ivangterrace
05-11-2011, 09:39 PM
First off, the list
2500 Pts - Grey Knights Roster
HQ: Grey Knight Grand Master (1#, 180 pts)
1 Grey Knight Grand Master, 180 pts (Nemesis Force Halberd)
Elite: Purifier Squad (10#, 280 pts)
1 Purifier Squad, 280 pts
1 Knight of the Flame
3 Purifier (Psycannon)
4 Purifier
2 Purifier (Nemesis Daemonhammer)
Elite: Venerable Dreadnought (1#, 190 pts)
1 Venerable Dreadnought, 190 pts (Psyflame Ammunition; Multi-melta; Nemesis Doomfist with Heavy Flamer)
Elite: Venerable Dreadnought (1#, 190 pts)
1 Venerable Dreadnought, 190 pts (Psyflame Ammunition; Multi-melta; Nemesis Doomfist with Heavy Flamer)
Fast Attack: Stormraven Gunship (1#, 235 pts)
1 Stormraven Gunship, 235 pts (4x Mindstrike Missiles; Twin-Linked Assault Cannon; Twin-Linked Multi-melta; Hurricane Bolters (each side)
Fast Attack: Stormraven Gunship (1#, 235 pts)
1 Stormraven Gunship, 235 pts (4x Mindstrike Missiles; Twin-Linked Assault Cannon; Twin-Linked Multi-melta; Hurricane Bolters (each side)
Fast Attack: Grey Knight Interceptor Squad (10#, 280 pts)
1 Grey Knight Interceptor Squad, 280 pts
1 Justicar
2 Grey Knights (Psycannon)
7 Grey Knights
Troops: Grey Knight Strike Squad (5#, 110 pts)
1 Grey Knight Strike Squad, 110 pts
1 Justicar
1 Grey Knight (Psycannon)
3 Grey Knights
Troops: Grey Knight Strike Squad (5#, 110 pts)
1 Grey Knight Strike Squad, 110 pts
1 Justicar
1 Grey Knight (Psycannon)
3 Grey Knights
Troops: Grey Knight Strike Squad (5#, 110 pts)
1 Grey Knight Strike Squad, 110 pts ((C:GK, pg. 28); Unit Type: Infantry; And They Shall Know No Fear; Brotherhood of Psykers; Combat Squads; Deep Strike; Preferred Enemy (Daemons); The Aegis; Hammerhand; Warp Quake)
1 Justicar
1 Grey Knight (Psycannon)
3 Grey Knights
Troops: Grey Knight Strike Squad (5#, 110 pts)
1 Grey Knight Strike Squad, 110 pts
1 Justicar
1 Grey Knight (Psycannon)
3 Grey Knights
Heavy Support: Nemesis Dreadknight (1#, 235 pts)
1 Nemesis Dreadknight, 235 pts (Personal Teleporter; Nemesis Doomfist; Nemesis Doomfist; Heavy Incinerator)
Heavy Support: Nemesis Dreadknight (1#, 235 pts)
1 Nemesis Dreadknight, 235 pts (Personal Teleporter; Nemesis Doomfist; Nemesis Doomfist; Heavy Incinerator)
Everything has a 24 inch maximum range but will the fact that I can get nearly everyone across the table turn 1 be enough to counter-act the lack of range variety?
For anti-tank I have the stormravens and dreadnoughts for my melta needs. They are both pretty damn annoying meltas if I do say so myself, they have a good chance to hit and both are harder to kill than your average AV12 vehicle.
For anti-infantry, damn near everything can handle those not in transports, whether it's shooting or close combat.
My biggest issue is that my purifier combat squads will have to stay out in the open then embark onto the stormravens but if one dies, I can always embark a nearby strike squad, so I am not totally screwed on that department.
The grand master is nice because I can get myself some scoring units or scout the dreadknights forward.
How do you think this list would do? The least flexible thing by itself is the grand master, but I figure his powers make up for the lack of AT on him.
If I do shove an inquisitor in, I could squeeze another strike squad in, but I'm unsure if shoving henchmen in the fifth troops slot would be worth it or if shoving in a strike squad in that 5th troops squad would be worth it.
I'll say it again, this list looks like it can get up in one's face pretty fast and knock a few teeth out. Reality check please?
