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![[Post New]](/s/i/i.gif) 2013/12/18 22:59:58
Subject: Grey Knight 2000pt henchmen army list
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Dakka Veteran
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HQ
Coteaz- 100
2 Jokero 70
3 servitors with Multi Meltas 30
Chimera 55
Inquisitor Ordo Malleus with Hellrifle- 40pts
12 henchemen-
3 servitors with Plasma Cannons- 60pts
4 Jaokaero weaonsmith- 140pts
3 warrior acolytes- 3 plasma guns- 42 pts
1 Crusadors with power axe and storm shields - 15pts
Aegis defence line- 50pts
Troops
12 Henchemen
8 Psykers- 80 pts
4 warrior acolytes - 3 plasma guns- 42pts
transport- Chimera - 55pts
12 Henchmen
9 Deathcult assassins- power swords and power mauls- 135pts
3 crusadors- power axes and storm shields- 45ts
Transport- stormraven- multi melta and lascannon- 205pts
11 henchemen-
9 Death cult assassins with power swords and power mauls - 135 pts
2 crusaders with power axes and storm shields- 30 ptsts
Transport- Stormraven Gun ship with Multi Meltas and Lascannons- 205 pts
10 henchmen
10 warrior acolytes- 10 storm bolters - 70pts
Dreadnought with assault cannon and pysamunition- 130pts
Dreadnought with assault cannon and pysamunition- 130pts
Elites
Vindicare assassin- 145 pts
2000 pts total
The HQ with Coteaz and the henchmen bodyguard unit will be used as a close combat unit. The Deathcult assassins have power swords ap 3 and power mauls ap 4 str 6 and initative 6and 3 attacks with invuln save of 5 so they will most likely cause a lot of damage to the unit they charge. They will all be in a stormraven so they can assault out of it and get accross the table very quickly to get into combat.
The HQ with Inquisitor Karamazoz will act as a very dangerous shooting unt. Karamavoz has a twin linked Multi melta and orbital strike relay which is str 10 ap 1 blast unlimited range. The 3 servitors have multi meltas and the 3 warrior acoloytes have plasma guns to add some cheap heavy fire power. The 4 jokero weaonsmiths can fire either lascannons, multi meltas or heavy flamers so they add to the heavy weapons damage. The crusadors are just there to take any damage as they have a 3+ invulnerable save with storm shields. The whole unit will be behind an aegis defence line to get some great protection.
The troops option with the psykers is a very dangerous ranges unit. The pyskers can do a pyschic ability which combined is str 10 ap 1 assault large blast. The 3 warrior acoloytes have plasma guns to add some firepower and the crusador is there to use his storm shield to take any damage. The unit is in a chimera to add some protection and also so they can get around the table quicker if needed. They can fire out of the Chimera as well and the pyskers count as 1 unit when using their psychic attack.
the troops unit with the 9 death cult assassins and crusadors are there for combat. The deathcults have ap 3 swords and ap 4 mauls str 6 whilst the crusadors have 3+ invun with the SS and power axes for ap 2. They are in a stormraven to get into combat quickly.
The 2 squads of warrior acoloytes are there for dangerous ranged weapons. Hot shot lasguns are str 3 but ap3 so can be very dangerous. They are also very cheap at 9 points a model.
The two assassins are there to add some serious firepower (vindicare) or some dangerous close combat (callidus).
Let me know what you think, thanks
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This message was edited 6 times. Last update was at 2014/01/01 06:09:50
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![[Post New]](/s/i/i.gif) 2013/12/18 23:03:10
Subject: Grey Knight 2000pt henchmen army list
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Shas'la with Pulse Carbine
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How can you have 12 hotshot lasguns in a 10 man and 9 man squad? That will save you some points
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![[Post New]](/s/i/i.gif) 2013/12/18 23:29:12
Subject: Grey Knight 2000pt henchmen army list
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Longtime Dakkanaut
United States of America
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Umm, not do be a -insert word- but this list is bad.
To clean in up a little:
Deathcult assassins are Ok but where it is at is crusaders because they last longer and hit harder, also monkey wagons and servitor busses.
Coteaz with 10 crusader buddies and 2 arco-flagellants=280
Reason being crusaders will eat damage like cake, will hit hard as cheap terminators (15pts each) and the archos will put out 4A each to clear away low save chaff, you can also swap any of them for a mystic if your fighting daemons, also for some AT.
If you really want to play with the arm chair inquisitor then this would be a better option.
Inquisitor karamazov, 10 psykers, 2 crusaders=330
This gives you longer range, stronger attack, and cheaper.
