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So, had a massive realisation a few days back, and came up with this juicy idea of this list. Theme is competitive, as per usual, trialling this list in a tournament in November. Anyhow, thoughts?

 

+++ GK 2000 (Trifecta) (Warhammer 40,000 9th Edition) [109 PL, 12CP, 1,991pts] +++

++ Battalion Detachment 0CP (Imperium - Grey Knights) [109 PL, 12CP, 1,991pts] ++

+ Configuration [12CP] +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

Detachment CP

+ HQ [24 PL, 463pts] +

Chaplain [6 PL, 113pts]: 5. Recitation of Projection, 6. Invocation of Focus, Hammerhand, Storm bolter [3pts]

Grand Master Voldus [8 PL, 160pts]: Armoured Resilience, Empyrean Domination, Warp Shaping

Lord Kaldor Draigo [10 PL, 190pts]: Armoured Resilience, Warp Shaping

+ Troops [58 PL, 1,047pts] +

Strike Squad [14 PL, 219pts]: Gate of Infinity
. 2x Grey Knight (Psilencer) [44pts]: 2x Psilencer [10pts]
. 7x Grey Knight (Sword) [140pts]: 7x Nemesis Force Sword, 7x Storm Bolter [21pts]
. Grey Knight Justicar [35pts]: Storm bolter [3pts]
. . Nemesis Daemon Hammer [15pts]: Nemesis Daemon Hammer [15pts]

Terminator Squad [22 PL, 414pts]: Sanctuary
. Grey Knight Terminator Justicar [53pts]: Storm bolter [3pts]
. . Nemesis Daemon Hammer [15pts]: Nemesis Daemon Hammer [15pts]
. Terminator (Daemon Hammer) [53pts]: Nemesis Daemon Hammer [15pts], Storm Bolter [3pts]
. 4x Terminator (Halberd) [152pts]: 4x Nemesis Force Halberd, 4x Storm Bolter [12pts]
. Terminator (Psilencer) [40pts]: Psilencer (Terminator) [5pts]
. . Nemesis Force Halberd
. Terminator (Psilencer) [40pts]: Psilencer (Terminator) [5pts]
. . Nemesis Force Halberd
. 2x Terminator (Warding Stave) [76pts]: 2x Nemesis Warding Stave, 2x Storm Bolter [6pts]

Terminator Squad [22 PL, 414pts]: Sanctuary
. Grey Knight Terminator Justicar [53pts]: Storm bolter [3pts]
. . Nemesis Daemon Hammer [15pts]: Nemesis Daemon Hammer [15pts]
. Terminator (Daemon Hammer) [53pts]: Nemesis Daemon Hammer [15pts], Storm Bolter [3pts]
. 4x Terminator (Halberd) [152pts]: 4x Nemesis Force Halberd, 4x Storm Bolter [12pts]
. Terminator (Psilencer) [40pts]: Psilencer (Terminator) [5pts]
. . Nemesis Force Halberd
. Terminator (Psilencer) [40pts]: Psilencer (Terminator) [5pts]
. . Nemesis Force Halberd
. 2x Terminator (Warding Stave) [76pts]: 2x Nemesis Warding Stave, 2x Storm Bolter [6pts]

+ Elites [13 PL, 235pts] +

Apothecary [5 PL, 95pts]: Cuirass of Sacrifice, Gate of Infinity, Warlord
. Nemesis Daemon Hammer [15pts]: Nemesis Daemon Hammer [15pts]

Venerable Dreadnought [8 PL, 140pts]: Astral Aim, Missile launcher [20pts], Multi-melta [25pts]

+ Heavy Support [14 PL, 246pts] +

Purgation Squad [7 PL, 123pts]: Vortex of Doom
. 4x Purgator (Psilencer) [88pts]: 4x Psilencer [20pts]
. Purgator Justicar [35pts]: Storm bolter [3pts]
. . Nemesis Daemon Hammer [15pts]: Nemesis Daemon Hammer [15pts]

Purgation Squad [7 PL, 123pts]: Vortex of Doom
. 4x Purgator (Psilencer) [88pts]: 4x Psilencer [20pts]
. Purgator Justicar [35pts]: Storm bolter [3pts]
. . Nemesis Daemon Hammer [15pts]: Nemesis Daemon Hammer [15pts]
 

General idea: Terminators hold points, with the strike squads, purgation squads blast the closest threat to their next game with 30 5, -1, D3 shots. Especially if the feature is defensible, so firing overwatch is going to be pretty good. Kaldor and Voldus are mobile beatsticks that address threats in melee. Chaplain buffs the purgation squads with the range/AP litanies, depending on who's closer. Venerable Dreadnought remains a sniper with AA, however, I am toying with the idea of giving him a MM. Apothecary is a mobile unit - either smashing people in melee off the marker, healing units in a defensive capacity, or going full offence with the Inner fire combo. 

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I think with the new marines and the stormshield changes, that psilencers are kind of useless. They lack the ap and str to do something and most marine armies will run around with a 2+/1+ save. (Gravis strat or simply cover+Stormshield)

 

The other option is the Psycannon for punch, wich will be more important with the 2 wound marines. But cybots now have permanent -1 dmg on them, so we will have quite some problems to remove them.

 

For some aggression, I would use 2x5 Paladins or 3x4(2x hammer+2x staff?) Paladins with an Hammer on the paragon to counter the 3 wound Marines like Gravis, Bladeguard etc. Esp. the fight in death strat will be quite usefull vs the Bladeguard.

 

To your list:

I woul change the Char setup and kick draigo out of the list. With the new stormshield changes he is simply worse than voldus and 30 points more expensive. If you need the Powers, you can take an Librarian instead.

 

Then Ven dread will be quite important as an source of high str, dmg and ap Weaponry. You could think about two of them to astal aim one and shoot+move the other. To boost your firepower I would count on 10 man terminator units to fire 40 fully buffed stormbolter shots with psybolt ammunition. This seems the best option to counter Bladeguard and the new stormshield. With -2 rend (with chapplain buff) you can get from their armour to the invul, wich will kill them much faster. Vanguard Vets and other 2 wound firstborn marines wont have transuhuman now. So this could be a nice counter to them too.

 

Maybe going back to a brother captain with some mild smite spam as an additional source of ranged dmg. It will be quite usefull vs. the new necron C'tans too. They can only lose max 3 wound per phase.

 

 

I know that that doesn't help you much, but I couldn't find a good solution in our current state of the Codex. So that's my thoughts and I hope it can help you to ask yourself some questions about your list concept.....

Edited by Silver-Fox

Psilencers can be buffed with S6, -2AP, D3+1 shots. So they DO pack a punch, as today's game demonstrated. Unfortunately my opponent was using the quantum rules on his necrons which upset that idea pretty badly. Sure it's a lot of preparation (standing still for the 3's to hit, chaplain to cast litany, shooting tide and a strategem), but I really think they are better than psycannons. Especially if you take into consideration the chaplain litany that re-rolls damage. Assuming we will get access to Master of Sanctity, we could have a chaplain that knows all three. For further justification why I think they are a good unit, the meta revolves around storm-shields, so having something with low AP is actually preferable, on the account of most primaris units being T5, against S6. So I have 24 shots from each squad, doing an average of 3 damage (D3+1), and there are a 6m squad of bladeguard. I only need 6 out of the 48 shots to go through, which is about 80% of the time. They will only get better with the 2W update, but for the moment it would be nice having room for like say a Land Raider or a Rhino to protect them better. 

