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Grey Knight Army


MexicanNinja

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So, I played my first 7h ed game in last night with Chappy.  Thanks again Chappy for taking the time for that game!  I am still new to the edtion and don't know if the list I am about to post is legal but if it is, here's what I was thinking:

 

HQ

Librarian w/mastery level 3, meltabombs, domina liber daemonica

 

TROOPS

Terminator Squad w/psycannon, 4 nemesis force halberds, justicar w/nemesis force halberd and meltabombs

 

Terminator Squad w/psycannon, 4 nemesis force halberds, justicar w/nemesis force halberd and meltabombs

 

ELITE

7 Paladins w/apothecary, nemesis banner, 2 psycannons, 4 nemesis force halberds, 5 meltabombs, teleport homer

 

HEAVY SUPPORT

Nemesis Dreadknight w/personal teleporter, gatling pscilencer, nemesis greatsword

 

Nemesis Dreadknight w/personal teleporter, heavy psycannon, nemesis daemon hammer

 

LORD OF WAR

Kaldor Draigo

 

DETACHMENT

Knight Errant

 

So that's the proposed list.  The plan is pretty basic:

 

Shunt the knights, gateway the paladins close to the enemy, try to get sanctuary off, and use the teleporter for the 2 units of terminators in the following turns.

 

The other option I had was to drop the paladins and take a Knight Paladin for the allied detachment option.  Thoughts?  I like terminators, dreadknights, and imperial knights.  I also really like paladins.  In the event I had to play an extremely tough list I could possibly drop the invis bomb on the paladins escorting the libby and draigo.

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A lot of grey knights come with default powers as per your codex. You do not roll for them. The dreadkniht is one of them. They come with banishment and sanctuary as default.

 

The best gating unit is a centurionstar but you'd have to ally space marines not knights. Paladins aren't too bad tho. That being said, give a couple of them hammers instead of melta bombs. Hammers+hammerhand gives you str10.

 

Give a hammer to the termies also.

 

As a side note, not sure how tournaments rule it on your area but a gating unit is not arriving by "deepstrike reserves" which is required to make use of a teleport homer. Some places allow this however.

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Thanks, I played my practice game with Grey Knights lastnight so I do know the powers.  I have no desire to play the centurionstar; however, I do understand what it can do.  I'd rather have a knight or two over ceturions.  I thought about the hammers and I could drop the bombs from the paladins and add a single hammer to each unit of termie units and 1 to the paladin unit.

 

The plan for gateway/homer was this:

 

Draigo and Libby start on the table with the paladins.  Hopefully I could get a gate off on turn 1 and get the paladins across the table and then the terminators could teleport next to the paladins when they arrive and offer their support.

 

One conversation was using gateway on a teleport homer last night and we came to a mutual agreement that it was disallowed.

 

Basically, the game plan in my head when making the list was:

 

Turn 1 starts with 2 dreadknights shunting across the table, and if I have gateway they are followed by the paladins.  The Imperial knight offers supreme fire support and then starting turn two more termies can drop within 6" of the paladins and there's a ton of 2+/5++ models in the enemy deployment zone and most things are shooting at them and not the imperial knight who can continue to lay down pie plates of death and destruction.

 

Then, if I wanted to use the turn 1 deep strike option, I just drop the paladins and add an additional knight and cause more havoc with pie plates until the termies arrive.

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The list looks fun. Can't go wrong with lots of TDA :)

 

I would second the 'add some hammers' thought that white had. Halberds are cool, but without some ap 2 you'll be sad fighting other elite infantry units. Str 10 (with hammer hand) is usually adiquate vs vehicles as well.

 

I like your 'in yo face' plan for the army. Having lots of up front pressure is a good place to be. I think you could crank it up a little though.

 

With the turn 2 termi deep strike plan, if you flub gate the NDKs (if you stick to the plan) will be going in alone, and could suffer.

 

If you went with the nemesis strike force detachment (turn 1 deep strike) you could send the NDKs, the pallies (hopefully) and both units of termies in at the same time. Bury the enemy in silver. Maximum threat overload and all that :)

 

Lastly. I know the points would be tight, but finding a way to get 4 psycannons in with the Paladins (either more pallies, or 2 malleus inquisitors in TDA) will turn them into a nasty ranged beat stick, especially if you can get prescience up.

