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Made in ca
Repentia Mistress





First of all dive into the part of your brain that is competitive/semi-competitive. You're looking to win.

The question is: Are you having success with a C:GK army that uses actual power/term armor Grey Knight's? Could be a squad of 5 strikers swimming in a pool of henchmen, could be a dedicated Draigo/Paladin list. I don't care how many astartes you're running with success, just if you are or not.

I'd love to hear what people are bringing to tournaments, I like the codex and got into it just before Inquis dropped and O'vesa got really popular and now I'm finding trouble justifying spending 20 points minimum on a t4 model that is destined to get their armor shot through.

I feel a lot of the allure of the codex is lost with Inquisition coming out, Coteaz was my favorite model in the game, I own 2 fully painted models of him and all of a sudden almost everyone can take him and utilize his awesome rules. :(

I'd love to know lists people are comfortable bringing to a tournament that includes GK:codex unique rules.

-Aijec

This message was edited 2 times. Last update was at 2013/12/15 18:13:46


hey what time is it?

"Try looking on page 12 of the FAQ."

-Ghaz 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

I've good luck with an all TDA Ghostwing ... until recently. The arms race has overtaken my GKT, with anti-TEQ meta causing MSU to swing back into vogue. I'm still using Mordrak Bomb, only now with one less unit of GKT and one more unit of GKSS to help squeeze in more DKs.

However, I'm currently sitting out this month to see how the dust settles with wll the new releases. Pretty sure one of my Reaver titans will be making a appearance with a mini-force of =][= at 1500pts, because wth!?!, might as well throw in the towel now than later.

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
 
   
Made in us
Devestating Grey Knight Dreadknight




I too have been having some local success with my ghostwing, Warp Rift on a non-scattering libby with 3 shunting incinerator dreadknights does a good job at neutering Tau or Necron firepower turn 1. I've heard good things about Draigo+pallies, though I personally haven't been using him that much.

I'm not a super tournament player, so I might be wrong here...but I think that the age of the "TAC" (take all comers) list is over. There is a counter for everything, and so much in the game right now that you simply can't take a defensive attitude and hope for a counter to everything. Instead, the game belongs to the player who can "seize the initiative" (literally and figuratively) and play with a focus that will more often than not be offensive in nature. The list that can put out the most damage and can be played aggressively will win. Usually this involves a fair amount of spam, and getting focusing on one concept; whether that be close combat, speed, mobility, or overwhelming ranged firepower.

I think in a friendly environment, there are quite a few good GK builds, though at an uber-competitive level you will struggle. My advice is to play what you want, then do a really thorough post-game analysis of what worked and what didn't. Then make some changes for your next game, and repeat.

Hope is the first step on the road to disappointment. 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Standard lists with 3 dreadknights tend to do well.

My 40 terminator setup works well, just combat squad if I'm going to get shot at.

Oddly, just taking more stuff rather than elite deathstar is the best way right now.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
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Made in ca
Repentia Mistress





How are you deploying your terms though?


I TOTALLY agree with the 'focused army' idea. There are so many units out there that it's impossible to effectively field a TAC list.


Going super macro on what a good list is composed of:

1.A focused gameplan, either rushing, out scoring, or a defensive gun line. Who knows what else but you need a strong plan and a way to execute it.

2. Multiple ways to execute it, if you run seer star have a plan if they engage you directly and also for if they attempt to out deploy and ignore you. Needs to be flexible

3. A pre-determined approach on how to race the other popular armies. You got a plan now let's think about how we're going to interact.

What GK list fulfills these points? I think there are good aggressive builds available but constantly I find myself being forced to over invest in them otherwise they can't compete.

Gk really don't have the synergy new codex's have so it's tough
To be on their level.

I've been toying with the idea of a Coteaz based MSU army with a storm raven filled with crusaders and assassins as a hammer.

Allying with some warp spiders and jet bikes for threat range.

hey what time is it?

"Try looking on page 12 of the FAQ."

-Ghaz 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

My play style is a bit aggressive, in that I enjoy playing in my opponent's deployment zone. Normally I reserve Mordrak, his Ghosts, and a Libby with Warp Rift and a Teleport Homer as well as a 10man squad of GKT, while deploying my DKs and PAGK out of line of sight. Combat squading is a choice I make depending on my needs, yet most of the time I find that my reserved units work best at 10 models, while mobile units like Intercepters or Objective sitters are better for my as two 5-man units. Example: my Strikers will either sit on objectives combat squaded, or will be reserved as a 10-man response team. In a pinch, and if the points are there, I normally run a second GKT squad as 5-mans for objective camping if I drop the PAGK or play higher point games.

And of course, the DKs shunt-punch and sew terror wherever and whenever needed.

