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Made in us
Been Around the Block




So I am working on putting together a pure Gk army because I love the fluff and have committed myself to it and I was wondering how this list is working and where I should put my last 28 points?  I mean I can add 1 more GK but not sure if thats the best option to do it. 
I'm pretty set on a sit and shoot style using shrouding to the best ability that I can.  I am also wondering on tatics, should I be charging in any situations or just waiting at max range as long as I can and then counter charging?
At 1.5k I am going to add another dread and another squad of terms with psycannons because those are by far the best platform to put them on.  Also, upgrading my HQ to a grandmaster.

Thanks

HQ
Brother Captain
    Psycannon
    Targeter
    Hammerhand
GK Termies x3
    Psycannon
        Total - 265

Troops
Grey Knight Squad 1
    Justicar
        Melta Bomb
        Targeter
    Grey Knights x7
        Psycannon x2

Grey Knight Squad 2
    Justicar
        Melta Bomb
        Targeter
    Grey Knights x7
        Psycannon x2
            Total - 562

Heavy Support
Grey Knights Dreadnought
    Twin-Link Lascannon
    Missle Launcher
    Extra Armor
            Total - 145

Total - 972
   
Made in gb
Fresh-Faced New User




A few points:

1) Targeters can't be put on Terminators - check the wargear page

2) Psycannons are bunkum on non-terminator units - take them off (don't swap them for incinerators, they're worse)

3)  If you're going to take one dread, take 2

4) Don't post the points costs for each item! Post the cost per unit - if we need to look up the points costs that's better than giving out GW's IP & screwing us all!

5) Good luck - GKs are damned hard to use!
   
Made in us
Been Around the Block




1) Oh, i thought you could put them on anyone who can take wargear, namely my HQ and justicars.

2) Why do you think this? If I am sitting back and shooting they are almost as effective as on termies and give my a lot of firepower at a 36" range, which I'm very happy to sit at with shrouding. If I take those out I think I would be forced to charge in with my squads because I'm not going to be close out shooting anyone at all without them.

3) I'll take the other dread at 1500 but at this stage I don't feel like it will fit and leave my model count hurting way more than it already is.

4) Hehe ok, will remember that in the future. I basically just copy/pasted over from my own sheet where I like to see all the costs.

5) Thanks
   
Made in us
Fresh-Faced New User





I like this list alot.  A friend of mine plays grey knights and uses psycannons with alot of success.  The only problem is that if your dreadnought get's blown up, you may not have enough tank hunting power to sit back and shoot.  You may have to advance your termies.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Psycannons are all the GK's have! If they take them away what else are they going to do?

Friend of mine's been running GK's since they were released. The 2 Psycannon Squad is the staple of his army. He never goes to the field without atleast 2 of these units (often because he can't afford more than two... HA!), and they're fantastic units.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Been Around the Block




Nachsville, thanks. I know that is the biggest problem but a pure GK army is always going to have that trouble because of the severe lack of AV weaponry they have. But that is also why there are meltabombs and hammerhands to go around If it gets blown up way too early then I still have the ability to take out some armor if they let me get a bit too close.

HBMC, I agree. Without them I feel like they are really expensive space marines trying to get into melee range. They would excel if someone decided to be stupid and meet them halfway but in general you'd just blast the limited amount of models to bits.

Any ideas what to do with the last 28 points or is just another grey knight the only option really?
   
Made in us
Dakka Veteran




Agreed, I have had a single dark reaper squad on my eldar make me nearly 800 points against GK's. Killed off 2 squads over 2 turns, then popped the Dread. That being said, I love the idea of having a GK army for Cities of Death, they would be alot of fun and would finally get to focus on their assault skills.
   
