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Came up with this idea tonight while putting 10 models together ready to paint. A heavy squad of GK.

Has anyone else tried this or looking trying a squad like this?

 

 

++ Kill Team List (Grey Knights) [99pts] ++

 

+ Configuration +

 

List Configuration: Matched Play: Kill Team

 

+ Leader +

 

Justicar [19pts]: Leader, Nemesis Force Halberd

 

+ Specialists +

 

Grey Knight [18pts]: Comms, Nemesis Force Sword

 

Grey Knight Gunner [21pts]: Heavy, Psycannon

 

Grey Knight Gunner [21pts]: Demolitions, Psycannon

 

+ Non-specialists +

 

Grey Knight [20pts]: Nemesis Falchions (Pair)

 

++ Total: [99pts] ++

 

Cheers

@sfPanzer, so maybe something like this

 

 

++ Kill Team List (Grey Knights) [99pts] ++

 

+ Configuration +

 

List Configuration: Matched Play: Kill Team

 

+ Leader +

 

Justicar [19pts]: Leader, Nemesis Force Halberd

 

+ Specialists +

 

Grey Knight [18pts]: Comms, Nemesis Force Sword

 

Grey Knight Gunner [22pts]: Heavy, Psilencer

 

Grey Knight Gunner [22pts]: Demolitions, Psilencer

 

+ Non-specialists +

 

Grey Knight [18pts]: Nemesis Force Halberd

 

++ Total: [99pts] ++

 

I was trying to get a Daemon Hammer in on my Justices, just don't have that spare points

  • 3 months later...

I have won a local Kill Team tournament with the following list. 

 

Justiciar

  • Warding Stave
  • Leader Specialist

Grey Knight

  • Nemesis Daemon Hammer
  • Combat Specialist

Grey Knight

  • Nemesis Force Halberd
  • Comm Specialist

Grey Knight Gunner

  • Psilencer
  • Heavy Specialist

Grey Knight Gunner

  • Psycannon

I have played the following missions:

 

Terror Tactics vs Space Marines

Recover Intelligence vs Astra Militarum

Take Prisoners vs Heretic Astartes

 

I think that the Grey Knights are one of the best Kill Teams since they are deadly in all the phases of the game. The Psybolt and the Storm Bolters are a great equalizer versus larger Kill Teams and if you play smart you can sweep clear the objectives which matter. I intentionally avoid the objectives for 1 point and concentrate on the objectives which either are worth more points or are tiebreakers by the rules of the mission. 

 

I have been playing Grey Knights from day one of Kill Team and so far I have lost only four times, and this was in the hardest mission for this Kill Team, Recover Intelligence. 

 

My advice is to use the Grey Knights to its full in every phase. A good movement and charge phase can force the adversary to react, especially if there is a Combat Specialist with a Nemesis Daemon Hammer bearing down upon them. In the Psychic Phase, I tend to focus my Psybolt on the hardiest enemy models like Primaris Sergeants or multi wound Tyranids, I am also not adverse to use the Perils of the Warp result to blast my model and all adjacent models with it. It is a nasty surprise since most adversaries expect you to reroll the result.

 

In the Shooting Phase I try to maximize my shooting, using as much as possible the four shots with my Storm Bolters. For tough targets Psybolt Ammunition is a great stratagem to use and when the kills matter, it can punch through the marines I so often fight. 

 

The Combat Phase I have found is the deadliest and most risky for our Grey Knights. Granted, the many power weapons give us an advantage but more often than not our fighters are swarmed by lesser enemies. We have very few attacks in melee so it is imperative to make them count. I admit that my Combat Specialist killed his fair share of enemies with his awesome weapon but despite this, sometimes two attacks at 4+ are not enough and this is why I keep the 2 Command Points for Honour the Chapter available when I am locked in melee. My advice here is to go for the charges only when outside of the enemy line of sight and use the Psychic Phase to launch Psybolt with the model which has the most enemies locked in combat around him. A good advice is to try to have always at least one model with the Nemesis Warding Stave in your team, so you have a form of defense against the power weapons which are often present in the Kill Teams like marines, mechanicus, aeldari and harlequins.

 

A nice trick I have learned is to Overwatch with the Frag Grenades, especially if you are charged by a model which has already some Flesh Wounds and thus a lower Toughness rating. I have found that this trick is quite nasty and reliably puts at least one to two hits on the model which charged. 

 

I will come back with some other tricks I have learned during my tenure as a Brotherhood Champion, but in the meanwhile I would be glad to hear what do you think of the above.

@Chainsword Cookie,

 

Great write up, I've been painting up 10 GK and have been busting to finish them to play them out, playing out different teams and even doing a few teams including a commander and see how they play out too.

 

Have you used the GK commander yet?

 

Looking forward to your next GK write up

@Orpheus108

 

Thank you for your feedback. I have not yet played with the Brotherhood Champion since all the local events so far have been centered around 100 points kill teams. I am certainly looking forward to play the commander although I am not positive that he can stand against the other Kill Team choices like Sorcerers and Librarians. 

 

I have played two more games recently against the Space Marines and damn that stratagem which allows them to ignore mortal wounds in the psychic phase with a 5+ put quite a dent in my offensive. Still I think that the GK are quite performing when used right. I will elaborate more in my next post and hopefully have a battle report up soon too. 

  • 1 month later...

@chainsword. Does using a grey knights with double falchions work well in KT games in your experience?

 

i understand the use of ward stave to help out against -3 AP.

 

Do you play with any incinerator in your games?

Ive used the incinerator is just great, had a ton of success with though as for the double falchions, not much as he tends to get shot at a ton before he gets into close combat.

But overall i enjoy GK, having the psychic phase helps so much and is that extra bonus against marines and other non psychic teams

  • 11 months later...

I don't know if anyone noticed this or I am looking at things incorrectly.

 

Battlescribe appears to count each falchion as a point making cost for two falchion 2.

However, after official errata aug2019 the wording states it is 1 point for "pair of falchion".

 

Am I looking at this correctly or not?

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