 

As for Draigo, admittedly I think you are right, but I question whether you looked at my list properly as Voldus is already in there. I just have him in there because he provides all re-rolls to hit, contrary to the BC's rerolls of only 1. Plus, I repainted mine so I needed an excuse to use him. But I hear your reasoning on the D2 smite, and will play around the idea accordingly. 

 

Paladins still remain a good choice, but having 10m squads of Terminators with 3W apiece (when we get them), will outscale paladins pretty quickly. The only thing paladins have going for them, when that happens, is that they can take 4 heavy weapons. Which I went around by having two purgation squads which do more damage, as well as not putting a massive target on their back. Like the psilencers, I'm standing by that statement that terminators are better than paladins with the caveat that they get the 3W. However even now, a 10m terminator squad has a pretty big board presence with sanctuary. I find that having multiple threats on the board is a good insurance policy to keeping the things that matter alive longer. So in a paladin list, I'd have something like a Land Raider or a GMNDK to divert attention from the real threat. It's all psychological. So in this list, I have three threats - Kaldor, 2 purgations squads and the 10m terminator blob. Any opponent would have difficulty trying to find out which unit is probably the first that should be killed off.

 

Two Dreadnoughts is a good idea - was running a variant of the above list with a fist/lascannon and they worked our very nicely. So that is definitely a possibility. 

 

@Librisrogue - tested this list (albeit under time pressure and with some misplays against a necron player) - I'd say it works pretty well. I just need to protect these purgations better.

Edited by Skywrath

Overall, I like the list. Making the most of Tide of Convergence is definitely a sound strategy, its objectively our best source of damage output post the 9th edition changes to casting Smite. (That being said, getting 4-5 Smites off a turn is still fairly reliable with the proper combo of Stratagems and Relics - but I digress. I personally like a large squad of Interceptors to act as a kind of guided missile on T1, and if I'm lucky/opponent chooses to ignore them, they actually get to stick around for a couple of turns (I digress again, lol.), but my point is that capitalizing on psi-weaponry is for sure a solid bet. 

 

I think Draigo remains a valid choice at the moment, while his storm shield did get a nerf, its really only going to show against AP -3 or more, and you can still Sanctuary him for the 3+, if you really need it. He remains a monster in combat, knows and casts two powers and grant re-rolls which, for now at least, affect everyone within 6'' and not just a single Core unit. I'd keep him if you are so inclined. 

 

I like the 10-man Terminator squads! Cheaper than Paladins, are still pretty resilient between Armored Resilience, Redoubtable Defense and Transhuman and definitely pack a punch in combat. I would, however, drop the hammers. You seem to like them, but to me its 30 points better invested elsewhere (I'll get to it). Granted you're losing out on a point of S. However, you've got the same AP as a Halberd, and with Hammerhand can achieve roughly the same efficiency on wound rolls, compared to what you're losing on hit rolls. D3 is nice, but you're gonna average D2 on halberds, and can still hit that juicy D3. 

Not sold on the 10-man Strike, could you split into 2 for more board control? Chances are you'll be buffing your Terminators of Purgators, so it doesn't really matter if those 2 Psilencers are in one squad or two, in my opinion. You could probably get away with a simple 5-man squad to fill out the batallion and use those points elsewhere. 

 

As to the Purgators themselves, I would definitely lose the hammers - you don't want them in combat anyways, right? I prefer Psycannons myselves, but I really think it comes down to preference. More shots vs better base strength... I myself feel that 4 S7 Ap-1 is always gonna be more efficient than 6 S4 AP 0, reason being your Psycannons are decent even without Psychic Onslaught, Psilencers kind of need it to really shine. With all those points saved on hammers, you could easily fit the swap in and have points left over. 

If, however, you keep the Psilencers, and reduce the Strike Squad to 5 bare-bones marines, that should leave you with the points for a second Dread, boosting up the long-range firepower I feel you're currently lacking. I get why you've gone for the Multi-Melta, the boost to Damage and shots is cool. My issue is that its still only 24" range, and to me those Dreads are in the list to fill your long-range gap. 

 

Finally, I'm not sure about your relic, it feels like its really only buffing a support character, and even then only slightly. Maybe consider Augurium Scrolls to boost the melee potential of those Terminator blobs, or give him or the Chaplain Sanctic Shard and Lore Master for an extra power (you'll need to spend a CP to cast it) and extra reliability on your casting. 

 

Just my opinion, hopefully it helps and builds on your list without being like "oh no this is wrong change it", cheers!

First off all, it's nice to see a new neophyte on these forums, and welcome to the hallowed halls. Hopefully we will be seeing more of you soon!
 
Curious though - with the 4-5 smites with strategems and relics, could you theoretically do that with purifiers, but with D6 smites? Hear me out. Imagine them in strategic reserves/deep-strike (or whatever you want to call it), and dynamic insertion them in range of a point, and casting smite/vortex of doom. Otherwise, curious to hear aboutthe strategems/relic selection with the D2 smites? I presume it's the banner/finest hour combo?
 
I am inclined to keep Draigo, for sure.
 
With the terminators, they are already glued like that, so not much I can do about it. All my justicars have hammer for the extra kick, and I had plenty of games where that hammer makes a difference. However, I hear what you are saying, but these decisions were done in my not experienced days (frankly, I'm not sure whether you can call what I write experience most of the time), so yeah. I am picking up more terminators though, so I'll probably magnetise them.
 
As for the strikes - I find that 5m strike squads die easily, so by having 10 of them they hold points better. With the new marine meta shaping up pretty nicely for the good ol marines, a round of bolter rifles will tear through the strikes pretty easily. Sure in tide of shadows you'll be saving them on a 2+, and with a 5m you can hide them better, but what about on a marker that's out on the open? Having a 10m strike squad (with possibly transhuman depending on who's shooting/fighting them) would be a safe insurance to keep the marker for a turn. Then I always use terminators/paladins/voldus/kaldor to reinforce the points they are on and just clear the threat out. 
 
See the terminator paragraph on why my purgator justicars have hammers. Also battle-scribe doesn't allow me to put the justicar of the purgators with a psilencer/psycannon. There is a variant of this list where I run a double dreadnought (which coincidentally I ran against a necron player yesterday), with some interesting effect. I'll provide the list for you below and for Librisrogue for reference.
 
I will definitely do what you suggested with the relics - I usually run Cuirass/Soul Glaive/Sanctic Shard as my default relics, mostly because I'm at a loss with the underwhelming choices. Hopefully we will get some shiny toys with the new codex.
 
