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
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