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				<title>[1000] - Grey Knights - Newcomer to GK</title>
				<description><![CDATA[ Good evening!<br /> I'm looking to start <span class="glossaryitem" onmouseover='gp(305);'>GK</span>. I'm a little uncertain if my tactics will work so I turn to ya'll for guidance. On a side note, I have 115pts left that I'm unsure how to spend. Any assistance will be much appreciated. <br /> <br /> Librarian Lv.3 with Damina Liber = 160<br /> <span class="glossaryitem" onmouseover='gp(221);'>SS</span> 5 man w/ Psilencer in Razorback with Las/<span class="glossaryitem" onmouseover='gp(166);'>Plas</span> = 195<br /> <span class="glossaryitem" onmouseover='gp(221);'>SS</span> 5 man w/ Psilencer in Razorback with Las/<span class="glossaryitem" onmouseover='gp(166);'>Plas</span> = 195<br /> Terminator Squad = 165 (Libby goes here)<br /> Dreadknight w/ Greatsword & Gatling Psilencer = 170<br /> <br /> So current thoughts are sending the <span class="glossaryitem" onmouseover='gp(221);'>SS</span> squads & Termies to objectives  & using the Dreadknight as usual. Not sure if this will work as part of why I'm here. Please remember I do have that 115pts left. <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 7 Mar 2016 01:57:51]]> GMT</pubDate>
				<author><![CDATA[ DirusdaPlagueFather]]></author>
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				<title>[1000] - Grey Knights - Newcomer to GK</title>
				<description><![CDATA[ I think you should take Incinerators on your Strike Squads, give your Terminator squad a pyscannon, and equip your Dreadknight with a Hevay Incinerator.<br /> <br /> Razorbacks are iffy. I think I'd rather deep strike if I want my Strike Squads somewhere. Not sure what you could do with the freed up points besides give your terminators falchions and a hammer (which you should strive to do)]]></description>
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				<pubDate><![CDATA[Mon, 7 Mar 2016 02:10:41]]> GMT</pubDate>
				<author><![CDATA[ Rihgu]]></author>
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				<title>[1000] - Grey Knights - Newcomer to GK</title>
				<description><![CDATA[ Just take termies, <span class="glossaryitem" onmouseover='gp(221);'>ss</span> are average as best. if you want to use them I suggest ds like rihgu said.<br /> <br /> Only transport you would need is a rhino for purifiers if you don't ally drop pods<img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 7 Mar 2016 06:53:02]]> GMT</pubDate>
				<author><![CDATA[ arthorn]]></author>
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				<title>Re:[1000] - Grey Knights - Newcomer to GK</title>
				<description><![CDATA[ Thanks for the reviews thus far! I've edited the list based on your recommendations:<br /> <br /> Librarian Lv.3 with Damina Liber, Meltabomb, & Digital Weapon = 175 <br /> Terminator Squad with Psycannon, 3 Falcions, Melta bomb & a Hammer= 212<br /> Terminator Squad with Psycannon, 3 Falcions, Melta bomb & a Hammer= 212<br /> Terminator Squad with Psycannon, 3 Falcions, Melta bomb & a Hammer= 212<br /> Dreadknight w/ Greatsword, Heavy Incinerator & Gatling Psilencer =190 <br /> <br /> I had about 30 pts left hence the Melta Bombs & the Digital Weapon. ]]></description>
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				<pubDate><![CDATA[Mon, 7 Mar 2016 12:29:58]]> GMT</pubDate>
				<author><![CDATA[ DirusdaPlagueFather]]></author>
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				<title>[1000] - Grey Knights - Newcomer to GK</title>
				<description><![CDATA[ A heavy psycannon will serve you better than a gatling psilencer on the Dreadknight. Other than that, it's a solid start to a <span class="glossaryitem" onmouseover='gp(305);'>GK</span> army. ]]></description>
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				<pubDate><![CDATA[Mon, 7 Mar 2016 14:20:44]]> GMT</pubDate>
				<author><![CDATA[ Zimko]]></author>
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				<title>[1000] - Grey Knights - Newcomer to GK</title>
				<description><![CDATA[ Excellent! Thank you all so much!]]></description>
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				<pubDate><![CDATA[Mon, 7 Mar 2016 15:04:45]]> GMT</pubDate>
				<author><![CDATA[ DirusdaPlagueFather]]></author>
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				<title>Re:[1000] - Grey Knights - Newcomer to GK</title>
				<description><![CDATA[ There are only 2 ways to use grey knights that tend to do well.  Cad + nem strike force so you have 5 dread knights (my persinal favorite) or take space marine alies. The space marines tend to work better for purifiers in drop pods and teleporting ivisible centurions.  <span class="glossaryitem" onmouseover='gp(119);'>SM</span> also give you access to the anti meta sicarian battle tank and well prices objective secured bike troops with grav guns.   Without the marine alies it is an uphill fight against many teams.  As for fun games terminators are the way to go unless you are saving points. Its always fun to out a flamer on a <span class="glossaryitem" onmouseover='gp(221);'>SS</span> and deep strike them right next to the enemy.  Try to pull that fire of the dreads.   If your going to run the razorbacks i would still hold the <span class="glossaryitem" onmouseover='gp(221);'>Ss</span> in reserve for deep strike.    And i wouldn't run the psilancers.  They are terrible as anything else other then a 1 of on a dread knight if you are running 3+   it cant hurt anything important.]]></description>