Swinging back to the Psilencer/Psycannon argument. Before I start, I'd like to point out I have a variant of this list, that eschews the psilencer for all psycannons. However, it is quite expensive, and I have to change Kaldor for a BC, Voldus for a Librarian. With both variants you'd still be paying the same amount for the psychic onslaught strategem regardless if it was a psilencer/psycannon. With all the buffs, I'd be sacrificing a single point of damage, and AP for more damage (in a vacuum) for less points.Theoretically, would you say you need S9 against T5 marines, when S6 (psilencer with all the necessary buffs) and S9 (psycannons with all the necessary buffs) both wound on 3's, and 2's with hammerhand in both cases? And with the marine meta, would you need -3 points of AP, for a shield that has a 4+ invuln? Also when you have the same effect for paying less points for a psilencer with a ones less negative point of AP? Even with all this, the average of a psilencer, while sacrificing a point of S in terms of D is still 3 damage (in shooting tide), with a potential for D4 (with the combo listed above). Not to mention, you have 6 shots of a psilencer compared to a 4 of a psycannons and in today's meta, you'd want quantity over quality especially with the storm-shield meta. 
 
Look forward to hearing your response!
 
Double Terror. This is the variation of the list I ran yesterday against the necron player for reference to Librisrogue and The Woodsman. Not particularly interested in opinions for this list, currently, as it's still a prototype. Still working out some kinks like working on how to find the 35 points on something.
 
+++ GK 2000 (Double Terror) (Warhammer 40,000 9th Edition) [106 PL, 12CP, 1,965pts] +++

++ Battalion Detachment 0CP (Imperium - Grey Knights) ++

+ Configuration +

Battle Size: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment CP

+ HQ +

Chaplain: 5. Recitation of Projection, 6. Invocation of Focus, Hammerhand, Storm bolter

Grand Master Voldus: Armoured Resilience, Empyrean Domination, Warp Shaping

Lord Kaldor Draigo: Armoured Resilience, Warp Shaping

+ Troops +

Strike Squad: Gate of Infinity
. 2x Grey Knight (Psilencer): 2x Psilencer
. 7x Grey Knight (Sword): 7x Nemesis Force Sword, 7x Storm Bolter
. Grey Knight Justicar: Storm bolter
. . Nemesis Daemon Hammer: Nemesis Daemon Hammer

Terminator Squad: Sanctuary
. Grey Knight Terminator Justicar: Storm bolter
. . Nemesis Daemon Hammer: Nemesis Daemon Hammer
. Terminator (Daemon Hammer): Nemesis Daemon Hammer, Storm Bolter
. 4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
. Terminator (Psilencer): Psilencer (Terminator)
. . Nemesis Force Halberd
. Terminator (Psilencer): Psilencer (Terminator)
. . Nemesis Force Halberd
. 2x Terminator (Warding Stave): 2x Nemesis Warding Stave, 2x Storm Bolter

Terminator Squad: Gate of Infinity
. Grey Knight Terminator Justicar: Storm bolter
. . Nemesis Daemon Hammer: Nemesis Daemon Hammer
. 2x Terminator (Halberd): 2x Nemesis Force Halberd, 2x Storm Bolter
. Terminator (Psycannon): Psycannon (Terminator)
. . Nemesis Force Halberd
. Terminator (Warding Stave): Storm Bolter

+ Elites +

Apothecary: 6: Lore Master, Hammerhand, Sanctuary, Warlord
. Nemesis Daemon Hammer: Nemesis Daemon Hammer

Venerable Dreadnought: Astral Aim, Twin lascannon
. Dreadnought combat weapon w/Storm Bolter: Storm bolter

Venerable Dreadnought: Astral Aim, Twin lascannon
. Dreadnought combat weapon w/Storm Bolter: Storm bolter

+ Heavy Support +

Purgation Squad: Vortex of Doom
. 4x Purgator (Psilencer): 4x Psilencer
. Purgator Justicar: Storm bolter
. . Nemesis Daemon Hammer: Nemesis Daemon Hammer

Purgation Squad: Vortex of Doom
. 4x Purgator (Psilencer): 4x Psilencer
. Purgator Justicar: Storm bolter
. . Nemesis Daemon Hammer: Nemesis Daemon Hammer
Edited by Skywrath

Thanks for the warm welcome, I've been lurking for a while, but don't take the time to post very often. 

 

Fair enough for your hammers, I know what it feels like to have stuff glued on and then realise you should have magnetized... my 20 Falchion-wielding Interceptors lol. That being said, if it is something you could eventually play around with, I think you'll find the 105 spare points useful! Its crazy how these things add up. As for the Purgator Justicars, Battle Scribe won't let you because neither will the Codex. They're designed like a Devastator Squad: 4 heavy weapons and a ''bare bones'' unit champ. Personally, I'd just leave them as is, a halberd or sword is fine in a pinch if they do ever get caught up, which you don't really want happening. 

 

My thinking behind the 5-Man Strike is that it really only exists in the list to fill out the batallion. TBH if you could drop a HQ and simply run a Patrol and ditch the Strikes altogether, you might get away with it in this style list. Granted that leaves you with only 2 Troops units, but to be fair, Ob Sec is a great bonus to have, but not mandatory either, and if you can remove your opponent's Ob Sec early, then it doesn't really matter who you're sending after objectives. In all fairness, Strikes don't have 2 Wounds yet, and even with Transhuman, a rapid-firing unit of Intercessors is gonna chew through them pretty easily. I run 3x5 myself, just to fill out the Battalion, and often keep them in orbit until Turn 3, by which time I've been able to clear more space for them or reduce anti-infantry threats. They're not designed to be durable at the moment, but used surgically can drop down and clear some infantry or, if you're lucky on a charge roll, steal an objective and lay down some hurt in combat. Your list seems to focus around the Terminator units, I'm just trying to see how you can make the most of that. 

Again, I think the Psilencer/Psycannon thing comes down to preference. Personally, I find the Psycannon has more duality. It can hurt most vehicles reliably as well as being useful against MEQ and TEQ, S8/9 means wounding on 2s versus wounding on 3s with S5/6, with an extra AP, against T4, as well as wounding T8 on 3s or 4s versus wounding on 5s. Plus, you've got a whole bunch of storm bolters, which should manage any hordes. Remember Hammerhand only affects wound rolls in combat. 

 

As for pulling of multiple Smites, it basically comes down to the inherent plus one, essentially negating the first modifier. Running a Librarian then gives you access to the Nullifier Matrix, for an effective +1 in a 6" aura. The Empyric Surge stratagem then gives you a further +1 in a 6" aura from a caster who's already successfully cast a power. Not really relevant in this list, but when building around a Brother-Captain's buff, you could fairly reliably pull of a couple of Smites from Deep Striking Strike Marines or teleporting Interceptors, while following up with a few Smites from your "Character Castle" on the board (24" Smites thanks to Bro-Cap). Definitely not what it was when Ritual of the Damned came out, but 10 Mortal Wounds is nothing to disregard. As for the Purifiers... 3" range is hard to work around, you definitely need the Bro-Cap and to make use of Powerful Adept. Unfortunately they don't get Teleport Strike, so you're having to pay a CP to place them in Deep Strike, and the wording on Dynamic Insertion specifies that it needs to be used in conjunction with the Teleport Strike ability, so whichever way you look at it, you're not getting the Smite off on the turn you DS in. I've been toying with a list that runs 2x5 Purifiers, a Bro-Cap and a Banner of Refining Flame in a LRC, with a Inquisitor to give said LRC a 4+ through the Malleus power and Sanctuary, Gating the LRC up the field and hoping to get into range with 3 D6 Smites on the turn I disembark (assuming the LRC isn't a heap of slag). I've yet to try it, but its definitely a fun list and not something you could take to a tournament and hope to do well against top-tier lists. 