 

Like everything though it comes down to personal preferences. If you play what you like/love you'll have fun no matter what :)

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Thanks for the advice.  I will definitely be adding in the hammers.  Yes, flubbing the gateway is most definitely possible.  The more I think about it and keep reading the suggestions, I will just go with the force detachment and see what happens.  After I modify points for meltabombs and daemon hammers, I will be able to add more firepower to the paladins (in the form of psycannons).

 

Additionally, now that I think about it.  I can also cut the halberds and just stick with swords because of the +2 S buff.  Yes, I know it's not guaranteed but that's quit a few saved points.

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Personally I don't like the sword on the NDK...I'd either go hammer or just stick with his Fists.  That is my opinion.

 

Otherwise, your list is awesome IMO.  

 

You have no air support to speak of...but, you have a Knight, so you may be able to ignore most air.

 

Welcome to the Dark Side (40K) 

Oh, I'm not joining the Dark Side for the first time.  Grey Knights just happen to be the only army I didn't sell when I cleaned out my 40k collection 2 years ago.

 

As for the air support, couldn't I just prescience (i think that's the one) the psycannon units and hope for 6's with the re-rolls?

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It works for Pax ;)

As if, I'm not relying on psycannons....those were assault cannons.... :biggrin:

 

On a more serious note, not a huge fan of psycannons. On GK infantry, I like the incinerators. Though on dreadknights, I'm a huge fan of the heavy psycananons.

 

That said, my GK don't run solo. I run them as a supplemental force for my SM. If primarily GK, I think I would need to be more psycannon reliant, even if I remain disliking them.

 

Those psilencers (and heavy psilencers) are the weapon I want to like. I just can't make them worthwhile.

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I think you'll be fine overall. Dropping the Pallys for another Knight would probably be best as they can wonder twin around and support each other, especially with the NDK's.

 

Termies are feast or famine, you roll 2+ like a boss or die in droves to bolt pistols. They seem to suffer with all the ap2 weaponry out there.

 

If you did drop the paladins, you could go Nemesis strike formation, turn the two termies into one ten man and still gate around with draigo and libby.

 

As state, you'll suffer from anti air, but most people only bring a bit so it shouldn't be a big problem. Lot of flying tyrants will be frustrating but as a whole you should be fine.

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I think you'll be fine overall. Dropping the Pallys for another Knight would probably be best as they can wonder twin around and support each other, especially with the NDK's.

 

Termies are feast or famine, you roll 2+ like a boss or die in droves to bolt pistols. They seem to suffer with all the ap2 weaponry out there.

 

If you did drop the paladins, you could go Nemesis strike formation, turn the two termies into one ten man and still gate around with draigo and libby.

 

As state, you'll suffer from anti air, but most people only bring a bit so it shouldn't be a big problem. Lot of flying tyrants will be frustrating but as a whole you should be fine.

I'm going to build the above list and then add in some different things.  I have felt the wrath of lasguns killing squads of terminators in the past; however, with that said, I have also seen the frustrations of my opponent when the 2's are hot and the invuln's are going crazy good.  Termies are a love hate relationship but I have always built any space marine army around termies.

 

I strongly believe that with the double NDK's and the Imperial Knight I will be able to take some focus off of the paladins and focus fire on threats with those 3 units.  I don't know, it could work or it could fail.  Every plan starts to get adjusted once you roll that first D6.

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Nice to see ya playin some 40k again Art:)

 

I don't know much about GK`s actually haven't even played against them yet but from what ive heared they have some pretty nasty stuff like those Dread Knight thingies you were talking about.

 

Adding in a Knight seems like a good thing seeing as GK`s seem to fit the bill for a low model count army .However I only see what appears to be 2 troop choices totaling 10 models between them?...does that only give you 2 objective secure units?.I know that's usually fine for some armies but ive just been screwed so many times by not having enough objective secure units/models on the board.

 

Though I guess in this current rule set armies are built either to table an opponent(or come very close) or spam OS troops/transports and flood the objectives.

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There are no objective secure units in the list.

What do you mean? If GK is a combined arms detachment, then troops gain objective secured. That means your GK terminators are objective secured.

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