Jump to content

1200pts Grey knights/Marines


Bam-AoD

Recommended Posts

I have a list idea for a completely deep striking army, thought I'd share.

 

Primary detachment: 573pts.

 

Grey knights nemesis strike force

 

Brother-Captain 190pts.

Psycannon, the soul glaive.

 

Terminator squad 193pts.

× 4 Halberds, daemon hammer

Incinerator.

 

Paladin terminators 190pts.

Apothecary, warding stave.

__________________________________

Secondary detachment: 627pts.

Space Marines

 

Pedro Kantor 185pts.

 

Tactical Squad 225pts.

Storm bolter, power weapon

Meltagun, multi-melta

Drop pod with locator beacon.

 

6 Sternguard 217pts.

×3 combi-bolters

Drop pod with locator beacon.

________________________________

 

Total: 1,200pts.

Link to comment
https://bolterandchainsword.com/topic/303283-1200pts-grey-knightsmarines/
Share on other sites

Hi there , dont take paladins theyre not worth it, take another five man termie squad with another psycannon, what combos are your taking on the sternguard?

Also drop the stormbolter and power sword on the tac sarg for a combi melta tout better compliment the squad... Ans if you really a beatstick hq go for the grand master with ml2 and +1a hes considerably better

Haven't decided on the combo's yet so left them blank, the tac sarge was armed for fluffy reasons but you're probably right, the extra melta shot can take more armour down.

 

ML2?

I'll definitely replace the paladins with more termies then, I need the bodies, the idea is the drop pods come down and the knights strike within 6" so they don't scatter.

The fluff reason is that the marines are actually representing grey knights that aren't psykers, or at least a chapter that works very closely with them to the point they are grey knights.

The Multi-melta wont work as it will only fire as snap shots and you have 6 sternguard with 3 combi-weapons. Why buy the extra guy? Paladins are too expensive too, the apothecary would be good to keep the GM alive but you can get it cheaper from BA. Kantor is a bit much for a low point game, especially as you already have a GK B-C

 

Brother Captain, Psycannon, Soul Glaive (190)

Terminator, Hammer, Psycannon (195)

Dreadknight, Teleporter, H. Incinerator, H. Psycannon (Warlord) (215)

 

Sang Priest (60)

Tactical Squad, Flamer, Combi-flamer, Drop Pod (120)

Tactical Squad, Meltagun, Meltagun, Drop Pod (125)

Sternguard, 5x Combi-melta, Drop Pod (195)

 

Total: 1100

 

Before the game begins you can decide if you need the two melta pods or a melta and a flamer. The other melta can drop in afterwards. You could buy two fast attack drop pods and leave those two behind so all three with units in enter on turn one.

 

The Priest can go in a pod or, if you buy a jump pack, can tag along with the captain and terminators to come on turn one that way, but teleport homers wont work if there's a JP in there too (hence the lack of teleport homers).

 

You have enough points for halberds falchions and hammers to spread around and power swords on sergeants if you're inclined. Almost forgot. The BA are using the Baal Strike force which give an initiative boost when charging, which will also work with any GK IC you attach. (Some would argue that attaching the Sang Priest to the terminators would grant them an initiative boost too, but many more disagree)

 

You have enough points to increase the flamer squad another 5 and get a heavy flamer, which isn't restricted to firing as snap shots when deep striking.

 

Choose which method you want. It's a flexible list and although it's comprised of mostly tacticals, they can deal some pain in melee too thanks to Furious Charge.

I forgot to mention. Halberds are substandard now. The increase to strength is easily obtainable with hammerhand which would benefit greatly from more attacks, so get falchions on those guys if you want. A Hammer I think it pretty much standard, you cant expect you're NDK to kill everything in melee.

1 hammer per 5 is important, because it gives you guranteed combat threat (hammers kill everything in melee, the only thing they're weak against is Eternal Warriors or strong invul saves, neither of which you're likely to fight). Terminators generally don't need help in melee, I've found falchions overkill. More commonly, you want to charge in and hide in melee during the enemy Shooting phase, then exit combat at the end of their Assault phase. 

1 hammer per 5 is important, because it gives you guranteed combat threat (hammers kill everything in melee, the only thing they're weak against is Eternal Warriors or strong invul saves, neither of which you're likely to fight). Terminators generally don't need help in melee, I've found falchions overkill. More commonly, you want to charge in and hide in melee during the enemy Shooting phase, then exit combat at the end of their Assault phase. 

You don't need all 4/8 using falchions, just one or two to ensure they don't get more hits against you than necessary. if it might be then you could try and do a disordered charge to reduce the number of attacks, if possible.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.