Made in us
Fresh-Faced New User





You may want to consider dropping 2 grey knights from each squad and taking another dreadnought. It will give you some more heavy hitting
   
Made in us
Been Around the Block




Yeah, but then I'd have only 2 squads of 6 dudes. Not sure if thats gonna cut it because they are still space marines and will die to some decently concetrated fire. I think I might just give my justicars some frag grenades incase they need to assault into cover they at least will swing with everyone else and add a Gk to a squad and call it a list for now
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

Always field my GK's in squads of 6 because you need at least 3 meat shields because your Justicars and Psycannon marines are 50pt models a piece. I personally don't like dreads in my list and field more GK terms with one T-hammer in each squad. 1500pt or more lists I take a LR and hide it until my own Psycannons take as much of anti-armor out as possible and then bring it out of cover. Term squads with two psycannons each are the true meat of a GK list. I would drop the dread and 2 GK's and try to push for more terms w/psycannons. I have won a few RT's with my list so they are not as weak as some suppose. Maximize shrouding as long as possible and load up on Psycannons. Ignore heavy armor until it gets close then send in your anti-armor (Hammerhand, T-hammers, or LR Crusader.
   
Made in us
Been Around the Block




How do you ignore heavy armor that sits back and blasts you with their nice ap2/ap3 weapons. Do they run up close to you normally in games because of shrouding so they are within assaulting range?

What I'm hearing is that 6 man GK squads with psycannons are alright to do and I should drop them to that number then making the decision of adding another dread or taking away my dread and sticking in another 4 man termie squad. On a follow up to that then, is a 4 man termie squad the best or should I be shooting for more in a given squad?
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

5 is better for the meat shields but at 1000pts thiers probably only room for four. Puts your Gk's in cover at max range and if they do spot you they will cause min casualties. Concentrate on troops and light armor and try to win on victory pts or missions. Problem with only one or two dread's is thier way to easy to pop especially since thiers no venerable options for GK's. Terms are harder and multiples assure some survive to get on objectives or assaults. Half missions seem to involve escalation any way so you want all your Psycannons on the board in position to piece meal as much of his force as possible why his vehicles come on late in the game. You must stay commited to focused fire and wiping out the closest/whole units at a time no matter how tempting another target may be. Take out fast moving assault element first then thier anti armor units. Gk's may even get better with combat squads hitting tables. Psycannons are still very effective up to armor 12 and the sheer number of shots usually gets you the one glance making the vehicle useless for one round. Armor 14 can be a bear but I can't remember the last time I had to face a LR in a tournament. You will see the occasional monolith but usually not in the late rounds.
   
Made in us
Been Around the Block




Yeah, that sounds about how I would guess you have to play it. Anything past armor 12 that you can't out maneuver to get a side shot at or something will cause problems but I think can be dealt with if they get a wee bit too close.

Do terminators and the GK hero start on the board in escalation? For some reason I have some memory of them being in reserve. Maybe that's just because people love to deep strike them all the time regardless.

Seems like there is a lack of being able to stop MEQs and better from getting saves if you aren't in CC though but thats just the nature of the beast. Are there situations where you tend to want to deepstrike your terminator squads or do you just always deploy them in max range cover and shoot it out?
   
Made in us
Been Around the Block




Also, this would be the newest version with more termies...

HQ
Brother Captain
Psycannon
Hammerhand
GK Termies x3
Psycannon
Total - 264

Elite
Brother Captain
Psycannon
GK Termies x3
Psycannon
Total - 254

Troops
Grey Knight Squad 1
Justicar
Melta Bomb
Targeter
Grey Knights x5
Psycannon x2

Grey Knight Squad 2
Justicar
Melta Bomb
Targeter
Grey Knights x5
Psycannon x2
Total - 462

Total - 980

With this 20 points left over now the options I'm seeing are giving halocaust to my elite squad, or giving them melta bombs and giving my HQ guy some scared incense or something. I don't know, any suggestions will probably be followed
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

I think you will have more success with this army expecially in mission based games. Very mobile with quite a bit of fire power. Terms can move and still shoot full range with thier cannons. 24 Psycannon shots in 1000pt games are quite good. Again remeber to stay at range as long as possible and shoot as long as possible as you will always be out numbered 2/1. Patience. Holocaust for 20 pts harldy ever comes into play so I usually don't bother. Master craft your HQ nemesis weapon.
   
Made in us
Been Around the Block




Yeah, I suppose I could do that and add melta bombs or some auspexs or whatever to my other terminator squad. Sounds pretty reasonable to me. Thanks for the help, if anyone else has any suggestions or experience playing an all GK feel free to let me know what you think and how you played it
   
 
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