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				<pubDate><![CDATA[Mon, 7 Mar 2016 15:08:48]]> GMT</pubDate>
				<author><![CDATA[ Inksoul]]></author>
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				<title>Re:[1000] - Grey Knights - Newcomer to GK</title>
				<description><![CDATA[ If you like the look of the power armored grey knights over terminators I would run them as purifiers and/or interceptors, both perform much better than strikes. I recently ran a list similar to this that performed pretty well in a couple semi-competitive games:<br /> <br /> Nemesis Strike Force<br /> <br /> Librarian <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 3 - halberd and storm bolter melta bombs = 140<br /> <br /> Terminator Squad (5) - 1 hammer 4 swords 1 psycannon - 195<br /> <br /> Purifier Squad (10 - combat squadded in rhino) - 7 swords 1 hammer 2 incinerators melta bombs, rhino transport - 320<br /> <br /> Interceptor squad (5) - halberd 3 falchions 1 incinerator melta bombs - 164<br /> <br /> Dreadknight - Incinerator dual fists - 180<br /> <br /> Total is 999, it got a good number of boots on the ground with some decent mobility, which are the 2 things I seem to struggle with most running grey knights.<br />  ]]></description>
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				<pubDate><![CDATA[Tue, 8 Mar 2016 23:18:52]]> GMT</pubDate>
				<author><![CDATA[ jchamberland27]]></author>
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				<title>[1000] - Grey Knights - Newcomer to GK</title>
				<description><![CDATA[ I'd resist the urge to load up on Termy Squads. I fell into this trap early on.<br /> <br /> I've found the two units that do the most work in my <span class="glossaryitem" onmouseover='gp(305);'>GK</span> lists are Purifiers and Dreadknights.<br /> <br /> Dreadknights pull a lot of fire, so I try to field them in pairs when I can. The absolute rule for Dreads is to bring the Greatsword. 10 Points for Master-Crafted and Force over the stock fists and still getting to swing at normal initiative over the 5 point Hammer is a no brainer. In larger point lists, when I field a pair of them, I set one up with an Incinerator/Psilencer and one up with an Incinerator/Psycannon. I like having the Force Psilencer to handle large wound enemies, it's a 12 shot, <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> - weapon that will get resisted more often than not, but being that it is force, you only need 1 unsaved wound to drop a high wound baddy. Dreadknights are good at shooting, but really seem to want to be in Melee with the 3 attacks, force greatsword (with Mastercraft), plenty of wounds and good saves, they'll wipe entire squads pretty easy, so either keep them in Deepstrike Reserve in a Nemesis Formation (Rights of Teleporation <span class="glossaryitem" onmouseover='gp(264);'>FTW</span>) or field them turn 1 with a teleporter for a cross-board turn 1 assault that will make Biker Armies jealous.<br /> <br /> 5 Purifiers in a Rhino are my bread and butter. A pair of Psycannons @ <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 7 Salvo 2/4, 24" range give them a lot of mid-ranged firepower that can pop low armor vehicles or big tough creatures reliably. The metal box gets them to and from combat safely and the ability to pop Cleansing Flame witchfire from the fireports give you all sorts of cannon fodder control. The fact I like throwing a Daemon Hammer on the squad leader and keeping the rest with swords gives you the option to hit something hard when you need it, but best case scenario, they never get out of the Rhino. The nice ruling on transport destruction means, they'll probably pass any sort of explosion damage save, then get a free 6" movement from Emergency Disembarkation in order to line up that next round Cleansing Flame for maximum effect.<br /> <br /> I wouldn't touch Interceptor squads at all and Purgation Squads are nice, only if you're loading them in a drop pod or can bring a Stormraven to drop them off EXACTLY where you need them.<br /> <br /> Termies want to be in melee, so bring Halberds and Hammers. The relentless rule on Terminator armor means a Psycannon isn't a bad choice, but I like to throw a flamer on them, personally.<br /> <br /> Pure <span class="glossaryitem" onmouseover='gp(305);'>GK</span> lists will always have issues with objective cap'ing, you just need to accept it. Ally'ing with Spacewolves or Blood Angels is nice for the Drop Pods since they count as scoring units and you can just drop them on objectives (with or without Purgation/Space Marines inside).<br /> <br /> I think at 1000 points, your Libby is too expensive, I'd drop him down to <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 without the Melta or Bolter and stick with the Staff. Once you get to 1500+ points it might make sense to go <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 3 and kit him out for combat, but more likely than not, your libby will just roll with your Termy squad for buffing purposes and to give your Purifiers more dice to throw at Cleansing Flames.<br /> <br /> Just my $0.02]]></description>