For the rest of your points take 3 dreadnoughts with double twin autocannons for 390pts, and the rest can be on monkey wagons (5 monkeys in a chimera=195pts each) or servitor busses (5 servitors with plasma cannons in chimera=155pts each), Or then even more psykers in chimeras ( 10 psykers in chimera=155pts each)!
And scince it only counts as one model shooting you can stick 2 regular henchmen with bolters in there for some extra shots at close range.
This from my experience is how GK win competitive games, the sheer amounts of plasma cannons, las cannons, and when they think its over they get hit by mini terminators and crazy amputation machines!
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![[Post New]](/s/i/i.gif) 2013/12/18 23:35:37
Subject: Grey Knight 2000pt henchmen army list
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Dakka Veteran
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SpankingApe wrote:How can you have 12 hotshot lasguns in a 10 man and 9 man squad? That will save you some points
sorry was a typo
Automatically Appended Next Post:
Arbiter wrote:Umm, not do be a -insert word- but this list is bad.
To clean in up a little:
Deathcult assassins are Ok but where it is at is crusaders because they last longer and hit harder, also monkey wagons and servitor busses.
Coteaz with 10 crusader buddies and 2 arco-flagellants=280
Reason being crusaders will eat damage like cake, will hit hard as cheap terminators (15pts each) and the archos will put out 4A each to clear away low save chaff, you can also swap any of them for a mystic if your fighting daemons, also for some AT.
If you really want to play with the arm chair inquisitor then this would be a better option.
Inquisitor karamazov, 10 psykers, 2 crusaders=330
This gives you longer range, stronger attack, and cheaper.
For the rest of your points take 3 dreadnoughts with double twin autocannons for 390pts, and the rest can be on monkey wagons (5 monkeys in a chimera=195pts each) or servitor busses (5 servitors with plasma cannons in chimera=155pts each), Or then even more psykers in chimeras ( 10 psykers in chimera=155pts each)!
And scince it only counts as one model shooting you can stick 2 regular henchmen with bolters in there for some extra shots at close range.
This from my experience is how GK win competitive games, the sheer amounts of plasma cannons, las cannons, and when they think its over they get hit by mini terminators and crazy amputation machines!
roblem with arco flags is they have no save, initiative 3 and no power weaon, death cult assassins can have power swords ap 3 pr power mauls str 6 ap 4 5 + invun and initiative 6
karamazov with psykers was my original plan but i changed it as the sykers only fire 1 shot. his squad i chose has 3 plasma guns, 4 multi meltas and 4 lascannons
chose servitors as they are 10pts with a multi melta which is so cheap
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This message was edited 4 times. Last update was at 2013/12/18 23:55:35
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![[Post New]](/s/i/i.gif) 2013/12/19 17:50:54
Subject: Grey Knight 2000pt henchmen army list
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Longtime Dakkanaut
United States of America
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Assassins get 2 PWs but can only use 1 so either ap3 OR strength 5.
Arcos get feel no pain 5+ which in some ways is better then 5+ inv in case of remove from play.
Psykers have las pistols in addition to the strength 10 ap 1 large blast template.
Servitors are better with plasma cannon because they have bad BS, plus the range is a foot better.
Also chimeras are GKs best friends because they are mobile pillboxes so use them.
Monkeyz and plasma servitors and chimeras are your best units so if you want to win vs tau/eldar use them.
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![[Post New]](/s/i/i.gif) 2013/12/19 22:40:00
Subject: Grey Knight 2000pt henchmen army list
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Dakka Veteran
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Arbiter wrote:Assassins get 2 PWs but can only use 1 so either ap3 OR strength 5.
Arcos get feel no pain 5+ which in some ways is better then 5+ inv in case of remove from play.
Psykers have las pistols in addition to the strength 10 ap 1 large blast template.
Servitors are better with plasma cannon because they have bad BS, plus the range is a foot better.
Also chimeras are GKs best friends because they are mobile pillboxes so use them.
Monkeyz and plasma servitors and chimeras are your best units so if you want to win vs tau/eldar use them.
prpnb;em with servitors with plasma cannons is that it is twice the price of servitors with multi meltas.
Yes de3ath cult assassins have to choose which weapon before striking but they have that flexibility of being str 6 ap4 or str 4 ap 3. they have 3 attacks inititive 6 and 5+ invun. Acro flagellants have 4 attacks str 5 so they are weaker and they are not power weapons only close combat and they have initiative 3. Acro flgellans suck big time compared to death cylt assassins.
you can only have servitors if they are with an inquisiotor due to mindlock which is a 50% chance the servitor and its unit will do nothing if there is no inquisitor in the unit. therefoore servitors are not the key to success.it is why i only have 3 servitors in my inquisitors unit which is used for shooting.
