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Made in us
Fresh-Faced New User




Hey all,

So I found a deal via craigslist for a Grey Knight army for a good price so I wanted to test them out. Ive never used them before and was hoping the dakka dakka community could help guide me to some lists and how they supposed to be ran.

The army includes:

15 terminators

34 Power armor

3 rhinos

4 razorbacks

1 Storm Eagle

2 venerable dreads

2 reg dreads

I was wondering if you could help me tackle an 1850 list, and a 1400 list as these are common points played with my local group. Also, any suggestions on what else to purchase to help complement these pieces would be great. The land raider and dreadknight seem awesome! Im excited to test this out so any tips would be much appreciated. Thanks.



Automatically Appended Next Post:
So my first crack at the 1850 list includes:

HQ:
Castellan Crowe

Troop:
5 Terminator- Psycannon

5 Purifier Squad - 2 Psycannons
- Razorback Transport w/ Psybolt Ammunition

5 Purifier Squad- 2 Psycannons
- Razorback Transport w/ Psybolt Ammunition

5 Purifier Squad- 2 Psycannons
- Razorback Transport w/ Psybolt Ammunition

Elites:
Venerable Dreadnought - 2 TL Autocannon, Psybolt Ammo

Venerable Dreadnought - 2 TL Autocannon, Psybolt Ammo

Heavy Support:
Dreadnought- 2 TL autocannon, Psybolt ammo

Dreadnought- TL Autocannon, TL Lascannon, Psybolt ammo

Fast Attack:
Stormraven- TL Assault Cannon, TL Heavy Bolter, Psybolt Ammo,

This list comes out to 1855 so I guess I would have to trim 5 points. I could replace a razorback with a Rhino or some other tweaks. Any advice for this list?



This message was edited 1 time. Last update was at 2013/10/18 04:04:46


 
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

I would change the Razorbacks to Rhinos as then you gain the ablilty to have those double psycannons firing out the hatches while the squad is protected.

Also i would try to get a Vindicare Assassin in place of a Ven Dread. since that gives you serious ability to take out AV14 (I once took out TWO GK land raiders with 2 shots!).

With the points saving I would suggest changing the Loadout on the Stormraven to t-l multi-melta and t-l lascannon to give you more anti-tank, lose psybolt ammo.

Also if you're using autocannons use them on both dread arms. More t-l shots and also less cost.

So you've basically got a pretty good list (the terminators are a bit of a suicide unit but that's ok they're a good distraction)

Idea for list:

Castellan Crowe
150

Inquisitor (Xenos)
Power Armour
Psychotroke & Rad Grenades
Presciene
Servo Skulls x 3
94

Elites:



Troop:

5 Terminator- Psycannon
225

5 Purifier Squad - 2 Psycannons
Rhino
180

5 Purifier Squad- 2 Psycannons
Rhino
180

5 Purifier Squad- 2 Psycannons
Rhino
180

5 Purifier Squad - 2 Psycannon
Rhino
180


Fast Attack:
Stormraven- TL Multi-Melta, T-L Lascannon
205

Heavy Support:
Dreadnought- 2 TL autocannon, Psybolt ammo
135


Dreadnought- 2 TL autocannon, Psybolt ammo
135

Dreadnought- 2 TL autocannon, Psybolt ammo
135

1800 points

The Inquisitor gives the terminators psychotroke, rad and also reroll to hit with psycannon AND in CC.



   
Made in us
Fresh-Faced New User




Hey thanks for the reply. The list I had was just a last minute, never before used army deal and just ran with it real fast against a buddy of mine. Needless to say it did not go well haha. All 3 of the Rhinos were obliterated in the first turn so the purifiers were not doing so well (he had some insane rolling this game!). It seems there are a lot of interesting ways to play GKs from a quick glance through their codex. Grand Master Mordrak seems very interesting, or Coteaz with henchmen, or even Draigo with some paladin troops.

What ways have you guys been using your armies and how has it worked for you? This army seems like a lot of fun to me. I think Im going to make my next purchase some Dreadknights, they seem pretty fun. What do you think?
   
Made in us
Psychic Novitiate selected by a Gatherer




Chicago IL

Ya, I would stay away from rhinos/razorbacks as they are such tempting targets for firstblood. In fact, I would stay away from most vehicles period as they took a huge hit from 6th with hull points. unless its AV14, or a flyer, I would stay away from vehicles.

Draigowing can be super deadly, especially if you attach some Independent characters (draigo, libby, GM, etc.) and place them on the perimeter of the paladin death star; this way, shots get allocated to the closest model (on of your IC's) and then, you can make 2+ look out sir rolls and allocate the wounds wherever you wish among the squad. In doing this, you will be able to allocate 1 wound per pally to maximize the survival time of your pally death star.

