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New to Grey Knights


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Hello all,

 

After years of collecting Daemons and Nurgle marines I've decided I need something that will easily purge them in battle. I figure Grey Knights, in other words, would be a nice balancing contrast to my existing collection. So far I have about 15 metal Grey Knights with halberds and swords, 1 incinerator, enough bits to make a NDK, and a mildly converted Terminator with Brother-Captain Stern arms. I also have 2 Land Raiders, and 2 rhinos. At least 1 of the LRs will be converted into a LR Redeemer with the FW bits, because I think it looks pretty cool, and the rhinos I may turn into psybacks.

 

[itemized list] just under 1500 points

15 Grey Knights, mostly halberds, few swords; 1 incinerator

Terminator with BC Stern arms: possible generic HQ conversion or Stern himself (if viable)

1 Nemesis DreadKnight (loadout?)

2 Land Raiders (redeemer + normal?)

2 Rhinos (razorbacks)

Techmarine

 

My goal is to paint my existing army before moving to this one, but as it draws nearer I'm reading the codex more and more. I even finished reading the second book from the omnibus this morning. I'm really liking the fluff and mystery behind them.

 

I'd like to get up to 2000 points, which is my general gaming number. Question is, based off my current collection, what else do I need to make my force playable/fun. By fun I mean non-competitive, but not losing all the time. I'd like to fit a conversion beamer in if possible, either on an inquisitor or a tech-marine, and 1-2 dreadnoughts, perhaps venerable. I'm not dead-set on using Stern as an HQ, as I just got that model in a lot, so I could use it as whatever. I don't like assassins or henchman.

 

Any pointers? I'm sure I'll need more psycannons, but with the plans for the redeemer(s?) should I focus my force for a more up-close, assaulty force and go for more incinerators? Should I split my force into paladins with as many psycannons as possible for fire support, with the rest sent to the front-lines?

 

Please advise.

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Hi,

 

General consensus seems to be that GKs are shooty, genuinely devastating at 24''.

 

Depending on preference some people like to take full 10-man Strike Squads with as many psycannons as possible and some psybolt thrown in for good measure. These suads are not really tooled up for CC and, thus, stick with Nemesis Force Swords apart from - possibly - the Justicar. Others run MSU Crowe lists with all Purifiers. These then actually ARE upgraded to get NFHalberds.

 

There is a debate going on to identify whether it is best to use GKTerminators and/or Paladins, with a Grand Master to let them count as troops.

 

As for the rest I have not seen Stern used very often as an HQ, but I do agree it's a nice model that can easily stand in for a Grand Master or a Brother-Captain...

 

Hope this helps a little, but do look through this forum to get some pretty nifty advice. It IS the right place for it :-)

First things first you'll need more normal strike squad guys, unless you want an coteaz or Draigo list. You'll want swords and 1 psycannon per 5 for them, maybe a hammer or halberd on the justicar.

 

Techmarines are pretty good in GK, consider something like a vindicare to take advantage of the improved cover save (although with a conversion beamer the techmarines can do this as well.) Remeber though techmarines can take some really nasty grenades, so consider running him with some purifiers.

 

Dreadknights tend to do best with just an incinerator and maybe the teleport pack, although I personally always grab the sword, cos it's cool.

 

Dreadnoughtwise the go-to choice is the dual autocannon psybolt dread as it covers GK's lack of long range firepower, personally I am also fond of a ven psycannon/CCW dread to march up the field with my guys for the CC threat and improved aegis (and seriously, which half dead marine shmuck really wants to be stuck at the back of the board with two gun arms rather than punching in faces with a giant metal hand?)

 

Land raiders, the redeemer is a good choice, and the forge world kit is SO PRETTY (the issue is attack range is melta range). For your second one either a godhammer or a crusader is okay for GK, we lack lascannons elsewhere generally doesn't hurt but it's only got a 10 model capacity compared to the 16 of the crusader. The crusader can move 6 and fire to full effect (defensive weapons) and carries more dudes.

