Red_Lep Posted August 14, 2010 Share Posted August 14, 2010 I've been recently working on my different armies and now that my Deathwing is getting close to done, I was wanting to start planning my Grey Knights. I just need some general advice on how to equip/use the different units at 1500pts. I've only used a 1000pt list with other DH choices(mainly Stormtroopers), but I'm removing the others to make a pure GK force. Grandmaster with retinue(4) I was thinking of giving the Grandmaster and retinue Psycannons, any other options I should consider? PA Grey Knights I've only used 2 small units of 5 that were nice with Stormtroopers support, but I doubt such small units will be useful without the ISTs. I was thinking I'd add in 2 more squads and raising them to 7, but I don't know about adding in Psycannons. Thoughts/Opinions? Dreadnoughts I'm stuck on whether to use 3 like in my Deathwing, or if I should add a Crusader aswell. Also, how should they be armed? I was thinking of Lascannon/DCCW with Incinerator since the ML has not been too useful in either my DW or GK. Purgation Squad I've been told they generally aren't useful, but I have some Psycannons so I've been considering them. Bad idea? Link to comment https://bolterandchainsword.com/topic/208537-pure-gk-advice/ Share on other sites More sharing options...
Darkmagi Posted August 14, 2010 Share Posted August 14, 2010 I've been recently working on my different armies and now that my Deathwing is getting close to done, I was wanting to start planning my Grey Knights. I just need some general advice on how to equip/use the different units at 1500pts. I've only used a 1000pt list with other DH choices(mainly Stormtroopers), but I'm removing the others to make a pure GK force. Welcome to the Ordo Mallus Brother you will find that many of the members here are very knowledgeable and you will find a great amount of knowledge to fight the arch enemy Grandmaster with retinue(4)I was thinking of giving the Grandmaster and retinue Psycannons, any other options I should consider? Its not a bad idea although if your going for the mobile fire-base I'd use a Brother captain with psycannon and a psychic hood and another psycannon in the squad to save on points. I find the Grandmaster is best used in CC. PA Grey KnightsI've only used 2 small units of 5 that were nice with Stormtroopers support, but I doubt such small units will be useful without the ISTs. I was thinking I'd add in 2 more squads and raising them to 7, but I don't know about adding in Psycannons. Thoughts/Opinions? Mini Purgation squads as they are known can be very effective, Ive found a 5 man squad with 2 psycannons can be a good objective sitter, while an 8 man squad with 2 incinerators jumping out of a land raider can be devastating. as for the IST's they really are a play-style choice, I play pure knights so i don't use them but they are a good throw away anti-tank unit. DreadnoughtsI'm stuck on whether to use 3 like in my Deathwing, or if I should add a Crusader aswell. Also, how should they be armed? I was thinking of Lascannon/DCCW with Incinerator since the ML has not been too useful in either my DW or GK. Honestly the rule i use is 1 Land Raider variant per 500 points until 1500, preferably 2 God-hammer and 1 Crusader pattern although i sometimes I reverse it and go 1 God-hammer and 2 Crusaders . I don't really find purgation squads all that useful and the dreds as they have no choice but to foot slog I find too vulnerable Purgation SquadI've been told they generally aren't useful, but I have some Psycannons so I've been considering them. Bad idea? They arn't usually helpful but using them in 2's in a regular squad makes for a good objective sitter. I hope this was helpful for you Link to comment https://bolterandchainsword.com/topic/208537-pure-gk-advice/#findComment-2488510 Share on other sites More sharing options...
Red_Lep Posted August 14, 2010 Author Share Posted August 14, 2010 Thanks very much! Tried writing up a 1850 list(found out thats the usual points level) and this is what I've come up with: HQ- 320 Brother-Captain- 111 ~Psychic Hood ~Psycannon Retinue(4)- 209 ~Psycannon **Like you said, mobile fire-base .................................................................................................... ............................. Troops- 890 2x Grey Knights(8)- 245 ~2 Incinerators **Go in Crusaders 2x Grey Knights(5)- 200 ~2 Psycannons **Objective sitters .................................................................................................... ............................. Heavy Support- 635 2x Crusader- 255 **I like the idea of a Crusader better than the Godhammer Dreadnought- 125 ~Assault Cannon ~Incinerator **Had the points and couldn't decide on anything else. .................................................................................................... ............................. Total- 1845 Thanks again for the help :P Link to comment https://bolterandchainsword.com/topic/208537-pure-gk-advice/#findComment-2488537 Share on other sites More sharing options...