Now, my Interceptors and Strikers have the same loadout with Psycannons, Peybolts and 1 Hammer per 5 models, so that if combat squaded, they can hold their own. My GKT also have Psycannons, although I like 2 Hammers per 5, and the rest Halberds. Psybolts are expensive, which means I might use them on my non-reserved GKT unit (if I include one). DKs are 'Porters and 'Flamers, not enough points to include Great Swords.

My Libby use to use a Staff, but those are points saved for other things. For his second power, I like Sanctuary because it is used on my opponent's turn, cute his charge distance in half, and cause terrain tests as well as reduced initiative if missing grenades. All those complications mean I will normally get the charge rather than get charged. The Ghosts give this unit a Stealth, so a 4+ or better cover save can be relied upon given good placement. Mordrak is this unit's Hammer, and his Psychic Communion + Grand Strategy help control the pace of the game. The starting Ghosts have Halberds and a banner, and I have 3 extras with Swords just in case.

Occasionally, I'll drop some points and bring a Stormraven, loaded out as a Psybolt gunship (something only GK can do).

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
 
   
Made in us
Boom! Leman Russ Commander






The guy who usually wins the local tournies uses the 3 dreadknight/intercepter squads list. Highly competitive and effective. I won the last tourney with 1 dreadknight/intercepter squad shunting supported by guard.

clively wrote:
"EVIL INC" - hardly. More like "REASONABLE GOOD GUY INC". (side note: exalted)

Seems a few of you have not read this... http://www.dakkadakka.com/core/forum_rules.jsp 
   
Made in ca
Repentia Mistress





Anyone experimented /w Psykers in a Chimera/rhino? Certainly points efficient, Laser/HB on the chimera with a high strng ap1 blast is pretty interesting.

42 Inch threat range is pretty impressive and they score if you've got coteaz. Certainly intriguing.

This message was edited 1 time. Last update was at 2013/12/15 23:59:57


hey what time is it?

"Try looking on page 12 of the FAQ."

-Ghaz 
   
Made in ca
Hurr! Ogryn Bone 'Ead!




Borden

I use a suicide storm raven loaded with 10 purifers or strikers with a brother champion and sometimes and inquisitor, assault the enemies front lines and have dk coming down from above. If i feel like it i try a land raider instead and hope that (like most people) they use plasma and no/little melta.


:cadia: 
   
Made in us
Mekboy Hammerin' Somethin'





Seems like most lists are very front loaded on threat. Setting up an extremely potent alpha strike.

If the GK take down enough to reduce the return fire, then you have a game, and you have the advantage.

If the GK don't take down enough to significantly reduce the return fire, then you're looking at losing a very short game.

Interceptors with Incinerators for the infantry behind defense lines and psycannons for rear armor shots on vehicles. Dreadknights with personal teleporters to really apply pressure in the early game. Mordrak for prefect, unerring deepstrikes. Front load the threats. GK can't sit behind a defense line and trade shots with the likes of Tau and Eldar.

This message was edited 1 time. Last update was at 2013/12/16 20:48:19


 
   
Made in us
Fixture of Dakka





San Jose, CA

GK's are still viable. There are several competitive GK builds. They may not be perfect, but they can still compete with most armies in regular 40K. For these builds, I am going to assume single army builds without allies. These builds should be around the 2K level, give or take a few models.

1. Draigowing:

Draigo
Coteaz
10x Paladins - 4x Psycannons, Apothecary, Banner
10x Strikers - 2x Psycannons, Psybolt Ammo
Soladin
Soladin

Stormraven - Hurricane Bolters, Psybolt Ammo

2-3x Psyfleman Dreads


2. Striker-spam GK

Coteaz
Inquisitor - Terminator Armor + Psycannon, Lvl 1 Psyker

5-6x10 Strikers - 2x Psycannons, Psybolt Ammo

3x Psyfleman Dreads or vanilla dreadknights


3. Henchmen-spam

Coteaz
Inquisitor - Lvl 1, Rad/Psykatroke Grenades

3x Crusaders, 7x Deathcult Assassins, 1x Banisher
3x Crusaders, 7x Deathcult Assassins
3x Crusaders, 7x Deathcult Assassins
3x3 Henchmen - Psybacks

3x Stormravens

3x Psyfleman Dreads


4. Shunt-punch GK's

Mordrak
5x Ghost Knights

2x5 Strikers - Psycannon

3x10 Interceptors - 2x Psycannons, Psybolt Ammo

3x Dreadknights - Teleporters, Heavy Flamers



On top of that, GK's can work well with Necron, Eldar, IG and Tau allies.




6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Leaping Khawarij






Reading these makes me want to try at a pure GK list again but I still want to see if Eldar allies can bring some extra flavor to the GKs instead of just spamming units which a lot of these seem to do although a Farseer with Jetbike spam isn't much better...