 

I would avoid Stern, he's expensive and his abilities are a bit rubbish, Grand Masters or Librarians are better generic HQs.

 

As for the 'feel' of the army GK are incredibly simple to use, advance up the field firing storm bolters and psycannons then charge whatevers left. While GK are more shooty than assaulty never forget even a normal strike marines is better in assault than many people think. They are better than both grey hunters and BA assault marines when fighting MEQ because of their force weapons, though they are worse when you face of against crappy armor saves and high numbers becuase of their lower attacks. Purifiers, Terminators and Paladins are all killers in assault due to halberds, while high initiative force weapons are just gold against anything without a good inv. save and with their psycannons all three squads are very effective at range. Move foward, shoot, assault what's left, claim victory for Malcador.

Dreadnoughtwise the go-to choice is the dual autocannon psybolt dread as it covers GK's lack of long range firepower, personally I am also fond of a ven psycannon/CCW dread to march up the field with my guys for the CC threat and improved aegis

 

I do similar. Psy-autocannon and CCW with Pys-SB and a warp stab field. I only run this when I run a librarian, and I use the librarian to summon it to me when he starts taking heat.

 

I would avoid Stern, he's expensive and his abilities are a bit rubbish, Grand Masters or Librarians are better generic HQs

 

I concur. Although, for the extra 25 points, Mordrak give you a GM with some special abilities. May be worthwhile painting up some ghost knights ;)

Some good thoughts. Thank you. I'm still in a bit of indesicision about the HQ, which will also ultimately determine what troops I need (more terminator armor or more power armor). This may end up being a larger army than I had planned! I still need to focus and widdle it down to my first 2k points, though.

 

Hmm I do like the back-story of Draigo, especially given that my other collected army is a Nurgle warband that still answers to Mortarion, so there would be some direct rivalry there along with the chaos/daemon thing. And I do like terminators...

 

Crowe would be a nice choice for my play-style. I'm heavily leaning towards him at this point... and my terminator with Stern bits might do well as a stand-in model.

 

Mordrak... ghost knights are interesting. I'll have to give that a second look.

 

Coteaz... I'll only take an inquisitor begrudgingly. I may give them a look further down the line, as I do enjoy some of their back-story, but initially I want a kind of pure GK list. I also love servitors... but that's for a different army down the line I think.

 

Dreadnoughts... my initial plan was to get the forgeworld weapons, the halberd-looking ccw and the psycannon (and have it count as an AC with psybolt ammo), both the chaplain Dreadnought and the mk IV and outfit them both with psycannon/ccw. I hadn't thought about using warp stabilization field and a Librarian. Thanks for that Adam.

 

I'm in agreement on Stern. I may use the model to test him out, but I'm not liking his rules. I may use him as a Brotherhood Champion. Any success there? Seems like a flavorful choice.

 

And what about Justicar Thrawn? Any thoughts there?

 

A techmarine might be a definite choice, given how many vehicles I'm planning to take (which is borderline mech-greyknights!), and I already have a few models that I had varying plans for. Are the servo-skulls worth it to take?

 

At this point it's looking like my army will be this, as I like the charge/assault strategy, and already have grey knights mostly with halberds:

Crowe

Techmarine -conversion beamer, servo skull (though I'm eyeballing Orbital Strike... I may have to make more than 1 techmarine or magnetize)

Ven Dreadnought -AC, CCW, psybolt ammo

Ven Dreadnought -AC, CCW, psybolt ammo

Purifiers x5, 2 psycannons (psyback as ded. transport)

Purifiers x5, 2 psycannons (psyback as ded. transport)

Purifiers x8, 2 incinerators, halberds (LR Redeemer as ded. transport)

Razorback, TL AC, psybolt ammo

Razorback, TL AC, psybolt ammo

Dreadknight, incinerator, greatsword

Land Raider

Land Raider Redeemer, psybolt ammo, psyflame ammo

2000 points

 

