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Made in au
Fresh-Faced New User




Very new to the game, still building my army. Aiming for 1000 points for friendly games. I like the idea of leaving terminators + librarian in reserve for deep strike and have a very mobile army on the field. I have not played a game yet as I'm still collecting my army so I'm not sure how this will play out exactly or if it's even a good idea.
Does it make sense to have the Justicar carry the hammer on the interceptor squads for 2 CC attacks? Any tips or advice is welcome as I am very new. I currently have my terminators and librarian built as listed and am in the process of assembling 5 models of the interceptor squad.

5 Model Terminator Squad
- Psycannon
- 4x Falchion
- Daemon Hammer
Total 211

Librarian paired with terminator squad
- Warding Staff
- Storm Bolter
Total 115

10 Model Interceptor Squad
1x Incinerator
1x Daemon Hammer (Justicar)
8x Sword
Total 225

10 Model Interceptor Squad
1x Incinerator
1x Daemon Hammer (Justicar)
8x Sword
Total 225

Dreadknight
- Personal Teleporter
- Heavy Incinerator
- Gatling Psilencer
- Nemesis Greatsword
Total 220

Grand Total 996
   
Made in us
Secretive Dark Angels Veteran






I don't think you should give the daemon hammers to the justicar. They just get challenged out and killed before they swing.

Change the Dknights psilencer to a psycannon. Just better.

Melta bombs should go on the justicars since you have basically no anti tank.

~Ice~
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Made in us
Rampaging Carnifex





Fredericksburg, Virginia

Your Interceptors can choose to split into units of 5 during deployment via 'combat squad' rule. This may be handy for objective missions AND it will give you more warp charges. I'd recommend finding points for a 2nd Incinerator in each squad and a 2nd Hammer. That way you can split them evenly or put all the special weapons into a single 5man while the naked 5man grabs maelstrom objectives.

The Dreadknight needs to be your can opener (tank killer). I'd swap out the ranged weapons you've chosen in order to give him a heavy psycannon. That gives him better shooting against the targets he'll need to take out. Your Interceptors and their Incinerators will provide the anti-horde killing power. This might free up some points to give your Interceptors the extra Incinerators. If not then the next upgrade I'd cut is the Librarian's Storm Bolter followed by some Falchions.

I like the theme. It looks like a very mobile list which is what you're going for. And it has a lot of bodies for a Grey Knights list. Well done.


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Made in ca
Stalwart Space Marine




Toronto, ON

You're running this as a nemesis strike force and deep striking the terminators 1st turn, right? Because that's a good strategy for GK.

I don't often run this many interceptors, but this looks good for maelstrom missions. Remember that the teleporter on the dreadknight makes him jump monstrous creature giving him a 12" move, so lots of mobility there too.

Are you trying to get teleport on your librarian, or are you going for the Vortex O' Doom? (fun though maybe not competitive).

One of the great things about GK is if you start building any other Imperial army, GK can slide right in next to them.

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Made in au
Fresh-Faced New User




Awesome thanks for the feedback guys.

So I might change Gatling Psilencer to Psycannon on the Dreadknight and leave Justicars in the interceptor squads holding swords and give the daemon hammer to regular models.
Removing the librarians storm bolter I can equip the Dreadknight with the psycannon and heavy incinerator. Or do I remove the heavy incinerator to free up some points to improve the interceptor squads

I'm a bit unfamiliar with the play style of combat squads, so perhaps I don't yet realise it's potential.
If I intend to leave the interceptor squads as a 10 model unit and not yet utilize combat squads, is 1 incinerator and 1 hammer still enough or is 2 and 2 still recommended?

I am running this as NSF and intending to deep strike terminators+librarian on first turn. I'm not sure what teleport is on librarian as I haven't played with the psychic powers yet.
Is teleport the Gate of Infinity spell? I'm not sure which spells I am going to benefit from the most with this composition. In fact I don't even know how many spells I do get to draw yet, still got some reading to do in that aspect.

How important is ML3 librarian, should I try shave points to provide him with it? even if it means maybe removing a model from an interceptor squad?

Thanks again for the feedback, this is really helpful.
   
Made in ca
Stalwart Space Marine




Toronto, ON

Dukky wrote:
. Or do I remove the heavy incinerator to free up some points to improve the interceptor squads
No, you want the Hvy Incinerator

Dukky wrote:
I am running this as NSF and intending to deep strike terminators+librarian on first turn. [...] Is teleport the Gate of Infinity spell?
Yes, I meant the Gate of Infinity spell. Not sure if teleport is what most people call it; that's just the shorthand at my lgs.

Dukky wrote:
How important is ML3 librarian, should I try shave points to provide him with it? even if it means maybe removing a model from an interceptor squad?
I run GK with a bare ML2 lib all the time. Running him at ML3 may work for you well though. Switch it up and see. I don't think it's super key.

Also, You get 1 spell per Mastery level, plus the primaris power of the power type if you choose from just one power type. (exception: force doesn't preclude you from getting a primaris power)

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Made in us
Rampaging Carnifex





Fredericksburg, Virginia

Dukky wrote:
Awesome thanks for the feedback guys.