 
   
Made in us
Fixture of Dakka





San Jose, CA

 Envihon wrote:
Reading these makes me want to try at a pure GK list again but I still want to see if Eldar allies can bring some extra flavor to the GKs instead of just spamming units which a lot of these seem to do although a Farseer with Jetbike spam isn't much better...

Oh, I love the combination of Eldar + GK. You can have some very fun builds.

This is my current Greydar army, at 2K. I call it my Greyzilla army.


Draigo

Autarch - Fusion Gun, Laser Lance, Jetbike, Mantle of the Laughing God

Soladin - Hammer
Soladin - Hammer
Soladin - Hammer
Soladin - Hammer
Soladin - Hammer

3x Windrider Jetbikes
3x Windrider Jetbikes

Stormraven - TL-AC, Hurricane Bolters, Psybolt Ammo

Dreadknight - Heavy Incinerator, Teleporter
Dreadknight - Heavy Incinerator, Teleporter
Dreadknight - Heavy Incinerator, Teleporter

Wraithknight

1997


It's not a balanced army, but it's fun as heck to play. It's a pressure army with a lot of fast MC's. Draigo and soladins will deepstrike into the enemy deployment to cause even more chaos. Basically, this type of army will overload the opponent with more threats than they can handle.









6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Leaping Khawarij






 jy2 wrote:
 Envihon wrote:
Reading these makes me want to try at a pure GK list again but I still want to see if Eldar allies can bring some extra flavor to the GKs instead of just spamming units which a lot of these seem to do although a Farseer with Jetbike spam isn't much better...

Oh, I love the combination of Eldar + GK. You can have some very fun builds.

This is my current Greydar army, at 2K. I call it my Greyzilla army.


Draigo

Autarch - Fusion Gun, Laser Lance, Jetbike, Mantle of the Laughing God

Soladin - Hammer
Soladin - Hammer
Soladin - Hammer
Soladin - Hammer
Soladin - Hammer

3x Windrider Jetbikes
3x Windrider Jetbikes

Stormraven - TL-AC, Hurricane Bolters, Psybolt Ammo

Dreadknight - Heavy Incinerator, Teleporter
Dreadknight - Heavy Incinerator, Teleporter
Dreadknight - Heavy Incinerator, Teleporter

Wraithknight

1997


It's not a balanced army, but it's fun as heck to play. It's a pressure army with a lot of fast MC's. Draigo and soladins will deepstrike into the enemy deployment to cause even more chaos. Basically, this type of army will overload the opponent with more threats than they can handle.









That is an interesting build. I am still working out the kinks but I have been wanting to try a Farseer with Jetbikes, I have a thing for psyker powers. This is what I want to try out:
Grey Knights:
HQ:
Coteaz

Troops:
10 GKSS 2 psycannons psybolt ammunition
Rhino

10 Terminators 2 psycannons 5 hammers 5 Halberds psybolt ammunition

Henchman-
2 Jokaero
3 Warrior Acolytes plasma gun power armor
3 Servitors multi-melta


Fast Attack:
Stormraven TL multi-melta Assault Cannon psybolt ammunition


Heavy Support:
Dreadnought 2 TL Autocannon psybolt ammunition
Dreadnought 2 TL Autocannon psybolt ammunition

Eldar:

HQ:
Farseer on Jetbike

Troops:
9 Jetbikes 3 Shuriken Cannons

9 Jetbikes 3 Shuriken Cannons



 
   
Made in vi
Trigger-Happy Baal Predator Pilot




SoCal

I ran a GK with Necron allies list recently and went 3-1 total and 2-1 at a local tourney at 2k and 1850 respectively. It was a local tournament but I think the list is decent. Someone else posted the 2k list and I modified it a bit for 1850

Draigo
Coteaz
Paladins x 9 w/ 2x Psycannons, psybolt, banner, apothecary, warding stave (680 total)

Solodin

Henchmen x 3 plain and scoring thanks to Coteaz

Psy Dread

Necron Allies:

Destroyer Lord w/ MSS, Warscythe & Sempiternal Weave

Warriors x 5 in Night Scythe
Warriors x 5 in Night Scythe

Annihilation barge with tesla/gauss mixed

The star moved up the center and into cover, using Coteaz to hopefully maledict or invuln save, then prescience with the other cast. The solodin and henchmen start in reserve to come on later and contest/grab objectives. The Psydread provided long distance and some anti air. The Warriors in Scythes were there to contest objectives, while the D-Lord would get dropped off and kill things (like Pedro in round three), while being more mobile/nastier than a regular overlord.

