's just two st:4 ap:3 attacks. They've still got to get into CC, which will be tough. Psycannons hit incredibly hard, and for 10pts are a steal. With psybolt ammo you have a weapon capable of handling any threat in the game, as long as you are 24" away. You lose ap:3. Ap3 doesn't make much of a difference against anything other than MEQ anyway.

And if you do the math...

4 Psycannon shots
Just over 1 MEQ dead

2 Power weapon attacks
0.5 MEQ dead

Obviously with 2 psycannons shots, you're equalling the damage that the power weapon can do.

Then when you take into account 2+ saves, in fact, any save other than 3+ the psycannon looks even better. Also it can wreck vehicles, and with enough, you're dropping fliers too.

Still trying to understand this Psycannon/Purifier thing. lol. It seems to me there are a couple flaws in your thinking. First, Psycannons don't get Psybolt Ammo. Second, you didn't count the Storm Bolters that the Purifiers with Halberds have. Which do get Psybolt Ammo, even if it only puts them at S5. But, since most MEQ are T4, that's not bad.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Strength 5 can also glance AV11 to death which all helps when your army is elite and low in numbers.

Right now I've hit a bit of wall in the troops department. I want to take interceptors in fast attack slot to use as either a get in your face and blast you kind of unit that can also sit back with the rest of the army and provide some good deep strike defence which kind of make the strike squads redundent. For my 1st troops choice I want a big unit of Termie's I'll most likely run them 10 strong. For my srcond troops choice I'm a bit blank.

My options are taking Dragio to get pallies as troops but that makes the big termie unit pointless. I could take crowe and get purifiers which is a cool option. What I'm considering doing though is taking Coteaz and taking some henchmen as troops choice 2. I already own Coteaz and have him painted and love the model so this is looking like the way to go. What is a good way to tool up a henchmen squad. I'm thinking 7x Warriors with bolters, 3x Servitors with Heavy Bolters & 2 Monkeys. This is a cheep unit that fiils my second troops slot. I will also be including a Grand Master to make the Interceptors scoring and possibly a squad of Purifiers as well.
   
Made in us
Fresh-Faced New User





A Librarian could make a bunch of S5 A4 Arcos I10. Unless you didn't want a second HQ.
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Well my thought was a Grand Master (or Dragio or Mordrak) & Cotaez. The GM can make things scoring and Cotaez does the casting.
   
Made in us
Fresh-Faced New User





Yeah, the Interceptors are very cool. No reason to think they Scatter, is there? And, above and beyond being able to be where the enemy thought they were safe, messing with them using Warp Quake is a big plus. Heh
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

I can see that shunt move being really annoying. 30" then open fire. Then Boom something dies.
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

I sometimes take:
Mordrak+Ghosts
DKnight with teleporter
10xInterceptors w/ 2 incinerators.

Mordrak DS on T1, the other two shunt T1 to be near-ish Mordrak. I then flame one or two squads to death. There are three major threats that, if not immediately taken care of, will assault T2. It works wonders against Tau
And the rest of my list is safely moving up to control objectives, definitely not getting shot at. It's the poor man's drop pod assault.

This message was edited 1 time. Last update was at 2013/05/20 22:12:48


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Made in us
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 Elric Greywolf wrote:
I sometimes take:
Mordrak+Ghosts
DKnight with teleporter
10xInterceptors w/ 2 incinerators.

Mordrak DS on T1, the other two shunt T1 to be near-ish Mordrak. I then flame one or two squads to death. There are three major threats that, if not immediately taken care of, will assault T2. It works wonders against Tau
And the rest of my list is safely moving up to control objectives, definitely not getting shot at. It's the poor man's drop pod assault.


Ive had great success with this strategy as well. Cheers.


 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

The advantage I can see this having over a drop pod army is that you don't have to do this but have the option to if you want to.
   
Made in us
Fresh-Faced New User





I really don't understand the Ghost Knights. You get Mordrak for 200. You can then get 1-5 Ghost Knights at 40 each as his unit. Then, if Mordrak gets an unsaved wound, and D3 is equal to or greater than his remaining Wounds, another Ghost pops up for free?
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Just been doing a bit of math hammer when it comes to the psycannon and the ammount of shots you get per point

P/S = Per Shot
P/H = Per Hit

Psycannon Mathhammer

-Grand Master, Psycannon 220
55 P/S
3.44 Ave Hits
63.87 P/H

-Inquisitor, Terminator Armour, Psycannon 80
20 P/S
2.67 Ave Hits
29.99 P/H

-Inquisitor, Terminator Armour, Psycannon, Psyker 110
27.5 P/S
2.67 Ave Hits
41.2 P/H