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![[Post New]](/s/i/i.gif) 2013/12/19 23:01:31
Subject: Grey Knight 2000pt henchmen army list
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Longtime Dakkanaut
United States of America
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If that is what you want to believe no one is stopping you, you ask peoples opinions and I say mine which comes from playing GK, friends that play GK, and playing against GK so nothing is pulled from my ***.
Death cult assassins are good for killing MEQ units, Arcos are good for killing GEQs or units with no armour save (which i said in my OP).
Servitors in chimeras have a 50% chance of not doing jack ditty squat which is true, only thing is for 100pts and that much firepower 9/10 will take that chance (either way the chimera can shoot).
Plasma cannons vs MM:
Cannon misfires 1/6 of the time while MM doesn't fire 1/2 the time means that cannons shoot better then MMs (but it is hard to compare Mm and PCs because MM are At while PCs are anti everything).
If you want anti tank (which is why you would take MM in the first place) you can take vindicares for 1 tank killed per turn with 4 d6+3 armour pen means on average your going to pen a LR, which while 145pts they live longer (3+ behind agies defense line) they have a 4+ armour 4+ cover and a 6+ fnp. at 36".
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![[Post New]](/s/i/i.gif) 2013/12/19 23:23:25
Subject: Grey Knight 2000pt henchmen army list
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Dakka Veteran
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Arbiter wrote:If that is what you want to believe no one is stopping you, you ask peoples opinions and I say mine which comes from playing GK, friends that play GK, and playing against GK so nothing is pulled from my ***.
Death cult assassins are good for killing MEQ units, Arcos are good for killing GEQs or units with no armour save (which i said in my OP).
Servitors in chimeras have a 50% chance of not doing jack ditty squat which is true, only thing is for 100pts and that much firepower 9/10 will take that chance (either way the chimera can shoot).
Plasma cannons vs MM:
Cannon misfires 1/6 of the time while MM doesn't fire 1/2 the time means that cannons shoot better then MMs (but it is hard to compare Mm and PCs because MM are At while PCs are anti everything).
If you want anti tank (which is why you would take MM in the first place) you can take vindicares for 1 tank killed per turn with 4 d6+3 armour pen means on average your going to pen a LR, which while 145pts they live longer (3+ behind agies defense line) they have a 4+ armour 4+ cover and a 6+ fnp. at 36".
I just think the new rule changes made death cults better than acro flaggellants. Before acro had str 5 compared to DCA str 4 but now power mauls are str +2 ap 4 and dca can have them and power swords str 4 ap 3 they are far better. Acro flag are toughness 3 so there feel no pain doesnt work against str 6 weapons and they are initiative 3 so they strike last most the time and they are not tough enough to withstand attacks and when they do attack it is just a close combat weapon. At least DCA strike 1st and will probably wipe out the squad before it hits back due to the number of attacks with ower weapons.
Also only 3 servitors in a unit can have a MM or PC and if they can only fire 50% of the time if not with an inquisitor they are not worth the risk on their own.
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![[Post New]](/s/i/i.gif) 2013/12/20 09:41:09
Subject: Grey Knight 2000pt henchmen army list
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Regular Dakkanaut
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By the way, saying that a vindicare kills a tank a turn is bad information.
The tank can still have cover save AND you need to roll 4+ on damage table.
So against a vehicle under cover you actually kill a tank every 4 turns !!!!!!
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![[Post New]](/s/i/i.gif) 2013/12/20 15:56:50
Subject: Grey Knight 2000pt henchmen army list
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Longtime Dakkanaut
United States of America
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sleekid wrote:By the way, saying that a vindicare kills a tank a turn is bad information.
The tank can still have cover save AND you need to roll 4+ on damage table.
So against a vehicle under cover you actually kill a tank every 4 turns !!!!!!
LOL on this.
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![[Post New]](/s/i/i.gif) 2013/12/20 16:45:29
Subject: Grey Knight 2000pt henchmen army list
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Regular Dakkanaut
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Anything wrong about it?
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![[Post New]](/s/i/i.gif) 2013/12/20 18:57:26
Subject: Grey Knight 2000pt henchmen army list
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Longtime Dakkanaut
United States of America
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How are you getting a 1 tank killed every 4 turns??
You almost auto hit 2+ re roll 4+ then below average you pen LRs and IF they have cover (25% covered) 5+ and then you need a 4+ to screw it, so how is it 1 tank every 4 turns? (Unless you suck at rolling dice).
