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Pure GK advice


Red_Lep

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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?

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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 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?

 

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.

 

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.

 

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 Squad

I'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

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

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.

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

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.

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 :)

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?

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