-5x Purifiers, 2x Psycannons 140
35 P/S Moved 17.5 P/S Stationary
2.67 Ave Hits if Moved 5.33 Ave Hits if Moved
52.43 P/H Moved 26.27 P/H Stationary

-5x Paladins, 2x Psycannons 315
39.38 P/S
5.33 Ave Hits
59.01 P/H

-5x GK Terminators, Psycannon 225
56.25 P/S
2.67 Ave Hits
84.27 P/H

-5x Grey Knights, Psycannon 110
55 P/S Moved 27.5 P/S Stationary
1.33 Ave Hits if Moved 2.67 Ave Hits if Stationary
82.71 P/H if Moved 41.2 P/H if Stationary

-5x GK Interceptors, Psycannon 140
70 P/S Moved 35 P/S Stationary
1.33 Ave Hits if Moved 2.67 Ave Hits if Stationary
105.26 P/H if Moved 52.43 P/H Stationary

-5x Purgation, 4x Psycannons 180
22.5 P/S Moved 11.25 P/S Stationary
5.33 Ave Hits if Moved 10.67 Ave Hits if Stationary
33.96 P/H if Moved 16.87 P/H Stationary


Heres some combo's with the to hit assuming the Inquisitors Prescience goes off

-Inquisitor, Terminator Armour, Psycannon, Psyker 110
5x GK Terminators, Psycannon 225
TOTAL 335
41.875 P/S
7.1111 Hits
47.1 Points per hit

-Inquisitor, Terminator Armour, Psycannon, Psyker 110
5x Paladins, 2x Psycannons 315
TOTAL 425
35.42 P/S
10.67 Hits
39.84 Points per hit

-Inquisitor, Terminator Armour, Psycannon, Psyker 110
5x Purifiers, 2x Psycannons 140
TOTAL 250
(Keep in mind the Inquisutor still gets 4 when moving because of the Terminator Armour)
31.25 P/S Moved 20.83 P/S Stationary
7.11 Hits if Moved 10.67 Hits if Stationary
35.16 P/H Moved 23.43 Stationary

Going by my numbers the addition of a Psyker Inquisitor actually adds to the squads ecconmy. Please correct me if I'm wrong. The Paladin Squad with psyker is almost worth the same ammount of points per shot as the purifiers without prescience or attached characters. The Purifiers really come into there own with the attached Inquisitor. 23.43 points per hit on average if they don't move is fantastic that on average 1 per purifier and I haven't included storm bolter fire either.

This message was edited 4 times. Last update was at 2013/05/21 13:14:57


 
   
Made in au
Roarin' Runtherd




Watch out, Paladins are very good, but they are VERY EXPENSIVE POINT WISE.

CastellanCrowe... How I wish he had never been born.

And Calexus? Assasin. They slaughter my orks...

This message was edited 1 time. Last update was at 2013/05/21 13:18:03


"Wot's faster than a warbuggy, more killy than a warbike, and flies through da air like a bird? I got no bleedin' idea, but I'm gonna find out". - Speedfreak 
   
Made in us
Fresh-Faced New User





Lavilla wrote:
CastellanCrowe... How I wish he had never been born.

That's harsh. Cas always says nice things about you.
   
Made in us
Judgemental Grey Knight Justicar






 Patterner wrote:
I really don't understand the Ghost Knights. You get Mordrak for 200. You can then get 1-5 Ghost Knights at 40 each as his unit. Then, if Mordrak gets an unsaved wound, and D3 is equal to or greater than his remaining Wounds, another Ghost pops up for free?


Yup. Free Termies. The perfect way to ragequit somebody who isn't used to seeing Mordrak on the board, lol.


 
   
Made in gb
Purposeful Hammerhead Pilot





London

If you dont want to spend too much money hit up ebay and go for a Draigowing.

My 2K GK army is 19 models.

Draigo, 15 Paladins, 2 DK with PT and HI and a Gunboat Storm Raven. Got the whole lot for less than £150 on ebay. I know Austrailia can be crazy expensive for GW stuff, reckon this is your best option for savingf £$€ and still having a really good army.

This message was edited 1 time. Last update was at 2013/05/24 09:13:13


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Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

This is all really good info so far. Keep it comming. I've done some more math hammer. This time its based on the ecconmy of taking a crowe army with purifiers as troops. It is based on the squads points with the crowe tax included.