Should make for a make or break team, with a lot of risk involved, which is fun for me. At a higher points scale I may put a Librarian in there and put warp stabilization on everything I can, having the librarian hang back with the Techmarine and LandRaider to summon in vehicles in need of repair. Might be interesting. At any rate it gives me a good idea of what I need to flesh out the list, models-wise, and then I can go from there. I may drop a ven. dreadnought and throw in another squad of purifiers, as I'll have to purchase either/both, and at this point a squad of purifiers would be cheaper and probably more effective... that and I'm not very comfortable with having only 18 or 19 marines on the board... it could bump me up another 5 or 6 purifiers.

Except that Brotherhood Champions wear Power Armour...

 

Artificers Armor. I can convert fairly well. Could make a true-scale Champ or Crowe (both of which use artificers armor) out of terminator armor with enough epoxy putty. I'm looking at buying a Crowe model, as well... still haven't decided on what I'll do in that regards yet anyhow.

Heh ok will do. I like posting pics.

 

This just in, I made my first major purchase of Grey Knights, from a lot.

I now have:

9 Terminators, 1 with incinerator, 2 psycannon, 1 incinerator, all swords; Stern (actual model)

43 grey knights half halberds, half swords, 11 incinerators, 1 stave (which I probably won't use...)

All pewter except for 5 of them.

 

So what the heck do I do with all this? I need some psycannons... hopefully I'll meet someone at the LGS that'll trade some. Well now I'm going to work on a list around this. I'm guessing quite a bit of incinerator purifier spam, but tbh I hate spam (except for the actual spam, which ironically I don't mind). I guess that's the trouble with buying from lots: you get a good deal, but you don't always get what you want or need.

 

Any suggestions on how to bring this together would be appreciated.

Ok figured out a 2k list to play from (post in the army list forum for critique), but I have a bit over 3000 points collected, and was thinking of pushing it up over 4k points for Apocalypse games. My first thoughts, since you can take allies, was of the sub-chapter: Exorcists. http://wh40k.lexicanum.com/wiki/Exorcists#.T6rTUdUf9Wo

 

What 'dex do you guys think would accurately represent them? First thoughts are Space Wolves or Khorne Berserkers.

Aye.

 

Althogh looking at it, it's a little blander than I remember. I thought it was (these are all unlocked by taking a SC) the exorcists gained Fearless in exchange for Combat Tactics.

 

It's actually they gain a reroll to pinning tests, but it doesn't replace Combat Tactics.

 

So a bit /meh really.

Officially the Exorcists are simply Codex Astartes Space Marines. So really, whatever you want to do. I use mine as bog standard Marines when they've been fielded (typically as additional units to my Inquisition force in Apocalypse thus far).

Well it makes the most sense to me to have them as Berserkers. They have fearless and furious charge, which by the fluff sounds like they are supposed to have. The Exorcists seem to like to use power axes, similar to chain-axes, and they're both red, so it wouldn't be a far cry from wysiwyg.

 

Also, I'll already have the chaos codex, so I won't have to shell out for what? a 4th codex? That's a bonus worth it right there.

 

I had a peek at the book, and I really like the rules for the Exorcist SC. Too bad there was no pic, which probably means there will never be a model, but I suppose that leaves more to the imagination.

No matter what else you do, take a Vindicare Assassin. For the first time in fifteen years, i actually had my best mate and regular gaming opponent worried recently after my Vindicare killed his Big Mek on the first turn and then destroyed his Ork Warboss' Cybork Body (leading to his death by Nemesis Force Halberd) on the second turn. The combination of special rules, special ammo types and his ability to target specific models is unparallelled as long as you're careful with him.
All the more reason to use it brother! He's more than capable of making his points back for you (he can even destroy a Land Raider with a 4D6 strength shot that is also Rending) but he's the kind of unit that is more useful for his psychological impact than his outright killyness. Enemy H.Q's, Monstrous Creatures and armoured vehicles; he's the bane of them all.

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