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				<pubDate><![CDATA[Wed, 9 Mar 2016 08:17:15]]> GMT</pubDate>
				<author><![CDATA[ Rommel013]]></author>
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				<title>[1000] - Grey Knights - Newcomer to GK</title>
				<description><![CDATA[ I don't mean to put you on blast, Rommel013, but I disagree with a few things you said.<br /> <br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d4b65cd67eb244cb1ba052330c8edbca.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/682816/8510706.page"><b>Rommel013 wrote:</b></a><br/><br /> The absolute rule for Dreads is to bring the Greatsword. 10 Points for Master-Crafted and Force over the stock fists and still getting to swing at normal initiative over the 5 point Hammer is a no brainer.</div></blockquote><br /> The absolute rule for Dreads is to bring the Personal Teleporter. ESPECIALLY if you plan on bringing a melee weapon. You don't want to be stuck moving at 6" with as short of a range as Dreadknights have. Also, <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> ignore the Unwieldy rule, so no matter what weapon you bring, you're swinging at initative.<br /> <br /> <blockquote class="uncited"><div><br /> 5 Purifiers in a Rhino are my bread and butter. A pair of Psycannons @ <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 7 Salvo 2/4, 24" range give them a lot of mid-ranged firepower that can pop low armor vehicles or big tough creatures reliably.</div></blockquote><br /> If you're moving in the Rhino (which you likely need to do), you're only shooting 2 shots at 12" per psycannon. Purifiers shine when you bring allied drop pods for them. That lands you in the middle of the mess with 2 combat squads, and then you fire 8 psycannon shots and 2 novas.<br /> <br /> <blockquote class="uncited"><div><br /> I wouldn't touch Interceptor squads at all and Purgation Squads are nice, only if you're loading them in a drop pod or can bring a Stormraven to drop them off EXACTLY where you need them.</div></blockquote><br /> Barring drop pods for your Purifiers, Interceptors are the best Power Armored Grey Knights. They actually have the movement to make use of the Grey Knights' short range fire power.<br /> <br /> <blockquote class="uncited"><div><br /> Termies want to be in melee, so bring Halberds and Hammers. The relentless rule on Terminator armor means a Psycannon isn't a bad choice, but I like to throw a flamer on them, personally.</div></blockquote><br /> Psycannons are nearly always better than incinerators on Terminators. Incinerators are what you want to give your Power Armored guys. Let Terminators bring the 4 shot S7 AP4 Rending guns with 24" range 90% of the time.]]></description>
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				<pubDate><![CDATA[Wed, 9 Mar 2016 23:02:41]]> GMT</pubDate>
				<author><![CDATA[ Rihgu]]></author>
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				<title>[1000] - Grey Knights - Newcomer to GK</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/682816/8512320.page"><b>Rihgu wrote:</b></a><br/>I don't mean to put you on blast, Rommel013, but I disagree with a few things you said.</div></blockquote><br /> <br /> Disagreement is the basis of any good, civil exchange of ideas, no worries bud.<br /> <blockquote><div><a href="/dakkaforum/posts/preList/682816/8512320.page"><b>Rihgu wrote:</b></a><br/><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d4b65cd67eb244cb1ba052330c8edbca.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/682816/8510706.page"><b>Rommel013 wrote:</b></a><br/><br /> The absolute rule for Dreads is to bring the Greatsword. 10 Points for Master-Crafted and Force over the stock fists and still getting to swing at normal initiative over the 5 point Hammer is a no brainer.</div></blockquote><br /> The absolute rule for Dreads is to bring the Personal Teleporter. ESPECIALLY if you plan on bringing a melee weapon. You don't want to be stuck moving at 6" with as short of a range as Dreadknights have. Also, <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> ignore the Unwieldy rule, so no matter what weapon you bring, you're swinging at initative.</div></blockquote><br /> <br /> I always forget <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> ignore Unwieldy, good call. I still think the 5 points for Master-Craft makes Greatsword worth it. I also agree with Personal Teleporters (as I mentioned later in that paragraph)<br /> <br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/682816/8512320.page"><b>Rihgu wrote:</b></a><br/><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d4b65cd67eb244cb1ba052330c8edbca.