2500 Pts - Grey Knights Roster
HQ: Grey Knight Grand Master (1#, 180 pts)
1 Grey Knight Grand Master, 180 pts (Nemesis Force Halberd)
Elite: Purifier Squad (10#, 280 pts)
1 Purifier Squad, 280 pts
1 Knight of the Flame
3 Purifier (Psycannon)
4 Purifier
2 Purifier (Nemesis Daemonhammer)
Elite: Venerable Dreadnought (1#, 190 pts)
1 Venerable Dreadnought, 190 pts (Psyflame Ammunition; Multi-melta; Nemesis Doomfist with Heavy Flamer)
Elite: Venerable Dreadnought (1#, 190 pts)
1 Venerable Dreadnought, 190 pts (Psyflame Ammunition; Multi-melta; Nemesis Doomfist with Heavy Flamer)
Fast Attack: Stormraven Gunship (1#, 235 pts)
1 Stormraven Gunship, 235 pts (4x Mindstrike Missiles; Twin-Linked Assault Cannon; Twin-Linked Multi-melta; Hurricane Bolters (each side)
Fast Attack: Stormraven Gunship (1#, 235 pts)
1 Stormraven Gunship, 235 pts (4x Mindstrike Missiles; Twin-Linked Assault Cannon; Twin-Linked Multi-melta; Hurricane Bolters (each side)
Fast Attack: Grey Knight Interceptor Squad (10#, 280 pts)
1 Grey Knight Interceptor Squad, 280 pts
1 Justicar
2 Grey Knights (Psycannon)
7 Grey Knights
Troops: Grey Knight Strike Squad (5#, 110 pts)
1 Grey Knight Strike Squad, 110 pts
1 Justicar
1 Grey Knight (Psycannon)
3 Grey Knights
Troops: Grey Knight Strike Squad (5#, 110 pts)
1 Grey Knight Strike Squad, 110 pts
1 Justicar
1 Grey Knight (Psycannon)
3 Grey Knights
Troops: Grey Knight Strike Squad (5#, 110 pts)
1 Grey Knight Strike Squad, 110 pts ((C:GK, pg. 28); Unit Type: Infantry; And They Shall Know No Fear; Brotherhood of Psykers; Combat Squads; Deep Strike; Preferred Enemy (Daemons); The Aegis; Hammerhand; Warp Quake)
1 Justicar
1 Grey Knight (Psycannon)
3 Grey Knights
Troops: Grey Knight Strike Squad (5#, 110 pts)
1 Grey Knight Strike Squad, 110 pts
1 Justicar
1 Grey Knight (Psycannon)
3 Grey Knights
Heavy Support: Nemesis Dreadknight (1#, 235 pts)
1 Nemesis Dreadknight, 235 pts (Personal Teleporter; Nemesis Doomfist; Nemesis Doomfist; Heavy Incinerator)
Heavy Support: Nemesis Dreadknight (1#, 235 pts)
1 Nemesis Dreadknight, 235 pts (Personal Teleporter; Nemesis Doomfist; Nemesis Doomfist; Heavy Incinerator)
Everything has a 24 inch maximum range but will the fact that I can get nearly everyone across the table turn 1 be enough to counter-act the lack of range variety?
For anti-tank I have the stormravens and dreadnoughts for my melta needs. They are both pretty damn annoying meltas if I do say so myself, they have a good chance to hit and both are harder to kill than your average AV12 vehicle.
For anti-infantry, damn near everything can handle those not in transports, whether it's shooting or close combat.
My biggest issue is that my purifier combat squads will have to stay out in the open then embark onto the stormravens but if one dies, I can always embark a nearby strike squad, so I am not totally screwed on that department.
The grand master is nice because I can get myself some scoring units or scout the dreadknights forward.
How do you think this list would do? The least flexible thing by itself is the grand master, but I figure his powers make up for the lack of AT on him.
If I do shove an inquisitor in, I could squeeze another strike squad in, but I'm unsure if shoving henchmen in the fifth troops slot would be worth it or if shoving in a strike squad in that 5th troops squad would be worth it.
I'll say it again, this list looks like it can get up in one's face pretty fast and knock a few teeth out. Reality check please?