<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "[1500] - Grey Knight"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/14.page</link>
		<description><![CDATA[Latest messages posted in the thread "[1500] - Grey Knight"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>[1500] - Grey Knight</title>
				<description><![CDATA[ Hi guys, i have recently received a large sum of grey knights for my birthday and since I do not have a Grey Knights army it is all new to me. I have made the following list as to how I believe I should construct my models. They are currently unassembled so any pointers on load out changes will be great along with a reason why.<br /> <br /> 1498 Pts <span class="glossaryitem" onmouseover='gp(305);'>GK</span><br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Librarian (110 Pts) Nemesis Warding Stave, Terminator Armour, Psychic Hood, FgGren, KrGren, Psyk-out Grenades, , <br /> <br /> Troops<br /> Terminator Squad (178 Pts)<br /> - Terminator (4): FgGren, KrGren, Psyk-out Grenades, Terminator Armour, Storm bolter, Nemesis Force Halberd(4), ,<br /> - Terminator Justicar (1): Nemesis Warding Stave, Storm bolter, Terminator Armour, FgGren, KrGren, Psyk-out Grenades, ,<br /> <br /> Elites<br /> Purifier Squad (150 Pts)<br /> - Purifier (4): FgGren, KrGren, Psyk-out Grenades, Power Armour, Storm bolter, Nemesis Force Sword(4), Psycannon, ,<br /> - Knight Of The Flame (1): Nemesis Warding Stave, Storm bolter, Power Armour, FgGren, KrGren, Psyk-out Grenades, ,<br /> <br /> Purifier Squad (150 Pts)<br /> - Purifier (4): FgGren, KrGren, Psyk-out Grenades, Power Armour, Storm bolter, Nemesis Force Sword(4), Psycannon, ,<br /> - Knight Of The Flame (1): Nemesis Warding Stave, Storm bolter, Power Armour, FgGren, KrGren, Psyk-out Grenades, ,<br /> <br /> Paladin Squad (295 Pts)<br /> - Paladin (4): FgGren, KrGren, Psyk-out Grenades, Terminator Armour, Storm bolter, Nemesis Force Sword(4), ,<br /> - Apothecary (1): FgGren, KrGren, Psyk-out Grenades, Terminator Armour, Narthecium, Nemesis Force Sword, counter, ,<br /> <br /> Heavy Support<br /> Nemesis Dreadknight (185 Pts) Dreadknight Armour, Power Fist, Master-crafted Nemesis Daemon Hammer, Heavy Incinerator, Personal Teleporter, , <br /> <br /> Nemesis Dreadknight (185 Pts) Dreadknight Armour, Power Fist, Master-crafted Nemesis Daemon Hammer, Heavy Incinerator, Personal Teleporter, , <br /> <br /> Lord of War<br /> Lord Kaldor Draigo (245 Pts) FgGren, KrGren, Psyk-out Grenades, Terminator Armour, Storm bolter, The Titansword, Storm Shield, , ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/683922/8525464.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/683922/8525464.page</link>
				<pubDate><![CDATA[Wed, 16 Mar 2016 12:22:23]]> GMT</pubDate>
				<author><![CDATA[ Brother Lem]]></author>
			</item>
			<item>
				<title>[1500] - Grey Knight</title>
				<description><![CDATA[ A Warding Staff on the Librarian is good but a warding staff on the Terminators and Purifiers is unnecessary. You should instead give the Terminators and Purifiers a Hammer each (1 per 5 models), since it gives <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 and is able to crack open vehicles more easily. Also, you should give it to one of the non-character models in the unit (not the Justicars) so that if he is challenged, he won't strike at initiative 1.<br /> <br /> Also also, you should give a Terminator a Psycannon (again, not the justicar and not the same Terminator that has a Hammer). Psycannons add a lot of offensive ranged damage to a Terminator unit.<br /> <br /> If you can, use magnets for the melee weapons to allow switching between swords, halberds and falchions. But the hammer and psycannon can be glued on because those shouldn't change.<br /> <br /> One of the strengths of Purifiers is that they can take 2 special weapons per 5 man, so you should take advantage of that and give them 2 incinerators or psycannons per 5man. Also, Purifiers desperately need a transport to be effective (They can't Deep Strike like other Grey Knights). Their main ability, Cleansing Flame, is extremely short range. A Rhino at least would be good, allied Drop Pod is preferred. If you don't want to do that, then I suggest building them as Interceptors instead and give them 1 incinerator per 5 man. That way you don't need to purchase a transport.<br /> <br /> When building the models, it would be best to magnetize their backpacks to switch between interceptors or purifiers. That way you don't need to choose when building them, you can decide to switch later as points allow.<br /> <br /> Paladins are cool, but you could play them as normal Terminators instead to give yourself points for the Psycannons and Hammers on other units. The extra wound and <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is neat until you run into a <span class="glossaryitem" onmouseover='gp(534);'>TW</span> Calvary with Hammers (instant death) or Ork nobs with Claws or Wraithknights with S 10/D or almost any good melee unit in the game. At that point they're just as resilient as normal Terminators. But for modeling purposes they're exactly the same, so build them however you like and just play them as whichever model suits you at the time (Terminator or Paladin).<br /> <br /> The Dreadknight's Hammers are not master-crafted. The Sword is the weapon of choice for Dreadknights (because it is master-crafted). Don't glue the weapons in place. Put together and paint the Heavy Incinerator and the Heavy Psycannon and the Hammer and Sword but don't glue them on the arms. They're easily removable without magnets so you can equip/unequip the weapons whenever you need to.<br /> <br /> Draigo's a boss.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/683922/8525537.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/683922/8525537.page</link>