I don't have any illusions about dominating with this list, but Necrons provide some great scoring mobility to the GK, I'm running three primary and two allied troops choices, and it doesn't feel spammy and is fun to play (especially CC with the Draigowing and D Lord)

10000
2700
4000
3800
3000  
   
Made in nz
Judgemental Grey Knight Justicar





New Zealand

I'm trying combos with the new inquisition codex. As a draigowing player I've been s trying this to great effect.

Draigo
Coteaz
Inquisitor, termie Armour, psycannon, psyker
Inquisitor, termie Armour, psycannon, psyker

10 paladins, bro banner, 4 psycannon, apothecary

Veey very expensive so only use it at 2k. Fill whats left with solodins/henchman and Ravens/Knights.

4 rolls on divination so a good chance to get ignores cover, full over watch bs skill, 4++ and of course prescience.

24 psycannon shots with re rolls and ignores cover is very tasty.
   
Made in au
Fresh-Faced New User




Good morning/evening everyone.

Just to start with I slight disclaimer, not everyone will agree with this post and I mean no offense to anyone, these are merely my personal findings after many years of playing grey knights.

To answer your question, Yes, Grey Knights can be very competitive in 6th ed. However they are not highly competitive if you choose to make armies the way you always have. I'll explain. Take this with a grain of salt however I will try to justify dribble as I go.

First up, I've played exclusively Grey Knight and Blood Angels since the beginning of fifth ed, I have played at the ATC (Australiasian Team Championship) and am on the Team for the Australian ETC (European Team Championship) this year and was asked to be on it last year. In my 16 ATC matches I have only lost two and won 13 of my games so in short. I realize this is all here say however it's the best I can do to give some credibility to my gaming experiences. There are some fundamentals of grey knights that you will have to accept if you want to make them competitive, I have never taken what most consider a generic list and this is especially true for GKs. This is for two reasons.

1. While GK models are good and generally reasonably costed, the individual model is still expensive. This does not mean over priced however. This equates to you generally having less models on the board the 90% of your opponents. While henchmen can circumvent this somewhat this will lead to a style of play marines may not be used to. You are not going to win a straight fight against top tier armies such as Tau and Eldar. If you choose to write an army list that plays the standard way most armies do, you are setting yourself up for defeat, you will simply be out gunned.

2. Most top tier armies have a play style, they do something different in the game that other armies do not. Tau are an exception to this as they will physically just shoot you off the table using marker light support. However, most top tier armies, such as screamer star, seer council on bikes white scars grav/bike spam with rune priest support have their own edges which automatically forces the game to be played in a semi non conventicle way. 2+ re-rollable saves, mass scout etc. If you want to make top tables, you have to be able to beat these armies as well as straight fight armies such as wave serpent spam. To do this you need flexibility and tricks to get around these units. Which brings me to a major focus of my lists. Tricks, grey knight have excellent utility units, and using tricks doesnt mean surprising an opponent with a rule or ability they haven't seen, it's about using a combination of units to their fullest ability ie more than just wounds and guns.

So once you have rid yourself of the notion that you will deploy an army and proceed to shoot the enemy and replaced that with creating an army that is highly flexible and counter other armies strengths you arrive at a better destination. That in mind there are a few rules of thumb I use when making a Gk army.
1. Coteaz is your best friend, it may seem obvious however he is more utility than you will find in any character and employ you to create a competitive GK army that wouldn't be better with his addition.
2. This is an ongoing argument however except the fact that mathematically in MOST circumstances Strikes are better than Terminators. The edition of grav weapons, council armies, screamer star and tau only further this. I'm not getting into an arguement over it (i know about helldrakes), if you disagree so be it I except we are different here but this is my rant not yours.

So with those rules laid down I'll give some examples of great unit combos I have found success with and units that help face some of these top tier armies.

Storm raven, hurricane bolters, psybolt, multimelta. Inside 5-6 deathcults, 1 banisher and as many acolytes as you can while leaving room for an inquisitor.. This unit is fantastic. It clocks in at around 320 point, has a 10 man scoring unit that doubles as a great assault unit, gives you one of the best flyers in the game allows you much maneuverability and single handedly makes dealing with screamer council quite simple. If you are not taking a banisher in your GK army your army is simply not ready for top tables. Demons struggle to kill Storm raves as their high strength shooting is very lacking. They can vector strike it however that is very inefficient and often leaves their flying MCs in very vulnerable positions. When this unit comes on from the bored, simply by placing the raven within 6" of a screamer council means their invuln is not re-rollable and thus you you will do 6 times more wounds to the unit, in other words you are now simply killing terminators which with the extreme anti infantry power that gks put out to mention the raven itself you can easily take on the council. The raven is also excellent against a jetseer council as psy strike missiles will outright kill any warlock they hit with no save. Try to aim for the warlocks with enhance removing the unit's 2+ save and dropping it to a 3+ though much of the time it will have a 2+ cover save. This unit is highly flexible and allows you to capitalize on enemy mistakes. It can get to almost anywhere on the board and has a lot of shooting fire power and assault ability, It can be used to punish an enemy who has moved a unit out of position and generally must be killed in a single turn or the assault that follows with deathcults, generally prescienced by a cheap inquis who can have grenades will wipe almost anything it touches. The unit shouldn't struggle to much with overwatch either with plenty of acolytes do absorb punishment. This is an excellent unit and can be added more than once to any gk army. I highly recomend using a coms relay or psychic communion to increase the chances of getting this unit on the table. Ravens also excel at killing psyker HQs. Many of the powerful HQs in the game are psykers inclusion most units that hold the grimoire. the ability to be able to snipe these units can allow you to take out key parts of the opponents force. Don't forget that you can snipe with a raven using its it's own lack of line of sight, it can only aim down 22.5 degrees with most weapons which means you can generally make the first model visible to each gun your choice allowing you to snipe special weapons and characters.