Red_Lep Posted August 14, 2010 Author Share Posted August 14, 2010 Just thought of something, what is the optimal size for Terminator units? I ask because I think if I drop the Dreadnought(which I don't think is adding much) and 2 Terminators off the Retinue, I could afford a second Terminator squad with the same weapons load. So basically no dreadnought but 2 3-man squads of Terminators. I'm a little worried about the size but since they are a mobile fire-base I'm going to avoid combat. Link to comment https://bolterandchainsword.com/topic/208537-pure-gk-advice/#findComment-2488550 Share on other sites More sharing options...
Gaz1858 Posted August 14, 2010 Share Posted August 14, 2010 The Grey Knights are awesome. Dont let anyone tell you differently. Below is the list i used for a long time. I won 90%+ of the games i played. Although numerous people on nhere (ie most) will tell you you need more than 5 man units i found 5x5 to be more than effective. GKGM - Psycannon,psychic hood,hammerhand,sacred incense Just + 4PAGK - 2Psycannons,Targeter,frag Just + 4PAGK - 2Psycannons,Targeter,frag Just + 4PAGK - Frag,meltabomb Just + 4PAGK - Frag,meltabomb Just + 4PAGK - Frag Dread - TLLC,EA,smoke,searchlight Dread - TLLC,EA,Smoke,searchlight Dread - TLLC,EA,Smoke,searchlight Link to comment https://bolterandchainsword.com/topic/208537-pure-gk-advice/#findComment-2488553 Share on other sites More sharing options...
number6 Posted August 15, 2010 Share Posted August 15, 2010 For pure GK, Red, that's a fine list. ;) Be warned, though. Pure GK are a very gimped army in 5th edition, sad to say. :( Your list is excellent for what can be done with pure GKs, but if anybody can crack open your Raiders you'll be in a world of hurt. And Raiders are absolutely required to make pure GKs work at all. If you're interested in more competitive builds -- and it sounds like you have ISTs -- check out the lists on display here. Link to comment https://bolterandchainsword.com/topic/208537-pure-gk-advice/#findComment-2489171 Share on other sites More sharing options...
greatcrusade08 Posted August 16, 2010 Share Posted August 16, 2010 in general the average lists/gamers wont have enough fast melta to cripple 2 or 3 raiders, so in friendlies and pick up games GKs do quite well.. i feel at tournament level the metagame works against GK.. everyone has redundancies to deal with a second or third vehicle early game, so we could find ourselves in a pickle. Im sure that will be rectified next year :) Link to comment https://bolterandchainsword.com/topic/208537-pure-gk-advice/#findComment-2489300 Share on other sites More sharing options...
number6 Posted August 16, 2010 Share Posted August 16, 2010 in general the average lists/gamers wont have enough fast melta to cripple 2 or 3 raiders, so in friendlies and pick up games GKs do quite well.. i feel at tournament level the metagame works against GK.. everyone has redundancies to deal with a second or third vehicle early game, so we could find ourselves in a pickle. There's probably a lot of local variation. Much of my analysis and advice is taken from my personal experience playing friendly games or leagues at my non-GW FLGS (no GW store in my area). There isn't anybody who can't reliably bust up my GK army in 3 game turns. Too much melta in too many units as well as too much mech for GKs to reasonably deal with. This is non-tournament play, so I figure, if the locals where I play have figured out how to maximize the effectiveness/competitiveness of their 5e armies -- without the promptings of tournament play -- surely most other folks have as well, right? Link to comment https://bolterandchainsword.com/topic/208537-pure-gk-advice/#findComment-2489581 Share on other sites More sharing options...
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