 

Its already a long response, so I'll just finish up with the following. Ironically, I'm not sold on the second list. The 5-man Terminator Squad feels weird to me, in the context of the list... could you lose the Strikes and go for a 10-Man and 2 5-Man Terminator Squads? That would be solid for the objective game... or 3x5 Terminators, and spend the spare points on say an Ancient for the Attack buff? You're definitely onto something though. Resilient Troops backed up by reliable firepower is for sure a strong way to look at 9th edition. Cheers. 

 

**EDIT** Actually, just looking at the second list again, I could really see it work well if you dropped the 10-Man Strike Squad in favor of a 5-Man Terminator unit (so 1x10 and 2x5). You could then switch Voldus out for a Librarian (Nullifier Matrix & Lore Master), this should get you the spare points for a 3rd Purgator Squad, if you remove the hammers from the Purgator Justicars. Since you've already got re-rolls from Drago, the Libby essentially fills the same role as Voldus, for cheaper, while granting a fail-safe against Perils and an effective +1 to Cast in 6". Consider taking Edict Imperator. Its a cheeky way of getting that extra movement you need, and shooting out of sequence if you need to switch into another Tide in your Psychic Phase.

Edited by The Woodsman
Alright, sorry for the long response, but here it is!

 

When Strikes do get buffed to 2W, then I'll gladly drop the 10m squads of such in exchange for those. Having played with Dark Angel Intercessors, I think they should be  durable enough in a pinch. But until that point, sorry, but I'm sticking to either 5 or 10m terminator squads (prefferably 10), as my experience tells me that a 5m strike squad isn't going to do

anything when it contest points. Best case scenario - it holds a point for 2 turns. Worst case scenario, some fast attack unit advances turn 1 and shoots it off the board. By having 10m terminator squads, not only do I hold the points almost as well as a paladin squad, but I create enough of a threat that it worth the 400 or so points I dump into them. Not to mention, they are going to be doing something, instead of 5m strike squads that I just drop and forget. Sure, in the big picture sense, that having units to drop and forget is nice from the perspective that there less things to remember, but this is a meta that encourages you to make the most out of your units, no? If there is no feasible way to put a 10m strike squad in (after the terminators), then that's when I default to the 5m strike squad argument. 

 

Ah, overlooked that detail with hammerhand, thanks for pointing that out (not meant to sound sarcastic). But yeah, I think why I don't like psycannons as much anymore is the fact that unbuffed, they only do 1 damage, and 2 with shooting tide. If I were to run out of CP, and had a squad of psilencer purgators, I could high-roll it into a 3+1 damage wound. That's efficiency, for 10 points less. But yeah, just more reasoning why I'm leaning towards them. Then there is also the fact, that do you really need a S8 weapon against infantry for 3 damage? Sure, that could be useful for taking out bladeguard, but bladeguard ignore -1 and -2 (if in cover) so my way it seems to save kill them is to shower them with shots with high damage, and low AP.

 

I'm curious to see how would you come around the idea of building such a smite-spam list? I imagine a Brother-Captain, terminators, refining flame banner on an ancient, probably

Kaldor and a Chaplain? Also may I see your purifier list in full? Could you also explain to me all the uses of Edict Imperator? Reading the text of it, it allows you to move and shoot in the psychic phase, at the cost of the actual shooting phase. This could be useful for positioning purposes, sure, but other than that, I don't really see much to justify taking one. Happy to be proven wrong though.

 

As for the list, I created two more variations, with the input you provided. The psilencer brigade is now more or less a subtype of a double paladin bomb, however with a few extra twists on it. With the other list, I saved your recommendation for the triple purgation psilencer squad (getting mine tomorrow in mail), but so far, I created something in between for the two lists. Take a look, see what you think.

 

Double Terror list (Idea still the same, however reinforced)



 

++ Battalion Detachment 0CP (Imperium - Grey Knights) [108 PL, 11CP, 1,998pts] ++

 

+ Configuration +

 

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) 

 

Detachment CP

 

+ Stratagems +

 

Armoury of Titan [-1CP]: 1 Additional Relic

 

+ HQ +

 

Chaplain [6 PL, 113pts]: 5. Recitation of Projection, 6. Invocation of Focus, Hammerhand, Storm bolter

 

Librarian [6 PL, 108pts]: 6: Lore Master, Armoured Resilience, Empyrean Domination, Sanctic Shard, Storm Bolter, Warlord, Warp Shaping

. Nemesis Warding Stave

 

Lord Kaldor Draigo [10 PL, 190pts]: Armoured Resilience, Warp Shaping

 

+ Troops +

 

Strike Squad [7 PL, 117pts]

. Grey Knight (Psilencer): Psilencer

. 3x Grey Knight (Sword): 3x Nemesis Force Sword, 3x Storm Bolter

. Grey Knight Justicar: Storm bolter

. . Nemesis Daemon Hammer: Nemesis Daemon Hammer

 

Terminator Squad [22 PL, 414pts]: Gate of Infinity

. Grey Knight Terminator Justicar: Storm bolter

. . Nemesis Daemon Hammer: Nemesis Daemon Hammer

. Terminator (Daemon Hammer): Nemesis Daemon Hammer, Storm Bolter

. 4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter

. Terminator (Psilencer): Psilencer (Terminator)

. . Nemesis Force Halberd

. Terminator (Psilencer): Psilencer (Terminator)

. . Nemesis Force Halberd

. 2x Terminator (Warding Stave): 2x Nemesis Warding Stave, 2x Storm Bolter

 

Terminator Squad [22 PL, 414pts]: Gate of Infinity

. Grey Knight Terminator Justicar: Storm bolter

. . Nemesis Daemon Hammer: Nemesis Daemon Hammer

. Terminator (Daemon Hammer): Nemesis Daemon Hammer, Storm Bolter

. 4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter

. Terminator (Psilencer): Psilencer (Terminator)

. . Nemesis Force Halberd

. Terminator (Psilencer): Psilencer (Terminator)

. . Nemesis Force Halberd

. 2x Terminator (Warding Stave): 2x Nemesis Warding Stave, 2x Storm Bolter

 

+ Elites +

 

Apothecary [5 PL, 80pts]: Sanctuary, Soul Glaive

. Nemesis Force Halberd

 

Venerable Dreadnought [8 PL, 158pts]: Astral Aim, Twin lascannon

. Dreadnought combat weapon w/Storm Bolter: Storm bolter

 

Venerable Dreadnought [8 PL, 158pts]: Astral Aim, Twin lascannon

. Dreadnought combat weapon w/Storm Bolter: Storm bolter

 

+ Heavy Support +

 

Purgation Squad [7 PL, 123pts]: Vortex of Doom

. 4x Purgator (Psilencer): 4x Psilencer

. Purgator Justicar: Storm bolter

. . Nemesis Daemon Hammer: Nemesis Daemon Hammer

 

Purgation Squad [7 PL, 123pts]: Vortex of Doom

. 4x Purgator (Psilencer): 4x Psilencer

. Purgator Justicar: Storm bolter

. . Nemesis Daemon Hammer: Nemesis Daemon Hammer

 

++ Total: [108 PL, 11CP, 1,998pts] ++


 

Psilencer Brigade (I revamped it so it's more close to a double-paladin bomb, with my own twist on it). 