Strikes. one of the most versatile troops in the game. they are masters of nothing but can do most things. They provide deep strike defense agains pod armies and with coteaz will have first turn almost 2/3 times allowing you to put up warp quake. they can deep strike and thus allow for alpha striking or reaching objectives, they have decent shooting and decent CC. play to your enemies weakness. If you are fighting nids, shoot and back up, Tau drop with them kill off a linchpin unit and be putting pressure on for assault. This unit is highly undervalued and allows you to change your play style based on what army you face.

Servo Skulls, you need 3. Grav bike armies, scouting hounds, all these armies are now neutered against you for a measly 9 points. if you don't have these again your GK army is lacking. This generally means with the addition of Coteaz, you will need to take an inquisitor, grenades can be a good option as well but more importantly psychic mastery and power armour. This allows you to get those strikes/ravens on the board and keep fragile troops off. When you don't need this power, you have an extra div role, excellent.

Forification. You will need one to protect your henchmen and other units and will generally want a comms relay. there are many units that ignore cover and for that reason i generally go with a bastion, its ability to block LOS can be game changing.

You don't have points to waste on units with niche roles ie interceptors ect, henchmen are cheap enough that they can do this however paying for a psyfullmen dread because it gives you some high str shots isn't going to cut it. 4 str 8 shots is next to useless against wave serpent spam who will easily destroy it as will Tau and both armies are relatively unfazed by it's fire power. You will need to take units that fulfill multiple roles if they are not troops. So stay away from units such as interceptors and librarians.

I do recommend using allies if you are open to that as GKs provide great counter options but a less effective standing force so if you still want to line up and shoot the opponent use the greyknight units to fix the holes in your army such as DS defense, weakness to scremaerstars or scouting armies. ironically many of the small weaknesses Tau have are fixes by small detachment of grey knights.

I hope that was somewhat helpful, if you want more information or want to shoot me some ideas or thoughts feel free to respond or message me. I hope someone gets something from this post. GL everyone.

Regards,
Crynn.
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 juraigamer wrote:
My 40 terminator setup works well, just combat squad if I'm going to get shot at.

Oddly, just taking more stuff rather than elite deathstar is the best way right now.


^+1

Non-Paladin Termie based lists are where I win the majority of my games.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Grey Knight Tactics:

1. You need to control the middle of the board quickly. If you are using an Aegis, deploy it MID board, not in your way back deployment zone. You're not a stand back aqnd shoot army. You're a move UP and shoot army. Aegis belongs in the center of the board.
Rhinos should be used as walls to get you there, not necessarily transports. While you certainly can mount up, risking your ability to shoot seems less than optimal.

2. You MUST have flankers. Something as small but dangerous as Castellan Crowe can take on flank while another unit can kind of work the other. The GrandMaster ability to outflank forces the enemy closer to the middle of the board and this can only end well for Grey Knights controlling said middle. It decreases the ranges to your enemy. The two flankers need to be dangerous, but not the focal point of your offensive. A Dreadknight perhaps could work as well. Knowing it can port, and seeing it deployed far right while Castellan Crowe drives up 18" in a rhino to the left will seriously make an enemy wonder whether the flanks are a good place to be.All of this is just to center the enemy as much as you can.

3. Psycannons. Endless rows of them. I have yet to see a Psycannon barrage go off at full strength that anyone liked. Purgation squads, LOOOOONG vilified in relation to the alternative PsyfleDread are absolute murderers behind a row of Rhinos and of course the obvious: terrain. Round after relentless round they fire unabated, daring the enemy to come forth, forcing them to go around the hedgehog to get at them... right into the loving arms of the flankers. Did I mention flankers?