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/682816/8510706.page"><b>Rommel013 wrote:</b></a><br/><br /> <blockquote class="uncited"><div><br /> 5 Purifiers in a Rhino are my bread and butter. A pair of Psycannons @ <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 7 Salvo 2/4, 24" range give them a lot of mid-ranged firepower that can pop low armor vehicles or big tough creatures reliably.</div></blockquote><br /> If you're moving in the Rhino (which you likely need to do), you're only shooting 2 shots at 12" per psycannon. Purifiers shine when you bring allied drop pods for them. That lands you in the middle of the mess with 2 combat squads, and then you fire 8 psycannon shots and 2 novas.</div></blockquote></div></blockquote><br /> <br /> I mentioned Allied Drop pods for Purgation Squads later and agree they're nice, but at 1000 points - unless we're going unbound - it makes it hard to justify, in my humble opinion. I've found the 3+ armor save in the 5 man squad with 2 special weapon guys are a little fragile, hence why I bring them in a Rhino, in order to get them to where they need to be - if enroute they can fire 4 shots of 12" <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 7, great, but I see Purifiers as a swing positions unit that can handle large, heavy toughness/armor units with their Psycannons, in which case they're not mobile on foot or in a vehicle and the Rhino gets them a little extra protection at 35 points or they're needed for blob control and are used for Cleansing Flame, in which case the 12" vehicle flat out/smoke screen + armor is better. Also, depending on your interpretations of Combat Squading and Cleansing Flame, you can hit the 2nd unit with Cleansing flame, since it hits all units (Friend or Foe (<span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>)) in the 9" Nova, save for transports they're firing out of, which is why I'd put a Purgation squad with Psycannons in a drop pod for 5 units with 4 spec weapons.<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/682816/8512320.page"><b>Rihgu wrote:</b></a><br/><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d4b65cd67eb244cb1ba052330c8edbca.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/682816/8510706.page"><b>Rommel013 wrote:</b></a><br/><br /> <blockquote class="uncited"><div><br /> I wouldn't touch Interceptor squads at all and Purgation Squads are nice, only if you're loading them in a drop pod or can bring a Stormraven to drop them off EXACTLY where you need them.</div></blockquote><br /> Barring drop pods for your Purifiers, Interceptors are the best Power Armored Grey Knights. They actually have the movement to make use of the Grey Knights' short range fire power. </div></blockquote></div></blockquote><br /> <br /> I've never gotten Interceptors to work for me, although <span class="glossaryitem" onmouseover='gp(274);'>YMMV</span>, they just seem to be a bit squishy and don't have enough spec weapons for me to justify their usage over Purgation + Drop pod or the aforementioned Purifiers in a Rhino.<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/682816/8512320.page"><b>Rihgu wrote:</b></a><br/><br /> <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/d4b65cd67eb244cb1ba052330c8edbca.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/682816/8510706.page"><b>Rommel013 wrote:</b></a><br/><br /> <blockquote class="uncited"><div><br /> Termies want to be in melee, so bring Halberds and Hammers. The relentless rule on Terminator armor means a Psycannon isn't a bad choice, but I like to throw a flamer on them, personally.</div></blockquote><br /> Psycannons are nearly always better than incinerators on Terminators. Incinerators are what you want to give your Power Armored guys. Let Terminators bring the 4 shot S7 AP4 Rending guns with 24" range 90% of the time.</div></blockquote></div></blockquote><br /> <br /> You're 100% right that the Terminators will get more shots out of Psycannon on the move thanks to Relentless, but anytime I bring Terminators, I kit them out for Melee and use the Nemesis Rights of Teleportation + Deep Strike Reserves to bring them in turn 1 near a unit they plan to Assault the next turn. I've found that the flamer tends to do more work, especially to counter a group assaulting them while they wait to assault after Deep Striking. Basically, I don't like the Psycannon since, in a perfect world, my Terminators are in Melee as often as possible and the fact that they have relentless is sort of irrelevant then, but having a flamethrower to use the Wall of Death special rule against other Charges is nice.<br /> <br /> <br /> Again, these are all suggestions, try them out, see what you like. I don't have decades of playing <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> under my belt, so someone else might have better ideas than I, these are just my observations, based on what I've tried in my local meta.]]></description>
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				<pubDate><![CDATA[Fri, 11 Mar 2016 07:39:23]]> GMT</pubDate>
				<author><![CDATA[ Rommel013]]></author>
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