 


 

++ Battalion Detachment 0CP (Imperium - Grey Knights) [112 PL, 12CP, 1,989pts] ++

 

+ Configuration +

 

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) 

 

Detachment CP

 

+ HQ +

 

Chaplain [6 PL, 113pts]: 5. Recitation of Projection, 6. Invocation of Focus, Hammerhand, Storm bolter

 

Librarian [6 PL, 108pts]: 6: Lore Master, Armoured Resilience, Empyrean Domination, Sanctic Shard, Storm Bolter, Warlord, Warp Shaping

. Nemesis Warding Stave

 

+ Troops +

 

Strike Squad [7 PL, 117pts]: Gate of Infinity

. Grey Knight (Psilencer): Psilencer

. 3x Grey Knight (Sword): 3x Nemesis Force Sword, 3x Storm Bolter

. Grey Knight Justicar: Storm bolter

. . Nemesis Daemon Hammer: Nemesis Daemon Hammer

 

Strike Squad [7 PL, 117pts]: Gate of Infinity

. Grey Knight (Psilencer): Psilencer

. 3x Grey Knight (Sword): 3x Nemesis Force Sword, 3x Storm Bolter

. Grey Knight Justicar: Storm bolter

. . Nemesis Daemon Hammer: Nemesis Daemon Hammer

 

Strike Squad [7 PL, 117pts]: Vortex of Doom

. Grey Knight (Psilencer): Psilencer

. 3x Grey Knight (Sword): 3x Nemesis Force Sword, 3x Storm Bolter

. Grey Knight Justicar: Storm bolter

. . Nemesis Daemon Hammer: Nemesis Daemon Hammer

 

+ Elites +

 

Apothecary [5 PL, 95pts]: Armoured Resilience

. Nemesis Daemon Hammer: Nemesis Daemon Hammer

 

Paladin Squad [30 PL, 538pts]: Sanctuary

. Paladin (Daemon Hammer): Nemesis Daemon Hammer, Storm Bolter

. 2x Paladin (Halberd): 2x Nemesis Force Halberd, 2x Storm Bolter

. Paladin (Psilencer): Psilencer (Terminator)

. . Nemesis Force Halberd

. Paladin (Psilencer): Psilencer (Terminator)

. . Nemesis Force Halberd

. Paladin (Psilencer): Psilencer (Terminator)

. . Nemesis Force Halberd

. Paladin (Psilencer): Psilencer (Terminator)

. . Nemesis Force Halberd

. 2x Paladin (Warding Stave): 2x Nemesis Warding Stave, 2x Storm Bolter

. Paragon: Storm Bolter

. . Nemesis Daemon Hammer: Nemesis Daemon Hammer

 

Paladin Squad [30 PL, 538pts]: Sanctuary

. Paladin (Daemon Hammer): Nemesis Daemon Hammer, Storm Bolter

. 2x Paladin (Halberd): 2x Nemesis Force Halberd, 2x Storm Bolter

. Paladin (Psilencer): Psilencer (Terminator)

. . Nemesis Force Halberd

. Paladin (Psilencer): Psilencer (Terminator)

. . Nemesis Force Halberd

. Paladin (Psilencer): Psilencer (Terminator)

. . Nemesis Force Halberd

. Paladin (Psilencer): Psilencer (Terminator)

. . Nemesis Force Halberd

. 2x Paladin (Warding Stave): 2x Nemesis Warding Stave, 2x Storm Bolter

. Paragon: Storm Bolter

. . Nemesis Daemon Hammer: Nemesis Daemon Hammer

 

+ Heavy Support +

 

Purgation Squad [7 PL, 123pts]: Astral Aim

. 4x Purgator (Psilencer): 4x Psilencer

. Purgator Justicar: Storm bolter

. . Nemesis Daemon Hammer: Nemesis Daemon Hammer

 

Purgation Squad [7 PL, 123pts]: Astral Aim

. 4x Purgator (Psilencer): 4x Psilencer

. Purgator Justicar: Storm bolter

. . Nemesis Daemon Hammer: Nemesis Daemon Hammer

 

++ Total: [112 PL, 12CP, 1,989pts] ++



I think both of the new lists could work well. More tweaking would come down to personal preferences. For example, and not to beat a dead horse here, points saved on Hammers on Justicars and Psilencers on Strikes could probably afford you Drago, granting you a beatstick, two additional powers and those tasty re-rolls, in exchange for Psilencers that will probably always be hitting on 4s and of which you already have plenty, and Hammers which shouldn't be in combat anyways, or that probably won't tip the balance statistically if they do get into combat. But again, just personal tweaking. 

 

As for Edict Imperator, to me it is a hidden gem of a toolkit power. You could use it to a) shoot out of sequence to clear a screen off of an objective or protecting a heavy-hitter before Gating something in for a charge or Vortex, or those beefed-up Psilencers, and/or :cool.: shoot out of sequence to make use of the Tide of Convergence before switching to Escalation if you've got some reliable Smites lined up against a worthwhile target. The ability to move twice in an objective-based edition is also great, and can help you get a unit into LoS blocking terrain or into a table quarter of deployment zone if you're after Linebreaker/Engage on all Fronts. Anything that gives you tactical flexibility is, in my books, always to be considered. 

 

Here's a version of the Purifier list, again, more something fun and different than cutting-edge, but played right it could do horrendous damage on Mortal Wound output. The combination of relics and stratagems could allow you to get several d6 Smites off, while working in successive waves of Smites supported by various layers of buffs. The Inquisitor grants the LRC a 5+ Invul which can then be improved to a 4+ with Sanctuary (see following post). The Interceptors have Vortex for a turn 1 mortal wound bomb missile, plus early objective grabbing, forcing your opponent to make some target priority decisions. Between Edict Imperator, the Bro-Caps buff and the stratagem which adds range to your powers (I forget the name) you should comfortably get those 3 d6 Smites in range on the turn they get out of the LRC. Your 3rd wave of Terminators can then consolidate onto objectives, and with proper and careful placement of your characters, you could get a scary amount of D2 and D6 Smites, as well as a Vortex, on consecutive turns (the 10-man unit could optionally be fielded as two 5-man squads, for more Smite potential. However, considering Smite does eventually max out, having the option of buffing up the one full unit of Storm Bolters/Halberds is better overall, especially if you consider Dynamic Insertion, which you should be). It needs alot to work out to do the business, and that's its main weakness, nothing is guaranteed when you're relying on so many psychic powers to go off. But, with all those +1s you can stack up, it should definitely lay down some hurt on a lot of armies. Anyways, just an idea I had, I've yet to try it myself, need to get myself more terminators to be honest. Hope you enjoy it, as for myself I'm enjoying this little GK tactica discussion. Cheers. (And here's the list!)