4. The Grey Knights are in fact quite burly in melee. Hordes hate cleansing flame, MEQ hate AP 3 and Monstrous Creatures and IC's hate Force Weapons. They are the Swiss Army knife of melee forces. Depending on the mission, but it is often a good idea to combat squad. This allows the melee orented half of the unit to ride forward in future turns in Rhinos and threaten objectives while the Psycannons and PsyBolters fire in noisy judgement upon the infidels before them. Does the enemy fire at the Rhinos.... or end the fussilade? An unenviable choice, and one that becomes more urgent with each round.

5. TL Lascannons and Vindicare Assassins are important to a pure GK force. You NEED to destroy armor at range, as the Grey Knight army's are not vast, and they require overwatch to protect them from the worst the enemy has to offer. Punisher Cannons, Dakka Predators and a host of other armored threats as well as Broadsides and their ilk all conspire to end you. being able to attack those threats early and very often is important in the early game because if you can crack the shells, the innards cannot withstand your firepower. So it behooves you to have Lazerbacks, Vindicare's and even perhaps some Meltagun Henchmen who are embued with Outflanking ability. Something to deliver deadly anti-armor firepower early. The Aegis can help but it cant do it alone.

6. HellDrakes can ruin a Grey Knight party pretty fast. Anti-air capability is a must. The Aegis is fine in many Metas but if someone is cheeky and bringing triple drakes, you need more, preferably with Intercept. IG Hydras, just two, could be a great compliment to Grey Knights. Deadly to flyers AND to Skimmers, and the Mechdar are here now. There are far worse choices than say a Command squad with Meltas in a vehicle, add Creed for scout. Hydras for anti air. Could work.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Grey Knight Psionic Stormraven Pilot




California

Gk are fine. many people down them for all the str6 weaponry out there that shoots them to pieces but we have plenty of ways of hurt behind us as well.

What usually works great are
Interceptors (I'd highly advise taking incinerators now I mean HIGHLY. last tournament 1 interceptor... I kid you not single handedly burnt down 3 full squads of guardians. 1st turn shunt to a guardian unit burn them... take a lot of casualties. next turn he was the only guy left went burnt down a whole squad got stuck in close combat. broke out on my opponents turn and then flamed another squad off an objective I mean literally I find that not taking incinerators with all the 4+ armies trying to take up 2+ cover saves and only need 2+ to wounds and instadeath at str6 for most of the enemies are T3 is just like a (Your an idiot if you don't do this type of thing)

shunting Knights with HI- having them go with interceptors as distraction and back up as well as heavy anti-tank.

5 man Terminator squads are suprisingly quite affective if you have shunting knights and interceptors around as your opponent can't just try and single them out as there are so many targets. Give them hammers halberds and an incinerator and watch them wreck havoc in the opponents backfield .

Strike Squads work well in 5 man squads never 10. You want to present as many targets as possible in fact I'd advise combat squading every unit in a gk army as the more stuff your opponent is forced to shoot at inorder to take out squads the more likely you will last till later turns and just one 1 incinerator or NDH gk can spell death to whole squads. I'd also advise if you run strikes to have a rhino as well. This makes your opponent have to pop a vehicle before being able to shoot the combat squaded 5 man units inside or what I would recommend just having 1 5 man squad in the rhino the 2nd in reserves with an incinerator and have the ones from reserves come and burn people off objectives. so Like the people in the rhino may be given a psycannon and the one deepstriking an incinerator. I also advise 2x hammers in strike units so that when you get in close you pummel those pesky MCS running around and FW them to death as well as pop light transports with relative ease

Paladins I'd suggest straying away from but hey... some people have quite a bit of sucess. mainly I wouldn't recommend running the huge 10man deathstars anymore

Psyflman dreads will always have there place.

2x SR works well for some people.

ALL in ALL

there are plenty of ways to play out gk and be very competitive

Edit** Cleanup
(Don't need psybolts too much anymore as may people are playing T3 units so take advantage of that and get 2x DH)

Just going through here are some nice set ups for units that I like to Play and then when you begin combining units together that's when you get great list.
There are obviously a whole lot more... these are just some I very much like
Hq
Coteaz

Xenos Inquisitor 59
3 servo skulls
Rad nades
Ulumeathi Plasma Syphon

Malleus Inquisitor 80
Terminator Armor
Psycannon

Elites
Vindicare Assassin

Callidus Assassin

Troops
5 Death Cult Assassins 130
1 Mystic
1 Banisher
eviscerator
1 Crusader

5 Terminators 205
3 Halberds
2 Hammers
Incinerator

10 Strikes 300
incinerator
psycannon
2 DH
rhino

Fast Attack
StormRaven 256
Hurricane Bolters
Psybolts Ammunition
Searchlight
AC, MM

10 Interceptors 320
2 Incinerators
2 DH

Heavy Support
Nemesis Dreadknights 235
HI, PT

LandRaiderCrusader 271
Psybolt Ammuniton
Searchlight
MM

Dreadnought 136 Ranged Dread
2x Twin-Linked Autocannons
Psbyolt Ammuniton
searchlight

Dreadnought 131 CC Dread
MM, Doomfists
Psyflame ammunition
Searchlight
Heavy Flamer

Success with Gk is very much possible it just takes a quite a bit of practice to get used to taking horrendous casualties knowing you'll have like 1 or 2 guys left in a squad cleaning house on 10 4+ infantry units.

