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Pure Grey Knights force?


hendybadger

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I am in the process of starting and building a Daemonhunters force.

I like to theme armies so Im tempted by a Pure Grey Knights strike force.

Also want to keep it in one codex. No SM or IG allies.

 

What are your thoughts on this kind of force?

What are must haves and must avoids?

How would you play them?

And finaly, what are the biggest pros and cons of them?

 

Thanks in advance

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Short answer: I wouldn't. Pure GKs are not a viable balanced, all-comers army.

 

Check out this topic for pure DH codex-only armies that are decent all-comers army builds. You can still get some GK action in there, just not as much as you might like. :)

I'm planning to do the same thing as you. A pure GK force with one or two Dreads and a LR or 2.

For casual games they'll rock and they are rare plus gorgeous to look at.

Just don't expect them to be Tournament winners unless you opt for Land Raider spam.

Im not really planning on tournaments. Just fun games at my home and local club.

And I agree with the rare and gorgeous parts. I havent even seen a DH force down here in cornwall yet. In 4 years.

The Dreads could be fun. Esp the FW models. Stunning!

Could the 'meat'be used from just the DH codex?

If you mean Stormtroopers, then yes, they are a fairly good "meat".

Just make sure that the meat knows how to shield, and then your Grey Knights will have found a new wargear item: Meatshield at +10 points per model, plus additional options.

A pure Grey Knight army can be done, though as number6 pointed out it's pretty low on the totem pole as far as balanced, viable armies go. However, I myself run a pure-GK force and have managed to do quite well with it. If you're dead set on building that kind of force and want some advice, I'll share what experience I can.

 

First off, Land Raiders. It's so important, I'll say it again: LAND RAIDERS. Put your entire army in Land Raiders. Don't be afraid to make half your army's point value be Land Raiders. They protect your expensive troops (which is important since, though Grey Knights are very powerful offensively, they're no more resilient than standard Space Marines), they provide a high-speed maneuvering transport, they serve as a platform for one of the two available options for anti-tank (the other being Dreadnoughts, which are simply not as good), their AV14 allows you to Tank Shock with abandon, and they're darn hard to take down, especially en masse. Mechanized armies are becoming more and more popular with the rules changes in 5th Ed, and those changes only more firmly cement this as the most viable option for this type of force.

 

Secondly, take as many Incinerators as you can. The Tank Shock + Incinerator combo is the best method that pure GK have for dealing with hordes, and you can easily clear 20+ Orks or Nids in one turn using them.

 

Also, if you're taking Land Raiders, read the tank rules. Then go read them again. Try and recite them, if you can. Since the entire army will be tied up in those tanks, you need to be intimately familiar with how they move and what they can do. If you could even do some research into historical tank tactics, it wouldn't be a bad idea.

 

If you're running this type of force, there are a lot of resources on this forum for things to do with it. What it ultimately boils down to is that if you want to play it, and you'll have fun doing so, then do it! Enjoy your army first and foremost. Good luck to you!

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