 

(red = edits regarding Inquisitor issue)

 

+++ Grey Knights (Purifiers) (Warhammer 40,000 9th Edition) [117 PL, 9CP, 1,997pts] +++
 
++ Battalion Detachment 0CP (Imperium - Grey Knights) ++
 
+ Configuration +
 
Battle Size: 3. Strike Force (101-200 Total PL / 1001-2000 Points) 
 
Detachment CP
 
+ Stratagems +
 
Armoury of Titan: 2 Additional Relics
 
+ HQ +
 
Brother-Captain: 6: Lore Master, Armoured Resilience, Edict Imperator, Storm Bolter, Warlord
Nemesis Force Halberd
 
Librarian: Artisan Nullifier Matrix, Empyrean Domination, Storm Bolter, Warp Shaping
Nemesis Warding Stave
 
Librarian: Gate of Infinity, Sanctic Shard, Sanctuary, Storm Bolter
Nemesis Warding Stave
 
+ Troops +
 
Terminator Squad: Hammerhand
Grey Knight Terminator Justicar: Storm bolter
Nemesis Force Halberd
9x Terminator (Halberd): 9x Nemesis Force Halberd, 9x Storm Bolter
 
Terminator Squad: Gate of Infinity
Grey Knight Terminator Justicar: Storm bolter
Nemesis Force Halberd
4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
Terminator Squad: Gate of Infinity
Grey Knight Terminator Justicar: Storm bolter
Nemesis Force Halberd
4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
+ Elites +
 
Apothecary: Ethereal Manipulation
Nemesis Force Halberd
 
Paladin Ancient: Banner of Refining Flame, Purge Soul
Storm Bolter and Falchion: Nemesis Falchion, Storm Bolter
 
Purifier Squad: Vortex of Doom
Knight of the Flame: Storm Bolter
Nemesis Force Sword
4x Purifier (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
Purifier Squad: Vortex of Doom
Knight of the Flame: Storm Bolter
Nemesis Force Sword
4x Purifier (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
+ Fast Attack +
 
Interceptor Squad: Vortex of Doom
4x Interceptor (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
Interceptor Justicar: Storm bolter
Nemesis Force Halberd
 
Interceptor Squad: Vortex of Doom
4x Interceptor (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
Interceptor Justicar: Storm bolter
Nemesis Force Halberd
 
+ Heavy Support +
 
Land Raider Crusader: 2x Hurricane Bolter, Storm Bolter, Twin Assault Cannon
 
Created with BattleScribe (https://battlescribe.net)

 

Edited by The Woodsman

I just realized the Ordo Malleus power only affects IMPERIUM INFANTRY and BIKER models... Thus the 4+ invul on the LRC can't actually happen. Not much point in keeping the Inquisitor in there. I've edited the list above to reflect this. As for tactics, it pretty much comes down to the same thing, bar the 4+ invul on the LRC. Granted, anyone packing serious anti-tank will probably down the LRC on turn one, Tide of Shadows could help mitigate this. As mentioned before, it was initially written for :cusss & gigs, I've tried to work it into a more viable ''mortal wound spam'' list for ''academic'' purposes.  

 

**EDIT**

 

While we're at it, I've quickly drawn up a different sort of ''Smite Spam'' list. This one relying on basically spamming 5-man Terminator units and, which would all start the game on the board within 6''/9'' (with Finest Hour) of the Bro-Cap, to get that 24'' Smite range. Between the Nullifier Matrix and Empyric Surge, plus the innate +1, you should on average get 5 or 6 Smites off. The 25 Interceptors can be deployed as Combat Squads for an effective 5 units for early-game board control, and more importantly, clearing screens for your Smite train. You could keep one Psybolt Ammunition/Astral Aim, but that could come down to who you're facing. Not sure how well it works in practice, but on paper, thats alot of mortal wound potential, great board control and lots of resilient troops that have options regarding deployment and movement (Gate, Edict). 

 

+++ Smite Spam (Maybe?) (Warhammer 40,000 9th Edition) [114 PL, 2,000pts] +++
 
++ Battalion Detachment 0CP (Imperium - Grey Knights) ++
 
+ Configuration +
 
Detachment CP
 
+ HQ +
 
Brother-Captain: 6: Lore Master, Armoured Resilience, Edict Imperator, Warlord
Nemesis Daemon Hammer: Nemesis Daemon Hammer
Psycannon: Psycannon (Terminator)
 
Librarian: Combi-plasma, Empyrean Domination, Warp Shaping
Nemesis Daemon Hammer: Nemesis Daemon Hammer
 
+ Troops +
 
Terminator Squad: Hammerhand
Grey Knight Terminator Justicar: Storm bolter
Nemesis Daemon Hammer: Nemesis Daemon Hammer
4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
Terminator Squad: Hammerhand
Grey Knight Terminator Justicar: Storm bolter
Nemesis Force Halberd
4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
Terminator Squad: Sanctuary
Grey Knight Terminator Justicar: Storm bolter
Nemesis Force Halberd
4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
Terminator Squad: Sanctuary
Grey Knight Terminator Justicar: Storm bolter
Nemesis Force Halberd
4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
Terminator Squad: Gate of Infinity
Grey Knight Terminator Justicar: Storm bolter
Nemesis Force Halberd
4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
Terminator Squad: Gate of Infinity
Grey Knight Terminator Justicar: Storm bolter
Nemesis Force Halberd
4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
+ Fast Attack +
 
Interceptor Squad: Astral Aim
9x Interceptor (Sword): 9x Nemesis Force Sword, 9x Storm Bolter
Interceptor Justicar: Storm bolter
Nemesis Force Sword
 
Interceptor Squad: Vortex of Doom
9x Interceptor (Sword): 9x Nemesis Force Sword, 9x Storm Bolter
Interceptor Justicar: Storm bolter
Nemesis Force Sword
 
Interceptor Squad: Vortex of Doom
4x Interceptor (Sword): 4x Nemesis Force Sword, 4x Storm Bolter
Interceptor Justicar: Storm bolter
Nemesis Force Sword
 
Created with BattleScribe (https://battlescribe.net)
Edited by The Woodsman

Too many awesome points to start quoting from both the Woodsman and Silver-Fox.

A few HQ comments which you've already heard me say and Brothers Woodsman and Silver-Fox also alluded to. Is that with the change to storm shields,
Grand Master Voldus' stock rose considerably. And it seems like you've been around enough to know that Grey Knights are such an elite army that
every unit must be utilizing every phase of a turn, every turn.

Also, with 12CP in a 2000pts game, I think we could afford to use a few on an extra detachment to get more HQ's and extra relics.
Sanctic shard and augurium scrolls are amazing and having both you cant go wrong.
Larger games also means the large board recommended for play.
Voldus
generic BC
Chaplain
Librarian

I would almost certainly include these 4 HQs in a 2000pt game.

That's why secondary objectives that use actions (aside from psychic ritual) are kinda crap for us. It means a unit cant psychic, shoot or charge this turn.
And we simply cant afford for that to happen. (slightly off topic but leads to me to my next point)

I like the suggestion of smaller units of paladins, or terminators that teleport strike. You cant put all your eggs into one basket and then fail the charge
and get dramatically shot off the board next turn while your sadistic opponent cackles with glee.
2 units of 3, or 2 of 5 in the case of terminators with a supporting Chaplain with the augurium scrolls relic. At least 1 of the 3 units will succeed in
charging and the Chaplain's aura hopefully reaches your back markers of the unit.
Tying up units in melee is even better now that they cant fall back and shoot. (God that was an awful rule.)

