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Help fine tune a Count as Grey Knight army for tournament play. (1850 and 2000pts)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut






Preparing for my first game with an army I've spent years building this Sunday. It's also my first 6th edition game and first game of Warhammer 40000 in over two years!

I used to play a lot more, but utterly crazy modeling projects have eaten away the hobby time already shrunk by work and moving to another continent. From 3rd and 4th edition I have several 3rd place finishes in tournaments and 6th overall in the UK Grand Tournament finals (140 players) in 2004 I think. I only managed less than 10 games of 5th. I've been following the discussions and forums though and have a pretty good picture of the current trends and results. Here starts the come back.

This is what I like:

I want to be active on each phase of the game (move, shoot, assault )
I'm interested in winning by dominating area and objectives rather than just by killing stuff
I want to do well with lists that surprise people!
I like force multiplier units and war gear and finding truly synergetic combos
I hate copy paste army lists

For reference my old UK GT army was Iron Warriors - included three different close combat squads in rhinos, a pure close combat dreadnought!, Basilisk, Winged Daemon prince and no duplicate units. It was very different from the Obliterator and Defiler spam that was the complete norm for Iron Warriors at the time.

Here's the short version. Looking for comments on what I have and also what to add to reach 1850 and 2000pts pure GKs. Also, please double check my numbers are correct.


Grey Knights 1702pts

Coteaz 100

10 Purifiers (4 cannons, 2 halberds, hammer) 295

10 Henchmen (6 bolters, 1 storm bolter, 3 plasma cannon servitors) 98
Chimera (two heavy bolters, smoke, light) 56

4 Henchmen (mystic, two acolytes, flamer acolyte) 32
Chimera (two heavy flamers, smoke, light) 56

3 Henchmen (bolters) 15

3 Hechmen (bolters) 15

9 Henchmen (mystic, 5 death cultists, 2 crusaders, acolyte with meltabombs) 124

Storm Raven (multimelta, assault cannons, hurricane bolters, psy ammo) 255

Dreadnought (twin autocannons, ammo) 136

Land Raider Redeemer (multimelta) 260

Dreadknight (shunt, inferno, sword) 260




Long versions and more of the project can be found here:

http://legionofplastic.blogspot.com





“Of the fabulous hydra it is said, cut off one head and two will grow in its place”

- antique proverb

LEGION of PLASTIC blog 
   
Made in nl
Regular Dakkanaut





Get your henchmen some psybolt assault cannon razorbacks maybe?
   
Made in us
Been Around the Block




looks like a fairly decent army.

This message was edited 1 time. Last update was at 2013/11/01 04:28:32


 
   
Made in us
Longtime Dakkanaut






Okay - 1st game tomorrow (slightly different list) then onto fine tuning this.

Looking forward to more comments.



“Of the fabulous hydra it is said, cut off one head and two will grow in its place”

- antique proverb

LEGION of PLASTIC blog 
   
Made in au
Regular Dakkanaut





ACT, Australia

Interested in seeing how this goes. I'm thinking of building a GK army (that or Space Marines), and curious as to different tactics with them.

This message was edited 1 time. Last update was at 2013/11/03 07:07:47


 
   
Made in us
Longtime Dakkanaut






I had my first game. Not this list exactly but something very similar. It performed pretty well against a strong Tyranid army. We ran out of time after 3rd, due to me thinking and learning about things and detail.

Tempted to get a few cheap transports, (chimera's seem best value), lose the Land Raider (which I should have built as a crusader considering 6th edition rules) pick up a cheap Dread knight, with just incinerator and see if I could squeeze in another Storm Raven.

Hmmm....



“Of the fabulous hydra it is said, cut off one head and two will grow in its place”

- antique proverb

LEGION of PLASTIC blog 
   
Made in us
Executing Exarch





The Twilight Zone

I agree that you need some transports. The purifiers could use a ride, and the henchmen on foot need protection unless they have a big squad. Razorbacks with psybolt ammo make great transports for your small squad henchmen. A rhino works for the purifiers(even being unable to assault) but you can use em in the raider too. Or the stormraven, but I would not recommend that. Put your henchman assault unit in the raven, or raider if you get a rhino for the purifiers.

On the purifiers, make sure the Knight of the flame is one of the 2 models with the halberd for challenge purposes.

The mystics seem out of place. What exactly are you deep striking? In your shooty henchman squads, I would strongly consider jokero. They are excellent force multipliers with the ability to use lascannons, multi meltas or heavy flamers. They also re roll to wound in assault, if your desperate. Two gives you the best odds to get good results on their customization table.

The multilaser is usually better than the HB on the chimera turret. I take it the dual heavy flamer chimera is used very offensively? If so, take as many flamers as you can inside and throw templates left and right.

A techmarine is a good addition to a henchman assault squad. He brings power fists, a flamer, tons of very useful grenades and hammerhand. This combined makes your crusaders/DCA dead lethal. Interesting idea with the acolyte w/meltabombs (techmarines can take those too!)


The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in us
Longtime Dakkanaut






Thanks! Good comments and mostly match the experience from my first game.

Totally realized how nerved template weapons are on vehicles now. Knight of the flame had the halberd and it was useful!

The mystics are there to order the shunting WraithKnight accurately in to traffic. I like the option a lot and against grav gun spam and when running several DKs it could be really nice.

I also realized Servo Skulls are fantastic in sixth with so many scouting and infiltrating things.

Updated list soon!

And a parting shot from the first game (C)Pete:




Automatically Appended Next Post:
Ok, here is a fairly fine tuned list. It's still a nice selection of different things and lots of force multipliers, but has more stamina and added tricks.

It's at 1749pts and intended for tournament play next year. Please let me know what you think and if the points are off.


Coteaz 100

Xenos =I= (psyker, force sword, rad greandes, 3 servo skulls) 79

10 Purifiers (4 cannons, 2 halberds, hammer) 295
Rhino 40

10 Henchmen (6 bolters, 1 storm bolter, 3 plasma cannon servitors) 98
Chimera (two heavy bolters, smoke, light) 56

3 Henchmen (two acolytes, flamer acolyte) 22
Chimera (multi laser, heavy flamer, smoke, light) 56

3 Henchmen (bolters) 15
Razorback (HBs, psyammo, light) 51

3 Hechmen (bolters) 15

8 Henchmen (mystic, 5 death cultists, 1 crusader, acolyte with meltabombs) 109

Storm Raven (multimelta, assault cannons, hurricane bolters, psy ammo) 255

Dreadnought (twin autocannons, ammo) 136

Dreadknight (shunt, inferno, sword) 260

Dreadknight (inferno) 160

This message was edited 1 time. Last update was at 2013/11/08 02:23:28




“Of the fabulous hydra it is said, cut off one head and two will grow in its place”

- antique proverb

LEGION of PLASTIC blog 
   
 
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