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		<title><![CDATA[Latest posts for the thread "Grey Knights Trial List"]]></title>
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				<title>Grey Knights Trial List</title>
				<description><![CDATA[ I am looking at starting a Grey Knights army, while I am not looking at a <span class="glossaryitem" onmouseover='gp(323);'>waac</span> list, I do want this list to be able to handle marines of various flavors and orks (all I play against in my area)<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Castellan Crowe			         		                150<br /> Inquisitor Coteaz				                        	100<br /> Elite:<br /> Callidus Assassin			                 		145<br /> Vindicare Assassin				                	145<br /> <br /> Troops:<br /> 10xPurifier Squad, 4xPsycannon,psybolt		300<br /> 9x Purifier Squad, 9xHalberds		         	        234<br /> 9x Purifier Squad. 9x Halberds, psybolt		        254<br /> 10x Purifier Squad, 4xIncinerator		              	240<br />  <br /> Fast Attack:<br /> 10x Grey Knight Interceptor, 10xHalberd, psybolt	330<br /> 5x Interveptor, psybolt		                 			150<br /> <br /> Dedicated Transports:<br /> 4x Rhinos				                         		160<br /> <br /> Total1948<br /> General strategy will be to use the callidus to try and scoop up a quick slay the warlord <span class="glossaryitem" onmouseover='gp(140);'>vp</span> (since it is a very common objective) as well as to deny some various warlord traits, meanwhile the purifiers load up in rhinos while coteaz rides with the purifier squad with halberds and psybolts, while crowe rides with the purifier squad that just has halberds. Interceptors will try to keep to their name and intercept first units that come marching up the front. Vindicare will spend time trying to pop important enemy units, but in essence hes in the list for  <img src="/s/i/a/7ae18ba11c7ba79f6898e876a4b8ba4a.gif" border="0"> and grins. I guess I am asking what i should spend the last few points on, and any changes you would recommend (excessive halberds are in list due to my liking the aesthetics of them, but if they are utterly useless I may drop them.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 4 Oct 2013 00:27:41]]> GMT</pubDate>
				<author><![CDATA[ Wardragoon]]></author>
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				<title>Grey Knights Trial List</title>
				<description><![CDATA[ Well, if you like halbreds the purifiers are certainly the way to go, cause they get them for dirt cheap. Every knight of the flame should have one with any points you have to spare, and put them here over the interceptors(which should drop them sans the justicar). They also have 2 attacks base, making good use of the high I value. <br /> <br /> Psybolt ammo should only be taken on 10 man squads, preferably ones with minimal special weapons like your interceptors. I would still get your interceptors some special weapons and keep psybolt. It loses some oomph if you have 4 psycannons or incinerators like your purifier squads. <br /> <br /> Crowe makes purifiers troops, which is nice, but he is not an <span class="glossaryitem" onmouseover='gp(67);'>IC</span> and has to go it alone. Some potential uses are ageis gun user, or put him in a land raider/any transport rush him up and see what happens.<br /> <br /> Coteaz is always a good call, maybe take a cheap henchman squad or 2 for troops and more scoring. Your desperately in need of long range anti tank, and 4 rhinos/2 assassins+ interceptors is not that hard to table.<br /> <br /> The vindicare is a good assassin, the callidus is meh considering the cost. You could get some long ranged at. Look into some psybolt dreads or something. ]]></description>
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				<pubDate><![CDATA[Fri, 4 Oct 2013 03:31:18]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>Re:Grey Knights Trial List</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(305);'>GK</span> units are good because they are flexible.  <span class="glossaryitem" onmouseover='gp(305);'>GK</span> units work by having above average power in the shooting phase and above average power in the assault phase as well.<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(305);'>GK</span> units are not strong enough in the shooting phase to work as an "only shooting gunline" style<br /> <span class="glossaryitem" onmouseover='gp(305);'>GK</span> units are not strong enough in the assault phase to run across the board looking to charge something.<br /> <br /> <br /> <br /> Generally you want you <span class="glossaryitem" onmouseover='gp(305);'>GK</span> units to be a threat in the shooting phase and the assault phase to a wide variety of units types<br /> <br /> Generally you do not want to spend a TON of points trying to make <span class="glossaryitem" onmouseover='gp(305);'>GK</span> units overpoweringly good at either Shooting or Assault.<br /> <br /> <br /> <br /> <b>Making <span class="glossaryitem" onmouseover='gp(305);'>GK</span> good in the shooting phase:</b><br /> 1) Psycannons.  As Many as you can, one of the best guns in all of <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.  Great for the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> playstyle as it is good against a lot of different threats.<br /> <br /> 2) Psybolt ammo is good in Larger units.   I would buy it if you are affecting 7-8 Storm bolters with it.  if you are only upgrading 6 or less storm bolters, it is kinda not worth the points.<br /> <br /> <br /> <br /> <b>Making <span class="glossaryitem" onmouseover='gp(305);'>GK</span> good in the Assault Phase</b><br /> 1) Strike Squad or Interceptors<br /> Maybe 1 halberd on the sarge for Challenges<br /> Maybe 1 Hammer in the unit for Damage and protection from challenges<br /> Spending 5 pts for a model with 1 attack to get a Halberd is not worth the points.