In terms of psychic power set ups, Voldus is always going to be my warlord now. Loremaster on anyone else is kinda bleh, considering the amount they can
actually cast. I personally set him up with the sanctic discipline powers and fill out my other characters with the crucial dominus powers. The flexibility
he offers with purge soul, vortex, gate and sanc means I could still cast 2 attacking powers and and a buff and not feel the loss of not casting smite
with him.

As pointed out, the stratagem for +1 to cast bubble from the librarian is awesome in conjunction with Tide of escalation. just make sure your better
casters with rerolls are casting the more difficult smites last. And once you've got your buffs onto key units smite with everyone else.

Something that you may not know or use is that we can actually get the benefit of two different tides of the warp turn 1. Maybe a lot of people cautiously
use the tide of shadows turn 1 to ensure units survive. But with the changes to terrain and proper placement of units, that shouldn't be to much of a problem.
So at the beginning of the game Tide of escalation is in effect, if you can get that 1st round of smites off for 2 wounds, then the final psychic power
you cast that turn changes the tide to the shooting one. In the shooting phase you benefit from that buff if you have those guns.
Turn 2, 1st psychic power you cast is to change the tide back to either 2W smites or if your army dictates, the melee focused one. Just a little tip that
I found, if you can pull it off just gets that little bit more efficiency from your army.


What I also love about our codex is that terminators are troops and that leads itself to the fact we no longer have to take paladins, and can now start
ven dreads again. hopefully the apothecary gets the buffs that the Senior Apothecary got in Codex marines in our upcoming codex and that's a decent elites
choice with 2 dreads 1 apothecary.

 

With 9th edition game style, interceptors stock also rose.  I can see a unit of interceptors with that stratagem, making someone roll a lot of dice. In combination

with a character reroll or the psychic power that lets the reroll within half range.

As the Woodsman also pointed out, you do need a 10 man unit somewhere in your army. To really maximize the psybolt stratagem.


I think as the Woodsman mentioned, edict imperator is really the under rated gem of the dominus discipline. And he made some great points on how to use it.
The fact you are shooting with something in the psychic phase to clear chaff for Voldus or a Librarian with sanctic shard to drop a 3D6 vortex of doom with
+3 to the psychic test only needing a 9 on 3D6 to do D6 wounds to potentially a few units is awesome!


I don't agree with the suggestion of purifiers though. They suck horribly right now. They will be foot slogging it everywhere, as you can only
cast one gate onto 1 unit. That's why I see rhinos potentially making a comeback to some degree.
 

Edited by Reskin

 

 

I think both of the new lists could work well. More tweaking would come down to personal preferences. For example, and not to beat a dead horse here, points saved on Hammers on Justicars and Psilencers on Strikes could probably afford you Drago, granting you a beatstick, two additional powers and those tasty re-rolls, in exchange for Psilencers that will probably always be hitting on 4s and of which you already have plenty, and Hammers which shouldn't be in combat anyways, or that probably won't tip the balance statistically if they do get into combat. But again, just personal tweaking. 

 

And as I said, they are glued like that, so there is nothing I can do :)

 

As for Edict Imperator, to me it is a hidden gem of a toolkit power. You could use it to a) shoot out of sequence to clear a screen off of an objective or protecting a heavy-hitter before Gating something in for a charge or Vortex, or those beefed-up Psilencers, and/or :cool.: shoot out of sequence to make use of the Tide of Convergence before switching to Escalation if you've got some reliable Smites lined up against a worthwhile target. The ability to move twice in an objective-based edition is also great, and can help you get a unit into LoS blocking terrain or into a table quarter of deployment zone if you're after Linebreaker/Engage on all Fronts. Anything that gives you tactical flexibility is, in my books, always to be considered. 

 

Hmm, interesting. I'll change my chaplains Hammerhand for Edict in that logic. How many instances do you recommend for it? Just the one?

 

Here's a version of the Purifier list, again, more something fun and different than cutting-edge, but played right it could do horrendous damage on Mortal Wound output. The combination of relics and stratagems could allow you to get several d6 Smites off, while working in successive waves of Smites supported by various layers of buffs. The Inquisitor grants the LRC a 5+ Invul which can then be improved to a 4+ with Sanctuary (see following post). The Interceptors have Vortex for a turn 1 mortal wound bomb missile, plus early objective grabbing, forcing your opponent to make some target priority decisions. Between Edict Imperator, the Bro-Caps buff and the stratagem which adds range to your powers (I forget the name) you should comfortably get those 3 d6 Smites in range on the turn they get out of the LRC. Your 3rd wave of Terminators can then consolidate onto objectives, and with proper and careful placement of your characters, you could get a scary amount of D2 and D6 Smites, as well as a Vortex, on consecutive turns (the 10-man unit could optionally be fielded as two 5-man squads, for more Smite potential. However, considering Smite does eventually max out, having the option of buffing up the one full unit of Storm Bolters/Halberds is better overall, especially if you consider Dynamic Insertion, which you should be). It needs alot to work out to do the business, and that's its main weakness, nothing is guaranteed when you're relying on so many psychic powers to go off. But, with all those +1s you can stack up, it should definitely lay down some hurt on a lot of armies. Anyways, just an idea I had, I've yet to try it myself, need to get myself more terminators to be honest. Hope you enjoy it, as for myself I'm enjoying this little GK tactica discussion. Cheers. (And here's the list!)

 

I think this list has some potential, perhaps even running two BC's might be the answer you want. I'll shoot you a PM with some ideas about purifiers. Also, it's clear after this response, I need to look at Inquisitors far more closely, there might be some hidden synergies I am missing. As for the tactica discussion - likewise, not many people like debating theoreticals, so that is quite refreshing!

 

(red = edits regarding Inquisitor issue)

 

+++ Grey Knights (Purifiers) (Warhammer 40,000 9th Edition) [117 PL, 9CP, 1,997pts] +++
 
++ Battalion Detachment 0CP (Imperium - Grey Knights) ++
 
+ Configuration +
 
Battle Size: 3. Strike Force (101-200 Total PL / 1001-2000 Points) 
 
Detachment CP
 
+ Stratagems +
 
Armoury of Titan: 2 Additional Relics
 
+ HQ +
 
Brother-Captain: 6: Lore Master, Armoured Resilience, Edict Imperator, Storm Bolter, Warlord
Nemesis Force Halberd
 
Librarian: Artisan Nullifier Matrix, Empyrean Domination, Storm Bolter, Warp Shaping
Nemesis Warding Stave
 
Librarian: Gate of Infinity, Sanctic Shard, Sanctuary, Storm Bolter
Nemesis Warding Stave
 
+ Troops +
 
Terminator Squad: Hammerhand
Grey Knight Terminator Justicar: Storm bolter
Nemesis Force Halberd
9x Terminator (Halberd): 9x Nemesis Force Halberd, 9x Storm Bolter
 
Terminator Squad: Gate of Infinity
Grey Knight Terminator Justicar: Storm bolter
Nemesis Force Halberd
4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
Terminator Squad: Gate of Infinity
Grey Knight Terminator Justicar: Storm bolter
Nemesis Force Halberd
4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
+ Elites +
 
