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View Full Version : Making GK + Daemons work



DWest
05-24-2014, 02:38 AM
The Story
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As most of you have probably seen by now, with 7th edition you are permitted to ally two codices with the "Comes the Apocalypse" relationship, albeit with some heavy restrictions. Of the new possible combinations, the one most likely to be singled out as "arbitrary silliness (http://youtu.be/1gFP0Z4g11w)" is the combination of Grey Knights and Chaos Daemons. And it's true, there is no conceivable reason why the Grey Knights would willingly aid Daemons of Chaos, their nemesis, the very thing they were created to destroy.

However, the reverse is not entirely true, although you would need a pretty compelling reason for Daemons to actually come to the aid of the Knights. Fortunately, the Grey Knights Codex provides us just such a reason in the form of Grand Master Kaldor Draigo, who has been trapped in the Warp for centuries, being passed back and forth between the domains of the Ruinous Powers like some perverse game of "hot potato". Occasionally, poor Draigo manages to escape the warp to come lead his Knights in battle against some heinous foe, but always at the end he gets snatched back up.

But this time, something unusual catches the bale eye of Khorne, sends a tremor through Tzeentch's skeins of fate- there's something out there, in the mortal realm, something nasty enough that it might snuff out their plaything. And if there's one thing the Ruinous Powers can agree on, it's that no mortal agency is going dictate how and when their fun ends, and so they scoop up whatever lot of their minions are near enough to where Draigo made his exit and fling them into the mortal realm to ensure that the Grand Master lives through the coming battle.

The List
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I don't have a proper points-distributed list for this idea yet, but it will most likely be Unbound, because you effectively have 3 separate armies on the table, each with their own plan, they just all happen to be attacking the same target. Otherwise, the Daemons should technically be the primary detachment, to emphasize the fact that Draigo and his Knights are just pawns in this game, being played for laughs by their most hated foe.

-Army #1 is the Grey Knights Strike Force; most likely consisting of Draigo himself, a small squad of Terminators or Paladins, a Strike Squad for their 2nd Troop, and maybe a teleporter Dreadknight? The idea is to model the kind of strike team that could be quickly teleported into position to take out a specific objective. Ideally, this unit would come out to exactly 1000 points as if the Inquisition (the player) got incorrect intelligence on the nature of the threat (two thousand points? I thought you said one thousand) and are now outnumbered badly enough that the Ruinous Powers are right to worry.

-Army #2 is the Khornate chunk of the Daemonic reinforcements, comprised of a winged Bloodthirster (someone who's tangled with Draigo in the past, and wants to make sure he stays alive long enough for a rematch), a large blow of Bloodletters, and Flesh Hounds; these guys want to move fast and rush straight into the heart of the enemy line, smashing it asunder before it can take their toy away.

-Army #3 is the Tzeentch contingent, with a Herald on Disc, Screamers, Pink Horrors in reserve, possibly Flamers or the Burning Chariot; just because it's a rush job, there's no reason not to be smart about things, and the Herald is here to "manipulate fate" by strategically smashing whatever could do the most harm to the Grand Master.