<br /> <br /> 2) Purifiers<br /> They are great with Halberds on all models.  Cheaper to buy, more attacks to benefit<br /> Again maybe a hammer in the unit to protect it from challenges<br /> <br /> <br /> <br /> <b>Making <span class="glossaryitem" onmouseover='gp(305);'>GK</span> better in both phases at the same time</b><br /> DIVINATION SIGNATURE SPELL<br /> <br /> This is such a powerful option for <span class="glossaryitem" onmouseover='gp(305);'>GK</span> as it gives you a re-roll in the shooting and assault phases.  <span class="glossaryitem" onmouseover='gp(305);'>GK</span> units are very well equipped to take advantage of this.  <br /> Coteaz or other cheap inquisitors with the psyker upgrade are very very powerful.<br /> <br /> =====================<br /> <br /> Crowe is very bad in 6th edition<br /> <br /> In 5th edition, Mech <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> Purifiers was a strong option for an army.  This type of list very nerfed hard in 6th edition.  Transports are less durable, harder to assault out of, can you can;t score from inside the transport.<br /> <br /> Crowe CAN NOT join a unit.  He has to stand around alone.  In 5th edition he could steal an empty transport and go on a solo mission.  The changes to assaulting out of transports nerfed this option as well.  Also he can lose you First Blood and Slay the Warlord all from one model standing around on his own.<br /> <br /> in 6th edition Crowe is a 150 pt tax to take purifiers as troops.  In 5th this was worth it as purifiers were very strong.  In 6th edition, Strike squads are much more effective and purifiers much less so, making this 150 pt tax less worthwhile.<br /> <br /> <br /> <br /> An alternative to Crowe is to take a Grand Master instead.  He can join a unit and help them out.  He can make some purifiers (or ever your Interceptors) scoring with Grand Strategy.<br /> <br /> =======================<br /> <br /> The vindicare assassin is a reasonable choice.  Anyone who takes a land raider against you will cry.<br /> <br /> The Callidus assassin is simply not a good choice.  I really want to like her and have played her a number of times.  Simply put she does not do enough damage.  She comes down, deals a few wounds to a unit with her special rule and template, and then dies to return fire.  If she did more damage when she dropped, or was more likely to survive to make it into combat or if her power weapon was <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2.....but she is not any of those things.<br /> <br /> =======================<br /> <br /> Alternative idea for a list with Lots of Purifers and Transports, but does not use Crowe<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Coteaz<br /> <br /> Grand Master with a Psycannon<br /> <br /> <br /> Elite:<br /> <br /> 9 Purifiers, 2 psycannons, 6 halberds and a Hammer<br /> Rhino<br /> [Coteaz Joins this Group]<br /> <br /> 10 purifiers, 4 psycannons, 7 halberds and a Hammer<br /> Rhino<br /> <br /> <br /> Troops:<br /> <br /> Strike Squad: 10 dudes, 2 psycannons, Psybolt ammo, Halberd on sarge, hammer in unit<br /> Rhino<br /> <br /> Strike Squad: 10 dudes, 2 psycannons, Psybolt ammo, Halberd on sarge, hammer in unit<br /> Rhino<br /> <br /> Henchmen: 3 Acolytes with Plasmaguns and Carapace, 6 Acolytes with Bolters and Flak, 1 Acolyte with Las pistol and Flak<br /> Chimera<br /> [<span class="glossaryitem" onmouseover='gp(524);'>GM</span> CAN ride in the Chimera.  He goes here]<br /> <br /> <br /> Fast Attack<br /> <br /> Interceptors: 10 dudes, 2 psycannons, Psybolt ammo, Halberd on Sarge, Hammer in unit.<br /> <br /> <br /> <br /> You have a lot more psycannons so your army is now very dangerous in the shooting phase.<br /> <br /> You have 5 transports as opposed to 4 in the original list<br /> <br /> You have between 4-6 scoring units as opposed to only 4 in the original list.<br /> <br /> You do lose the Vindicare assassin who is a lot of fun and a decent choice, but feel free to adjust the list to get him back in (maybe drop the psycannon on the <span class="glossaryitem" onmouseover='gp(524);'>GM</span> and make the second purifier unit smaller)<br /> <br /> You trade out the kinda crappy Crowe for a very powerful Grand Master who can shoot with a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 6 psycannon or dust it up in combat as well.<br /> <br /> <br /> Basically this list is similar to your origional one, but your untis are a lot more flexible.  <br /> <br /> You can stay back and shoot against a fighty Army (Orks, Blood Angels, Space Wolves)<br /> You can Close in and Fight against a shooty army (Codex Space Marines, Guard or Tau if you face them)<br /> Grand Strategy gives you a lot more flexibility in your scoring units, giving you the fast, sneaky interceptors scoring, or the powerful blocks on purifiers scoring.<br /> in mission where the extra scoring units are not needed, Grand strategy gives you even more flexibility]]></description>
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				<pubDate><![CDATA[Fri, 4 Oct 2013 15:26:57]]> GMT</pubDate>
				<author><![CDATA[ svendrex]]></author>
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				<title>Grey Knights Trial List</title>
				<description><![CDATA[ Hmm alright, thanks for the feedback, I am really liking your list svendrex, I'll have to give it a shot <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> EDIT: and thank you guys for your advice]]></description>
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				<pubDate><![CDATA[Fri, 4 Oct 2013 16:56:08]]> GMT</pubDate>
				<author><![CDATA[ Wardragoon]]></author>
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