PDA

View Full Version : 1500 Grey Knights



Dominic
04-19-2011, 11:43 AM
Here's what I'd hope would become my standard 1500 points GK list:

HQ

Inquisitor
Lvl 1 Psyker w/ Psychic communion, x5 servo skulls

Inquisitor
Lvl 1 Psyker w/ Psychic communion

ELITES

Callidus Assassin

Vindicare Assassin

TROOPS

x5 Grey Knights
Razorback w/ T/L lascannon

x5 Grey Knights
Razorback w/ T/L lascannon

x5 Grey Knight Terminators
x4 Halberds, Justicar Anval Thawn, Incinerator

x5 Grey Knight Terminators
x4 Halberds, M/C Nemesis Daemon Hammer, Incinerator

x5 Grey Knight Terminators
x4 Halberds, M/C Nemesis Daemon Hammer, Psycannon

1500

Ideally, I'd like the army to work something like this:


The standard squads, their razorback and attached Inquisitor stay in my deployment area for as much as the game as possible; they are mainly designed to help bring in reserves when I want (courtesy of the Inquisitors) and take my home objectives. I need a way to hold objectives with 'cheap' units.


The Terminator squads are there to take the midfield from turn 2 onwards, deep striking in with the help of the Servo Skulls; I've Master Crafted the Daemon Hammer as then I should hopefully hit with a least 1 of the Strength 10 attacks, I don't fancy not risking the re-roll I would I get. I'm quite fond of the Incinerators, as they help deal with hordes (strength 6 is especially useful when facing orks) and the lone psycannon might pop enemy armor occasionally. Justicar Thawn is in there for two reasons, firstly, he has psychic mastery lvl 2, meaning he can cast hammerhand and activate the force weapons (very beneficial when facing big nasty MCs), secondly, his ability to never die can be useful when playing for killpoints, and for holding/contesting an objective (he might be able to get up at the last minute and hold/contest it!).


Finally, the two assassins each have a small, but crucial role to play. As mentioned above, the Vindicare is there to be annoyance and maybe take out a few threats (low AP guns, power weapons/fists etc.). On the other hand, the Callidus will either try to stay off the board as long as possible, showing up at the last minute to take out a unit holding/contesting an objective, or get me another killpoint; or, she will come on as soon as I can get her on, to take out a threat (e.g. lascannon carrying longfangs).

For further tactics relating to this list, as well as the process for my eventually coming to this standard list, vist my blog: Grey Knights Blog (http://grey-knights.blogspot.com/2011/04/my-1500-points-grey-knight-list.html)

C & C welcome

DarkLink
04-19-2011, 01:39 PM
Callidus isn't good enough to warrant her when you could take another GKSS/Razorback squad or bulk up your undersized squads instead. Two assassins is a few too many points in 1500, and the Vindicare is much better than the Callidus.

Minor detail, but Inquisitors can only take 3 skulls per, so one would have 3 and the other would have 2. Can't have 5 skulls on one Inquisitor. I only mention it as someone might complain, it's not a big deal.


Incinerators on foot units are pretty much useless. They're already a hard sell when they take up a Psycannon slot (which is twice as valuable because you don't have nearly enough anti-tank). You're going to get one shot per game in all likelyhood. They need a vehicle to be useful. Take Psycannons instead. You'll do much, much more damage over the course of the game that way.


And don't deepstrike just for the sake of deepstriking. Your Terminators can walk into the midfield just as quickly, and you don't have to worry about reserve rolls. That saves you points because you don't need to buy the second Inquisitor just to get psychic communion. Drop him, and use those points to get psycannons.


Lastly, I would put two of the Terminator squads together. 10 Terminators can laugh off most enemy assaults, and you can always combat squad them.

Here's the list I'd take instead:

Xenos Inquisitor, Psychic Communion, 3 Skulls, Rad/Psykotroke Grenades

Vindicare

2x 6 GKSS, Psycannon, Razorback, Las/Plasma

10 Terminators, 2 Daemonhammer, 2 Psycannons, Thrawn

7 Terminators, 1 MC Daemonhammer, 1 Psycannon


That gets you 2 more GKSS, 2 more Terminators, an anvil unit of Terminators that can march up the center of the board and laugh at your opponent the whole way, and a lot more anti-tank than you had before.