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![[Post New]](/s/i/i.gif) 2013/12/21 06:21:37
Subject: Grey Knight 2000pt henchmen army list
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Dakka Veteran
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Arbiter wrote:How are you getting a 1 tank killed every 4 turns??
You almost auto hit 2+ re roll 4+ then below average you pen LRs and IF they have cover (25% covered) 5+ and then you need a 4+ to screw it, so how is it 1 tank every 4 turns? (Unless you suck at rolling dice).
Wel it is not a tank a turn because you will never have LOS or not be in combat every turn every game.
Secondly even if you did it is still not a tank a turn. You will still miss a small percentage of shots on a 2+ followed by a 4+ and then you still need to get past the armour and a land raiders armour is 14 so you will need to roll a minimum of 12 on 4d6 which is just over 50% of the time which means just under 50% of the time you won't and then if you penetrate you need a 4+ to blow the tank up which is a 50% chance. The tank also has cover saves and night fighting rules for saves etc.
It look like there is about a 30% chance of blowing up a tank which is about 2 tanks every 5 turns not 5 tanks every 5 turns.
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This message was edited 1 time. Last update was at 2013/12/21 06:21:59
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![[Post New]](/s/i/i.gif) 2013/12/21 22:30:24
Subject: Grey Knight 2000pt henchmen army list
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Judgemental Grey Knight Justicar
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champagne_socialist wrote: Arbiter wrote:If that is what you want to believe no one is stopping you, you ask peoples opinions and I say mine which comes from playing GK, friends that play GK, and playing against GK so nothing is pulled from my ***.
Death cult assassins are good for killing MEQ units, Arcos are good for killing GEQs or units with no armour save (which i said in my OP).
Servitors in chimeras have a 50% chance of not doing jack ditty squat which is true, only thing is for 100pts and that much firepower 9/10 will take that chance (either way the chimera can shoot).
Plasma cannons vs MM:
Cannon misfires 1/6 of the time while MM doesn't fire 1/2 the time means that cannons shoot better then MMs (but it is hard to compare Mm and PCs because MM are At while PCs are anti everything).
If you want anti tank (which is why you would take MM in the first place) you can take vindicares for 1 tank killed per turn with 4 d6+3 armour pen means on average your going to pen a LR, which while 145pts they live longer (3+ behind agies defense line) they have a 4+ armour 4+ cover and a 6+ fnp. at 36".
I just think the new rule changes made death cults better than acro flaggellants. Before acro had str 5 compared to DCA str 4 but now power mauls are str +2 ap 4 and dca can have them and power swords str 4 ap 3 they are far better. Acro flag are toughness 3 so there feel no pain doesnt work against str 6 weapons and they are initiative 3 so they strike last most the time and they are not tough enough to withstand attacks and when they do attack it is just a close combat weapon. At least DCA strike 1st and will probably wipe out the squad before it hits back due to the number of attacks with ower weapons.
Also only 3 servitors in a unit can have a MM or PC and if they can only fire 50% of the time if not with an inquisitor they are not worth the risk on their own.
I thought deathcults are S3, either that or I have been playing them wrong all this time. If S3 then they need a rad grenade inquisitor or tech otherwise your wounding meq on 5's which I have done and its not a very effective thing to be doing.
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![[Post New]](/s/i/i.gif) 2013/12/22 03:12:49
Subject: Grey Knight 2000pt henchmen army list
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Longtime Dakkanaut
United States of America
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DCS are Strength 4 I thought they just had FC, but then i bought the codex and saw they are 4 base.
But arcos are still best for taking out chaff because higher strength of 5 and more attacks (5).
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![[Post New]](/s/i/i.gif) 2013/12/28 21:20:24
Subject: Grey Knight 2000pt henchmen army list
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Dakka Veteran
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Arbiter wrote:DCS are Strength 4 I thought they just had FC, but then i bought the codex and saw they are 4 base.
But arcos are still best for taking out chaff because higher strength of 5 and more attacks (5).
Why are you still saying acros are higher strength? dCA can be given power mauls making them strength 6 and they are ap4.
Death cult assassins have 2 power weapons so they can have power sword str 4 ap3 or power axe str 5 ap 1 or power maul str 6 ap 4. The death cult can choose 2 of those weapons so they will always be equal to or greater in str than the acro and also the death cults weapons are power weapons as opposed to the accro who just has close combat wepons.
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This message was edited 1 time. Last update was at 2013/12/29 10:24:04
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