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		<title><![CDATA[Latest posts for the thread "Grey Knights 2000pts In Your Face! Fast attack list"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Grey Knights 2000pts In Your Face! Fast attack list"]]></description>
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				<title>Grey Knights 2000pts In Your Face! Fast attack list</title>
				<description><![CDATA[ Hi all!<br /> <br /> I've been re-learning <span class="glossaryitem" onmouseover='gp(3);'>40k</span> over the last year, after packing it in in my teens way back in 2nd edition. I chose Grey Knights to start with primarily because of the low model count (less money to fork out, less painting to do) and although I started playing after their 5th edition heyday, I've really grown to enjoy using them <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> I find i enjoy <span class="glossaryitem" onmouseover='gp(3);'>40k</span> best when it's a closely fought battle, with tactical prowess being much more fun than point-and-shoot Spammy McCheese strategies. With that in mind, my aim is to develop an army that can at least make for an interesting battle against other more balanced lists. So winning isn't the most important thing, but not getting steam-rollered is a big factor.<br /> <br /> Grey Knights have pretty good firepower and are pretty good in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> (flexible generalists). They have average speed and few long-range options, so my list-building and play testing has grown to focus on getting into the enemy's half of the table and make the action happen there, at medium range and <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. Sitting back with a gunline strategy has never really worked for me.<br /> <br /> The C:<span class="glossaryitem" onmouseover='gp(305);'>GK</span> most mobile options also tend to be very expensive, which seems to make people avoid them. The following list aims to make those units more viable by having them support each other and getting everyone <i>over there</i> as soon as possible and causing chaos (ha-ha.) from Turn 1:<br /> <br /> <u>Grey Knights/Inquisition Turn 1 and 2 shock list:</u><br /> <br /> <i><b>Grey Knights</b></i><br /> <br /> <u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></u><br /> <br /> Mordrak + 5 Ghost knights - 400pts<br /> <br /> OM Inquisitor, Terminator, Psycannon, Psyker, 3x servo-skulls - 119pts<br /> <br /> <u>Elites</u><br /> <br /> Vindicare Assassin - 145pts<br /> <br /> <u>Troops</u><br /> <br /> <span class="glossaryitem" onmouseover='gp(523);'>GKSS</span> x10, 2x psycannon, Psybolt - 240pts<br /> <span class="glossaryitem" onmouseover='gp(523);'>GKSS</span> x10, 2x psycannon, Psybolt - 240pts<br /> <br /> <u>Fast Attack</u><br /> <br /> Interceptors x10, 2x Incinerators, Psybolt - 320pts<br /> <br /> <u>Heavy Support</u><br /> <br /> Dreadknight, Sword, Incinerator, Teleporter - 260pts<br /> <br /> <i><b>Inquisition</b><br /> </i><br /> Coteaz - 100pts<br /> <br /> Henchmen Warband - 7x Stormbolter acolytes, 3x Plasmagun Acolytes - 91pts<br /> <br /> <b>Fortification</b><br /> <br /> Aegis Defence Line + Icarus Lascannon - 85pts<br /> <br /> <b>TOTAL = 2000 points</b><br /> <br /> <br /> So, as stated above, the overall strategy is to get in the enemy's face turn one, do damage and tie up units ready for the <span class="glossaryitem" onmouseover='gp(523);'>GKSS</span> wave to become effective in turn 2. Hopefully the list remains flexible enough to adapt tactics to suit the enemy.<br /> <br /> Coteaz gives us the best chance of going first, and gives prescience and one other divination power to the Interceptors before they shunt forward. He remains attached to his Acolytes and gives them his divination for the rest of the game, covering against flyers and deepstrikers<br /> <br /> Mordrak deepstrikes turn one wherever he likes, with the OM inquisitor and his psycannon attached. His skulls prevent enemy scout shenannigans. Deepstriking into cover/ruins is an option.<br /> <br /> The Aegis is positioned as close to the centre line as possible. The Vindicare mans the Icarus Lascannon. He can chose to use the cannon or his own weapon. (or both on the turn an enemy flyer comes on. <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.)<br /> <br /> The <span class="glossaryitem" onmouseover='gp(523);'>GKSS</span> Get scout from Mordrak and divide into combat squads. They should reach the Aegis on the centre line by turn 1 without having to run. If they do run, they'll be close enough to be a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> threat turn 2. The could also sit in the <span class="glossaryitem" onmouseover='gp(637);'>ADL</span> with the enemy's deployment zone within Psycannon range.<br /> <br /> <span class="glossaryitem" onmouseover='gp(514);'>DK</span> and Interceptors deploy in cover and then shunt into the enemy's face turn 1. Incinerators and S5 stormbolters tear up infantry and maybe the odd tank. <span class="glossaryitem" onmouseover='gp(19);'>CC</span> turn 2.<br /> <br /> Hopefully after the first turn, Mordrak and the Inquisitor, the <span class="glossaryitem" onmouseover='gp(514);'>DK</span> and the Interceptors have done significant damage and given the enemy so much to deal with that they will be overwhelmed when the <span class="glossaryitem" onmouseover='gp(523);'>GKSS</span> come into their own in turn 2.<br /> <br /> It's aggressive, but you have to be very careful during deployment to optimise your Deepstrike and shunt ranges or it might not work... ideally.<br /> <br /> That's it! I'd like weaknesses pointed out from a competetive POV please! not too worried about fluff etc.<br /> <br /> Thanks!<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 23 Apr 2014 16:19:05]]> GMT</pubDate>
				<author><![CDATA[ pocketcanoe]]></author>
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