This message was edited 2 times. Last update was at 2013/12/18 23:49:08


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Combat Jumping Garuda



Everywhere

I don't have my lists on me anymore, but I usually ran with Modrak+ gkt squad of 5 or so... 2 squads of gkss, a unit of psykers, 1(one) DK, and a few other things. I rarely lost games at the 1500-1850 range. In fact... I lost only once. I regularly saw dual or triple DK lists, but where they had those, they lacked elsewhere.

 
   
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Grey Knight Psionic Stormraven Pilot




California

Also to Note 20-40 Marines is the most amount of grey Knight marines not counting HQ and Dreadknights, that you want in a list any less or anymore and things don't turn out so well. I find that 25-35 Marines in a list with an array of wargear, vehicles, henchmen, allies (some combination of the sort) are the list that do well. Typically 40-45 models is the number of models you will have in a gk list

This message was edited 1 time. Last update was at 2013/12/19 01:22:31


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Made in nz
Judgemental Grey Knight Justicar





New Zealand

 Dezstiny wrote:
Also to Note 20-40 Marines is the most amount of grey Knight marines not counting HQ and Dreadknights, that you want in a list any less or anymore and things don't turn out so well. I find that 25-35 Marines in a list with an array of wargear, vehicles, henchmen, allies (some combination of the sort) are the list that do well. Typically 40-45 models is the number of models you will have in a gk list


I must be doing it wrong then with a max of only about 25 models haha
   
Made in us
Grey Knight Psionic Stormraven Pilot




California

I must be doing it wrong then with a max of only about 25 models haha


haha Yea, well I'm not saying your wrong in having only 25 models... I just find that personally what works best for me is normally around that body count. I like to have either an 2x 10 interceptor base or 2 x 10 strike w Rhinos. that usually gets me started in having a nice solid core. and right there is already 20 models. I personally don't care for paladin rich armies as they are just too slow to me and so easy to manuvere around. and I don;t like a mess load of points boggled up into one unit. I'd rather my opponent spend 500 points shooting multiple 5 man 120ish pt squads rather than at an 1000pt squad. Just my take personally

This message was edited 1 time. Last update was at 2013/12/19 12:04:44


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Made in us
Discriminating Deathmark Assassin






Looks like this is the thread for me! I'm joining an escalation league at the local GW store and was thinking about dusting off my GK. I've been playing the sh*t out of my necrons but want to try something different and hopefully something that can keep up with the Tau/Eldar/Daemon lists that have been just dominating the tournament scene recently. We're starting at 500 and this was what I came up with. I have most of the range of models just never really got into the inquisitor stuff so I lack DCAs (tons of Jokaero, crusaders and alcolytes though - and a few inquisitor HQs including Coteaz)

HQ: Ordo Xenos Inquisitor, 1x Servo-skull
Troops: 5x Grey Knight Strike Squad, 1x Psycannon, Razorback, Searchlight, Twin-Linked Assault Cannon
Troops: 10x Grey Knight Strike Squad, Psybolt Ammunition, 2x Psycannon, Rhino, Searchlight

I played around with the idea of running a DK with acolytes in rhinos or switching out the DK with a stormraven.

This message was edited 1 time. Last update was at 2013/12/19 20:44:36


 
   
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Monster-Slaying Daemonhunter




Grand Rapids Metro

Do you have [combat patrol] restrictions on the 500 pt lists?

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Leaping Khawarij






If there is one thing I learned from reading this thread, there are many interesting ways to play GK and it would seem that they differ from player to player but I feel that is how it is for most armies, you have to find your stride with an army then find your stride with that army.

I have followed many advice trying to make my GK army viable but sometimes I get confused because it seems like a lot of the GK veterans differ on what they feel is effective.

A lot of people see termies as useless but people here and myself find them quite useful so there a lot contradictory views that can be very confusing.

 
   
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Shas'o Commanding the Hunter Kadre




Olympia, WA

The confusion is mostly over methods of fighting. For example, outflanking the Terminators over DS'ing them changes the picture. So does using a Land Raider to delver them. In other words, a lot of people simply haven;t COMMITTED to trying all the tactics available for delivery (and sure, they will tell you they have but really...hopw often do they play, that they truly could have?). Net result: LOTS of different opinions.\

If you're best buddy played Eldar a lot, you might also have a dimmer view of Termies! Soo...many.,.. AP 2 shots...

