Switch Theme:

[750] - Astra Militarum/ Grey Knights - Beginner list!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in nl
Nervous Hellblaster Crewman




Netherlands

HQ:

Company command squad 80
- Lascannon

Troops:

1 Veterans Squad 170
- 2 Plasma
- Grenadiers
- Chimera

1 Veterans Squad 85
- 3 Flamers
- Forward sentries

Allied detachment

HQ:

Brother-Captain 150

Troops: 225
- 5 Grey Knight Terminators
- Deamonhammer, Psycannon, Nemesis force halberd, 2 force weapons

Comes in at 710 pts. Any suggestions for potential wargear on the HQ's?
   
Made in us
Fresh-Faced New User




Couple of things I would do. Put the command squad in the chimera instead of the vets since you can issue orders from the chimera. You can run a master of ordinance in there to drop the pie plate down out of the hatch and the other command squad members can run the lasgun arrays. Also I have had great luck with the grenade launchers in vet squads, they add a little versatility to what you can shoot and still allow an assault. I think they might be more useful than a lascannon since you might not see much heavy armor at sub-1000 points and if you did the nemesis hammer can probably handle it.

For grey knights, take a look at the soul glaive on the brother captain, its better than the halberd and it helps you get force off reliably.
   
Made in us
Longtime Dakkanaut





USA

Not a bad start but I see a few things I would change:

CCS: Drop the lascannon and put these guys in a chimera

Vet Squads: Drop grenadiers (if they're being shot it's curtains anyway), drop the flamers (waste of their BS4), and give the second squad a Chimera. The big thing about Vet squads isn't their upgrades, it's bs4 guardsmen that have access to melta and plasma - do one dual plasma the other dual melta, ride around with an obsec front AV12 apc and watch people bitch and complain.

IG Notes: If you really want flamers, give them to the CCS, they get access to a heavy flamer as well, but again, you're wasting BS4 guardsmen (a rare thing) on flamers.

Grey Knights:

HQ: Librarian, hands down the best HQ GK have access to, bump him to level 3 if you have the points.

Troops: Terminators x5, single hammer

Notes: You really don't want to spend points on upgrades for GK termies at this point level, they're not worth it, especially when you need to worry more about bodies and board presence. You already have terminators which should be scary enough.

Edit:

With my changes you're looking at:

CCS w/ Chimera: 125
Vets w/ Chimera and Meltas: 150
Vets w/ Chimera and Plastma: 160

GK Librarian w/ Level 3: 135
Terminators w/ 1 Hammer: 175

745 total, so 5 points left for a melta bomb somewhere. This way you're getting decent psychic power (minimum 5 charges), and a nice deepstriking beatstick that can eat most things at 750, supported by a mobile firebase that can spew out 2 orders a turn from inside that sweet, sweet av12. Not to mention the heavy bolters and multilasers you get with the Chimeras aren't slouches in the firepower section either, BS3 sure, but that's more firepower.

Also, if you want to, drop the plasmas down to meltas, and use the remaining 15 points to give the librarian a scary weapon or add melta bombs everywhere.

This message was edited 1 time. Last update was at 2016/08/17 08:27:56


Shadowkeepers (4000 points)
3rd Company (3000 points) 
   
Made in nl
Nervous Hellblaster Crewman




Netherlands

Oh damn, thanks a bunch Frankenberry!

What would you do if the same core remained, only you had to do a 1000 points?
   
Made in us
Longtime Dakkanaut





USA

 Grevenilvec wrote:
Oh damn, thanks a bunch Frankenberry!

What would you do if the same core remained, only you had to do a 1000 points?


Well, if you kept things similar to what you had/what I suggested, I would recommend a combination of the following:

-Veterans w/ Chimera and Meltas/Plasmas: 150-160
-Scout Sentinels 1-3 individual squads: 40-50 points per depending on weapons (I tend to go for autocannons)
-Tank Commander Punisher (with Pask upgrade) and an Eradicator/Exterminator buddy (This will require you to drop the CCS and can be a little pricey), this adds AV13/14 tanks with scary damage output: Anywhere 270-350 points.
-Bare bones Infantry platoon, PCS with 4 flamers (in a Chimera if you can swing it), three infantry squads with a commissar and a meltagun each. Maybe get a priest and toss him in there for Zealot and Hymns: Runs about 200-250ish points wise. makes for a good horde of scary melee guys that will eat anything that's not built to counter it (Nobz, huge Boyz squads, large amounts of shooting). Great for bubble wrapping your chimeras in case of deepstrike shenanigans.
-A second Grey Knight Terminator squad, runs 175 with a single hammer (I think you can do 1 HQ and 2 Troops as allies, apologies if I'm wrong)
-A Dreadknight fully kitted with two ranged weapons, a sword, and a teleporter. Apologies if allies can't take heavy support, I never take allied detachments so I can't recall what they're limited to.


Upgrades: Honestly, I'd have to say dozer blades on everything. If a Chimera can't move, it's dead. Without being able to force your opponent to shoot at the av12 front armor they'll get flanked and die - Veterans inside need their rides in order to be effective.

Edit: I forgot to mention Primaris Psykers, if you have the points, taking one wouldn't be a bad idea - have him roll on a discipline that benefits a mobile force, something with some witchfires that are scary and use him to supplement a push.

This message was edited 2 times. Last update was at 2016/08/17 09:30:29


Shadowkeepers (4000 points)
3rd Company (3000 points) 
   
 
Forum Index » 40K Army Lists
Go to: