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Pure Grey Knights 'Ard Boyz list


Polaris

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Thinking about going down to my local GW to play some 'Ard Boyz!

 

This list isnt really all that competitive ( as in, I didnt try to "gear out" to win ) I just want to have some fun and play some Warhammer 40k!

 

HQ

GM with melta bombs

9 Grey Knight terminators

 

Elite's

BC with melta bombs

4 Grey knight terminators

 

BC with melta bombs

4 Grey knight terminators

 

Troops

Grey knight Justicar

2 Grey Knights

2 Grey Knights with Psycannons

 

Grey knight Justicar

2 Grey Knights

2 Grey Knights with Psycannons

 

Grey knight Justicar

2 Grey Knights

2 Grey Knights with Incinerators/tele homer

 

Grey knight Justicar

2 Grey Knights

2 Grey Knights with Incinerators/tele homer

 

Grey knight Justicar

2 Grey Knights

2 Grey Knights with Incinerators /tele homer

 

Heavy support

 

Grey Knight Land Raider w/ Extra Armor and smoke

 

Grey Knight Land Raider w/ Extra Armor and smoke

 

Grey Knight Land Raider w/ Extra Armor and smoke

 

Attack plan

 

I want to use the HQ to run straight at the other player to intimidate the heck out of him/her while the 3 Land Raiders roll up on to objectives with the incenerators.

 

The 2 squads of psycannon's hang back and use shrouding to avoid fire while picking off what they can.

 

The other squad's of Grey knight terminators are on Deep Strike reserve.

 

Any constructive criticism??

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First off, Terminators can't have melts bombs.

 

Second, our Teleport Homers don't actually work (Codex trumps Rulebook, and our codex does not reference a current teleport homing rule).

 

And thirdly, you might want to take more PAGK's and less Psycannons, just to let your troops be more survivable.

 

SJ

Pardon my ignorance, but where does it say that Terminators cant have meltabombs?

Page 16 of the Codex, Terminators only have access to weapons and wargear marked with an *. Note the distinct lack of an * next to the entry for Melta bombs.

 

And page 16 of the Daemon Hunters codex " Daemon hunters armoury" lists a Teleport Homer and page 18 lists the rules for it.

Rules that don't work in 5th edition.

Where does it say they CAN have meltabombs?

 

My Grandmaster and Brother Captian are getting Melta bombs. The codex says they can be armed with ANY piece of wargear.

 

 

Rules that don't work in 5th edition.

 

Why dont the Teleport Homers work now? It was my understanding that Codex's take precedence over the rule book.

 

 

I am not trying to be argumentative , just trying to figure out work these rules work.

My Grandmaster and Brother Captian are getting Melta bombs. The codex says they can be armed with ANY piece of wargear.

I'm afraid not. The top of the armoury states that models in terminator armour may only take items marked with an asterisk (*). Melta bombs are not so marked.

Why dont the Teleport Homers work now? It was my understanding that Codex's take precedence over the rule book.

Templates are not involved in deep striking. They were way back in 3rd edition, but not since. So, by the technical, literal RAW, DH TP homers don't function because they reference rules that no longer exist. And according to the 5th edition BRB FAQ, any rules that reference game mechanics or older rules that don't exist in the current edition of the game are to be completely ignored. (This is why the Daemonic Infestation rule on p. 8 of the DH codex has no effect any more.)

 

That said, I think virtually anybody you play, even in a tournament, will let you use TP homers as commonly expected, which is to say, as they function in the current SM codex. (I know I'd let you use them. Big deal.) But, by the literal RAW, that would be cheating. :(

25 Killpoints for Mission 2 isn't bad, but your army is really fundamentally weak. Your anti-tank consists of 6 TLLCs, which will not be enough to really achieve anything against AV13+. Disabling the Land Raiders means you lose against a mech list. Your HQ is to big to fit inside the Land Raiders, which I assume means you intend to deepstrike it. You need to pair it down to a GM and 7 terminators and put it in a Land Raider Crusader if you have one. Before I go into more depth explain how you intend to play this list against the following armies.

 

Mechanised/Fast Orks

- 3 Battlewagons with PK Nobz and Warboss+KFF Mech

- Nob Bikers

 

Chaos

- Dual Lash template Spam

- Close Combat Berzerker Landraider Spam

- +2 Vindicators and Plague Marines

- Abbadon

 

Space Marines

- TH/SS terminators and Landraiders

- MM Dreadnought Spam

- Lysander

- Calgar

- Plasma Cannon Spam

 

IG

- Mechanised

- Artillery Heavy

- Air Cav

 

Dark Eldar

- Disintegrator, First turn assault, dark lance spam

 

Tau

- 9 Broadsides

- 3 Hammerheads

 

Eldar

- Mechanised Eldrad, 3x firedragon Wave Serpaents

- Eldrad, 20+ Wraithgaurd

 

Nids

- 10+ Monstrous Creatures.

Thanks 6 for clearing the meltabomb thing up. Looks like I have some re-working to do haha : )

 

 

I am not very experienced in the world of 40k. It's very hard to say EXACTLY what I will do from behind a computer and not at a game board. A lot of the scenarios you mentioned I have never played and honestly have no idea what half the units are you mentioned. All I know is, I have 18 grey knight terminators, 3 land raiders and 25 PAGK's with psycannons and incinerators. I am pretty sure that as long as I keep my cool and keep my units alive as long as possible I will be alright.

 

As for the 10+ Monstrous creatures, Lysander, Calgar , Abbadon and the Warboss. Well...... The GM's force weapon "slays outright" hahah ; )

That's cool, sorry to come off as a bit of a jerk, I just wasn't sure what your intent was going into the tournament.

 

Given that knowledge I think you need to split your GKTs into 2 squads of 5 and a big teleporting squad to balance out their hitting power and have them in 2 of the Landraiders. Godhammers arn't the greatest assault tank, but they can be pretty good with power of the machine spirit. You still get to fire one of the lascannons after moving 12" and you can purchase the old school smoke with the points you save on teleport homers and melta bombs. You want to get in your opponents face with the terminators as soon as possible. The incinerators are hard since you have the models, but they can still play a mid range support roll. Or, you could load one squad up in one of the Land Raiders and leave a termie squad to deepstrike and disrupt the enemy backline in the late game. Just remeber to keep your psycannon GKs at a distance to maximize the effectiveness of the shrouding. Below are a few wargear items you should consider that are already WYSIWYG on GKs. You should have plenty of points from pulling off Teleport Homers and melta bombs. If nothing else I would definitely distribute the termies more so that the Grand Master and retinue fits into a Land Raider.

 

Grand Master

Hammer Hand- This is a critical psychic power in case the GM gets caught by a dread. It turns him from dog food into a dread bashing machine.

Sacred Incense- A must if you expect to face any Chaos army

Grimoire- Useful against Daemons and Daemon Princes

Master Crafting- If you expect the GM to be in close combat a lot this can be a life saver, especially against big uglies and SM special characters.

 

Justicar

Targeter and Frag Grenades - For only 2 points total these two pieces of wargear are a neccessity, especially on psycannon squads or assault squads. You want to be able to pre measure distances to targets and hit at initiative with that power weapon.

I like your attitude, Polaris. :pinch: If you feel up to it, give us a batrep wrap-up of your games, win or lose.

 

Thanks! I most certainly will post a batrep! I am playing a few friends tomorrow ( tau and space marine players ) and will be testing out a scaled down version of my Grey Knights army. I'll post a batrep of that as well.

 

 

 

That's cool, sorry to come off as a bit of a jerk, I just wasn't sure what your intent was going into the tournament.

 

Given that knowledge I think you need to split your GKTs into 2 squads of 5 and a big teleporting squad to balance out their hitting power and have them in 2 of the Landraiders. Godhammers arn't the greatest assault tank, but they can be pretty good with power of the machine spirit. You still get to fire one of the lascannons after moving 12" and you can purchase the old school smoke with the points you save on teleport homers and melta bombs. You want to get in your opponents face with the terminators as soon as possible. The incinerators are hard since you have the models, but they can still play a mid range support roll. Or, you could load one squad up in one of the Land Raiders and leave a termie squad to deepstrike and disrupt the enemy backline in the late game. Just remeber to keep your psycannon GKs at a distance to maximize the effectiveness of the shrouding. Below are a few wargear items you should consider that are already WYSIWYG on GKs. You should have plenty of points from pulling off Teleport Homers and melta bombs. If nothing else I would definitely distribute the termies more so that the Grand Master and retinue fits into a Land Raider.

 

Grand Master

Hammer Hand- This is a critical psychic power in case the GM gets caught by a dread. It turns him from dog food into a dread bashing machine.

Sacred Incense- A must if you expect to face any Chaos army

Grimoire- Useful against Daemons and Daemon Princes

Master Crafting- If you expect the GM to be in close combat a lot this can be a life saver, especially against big uglies and SM special characters.

 

Justicar

Targeter and Frag Grenades - For only 2 points total these two pieces of wargear are a neccessity, especially on psycannon squads or assault squads. You want to be able to pre measure distances to targets and hit at initiative with that power weapon.

 

Thanks for the advise, I really appreciate it. After visiting other forums its apparent that the crew here is VERY knowledgeable when it comes to 40k. I think I am going to learn a lot : )

 

As for splitting up the terminator squads, I think thats a great idea and will probably add some versatility to my list.

 

Could you direct me to the "power of the machine spirit" rules. I have looked in the daemon hunter codex and cant seem to find it.

 

Considering I can't have melta bombs I will DEFIANTLY have to get Hammer Hand. Targeters are a GREAT idea I can't believe I forgot them! I'll start re-working my list tonight and I'll show you guys what I come up with.

Could you direct me to the "power of the machine spirit" rules. I have looked in the daemon hunter codex and cant seem to find it.

 

Go look at the DH FAQ on GWs site, it explains what PoTMS can do, but basically it allows you to fire an additional weapon: at a different target, no matter how far you moved, with BS4. I think the only place its totally spelled out is in the new SM codex.

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