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Made in us
Stalwart Strike Squad Grey Knight



mobile, AL

I run Grey Knights and i am running into the problem of not being able to catch these fast armies. i have dread knights, but after that there is nothing in the army cheap enough to run . such as interceptors which are far to pricey and normally wont make there points back at 26 pts per model with another 20 pts at least for psybolt plus other upgrades. I dont want to run Inquisition. just doesn't seem as fun. Draigo wing is good, but the bike armies and tau armies are slaughtering them because of small squads so they can be transported or because they are one large squad. Ive tried the purifier list(s) and they are fun, but dont have any real bite. especially when you have that one or 2 chaos players that you know will just bale flame you to death. plus the bike armies can still beat that build. so what are some ideas out there. right now i am literally running three dread knights. with 2 squads of strikes for anti drop/melta first turn then grabing 2 grand masters with some eldar allies.

Any help would be great.
looking for 1850 and 2000 pts competitive lists.

Grey Knights 6k
Custodians 4k
Imperial Knights 6k
Imperial guard 10k


 
   
Made in ca
Grey Knight Psionic Stormraven Pilot





Canada

Personally, I would go with 2 psyrifle dreads to have 8 twin-linked S8 shoots with a long range : they can shoot a lot of target, including flyers.

Against flyers, quad gun is a must have for the GK as they don't have access to specific anti-air weapons.

If you are not able to catch fast armies, then wait for them to come to you : GK have a really impressive 0-24" range fire of power, and CSM cannot be equiped with longe range weapons, so your opponent would have to enter your 0-24" range to shoot at you. I would use as many psycannon as possible, due to the T5 of SM bikes.

There are some ideas, terminators are great (immunized to AP3 bale flamer, DS) and a land raider with TL lascannon is always a good option.

Abyssus abyssum invocat

 
   
Made in us
Judgemental Grey Knight Justicar






GK are the kings of 24" firepower thanks to the Psycannon. Get to midfield and own it, push out your forces from there. If you provide some fire support via Quad Guns or Psyfleman Dreads, that helps knock peeps out of their transports so you can own them with Stormbolters and Psycannons. Or, march up a few Dreadknights in front of your Army. Fast or not, they'll have to turn or be backed into a board edge eventually.

As to Interceptors, yes they are pricey. However, they have all sorts of awesome to make them priced appropriately. They can shunt 30" with two Incinerators and scorch pretty much any Xenos off an objective in one fell swoop. They got stuck in combat, you say? Oh noes, they all have power weapons and cheap access to Hammers, and can Hammerhand, or can Instant Death...

Baleflamers are broke, but what ya gonna do? You have to prepare for it: keep some units out of range, or keep them in a transport, or keep them out of LoS. There are options, you just have to plan for them when you see your buddy pull that Hell Turkey out of the box.

Also, try a Stormraven. Run it as a gunship with asscannon, sponsons, and psybolts, and destroy with impunity. Can't run away from that thing.


 
   
Made in us
Grey Knight Purgator firing around corners





Virginia

Obligatory Disclaimer: Draigowing isn't what it used to be in 5th.

I don't think that GK and Eldar add all that much to each other competitively (being someone who plays both armies independently). The main allies that I'd look to for GK are IG, Necrons, or Tau.

The core of my lists are Coteaz and 25-30 GKSS and the remaining 'goodstuff' like Stormravens, Dreadknights, Dreadnoughts and Henchmen. Then use allies to fill particular holes in the army as required.



Automatically Appended Next Post:
Here's something to consider if you go the IG allies route:

GREY KNIGHTS
Coteaz - 100
Grey KnightsX10 - psybolt ammo, 2x psycannon, hammer, halberd (justicar) = 255
Grey KnightsX10 - psybolt ammo, 2x psycannon, rhino = 280
Grey KnightsX10 - psybolt ammo, 2x psycannon, rhino = 280
Henchmen - 5x deathcults, 2x crusaders = 105
Stormraven - psybolt ammo, sponsons = 255

IG ALLIES
Command Squad (5) - 4x plasma gun, chimera = 165
Veterans(10) - 3x plasma, chimera = 170
Veterans(10) - 3x meltagun = 100
Vendetta - 130
Manticore – 160
===
2000 points (63 models, 5 vehicles, 2 fliers)

The two strike squads with a rhino drive to midfield, get out and own it. The veterans are delivered in the vendetta, the henchmen are delivered in the stormraven. The strike squad w/o a rhino can be split up via combat squad. Half comes in by deepstrike (hammer+halberd), while the other half sit back and safely shoot something (psycannons) and are accompanied by Coteaz. Plasma vehicles go where needed. Manticore does its thing.

This message was edited 1 time. Last update was at 2013/08/20 06:45:36


“My faith protects me. My Kevlar helps.”
Michael Carpenter,Knight of the Cross
In "Death Masks, The Dresden Files." 
   
Made in eu
Regular Dakkanaut




Funny i have a close list with GK and IG allies :

Coteaz
10 GKSS 2psycanon, psyamo
10 GKSS 2psycanon, psyamo
10 GKSS 2psycanon, psyamo
DK : teleporteur, heavy incinerator
DK : teleporteur, heavy incinerator

Command Squad 3 melta
Veterans 3 melta
Marbo
2* Vendetta
Manticore

I like your list a lot as i wanted to be able to get some mech for my GK but with DK its hard to find the points.
Maybe taking out half a GKSS squad (and its psyamo) will free 130 points so enough for 2 chimera (that will be used by the GKSS) and to transform some melta in plasma.
   
Made in us
Neophyte undergoing Ritual of Detestation




I run Draigo WIng a lot.

My average list (at 2000 points) has roughly the following:

Lord Draigo
15-20 Paladins (separate squads of course)

2 Psyfledreads

1 Dreadknight

Alternatively, drop the Psyfledreads and Dreadknight in favor of some Land Raiders. Load 5 man squads of Paladins into said Land Raiders (at 4HP and Armor 14 they should be able to survive most weapons on table). Don't be afraid to take 1 or two lone Paladins to claim objectives in your own deployment zone. (I have run an army of individual Paladins before...with marginal results).

If you have points left take an ADL with the Quadgun, Inquisitor Coteaz and some Jokaero Weaponsmiths. put them on the line...now you have a unit of 12 Lascannon/Wall of Death Monkeys that get to shoot anything that drops in close and, if you have deployed right, forced your opponent to come to you.

Make sure to outfit your Paladins with as many Psycannons as you can and give EVERYTHING psybolt ammo.




Automatically Appended Next Post:
Also, consider Mordrak and his unit of Ghost Knights that get to Deep Strike on Turn 1. Used correctly, Mordrak and his Ghost Friends can tie up key enemy units long enough for Draigo and his Paladins to get into shooting, then assault range. Put Draigo with Mordrak's unit to start, and have your Paladins move up in Land Raiders (preferably Redeemers). Flat Out with Land Raiders at the enemy on turn 1, move 6" forward and disembark. Shoot, Assault...if your opponent is trying to deal with Draigo, Mordrak and Ghost Knights in the back while at the same 2-3 Land Raiders disgorge Paladins directly into assault, all the speed in the world won't save them.

This message was edited 5 times. Last update was at 2013/08/20 09:00:58


There's no kill like overkill.  
   
Made in ca
Fresh-Faced New User




I use IG allies similar to w0lfgang7's army because it fixes holes in your abilities and feels fluff appropriate to me. If I was just trying to win I would play Tau with a Riptide and Shadowsun and fill out from there.
   
 
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