				<pubDate><![CDATA[Wed, 16 Mar 2016 12:53:53]]> GMT</pubDate>
				<author><![CDATA[ Zimko]]></author>
			</item>
			<item>
				<title>[1500] - Grey Knight</title>
				<description><![CDATA[ Disagree with Zimko on warding staffs in the unit---they are effectively very cheap thunderhammers against most vehicles and those you play against will fear them as such.<br /> <br /> +2 <span class="glossaryitem" onmouseover='gp(123);'>str</span> from the staff and +2 from your psyker power means your staff--or sticks as we call them will swing in at <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 8---means you auto kill most characters in <span class="glossaryitem" onmouseover='gp(58);'>HtH</span> if they fail a save and can easily break most vehicles with the staff.<br /> <br /> I typically put a thunderhammer on the Justicar- because he has base more swings so why not give him the best <span class="glossaryitem" onmouseover='gp(58);'>HtH</span> weapon- challenges--oh well.....and then put at least 1 staff in most squads as a back up tank killing wpn in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> or something else in the squad for <span class="glossaryitem" onmouseover='gp(93);'>MC</span>/characters to fear<br /> <br /> Not to mention with force up you will auto kill most things anyway so the <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 8 on the staff makes sure you wound and then they have to hope they make the save....plus its on initiate not at <span class="glossaryitem" onmouseover='gp(74);'>init</span> 1 like a hammer.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/683922/8526201.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/683922/8526201.page</link>
				<pubDate><![CDATA[Wed, 16 Mar 2016 18:37:52]]> GMT</pubDate>
				<author><![CDATA[ chaos45]]></author>
			</item>
			<item>
				<title>Re:[1500] - Grey Knight</title>
				<description><![CDATA[ I have to agree with <a href="/dakkaforum/jforum.page?action=findUser&module=user&username=Zimko">Zimko</a>: avoid putting hammers on the justicars; they almost always get challenged out resulting in a fast useless death or a declined challeged which pulls him out of combat. Either way that extra swing means nothing if you don't get to swing at all. Only very, very bad players will allow you to swing with a Justicar and hammer.<br /> <br /> I generally take the Sword on my NDK's, but the weapons are easily exchanged (you don't even need to magnetize them!)<br /> <br /> Also, one of the best ways to run <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> is as/with allies alongside space marines. Take some <span class="glossaryitem" onmouseover='gp(119);'>SM</span> drop pods and since they're battle brothers drop your expensive purifiers right into the thick of it.<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/683922/8526463.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/683922/8526463.page</link>
				<pubDate><![CDATA[Wed, 16 Mar 2016 21:05:40]]> GMT</pubDate>
				<author><![CDATA[ devinple]]></author>
			</item>
			<item>
				<title>[1500] - Grey Knight</title>
				<description><![CDATA[ Always amusing to see ppls opinions on here as well....most the people I have played against with <span class="glossaryitem" onmouseover='gp(305);'>GK</span> really dont want to even fight the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> in close combat.<br /> <br /> Also if your doing it right you have 1-2 terminator squads both supported by a librarian as is....and for their big nasty stuff you have dreadknights usually......<br /> <br /> Trying to think back to the last 10 or so games ive played <span class="glossaryitem" onmouseover='gp(305);'>GK</span> and typically aside from demons--which really have no choice pretty much every game they have tried to run and run shoot the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> off the board.  <br /> <br /> So from what I have seen challenges arent an issue because most people dont want to fight you anyway...so having the justicar with a hammer to beat on tanks or swing later has always been fine....<br /> <br /> Challenges are pretty meh.....<span class="glossaryitem" onmouseover='gp(72);'>IMO</span>---as usually I have 2-4 hammers/staffs in any squad I intend to last awhile so even if they challenge away 1 who cares?  They are still most likely dying and thats if they win out on initiative.  <br /> <br /> Psycannon on terminators are must as many as you can get and on the characters to.....been slowly been converting up my characters to have psycannon as well as it adds more much needed distance firepower to the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> since they took away psybolt long ago---a stupid nerf that wasnt needed.  <br /> <br /> Anymore my preferred character equipment is psycannon/staff or psycannon/hammer]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/683922/8526727.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/683922/8526727.page</link>
				<pubDate><![CDATA[Wed, 16 Mar 2016 23:13:14]]> GMT</pubDate>
				<author><![CDATA[ chaos45]]></author>
			</item>
	</channel>
</rss>