Math Hammer Ecconmy of Purifiers as Troops

Cost per Psycannon Shot

HQ- Crowe
150pts

T- 10x Purifiers, 4x Psycannons
280pts
C/S Move = 53.75
C/S Stationary = 26.875

2x T- 10x Purifiers, 4x Psycannons
560pts
C/S Move = 44.375
C/S Stationary = 23.75

3x T- 10x Purifiers, 4x Psycannons
840pts
C/S Move = 41.25
C/S Stationary = 20.625

4x T- 10x Purifiers, 4x Psycannons
1120pts
C/S Move = 39.69
C/S Stationary = 19.84

5x T- 10x Purifiers, 4x Psycannons
1400pts
C/S Move = 38.75
C/S Stationary = 19.375

6x T- 10x Purifiers, 4x Psycannons
1680pts
C/S Move = 38.125
C/S Stationary = 19.06

As you can see after the 4th squad they start to level out. I will do pallys and a Draigowing next followed by a basic strike squad army and terminator army.
   
Made in gb
Fresh-Faced New User




Reading with interest as i have a GK army which i use occassionally. The Modrak option seems to always die against Tau incidentally - too many rapid fire S5 :(.
Preferred option at moment is;
GM with orbital strike - use grand strategy to get the interceptors as scoring units
TechM with orbital strike - let's me upgrade a ruin
2 x 5man strike squads to get troops done
then 3 full interceptor squads kitted out with psycannon and/or incinerators - combat squad them all gives 2-6 scoring units that can shunt 30" - nice
Rounded off with 2 psyriflemen dreads and a teleporting DK with incinerator (1999pv)
The teleporters give great flexibility and allow the strike to be timed where and when you want (rather than drop-pods or deep-striking which rely on reserve rolls and scatter)
The orbital strikes plus riflemen dreads give some ranged weapons GK usually <24". And the riflemen at s8 TL are great for light armour/fliers. Only real weakness is anti-tank. But the DK can take care of that if he's lucky.
   
Made in za
Fixture of Dakka




Temple Prime

 Griddlelol wrote:
I wouldn't really call purifiers amazing in CC. They have two power weapon attacks. I mean...it's just two st:4 ap:3 attacks. They've still got to get into CC, which will be tough. Psycannons hit incredibly hard, and for 10pts are a steal. With psybolt ammo you have a weapon capable of handling any threat in the game, as long as you are 24" away. You lose ap:3. Ap3 doesn't make much of a difference against anything other than MEQ anyway.

And if you do the math...

4 Psycannon shots
Just over 1 MEQ dead

2 Power weapon attacks
0.5 MEQ dead

Obviously with 2 psycannons shots, you're equalling the damage that the power weapon can do.

Then when you take into account 2+ saves, in fact, any save other than 3+ the psycannon looks even better. Also it can wreck vehicles, and with enough, you're dropping fliers too.

Purifiers are great counter assault units, hordes in particular melt when faced by them. If you want to be known as TFG, take purifier squads with incinerators against a known assault horde player. You will probably be considered a tailoring jerkass for the rest of forever though.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Judgemental Grey Knight Justicar






I would take Purifiers with Incinerators against anybody, horde or no. 4 S6 Incinerators per squad? That melts elite armies as well as hordes. I've thought about putting 3 full squads in Land Raiders, leaving Crowe to man a Quad Gun or Icarus, along with a cheap strike squad. Fill in the remaining points with whatever and watch the LRs and Purifiers wreck everything.


 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

What I love about GK's is that you can wright up an army list that can be played so many different ways. They are the perfect army to take on any threat.

I will be including a Vindicare in my final list but I'm curious. Is is his weapon strength 3 4D6 Armour Pen vs Vehicles getting rending on all rolls of a 6. His weapon is still a sniper rifle so I'd assume it follows those rules with the turbo penetrator rounds it just gain 3 additional dice to pen with.
   
Made in za
Fixture of Dakka




Temple Prime

 Sinji wrote:
What I love about GK's is that you can wright up an army list that can be played so many different ways. They are the perfect army to take on any threat.

I will be including a Vindicare in my final list but I'm curious. Is is his weapon strength 3 4D6 Armour Pen vs Vehicles getting rending on all rolls of a 6. His weapon is still a sniper rifle so I'd assume it follows those rules with the turbo penetrator rounds it just gain 3 additional dice to pen with.

Given that he already has an average of 15 on his pen roll, if it does rend it's almost certainly just going to be overage. But I don't see any reason for that not to be the case.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Had a game vs my mates new Tau army last night was a friendly game for us to test out the mechanics of both our armies I ran the list below and he ran 3x Fire Warrior squads, 3x Pathfinders, 2x Riptides some crises suits and an etherial if thats even how its spelt.