So I might change Gatling Psilencer to Psycannon on the Dreadknight and leave Justicars in the interceptor squads holding swords and give the daemon hammer to regular models.
Removing the librarians storm bolter I can equip the Dreadknight with the psycannon and heavy incinerator. Or do I remove the heavy incinerator to free up some points to improve the interceptor squads

I'm a bit unfamiliar with the play style of combat squads, so perhaps I don't yet realise it's potential.
If I intend to leave the interceptor squads as a 10 model unit and not yet utilize combat squads, is 1 incinerator and 1 hammer still enough or is 2 and 2 still recommended?


Combat squads allows you to split a 10man unit into 2 5man units during deployment. This has several benefits and very few weaknesses:
Benefits:
1. Interceptors are 'brotherhood of psykers' which means each 'unit' of Interceptors gives a Warp Charge equal to their mastery level (1). So by splitting the 10 man unit into 2 5man units, you double the warp charges provided by the Interceptors.
2. 2 units is better than 1 for objective missions and maelstrom objectives.
3. 2 units forces your opponent to expend more firepower in defeating the Interceptors. Meaning, if your opponent has a super killy unit (such as Dark Reapers) that is REALLY good at killing Interceptors, they have to decide which 5man unit to kill and at most they will only kill 5 guys. If your Interceptors are together, you make their job much easier and could potentially hand over 10 guys worth of kills.
4. You can choose which models go into which 5 man unit. So this allows you to stack all your special weapons into a single 5man and concentrate your firepower while the other 5man does mundane tasks like grabbing objectives. This advantage is null if you only take 1 Incinerator though.
Cons:
1. First Blood. Smaller units make it easier for your opponent to get First Blood.
2. Kill Points. If you happen to be playing a mission based on Kill Points, then splitting your units could be bad. But since you get to decide whether or not to split your unit at deployment, then you will know what the mission is before splitting and can choose not to. So really this isn't even a downside.

So yes, I recommend you try using Combat Squads. As for weapons, I encourage you to find points for at least another Incinerator. It'll very much improve their effectiveness. I would drop the Heavy Incinerator from the DK to do this since your DK's primary focus is going to be tank killing and MC killing, which a Heavy Incinerator won't help with anyway. It's a tough call because the Heavy Incinerator is an excellent weapon and normally I'd run both weapons. But in your case I think removing it in favor of adding Incinerators to the Interceptors would be more advantageous.


Dukky wrote:

I am running this as NSF and intending to deep strike terminators+librarian on first turn. I'm not sure what teleport is on librarian as I haven't played with the psychic powers yet.
Is teleport the Gate of Infinity spell? I'm not sure which spells I am going to benefit from the most with this composition. In fact I don't even know how many spells I do get to draw yet, still got some reading to do in that aspect.

How important is ML3 librarian, should I try shave points to provide him with it? even if it means maybe removing a model from an interceptor squad?

Thanks again for the feedback, this is really helpful.


The 'teleport' he is referring to is indeed Gate of Infinity. I had not realized your Librarian was ML2. It's usually standard GK strategy to always upgrade him to ML3. The cost/benefit of the upgrade is just too good to ignore. ML3 gives him 3 rolls instead of 2 on the psychic power table and an extra warp charge. And pretty much all the Sanctic powers are good for a Librarian and 5 Terminators. Here's a rough breakdown.

Force: Every Grey Knight unit has this since they all have Force weapons. Don't forget to cast it if you're up against multi-wound targets.
Banishment: Useful against demons. Useless against everything else. The power is free though if you roll all your powers from the Sanctic tree so no loss there.
Hammerhand: +2 strength. Your terminators and Interceptors already have this so not that useful for the Librarian. Remember to cast against high toughness or AV targets.
Gate of Infinity: 1 warp charge to re-deep strike. Can be used in combat. So it's handy to get out of an unfavorable combat or to redeploy if your initial deep strike left you in an unfavorable position (like from mishap). Also, you can choose to start on the board instead of Deep Striking in order to better guarantee a turn 1 deep strike. I personally only use this for the purpose of getting out of combat or redeploying after a mishaps lands them in a corner.
Sanctuary: 1 warp charge for +1 to all invulnerable saves for the unit. Pretty good power for the Librarian while attached to Terminators, giving them 4++ saves. Your dreadknight comes with this power and it's always a good idea to use it on him every turn. Throw 2 to 3 dice at it ensure success.
Purge Soul: 1 warp charge. Can be used to snipe characters or special weapons. An ok power.
Cleansing Flame: 2 warp charges. Love this power. Hits all enemy units within 9" for 2d6 times EACH. Strength 5 and AP 4, ignore cover and line of sight. Also hits fliers. This can seriously wreck some armies if you get an accurate deep strike. Throw 5 or more dice at this when casting.
Vortex of Doom: 3 warp charges. Very expensive to cast and will require you to use over half of your warp charges to cast successfully (7 or 8 dice. Maybe 9 if you REALLY want it go off). It's risky because it can scatter but has the potential to do a lot of damage.

In the end, you really don't have any control of what powers you get so it's best to stack the odds in your favor by making the Librarian ML3. Plus this gives your army an extra warp charge. You'll learn how best to use your powers as you play more games. To me the powers make the Grey Knights a fun army to play.

This message was edited 2 times. Last update was at 2015/09/30 18:53:20


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