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Made in us
Psychic Prisoner aboard a Black Ship



Kansas City area

I made some alterations and want to see what the community thinks of them.

+++ Grey Knigts (995pts) +++

++ Grey Knights: Codex (2014) (Combined Arms Detachment) (995pts) ++

+ HQ (165pts) +

Librarian (165pts) [Domina Liber Daemonica, Nemesis warding stave, Psyker [ML 3], Storm bolter, Warlord]

+ Elites (215pts) +

Purifier Squad (215pts) [2x Purifier (sword)]
····Knight of the Flame [Nemesis force sword]
····2x Purifier (incinerator) [2x Incinerator]
····Razorback [Storm bolter, Twin-linked lascannon]

+ Troops (390pts) +

Terminator Squad (195pts) [3x Terminator (sword)]
····Terminator (psycannon) [Nemesis force sword, Psycannon]
····Terminator Justicar [Nemesis Daemon hammer]

Terminator Squad (195pts) [3x Terminator (sword)]
····Terminator (psycannon) [Nemesis force sword, Psycannon]
····Terminator Justicar [Nemesis Daemon hammer]

+ Heavy Support (225pts) +

Nemesis Dreadknight (225pts) [Heavy Incinerator, Heavy Psycannon, Nemesis greatsword and power fist, Personal teleporter]

Also, going forward, would you recommend Stormravens or Land Raiders?

1850 500 
   
Made in us
Enginseer with a Wrench




Fort Worth, Tx

You have 4 units at 1k points. That is a tad low, but unfortunately with GK you know that's the case. They are tough units to kill, but after a while you'll start to fail 2+ saves and 5+ invuls. Your DK will be your heavy hitter for sure, but you termies are really slooooow at 1k points. Unless they are deep striking of course, then they'll be a touch more helpful. Purifiers are good, but they'll be a 1-trick pony. Maybe swap out the turret for something closer range to synch up with their flamers. You want to be close but you have lascannons that want to sit back and plink. Go for assault cannons to get your mileage and synergize with your close range assault unit.

my 2 cents boss.

XIX Legion - 3500 points 
   
Made in us
Fresh-Faced New User




Swap the hammer off the justicar so it doesn't get challenged out, maybe go NSF and ditch a term squad and swap out the razor for a rhino so you can fit a second dreadknight? For transportation I find rerolling warlord traits for number 6 combined with ml3 and DLD should net you gate for all your transport needs. Alternately the psychic power that lets you move terrain or the one that swaps units would provide needed mobility. I don't put much value in our available vehicles.
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

I disagree with Alaric, NDKs with teleporters are definitely not slow. They are one of the better MCs in the game with their 12" move and 30" shunt. T1 shunt is a lot more precise than a DS, and also is a guaranteed board presence on T1 rather than dependent on a reserve roll.

He is right that 4 units is small. You've got too much TDA at this points level.
I'd swap a Termie squad for some Interceptors with incinerator.

Also your Purfs should be in a Rhino, not a Razor. The Rhino's firepoints give extended range to their flamers, and also allow the only reason you ever bring Purfs, ie. Cleansing Flame, to be shot out the top. Giving them no fire points is a bad idea.

Do not put hammers on Justicars. They will too easily be challenge-sniped before they get to swing. Hammers are always on grunts. Give your Justicar a halberd or falchions.

Going forward, I would recommend neither flyers nor LRs. Take another NDK, take Draigo, or take some allies. There are many units that a Libby is more useful in than GK Termies.
=][= kill squad, TH/SS Termies, Centurions, basically anything not GK.
Until then, roll for Sanctuary. The 4++ will be a lifesaver.


Automatically Appended Next Post:
Paoa02 wrote:
Alternately the psychic power that lets you move terrain or the one that swaps units would provide needed mobility. I don't put much value in our available vehicles.


GK doesn't currently have permission to roll on the new powers. Only models with faction Space Marine have that permission in Angels of Death, so that's a no-go until there happens to be a FAQ that changes some GK datasheets.

This message was edited 1 time. Last update was at 2016/05/12 19:10:27


LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Fresh-Faced New User




Yeah it's a YMDC sort of thing, says all over the place that Gk, BA, SW can take them but the book does not. I'd personally allow it, hopefully it gets faq'd. That said I run interceptors and dreadknights with teleporters. Grab gate of infinity with my librarian or Draigo and you should be good on mobility. Like I said I don't think our vehicles are really worth the points. Gk might not be able to take the new powers but it might've worth it to take a conclave so you can roll for them, just something to keep in mind.
   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

 Elric Greywolf wrote:
I disagree with Alaric, NDKs with teleporters are definitely not slow.


He said Terminators are slow, not NDKs.

"Your DK will be your heavy hitter for sure, but you termies are really slooooow at 1k points."


6000+
2500
2000
2000
 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Ah. Well then yes, Termies are slow at any points value.

Although if you're playing at a small points level, like 1k, and you can convince your opponent to use a 4x4 rather than a 4x6, then the Termies become more useful in board control.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Sacrifice to the Dark Gods



Northern New Jersey

 Elric Greywolf wrote:

GK doesn't currently have permission to roll on the new powers. Only models with faction Space Marine have that permission in Angels of Death, so that's a no-go until there happens to be a FAQ that changes some GK datasheets.

This is not true there is a matrix with the new psychic power cards that shows which SM can use what disciplines, GK DA BA SW all get access to the new powers stop making up your own rules please
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Stroke wrote:
 Elric Greywolf wrote:

GK doesn't currently have permission to roll on the new powers. Only models with faction Space Marine have that permission in Angels of Death, so that's a no-go until there happens to be a FAQ that changes some GK datasheets.

This is not true there is a matrix with the new psychic power cards that shows which SM can use what disciplines, GK DA BA SW all get access to the new powers stop making up your own rules please


Actually, I haven't made up anything. But it's a natural defensive reaction to project, so I won't hold it against you. Just admit that you're insecure about being wrong and realizing that you've cheated (albeit unintentionally) in some of your most recent games. No worries.

There are two (I believe) datasheets in the GK codex that have models that generate psychic powers: The Libby and the Brother-Captain. Both those characters have very specific instructions on what disciplines they can generate from. The new AoD disciplines are not listed there. Where are you getting permission to roll on the Librarius discipline for those specific models?

Here's an example that may help you understand your error:
On the reference card in the BRB psychic powers, Chaos Daemons have "Biomancy" checked. In the Pink Horrors entry, they are given permission to generate powers from Tzeentch and Divination (and Malefic with the FAQ). Are you trying to claim that, because "Biomancy" is checked on the reference card, Pink Horrors can roll on Biomancy and get Iron Arm?? (I would LOVE that for my Horrors!)
That seems to be what you're trying to claim. And THAT is making up rules big time, which is fine if you agree with your friend beforehand, but won't go over in a pickup game or most tournaments. So I'd advise against it.

The reference card shows what factions currently or in the future have the option to access those disciplines. Until we get a datasheet or FAQ stating which specific models/units can generate from those disciplines, then we cannot know which ones are allowed to do it.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
 
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