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Tavendale
04-03-2011, 02:10 AM
Hi, my club has a tournament coming up and I thought I'd try my hand at something new.
40K isn't really my game, and I'm really not as familiar with it as I am at fantasy, so some feedback/advice would really be appreciated...


Grand Master, Psycannon

5 Paladins, Psycannon, Banner of Brotherhood

10 Man Strike Squad, 2x Psycannon, Rhino

10 Man Strike Squad, 2x Psycannon, Rhino

5 Interceptors, 5x Nemesis Daemon Hammer

Dreadnought, Extra Armour

Dreadnought, Extra Armour


1500 points exactly

Neelam
04-03-2011, 02:29 AM
Just so you know, Extra Armour isn't really useful on the dreadnoughts due to their psychic power (fortitude). So you could spend the points elsewhere.

Tavendale
04-03-2011, 02:45 AM
Thanks. I'll change it once I pick something else to spend the points on.

Any more comments or advice are welcome, really not used to writing 40K lists :/

blackarmchair
04-03-2011, 03:38 AM
Grey Knights are not a great starter army. They're very elite and even small mistakes/bad luck will cause you to lose models in droves.

Your list looks pretty decent. That being said if you could give me some more information about the sorts of armies played around your club I think I could be of more help...

Tavendale
04-03-2011, 04:04 AM
Well, it's not a starter army. It's more getting back into the game. I used to play Eldar and Word Bearers. I had previously played early to mid third edition and only really goit back into 40k recently.

I'd expect to play against a Tyranid army. A mortar/template heavy Imperial guard army, a space marine army that will use either a land raider or stormraven, One or two Necron or Orc armies, a two Farseer Eldar army, a couple of Chaos armies, one of which will be a Khorne one, probably with termies and a landraider and a shooty shooty Tau army.

DoctorEvil
04-03-2011, 04:56 AM
I'd also think about dropping the Psycannon from the GM and adding a 2nd one to the Paladins (you can have two per 5 Paladins). The Psycannon on the GM is expensive. You're paying double for the added BS of the GM and it's probably not worth the pointsl.

I'd try and give all of the Paladins a unique weapon combo to take advantage of wound allocation.

Also, try and fit a Psycannon on the Interceptors. They can not assault the turn they use their personal teleporter, so you want a good shooty option. I think 4 Demonhammers is probably overkill too. You probably only need one for that squad (in fact I'd think about adding one to each of the Strike Squads too if you can). I'd then add 3 Halberds to the squad for the boosted Iniative for when do assault (or get assaulted)

isotope99
04-03-2011, 05:01 AM
I think paladdins get double the allotmemnt of psycannons so I would add an extra one to the paladdins and drop the GM one in favour of a cheap incinerator for anti-horde. This will save you some points and give you an extra heavy weapons in exchange for a small drop in BS on one of them.

I'd spend the points from this and the extra armour on the interceptor squad (5 man feels too small and vulnerable), I'd also drop most of the daemon hammers in favour of more bodies (10 points is too high for a model with only 1A IMHO)

Psycannon/incinerator swap +20 points
Extra armour +30 points
4 daemon hammers +40 points

=90 more points to play with

Lots of stuff you can buy with this such as:


More interceptors
Rad grenades for the GM
A heavy weapon for the interceptors for anti horde or vehicle side/rear shots (psybolts could work too, not many vehicles enjoy S5 on their side/rear armour)
Autocannon+psybolt upgrades for one of the dreads

Tavendale
04-03-2011, 05:12 AM
I'd spend the points from this and the extra armour on the interceptor squad (5 man feels too small and vulnerable), I'd also drop most of the daemon hammers in favour of more bodies (10 points is too high for a model with only 1A IMHO)[/LIST]

My concern there was anti-tank. The job of the Interceptors was to assault vehicles. You don't think this is necessary?

isotope99
04-03-2011, 05:25 AM
My concern there was anti-tank. The job of the Interceptors was to assault vehicles. You don't think this is necessary?

Maybe, but the justicar has a decent chance of getting 3 S10 attacks on the charge, master craft it and there's a good chance of them hitting. Everyone else should get S5 attacks on rear armour which will do for most tanks short of a land raider.

This assumes you get hammerhand off so you may want to take an extra one or two in case but for all the squad it makes them 36 points each which is a fairly hefty price tag.

Gordius
04-03-2011, 05:52 AM
I'd strongly consider giving the Dreads two autocannons and Psybolts. It'll give you long range options for anti armour, and the extended range means you can make them scoring with the Grand Master and get them to guard an objective.

celestialatc
04-03-2011, 06:22 AM
Dreadnought, Extra Armour

Dreadnought, Extra Armour



What are you putting on the Dreadnoughts other than extra armour? The autocannon/psybolt combo is awesome.