Apothecary: Ethereal Manipulation
Nemesis Force Halberd
 
Paladin Ancient: Banner of Refining Flame, Purge Soul
Storm Bolter and Falchion: Nemesis Falchion, Storm Bolter
 
Purifier Squad: Vortex of Doom
Knight of the Flame: Storm Bolter
Nemesis Force Sword
4x Purifier (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
Purifier Squad: Vortex of Doom
Knight of the Flame: Storm Bolter
Nemesis Force Sword
4x Purifier (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
+ Fast Attack +
 
Interceptor Squad: Vortex of Doom
4x Interceptor (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
Interceptor Justicar: Storm bolter
Nemesis Force Halberd
 
Interceptor Squad: Vortex of Doom
4x Interceptor (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
Interceptor Justicar: Storm bolter
Nemesis Force Halberd
 
+ Heavy Support +
 
Land Raider Crusader: 2x Hurricane Bolter, Storm Bolter, Twin Assault Cannon
 
Created with BattleScribe (https://battlescribe.net)

 

 

 

 

I just realized the Ordo Malleus power only affects IMPERIUM INFANTRY and BIKER models... Thus the 4+ invul on the LRC can't actually happen. Not much point in keeping the Inquisitor in there. I've edited the list above to reflect this. As for tactics, it pretty much comes down to the same thing, bar the 4+ invul on the LRC. Granted, anyone packing serious anti-tank will probably down the LRC on turn one, Tide of Shadows could help mitigate this. As mentioned before, it was initially written for :cusss & gigs, I've tried to work it into a more viable ''mortal wound spam'' list for ''academic'' purposes.  

 

**EDIT**

 

While we're at it, I've quickly drawn up a different sort of ''Smite Spam'' list. This one relying on basically spamming 5-man Terminator units and, which would all start the game on the board within 6''/9'' (with Finest Hour) of the Bro-Cap, to get that 24'' Smite range. Between the Nullifier Matrix and Empyric Surge, plus the innate +1, you should on average get 5 or 6 Smites off. The 25 Interceptors can be deployed as Combat Squads for an effective 5 units for early-game board control, and more importantly, clearing screens for your Smite train. You could keep one Psybolt Ammunition/Astral Aim, but that could come down to who you're facing. Not sure how well it works in practice, but on paper, thats alot of mortal wound potential, great board control and lots of resilient troops that have options regarding deployment and movement (Gate, Edict). 

 

+++ Smite Spam (Maybe?) (Warhammer 40,000 9th Edition) [114 PL, 2,000pts] +++
 
++ Battalion Detachment 0CP (Imperium - Grey Knights) ++
 
+ Configuration +
 
Detachment CP
 
+ HQ +
 
Brother-Captain: 6: Lore Master, Armoured Resilience, Edict Imperator, Warlord
Nemesis Daemon Hammer: Nemesis Daemon Hammer
Psycannon: Psycannon (Terminator)
 
Librarian: Combi-plasma, Empyrean Domination, Warp Shaping
Nemesis Daemon Hammer: Nemesis Daemon Hammer
 
+ Troops +
 
Terminator Squad: Hammerhand
Grey Knight Terminator Justicar: Storm bolter
Nemesis Daemon Hammer: Nemesis Daemon Hammer
4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
Terminator Squad: Hammerhand
Grey Knight Terminator Justicar: Storm bolter
Nemesis Force Halberd
4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
Terminator Squad: Sanctuary
Grey Knight Terminator Justicar: Storm bolter
Nemesis Force Halberd
4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
Terminator Squad: Sanctuary
Grey Knight Terminator Justicar: Storm bolter
Nemesis Force Halberd
4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
Terminator Squad: Gate of Infinity
Grey Knight Terminator Justicar: Storm bolter
Nemesis Force Halberd
4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
Terminator Squad: Gate of Infinity
Grey Knight Terminator Justicar: Storm bolter
Nemesis Force Halberd
4x Terminator (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
 
+ Fast Attack +
 
Interceptor Squad: Astral Aim
9x Interceptor (Sword): 9x Nemesis Force Sword, 9x Storm Bolter
Interceptor Justicar: Storm bolter
Nemesis Force Sword
 
Interceptor Squad: Vortex of Doom
9x Interceptor (Sword): 9x Nemesis Force Sword, 9x Storm Bolter
Interceptor Justicar: Storm bolter
Nemesis Force Sword
 
Interceptor Squad: Vortex of Doom
4x Interceptor (Sword): 4x Nemesis Force Sword, 4x Storm Bolter
Interceptor Justicar: Storm bolter
Nemesis Force Sword
 
Created with BattleScribe (https://battlescribe.net)

 

I would probably replace the interceptors with purgs in all honesty. I know interceptors are fast, but I don't see much point in them tbh. I tested the double-terror list against a Tyranids player - works very well, I just chose the wrong secondaries to go with it, which ended me losing the game. I think this is as close as I can get it to perfection. I'll test the Psilencer Brigade list when I have a chance - power level wise it should be stronger.

 

 

And as I said, they are glued like that, so there is nothing I can do :smile.:

What? Why can't say all your swords are halberds? Its not cheating if when you write a list and give him a halberd, even thought he's modelled with a hammer. As long as you never use or change what he's equipped with mid game? Surely

 

Gone are the days when shooting killed the closest models in a unit and you had to be super careful where you placed your justicar and special weapons. Just take off the weird looking models first.

It's more for good practice, I suppose. I play in a lot of tournaments, so everything has to be WYSIWYG. Of course, I do proxy units, but in the case the list works out casually, I want it to works as well as what the weapons are set to, on the day.

Perhaps bit late to the party but throwing my thoughts in anyway;

 

Really like the Psi brigade concept, ive been running 2x sqds myself and have found great success with them. 

Feel like they kinda need chaplain backup to get ultimate value from them.. d3+1 dmg re-rolling is no joke!

Had a look at all the variants youve posted but honestly i reckon the first one is the best.

 

Finally, i'll share mine from last weekend, taking a big victory over a decent harlequins list:

 

Callidus assassin

Chaplain (Sanctic shard) - Empyrean domination / - Litany of re-roll dmg + ignore BS mods

Draigo - Edict / Inner fire

Voldus - Armoured res / Ethereal manipulation / warp shaping

Strike squad (10) - Gate

Strike squad (5) - 1x psilencer - Gate

Strike squad (5) - Astral aim

Apothecary (WL first to fray) (Augrium Scrolls) - Hammerhand

Paladin squad (10) - 4x psilencer halberd / 5x stave / 1x halberd - Sanctuary

Interceptor squad (10) - Vortex

Purgation squad - 4x psilencer - Astral aim

Purgation squad - 4x psilencer - Gate

I like it Skywrath, I've had a think about silencers, and since they are only 2 pts more then storm bolters for 2 more shots and with better upside. I like it!

 

Combine tide of convergence (+1str +1dmg) with the Litany Invocation of Focus (+1 the AP) and 2CP for Psychic onslaught stratagem (+1str +1AP) and you have a very strong unit.

 

With that combo, do you think its better on psycannons or psilencers? For the lol's is it worth taking a 10 man purgation squad and really go all out with psybolt ammo strat as well? 

Edited by Reskin

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