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Footslogging


dirge caster

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Just wondering how good you think a grey knights force would be without any transports. Would it be viable? So many of our units have deep strike, the interceptors can move large distances with their personal teleporters and librarians have the summoning power which can move slower units around the board.

 

Please let me know what you think.

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After much thought, I've settled on the list below. Instead of rhinos for the strikes, I opted for psybolt ammo on my units. The terminators were always going to walk/ deepstrike, but I'm willing to risk the strikes as well. The interceptors and dreadknights will probably do turn 1 shunts to take attention away from the slow movers: Grey Knights 2000 List

 

HQ: Librarian w/ halberd, warp rift, might of Titan, sanctuary, shrouding, 3 servoskulls = 190pts

 

Troops: Terminator squad; 10 men w/ 6 halberds, 2 hammers, 2 psycannons, brotherhood banner, falchions on justicar, psybolt ammunition = 500pts

 

Strike squad; 10 men w/ 7 swords, 2 psycannons, hammer on justicar, psybolt ammunition = 250pts

 

Strike squad; as above = 250pts

 

Fast Attack: Intercepter squad; 10 men; 2 incinerators, 7 swords, hammer on justicar, psybolt ammunition = 330pts

 

Heavy Support: Dreadknight w/ personal teleporter, heavy incinerator =235pts

 

Dreadknight w/ personal teleporter, heavy psycannon = 245pts

 

43 models, 7 KP, 3 - 6 scoring units.

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Consider that Grey Knight armies were largely dependent on footslogging before the new codex. We did not have rhinos and Land Raiders were largely to expensive.

 

That being said we are still darn good at it, why? Stormbolters. 24 inch range assault 2 means that usually by turn 2 or 3 you are in range and are gonna want to be shooting anyways. With assault 2 we also remain a very mobile footslonging army due to having almost no heavy weapons.

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In terms of traditional foot-slog (ie no vehicles)? Nope, won't work, IG will just gun you down with massed blasts and rapid-fire plasma.

 

A modified version of a walking army, sure. I'll give you the example of my 2.5k list;

 

HQ:

 

Epic Fail Guy (aka Crowe)

(150 points)

 

Librarian w/nemesis halberd, 'Shrouding', 'Sanctuary', 'Quicksilver', 'Might of Titan', 3 x servo-skulls

(190 points)

 

Elites:

 

Vindicare Assassin

(145 points)

 

Troops:

 

Terminator Justicar w/halberd, Terminator w/Brotherhood Banner, 2 x Terminators w/hammers,

Terminator w/halberd+psycannon, 5 x Terminators w/halberds

(450 points)

 

(3) Flame Knight w/halberd, Purifier w/hammer, 4 x Purifiers w/halberds,

2 x Purifiers w/psycannon, 2 x Purifier w/incinerator

(275 points each)

 

(3) Razorback w/lascannon+twin plasma gun

(80 points each)

 

Heavy Support:

 

Dreadknight w/greatsword, personal teleporter

(230 points)

 

(2) Dreadnought w/2 x twin-linked autocannons, psybolts

(135 points each)

 

Total: 2,500 points

 

KP: 13

Infantry: 10 x TDA, 30 x PA

Vehicles: 2 x AV12 walker, 3 x AV11 tank transports

MC: 1 x jump infantry

Characters: 1 x TDA, 1 x artificer, 1 x synthskin

 

So, for starters, you need the Librarian. 'Shrouding' is amazing regardless of army, but it's especially relevant to your infantry, who rely on cover saves to backup their power armour or TDA. 'Sanctuary' lets you control when and if you enter close-combat (and it gimps the hell out of assault units without frags). 'Might' is needed to break walkers and tanks, while 'Quicksilver' is needed to cut down enemy monsters/heroes when they BTB with the Libby (it's also great for boosting a nearby Dreadknight from his sucky I4).

 

Crowe is a neccessary tax to improve your PA dudes. You get less manz, but Strike squads don't honestly bring that many more bodies (on average it's about another squad in points difference). I just run him at the enemy until he dies, then hi-five my opponent.

 

Vindicare is great for fire support in a foot-slogging list. He breaks armour and snipes out powerfists/Priests/Icons/heavy or special weapons etc, making your job easier.

 

Terminator Deathstar is needed to draw fire and to provide additional cover to your advancing Knights. The best part is, you can split up into Combat squads if need be.

 

Purifiers are so much win, and they bring Razorback fire support as well. Take cover behind the Razorback/Terminator wall as you advance, popping smoke on the tanks if you really need to. Lascannon helps support the Dreadnoughts in blowing up enemy transports, and at closer ranges the twin plasma helps kill monsters and heavy infantry without resorting to close-combat.

 

Dreadnoughts walk at the rear of the phalanx, blowing up enemy transports and providing psychic defense (between -4 on tests and the Libby psychic hood, it'll be hard to cast on the Knights).

 

Dreadknight provides you with a much-needed wild-card, with high speed and tank/monster-hunting ability. He's also very effective against infantry squads, especially if you've already sniped out the powerfist using the Vindicare.

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