Tavendale
04-03-2011, 07:06 AM
Ok, a redraft. Taken on board some comments. Thanks a lot for the comments so far, any further suggestions would be greatly appreciated.


Grey Knight Grand Master, Incinerator, Rad Grenades

5 Paladins, Master Crafted Hammer, Falchions, 2x Psycannon, Banner of Brotherhood

10 Man Strike Squad, 2x Psycannon, Rhino

10 Man Strike Squad, 2x Psycannon, Rhino

5 Interceptors, Psybolt, Psycannon, Master Crafted Nemesis Daemon Hammer

Dreadnought, Autocannon, Psybolt

Dreadnought, Autocannon, Psybolt


1500 points exactly

Tavendale
04-03-2011, 07:13 AM
Do you mean a twin linked autocannon and a dread ccw, or two twin linked autocannons?

Tavendale
04-03-2011, 07:21 AM
Thanks a lot for the advice so far. Here's a redraft. Any further comments would be greatly appreciated. In particular, it was mentioned giving the Paladins some weapon options. What would you replace to give them those?

Grey Knight Grand Master, Incinerator, Rad Grenades

5 Paladins, Hammer, PC/Sword, Banner of Brotherhood, PC/Halberd, Sword

10 Man Strike Squad, 2x Psycannon, Rhino

10 Man Strike Squad, 2x Psycannon, Rhino

5 Interceptors, Psybolt, Psycannon, Master Crafted Nemesis Daemon Hammer

Dreadnought, TL Autocannon, TL Autocannon, Psybolt

Dreadnought, Autocannon, TL Autocannon, Psybolt


1500 points exactly

isotope99
04-03-2011, 07:24 AM
The double autocannon upgrade is undercosted because psybolts are fixed at only 5 points.

This gives you 4 twin linked S8 shots that will reliably put the hurt on AV10-12 (mainly transports).

Not clear whether you can actually make these scoring with the GM (vehicle troops can't score), but my feeling is no. You can however make them scout which will get you side/rear shots against for example IG Russes or artillery hiding behind terrain.

The paladins is just to give you wound allocation options.

E.g. If you kept all of yours as force swords, you'd have three groups:
Banner guy
2 Psycannon guys
2 regular guys

So ignoring Instant Death you'd lose someone when you take the fourth wound on the squad.

Mix the CC weapons (say swords, halberds and hammers as they're all free) and you only lose someone on the sixth wound the squad takes.

My suggestion would be:
1) Brotherhood banner
2) psycannon & sword
3) psycannon and halberd
4) Daemon hammer
5) sword or halberd

Tavendale
04-03-2011, 07:26 AM
Not clear whether you can actually make these scoring with the GM (vehicle troops can't score), but my feeling is no. You can however make them scout which will get you side/rear shots against for example IG Russes or artillery hiding behind terrain.

The rule specifies walkers, so I think it does.

Adjusted weapons on Paladins.

isotope99
04-03-2011, 07:33 AM
The rule specifies walkers, so I think it does.

You can certaibly give them the rule but the wording in the book is "can claim objectives as if they were troops". Walkers that are troops (e.g the ork dredd with a big mek is the only example I can think of) can't ordinarily claim objectives as they are vehicles.

It's not really 100% clear and I would expect it to be in the FAQ. Fingers crossed for one sooner rather than later as there are a few unclear bits in the book.

DarkLink
04-03-2011, 02:21 PM
"as if they were troops" doesn't mean that they're scoring because they count as troops. It means, "troops score, and these guys do to". It's a pointless additions that only confuses the issue.

Look at the Furious Charge and Counter Assault rules. With CA, the models "gain +1A as if they were charging". If they're charging, then they get FC as well. However, GW ruled that "as if they were charging" does not mean they are charging, just that it is a similar case and so they get +1A but not FC. To be consistent with that ruling, Walkers can become scoring.

DoctorEvil
04-03-2011, 07:01 PM
My concern there was anti-tank. The job of the Interceptors was to assault vehicles. You don't think this is necessary?

I think the issue is that Interceptors are not the ideal choice for anti-tank. While the strength of Interceptors is their superior mobility, not being able to assault the same turn they teleport means that a Demonhammer equiped squad will get shot at before they can assault and use the Demonhammers. With only 5 men in the squad, their surviability is questionable.

In my opinion the role of the Interceptors is two-fold; (1) Late game objective claimer/contester. The GM's Unyielding Anvil ability makes them a champ in this role. (2) The Cavalry. One of your key units (actually every unit in a GK list is a key unit) under heavy enemy fire? Interceptors to the rescue.

DarkLink
04-03-2011, 07:40 PM
No single GK unit is ideal for anti-tank, but each has the capacity to kill a tank if you equip one properly. Having a pair of psycannons that can jump into the opponent's rear arc and/or assault very quickly with a str 10 Daemonhammer is a pretty decent option for killing tanks, considering that all your squads should be able to pick up the slack if your dice fail.