Another thing to consider; size of the pally deathstar. Go for no less than 10. with a squad this size (or larger) upgrades such as the apothecary, psyammo, and brotherhood banner will give you more bang for your buck. I once saw two 5-man teams of pallies, each with an apothecary. Thats a waste of points; he should have combined the squads and had only one apothecary. In both cases, every pally benefited from FNP, however in the latter case it was 75 points cheaper. Consider this when determining the size of you deathstar.

With the remaining points (if any) i would recommend spicing things up with possibly a storm raven (more flyers the better), landraider (AV14 is still viable in my opinion), and favorite of all a dreadknight (with greatsword and teleporter). The greatsword combo with the dreadknight is very hated as it appears as a loophole/exploit to the rules. For those who have not read the FAQ, a dread knight with a greatsword benefits from the re-rolls he gets from the sword, gets str10 from his empty hand which is considered a nemesis doomfist, and gets an extra attack in CC for having an additional weapon (the open hand which is an nemesis doomfist). That is one cheesy upgrade!!

This build is cheese to the max, so don't expect much love. I know i dont get much from this list. and before GK haters bombard me, I have an IG foot list. and i will admit, its more fun to play, but twice as arduous.

- W

"[i]Rainbows are magic; magic is heresy!"
   
Made in us
Fresh-Faced New User




So what do you guys think of this at 1850? Keep in mind I never play tournies and only with my friends. Majority of my games will be against Eldar/Tau. With Eldar running mostly wraightknight, bikes, warp spiders, and a bunch of wave serpents at least I think those are the names.

My Tau friend is mostly Riptide/Hammerhead/Crisis suits. I revised my 1850 list a bit after reading and everything and came up with this. Do you think it could work well?

HQ-
Castellan Crowe

Troops-

Purifier 5 man squad- 2x Psycannon
Rhino Transport

Purifier 5 man squad- 2x Psycannon
Rhino Transport

Purifier 5 man squad- 2x Psycannon

Purifier 5 man squad- 2x Psycannon

Elite:
Venerable Dreadnought- 2x TL auto cannon, psybolt

Venerable Dreadnought- 2x TL auto cannon, psybolt

Vindicare Assassin

Heavy Support:

Dreadknight- PT, Doomfist/Greatsword, Heavy Incinerator

Dreadknight- PT, Doomfirst/Greatsword, Heavy Incinerator

The basic idea of this list was to leave the 2x Purifier squads back for objectives. I would teleport the DKs first turn to get 42 inches up in the opponent and start wrecking havoc. The Rhinos with Purifiers would be moving flat out to get the Purifiers up in the battle. The Assassin is there to try to pick off first blood and do some damage before most likely going down.

Any opinions on this list or how it should be changed? I think it would work a lot better than the first one I pieced together at a moment's notice.


   
Made in us
Psychic Novitiate selected by a Gatherer




Chicago IL

Better; the way you're utilizing the rhinos makes them less vulnerable to first blood. This is because by turn 4/5, end game, most of your opponents tactical assets will (may) have been blown off the table, and that armor 10 isn't so squishy all of the sudden; they provide good mobility for end game objective seizing.

To answer your tau dilemma:

since you said you're not playing tourney comp and with friends try out some crazy stuff. go for the 5-man orbital strike and just pound the tau with unlimited range str10 ap1 large blast templates, every frickin turn! (space marine units with Orbital strike can only use once per game, GK's can use once per turn). you could do this as follows: (2x grandmaster bare-bones with orbital, 3 tech marines with orbital. I think your tau buddy will be genuinely frustrated that he's getting out-ranged/out shot by a GK army lololololololol
   
Made in us
Fresh-Faced New User




That sounds like it could be some fun. I just bought a DK and going to be purchasing my second one soon, I hope they can do some damage.
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

Best fun I had with a Dreadknight was against Orks. Heavy Incinerator had a great time swathing whole units of Boyz in AP4 death.

Just be aware that in CC the dreadknight is actually NOT awesome. Yes it is Str 10 thanks to doomfist and with greatsword it can reroll everything, BUT you only have 4 attacks, so choose who you roll into combat with wisely.

One on one against most things the dreadknight should come out on top (esp since Force Weapon can be used).
Against hoardes you're better keeping your distance and incinerating.
   
Made in us
Fresh-Faced New User




My first game went very smooth with the list I had.

Some things I do have my concerns with though. The vindicare assassin did its job, it took out a hammerhead with a pen shot and exploded his tank first round. However, it worries me that the assassin seems like a huge risk and if you dont get first turn it doesnt get near as much value.

I dont have any skyfire but Im hoping the venerable dreads could take care of air with the twin linked weaps at str 8. Other then that I was very impressed with how the game played out and hoping to continue doing well with the GKs. Any other tips/advice/tactics anyone would like to throw my way is always appreciated, I love to improve.
   
 
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