Best thing to do is find the WAY you like to fight the best and tailor the army around those ideas.

I myself LOVE to win the game in the movement phase. I find a mobile game has a much nicer and more appealing aesthetic after the game is over, the game feels more...active... somehow and so I tend to learn how to play that way with whatever codex it is. Thusly my Grey Knights are mobile and all over the place at games end. I'm good at it because i enjoy the mental exercize probably. But that means I might not see Gunlines as particularly attractive when giving advice which might cause confusion if the dude hearing it always plays gunlines, loves em and thinks Maginot line when he plays. So his brain is all about layering and static firepower and "Range banding" which isn't as important to a general like me but critical for a general who wants a gun line.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Made in us
Grey Knight Psionic Stormraven Pilot




California

@Jancoran
I absolutely feel the same way as you do my friend I run a rather fast army myself. I just can't play the game anymore walking up the field or sitting back shooting. I need to be the one enforcing the pace of the game, the aggression, the excitement. Also to note is that I don't think it so much confusion over methods of fighting but as many have stated to be rather simply play style.

@ Envihon
5 man Terminator squads which for some people tend to do horrid have been fantastic for me. 3 halberds 2 hammers and an incinerator for 205 pts. 3 servos down on the field to help them with their deepstrikes and they get to where I need them to be. If well supported by units they should be able to whether the storm of shooting via multiple targets and 2+ armor saves. not to mention there inititial flame on the drop does proves amazing everytime I play them. I mean I've personally never tried a crusader or outflanking as a means of delivery but really it's not so much that they won't work, it's how well do they work with the list that the person has made to best complement that choice of action. I mean after all there is more than just eldar to fight against in this game of 40k we play. drop down flame a squad of tau or some ork lootas, possibly some imperial guard, put pressure on a space marine unit capping a back objective. there are loads of ways to make a unit successful, and there is no doubt that what army you play against will dictate that.

**back to @everyone
I have found personally through lots of trial and error, and I mean LOTS, though that combat squading strike squads... actually more like everything but speaking on strikes more directly and taking a rhino for them is the best way to go for me. If I don't,they are just too slow and spend too much time walking down the field, also with heldrakes and so many shooting armies, I like having something to take the hits before I start losing models off the actual squads and 10 doods die just as fast as 5, might as well make your opponent waste a squad shooting at 1 dood that actually makes up points for a unit right there. Through my experience 2 models is all you need to get into combat with most other troop units other than hordes. In fact in my last game a 5 man interceptor squad shunted. flamed a unit of guardsman and part of another unit of guardsman under the same template. was wiped out to a sword. that swordsman assaulted a guardsman unit killed a couple, he did not manage to kill him, he failed morale and I chased down 10+ guardsman with 1 guy. I mean that is just.. Damn. but really that is just becoming the story of playing my Gk, 1-2 guys making it into combat breaking my opponent and running them down.

@Necron99
Try your list out and see how it does... I have really backed off list critiquing because something writing up a list and playing should be 2 totally seperate entities. Many times people jump to immediate conclusions that something won't work because it looks unconentional or doesn't have a popular vibe to it. The units you have chosen are solid and while I'd personally change up a couple things in terms of wargear on units what works for you and what works for me is totally different and based on feel. It would be nice to know how you do/did when you play/played this list


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Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

I too am an aggressive player with my all TDA Ghosting, which I tend to play inside my opponent's deployment zone. My preference is Psycannons over Incinerators, because I want to be flexible in what I can target (blobs, MCs, vehicles, flyers, etc.). After dealing with Nids in 5th, I also take 2 Banners, 1 on my Mordrak Bomb and 1 on my 10man GKT "assault" squad. The other 10man squad is intended to Combat Squad, so no Banner needed.

Basically, I like to drop Mordrak and his crew exactly where I think the attached Libby will do the most good, which means either in template range for an Alpha Striking Warp Rift, or just out of LoS/in terrain but in "pressure" range with Sanctuary cast if my opponent decideds to assault. Just knowing I can use Sanctuary has deterred more people from assaulting with their counter-assault units in this very anti-assault edition that opens up time to drop the 10man GKT squad from reserves.

And if they assault? And get through Sanctuary? The Libby tanks with his Staff or Challenges to tie up the assault. Best place even to hide Mordrak. I've Look Out Sir! with Mordrak just to spawn Ghosts. The look on my opponent's face when instead of losing a model, I gain one, is priceless.

The other 10man GKT squad will almost always be in combat squads, hugging cover, plinking opportunity targets, and playing to the mission.

My only regret is that Ghosts don't get Psybolts.

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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