1850 Grey Knights

HQ- Grandmaster, Incinerator, Halbred, 1x Servo Skull
190pts

HQ- Castellan Crowe
150pts

T- Purifier Squad
10x Purifiers, 4x Psycannons, 5x Halbreds, 1x Daemon Hammer, Psybolt Ammo
315pts

T- Purifier Squad
10x Purifiers, 4x Psycannons, 5x Halbreds, 1x Daemon Hammer, Psybolt Ammo
315pts

FA- Interceptor Squad
10x Interceptors, Justicar Halbred, 2x Interceptors Psycannons, Psybolt Ammo
305pts

FA- Interceptor Squad
10x Interceptors, Justicar Halbred, 2x Interceptors Psycannons, Psybolt Ammo
305pts

HS- Dreadnought, 2x TL-Autocannons, Psybolt Ammo
135pts

HS- Dreadnought, 2x TL-Autocannons, Psybolt Ammo
135pts

1850

I was happy with how the game played out and by the end I only had the 2 dreads left and he had 2x firewarriors and a crises suit squad left. For my next game I want to swap out the purifers and Crowe for Coteaz and some henchmen. I also play guard and my army is a mixture of cadian and catachan models so I have lots of bits and pieces to make up a lot of henchmen. I would also like to swap out the dreads for a pair of Dreadknights as I think they would have supported the Interceptors really well with there shunt moves. I was actually supprised with the riptides I thought they would have been tougher than they were but fun to beat up with force weapons all the same. I'm glad I took a few daemon hammers as the 2+ save was a pain to punch through. If I take a Dreadknight next game they will be going for the riptides first.
   
Made in us
Psychic Prisoner aboard a Black Ship




I have not yet faced the Tau competitively or casually with my GK, all I know that is to beat them is to get in there face.
How well did the purifiers do against them footslogging.

No Rest, No Mercy, No Matter What. 
   
Made in us
Mekboy Hammerin' Somethin'





Gilgamesh117 wrote:
I have not yet faced the Tau competitively or casually with my GK, all I know that is to beat them is to get in there face.
How well did the purifiers do against them footslogging.
Unless you want a lot of frustration I would suggest NEVER running purifiers on foot. They're too expensive an investment and their 24" range limits them severely in what they can do. I buy a rhino for mine and plop them down on a central objective, creating a little no go zone around them unless somebody wants 16 Psycannon shots to the face.

That list looks very interesting. I'd like to try it out if I didn't have to pay 66 bucks per troops choice. Yeesh this hobby is pricing me out.

This message was edited 1 time. Last update was at 2013/05/26 13:13:40


 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Not to bad if I were to run them like that again I'd probley keep them either at the full 24" range or run them to get up quickly and assault. The biggest killer was the units all getting to overwatch within 6" they wiped out an interceptor squad before I got into combat just from the massed over watch. A few pieplates would be handy as the new Tau want to be close to benifit from that ability.

The first units I took out were the pathfinders to get rid of marker light support. Once you kill them there shooting goes down hill quickly just like the old dex.
   
Made in us
Psychic Prisoner aboard a Black Ship




I prefer Paladins to Purifiers so was just wondering, sinji didn't use transports so I was curious.

I'm not very keen on transports because of how easy it it now get first blood from them.

Possibly if I use henchmen i might use a Chimera buts that's it.

No Rest, No Mercy, No Matter What. 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Yeah thats why I've dumped the transports. I used to run a full mech guard army but found I was giving up first blood really easy. I've recently swapped out to using Artillary from forge world for the T7 & aiming for a larger body count. I've taken that same principle here. I'm even dropping the Psyfleman dreds for Dread Knights for the added mobility they bring and also because they can't suffer ID from turn 1 shooting. So far in 6th I'm finding big tough squads or MC's are the way to go and you want MSU keep them in reserve or out of LoS so they can't give away first blood.
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

Here's a 1850pt list I use to run back in 5th, kind of bare bones yet still fun:

Mordrak + 5 Ghosts w/ 4 halberds, 1 banner
Librarian w/ staff, homer
10man GKT w/ 4 hammers, 5 halberds, 2 psycannons, banner
10man GKT w/ 4 hammers, 6 halberds, 2 psycannons
10man GKIS w/ 2 hammers, 2 psycannons

The bannerless GKT were my objective sitters, the GKIS were my objective stealers, the rest of the TDA were my distraction. Still works well versus non-Tau, but not as much as it did back in 5th.

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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