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		<title><![CDATA[Latest posts for the thread "[750] - Astra Militarum/ Grey Knights - Beginner list!"]]></title>
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				<title>[750] - Astra Militarum/ Grey Knights - Beginner list!</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Company command squad 80<br /> - Lascannon<br /> <br /> Troops: <br /> <br /> 1 Veterans Squad 170<br /> - 2 Plasma<br /> - Grenadiers<br /> - Chimera <br /> <br /> 1 Veterans Squad 85<br /> - 3 Flamers<br /> - Forward sentries<br /> <br /> Allied detachment<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Brother-Captain 150<br /> <br /> Troops: 225<br /> - 5 Grey Knight Terminators<br /> - Deamonhammer, Psycannon, Nemesis force halberd, 2 force weapons<br /> <br /> Comes in at 710 pts. Any suggestions for potential wargear on the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s?]]></description>
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				<pubDate><![CDATA[Tue, 16 Aug 2016 22:02:14]]> GMT</pubDate>
				<author><![CDATA[ Grevenilvec]]></author>
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				<title>Re:[750] - Astra Militarum/ Grey Knights - Beginner list!</title>
				<description><![CDATA[ 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.<br /> <br />  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.]]></description>
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				<pubDate><![CDATA[Wed, 17 Aug 2016 06:14:32]]> GMT</pubDate>
				<author><![CDATA[ AtomAnt]]></author>
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				<title>[750] - Astra Militarum/ Grey Knights - Beginner list!</title>
				<description><![CDATA[ Not a bad start but I see a few things I would change:<br /> <br /> <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>: Drop the lascannon and put these guys in a chimera<br /> <br /> 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.<br /> <br /> <span class="glossaryitem" onmouseover='gp(69);'>IG</span> Notes: If you really want flamers, give them to the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>, they get access to a heavy flamer as well, but again, you're wasting BS4 guardsmen (a rare thing) on flamers.<br /> <br /> Grey Knights:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Librarian, hands down the best <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> <span class="glossaryitem" onmouseover='gp(305);'>GK</span> have access to, bump him to level 3 if you have the points.<br /> <br /> Troops: Terminators x5, single hammer<br /> <br /> Notes: You really don't want to spend points on upgrades for <span class="glossaryitem" onmouseover='gp(305);'>GK</span> 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.<br /> <br /> Edit:<br /> <br /> With my changes you're looking at:<br /> <br /> <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> w/ Chimera: 125<br /> Vets w/ Chimera and Meltas: 150<br /> Vets w/ Chimera and Plastma: 160<br /> <br /> <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Librarian w/ Level 3: 135<br /> Terminators w/ 1 Hammer: 175<br /> <br /> 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.<br /> <br /> 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.]]></description>
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				<pubDate><![CDATA[Wed, 17 Aug 2016 08:20:13]]> GMT</pubDate>
				<author><![CDATA[ Frankenberry]]></author>
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				<title>[750] - Astra Militarum/ Grey Knights - Beginner list!</title>
				<description><![CDATA[ Oh damn, thanks a bunch Frankenberry!<br /> <br /> What would you do if the same core remained, only you had to do a 1000 points?]]></description>
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				<pubDate><![CDATA[Wed, 17 Aug 2016 09:06:59]]> GMT</pubDate>
				<author><![CDATA[ Grevenilvec]]></author>
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				<title>[750] - Astra Militarum/ Grey Knights - Beginner list!</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ab2ea3c35f626bf4c1f9e391850ceae4.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/699731/8842555.page"><b>Grevenilvec wrote:</b></a><br/>Oh damn, thanks a bunch Frankenberry!<br /> <br /> What would you do if the same core remained, only you had to do a 1000 points?</div></blockquote><br /> <br /> Well, if you kept things similar to what you had/what I suggested, I would recommend a combination of the following:<br /> <br /> -Veterans w/ Chimera and Meltas/Plasmas: 150-160<br /> -Scout Sentinels 1-3 individual squads: 40-50 points per depending on weapons (I tend to go for autocannons)<br /> -Tank Commander Punisher (with Pask upgrade) and an Eradicator/Exterminator buddy (This will require you to drop the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> and can be a little pricey), this adds AV13/14 tanks with scary damage output: Anywhere 270-350 points.<br /> -Bare bones Infantry platoon, <span class="glossaryitem" onmouseover='gp(331);'>PCS</span> 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.<br /> -A second Grey Knight Terminator squad, runs 175 with a single hammer (I think you can do 1 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and 2 Troops as allies, apologies if I'm wrong)<br /> -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.<br /> <br /> <br /> 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.<br /> <br /> 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.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 17 Aug 2016 09:24:41]]> GMT</pubDate>
				<author><![CDATA[ Frankenberry]]></author>
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