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Author Topic: 'The Purge' a GK Army  (Read 1706 times)

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Offline Dark_Zadok

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'The Purge' a GK Army
« on: November 28, 2005, 04:35:58 AM »
Hey All
I'm hoping to begin buying a second 40k army soon
and the GK's seem prefect for me...i'm looking to create a force of 1500pts
and wondered if this was a good start? i would love advice in to what works and what doesn't from expereinced players.
theres just so much that the codex offers...i want to use it wisely  :D

HQ:
GrandMaster - NFW and Stormbolter and holocaust

ELITES:

5 terminators - NFW and Stormbolter, incinerator

5 terminators - NFW and Stormbolter, incinerator

TROOPS:

7 Grey Knights - NFW and Stormbolters, 2 psycannons
1 Justicar - NFW and Stormbolter,  psycannon bolts

7 Grey Knights - NFW and Stormbolters, 2 psycannons
1 Justicar - NFW and Stormbolter,  psycannon bolts

HEAVY:

Dreadnought - Lascannon and missile Launcher

Dreadnought - Autocannon and Missile Launcher

1500pts

Thanks for your time

ZDK

Offline Findecano

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Re: 'The Purge' a GK Army
« Reply #1 on: November 28, 2005, 10:15:38 AM »
looks okay..... but not... you have only 27 models in this army... plus 2 vehicles... I would wanna want to lose some points and make some room... make the grand master and the greyknight terminators one squad... saves 2 brother captains... I'd get in one or 2 thunderhammer grey knights though... gets you some antitank...
 your elites+hq is 700 points right now... not good... this should shave it down to 600. the troops... I personally favor riding with 2 ist squads w/ rhinos to the main objective, then deepstriking greyknights and terminators in using a teleport homer... but if this is a pure army, I'd shave the 2 squads down to 5 and add a fast attack grey knights..
Dreads... I'm not much a fan of it, as essiantially you have rhinos carriying around your only antitank... I personally like landraiders or land raider crusaders...

If you don't want pure, add the IST's, an infantry platoon, and maybe a lemanruss/sentinel for that antitank...
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Offline Grand Master Rex Nihilo

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Re: 'The Purge' a GK Army
« Reply #2 on: November 28, 2005, 08:47:04 PM »
HQ:
GrandMaster - NFW and Stormbolter and holocaust

Give your BS 5 GM a PsyCannon!

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ELITES:
5 terminators - NFW and Stormbolter, incinerator
5 terminators - NFW and Stormbolter, incinerator

As stated add 4 of these to the GMs retinue. You'll save some points not only for one less BC but also one les GKT. You may want to drop the Elite GKT all together, in favour of a LRC or LR. A Very NICE combination!!

Quote
TROOPS:
7 Grey Knights - NFW and Stormbolters, 2 psycannons
1 Justicar - NFW and Stormbolter,  psycannon bolts
7 Grey Knights - NFW and Stormbolters, 2 psycannons
1 Justicar - NFW and Stormbolter,  psycannon bolts

Fast Attack GK are great, so you may want to make that possible by shuffling the deck a bit. You are right to put Psy Cannons on the foot slogging GKs  Just remember to take advantage of the 'Shrouding' special rule!! I would drop the PsyCannon bolts for Teleport Homers especially if you add the FA GKs

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HEAVY:
Dreadnought - Lascannon and missile Launcher
Dreadnought - Autocannon and Missile Launcher

I love DREADS too, but I would recommend specializing them. One for long range AT and the other for CC. i.e. one TLLC and ML and the other Assault Cannon and Incinerator with DCCW! Use the CC specialist to walk up with the GK. Unfortunately with out a LR or LRC he'll be a big target!

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1500pts
Thanks for your time
ZDK

All the best, you likely already know this but just remember it is your army and it is your preference so pick'em and have fun.

Rob
7000 points of Grey Knights
6000 points of Fire Drakes Space Marines

Offline Dark_Zadok

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Re: 'The Purge' a GK Army
« Reply #3 on: November 29, 2005, 05:22:11 AM »
Hey guys, thanks for your reply's, Your advice is most helpful.
Ultimatley yes, i will create an army i like etc....i just want to use your expereince(s) to think about the factor i may not have...

So Psycannon with GM, i can see that working, if i take 3 terms as his the rentiune, should i get rid of holocaust as that might kill some of his own rentinue??

will One squad of 5 terminators work ok?

Fast attack GK's i like the sound of, just never had that much exp' of deep striking, just cos i never dared, but maybe with a teleport homer, that could be my advantage.

Now the Landraiders, i would love to field one, i really would....but i more worried that their sponge for soaking up any needed points. So i may need some convincing as to wether a LR is worth it on the battleground and with some many points.

Dreadnoughts- i went for 2 long range...just so they could protect my advancing GK's...and if one is taken down the other can still support...

What do you guys field, in your armies? if you have Gk's? and i'll have a play around with list and take on board the things you mentioned, and post it on a later date.

Thanks
ZDK

Offline Grand Master Rex Nihilo

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Re: 'The Purge' a GK Army
« Reply #4 on: November 29, 2005, 09:09:31 PM »
So Psycannon with GM, i can see that working, if i take 3 terms as his the rentiune, should i get rid of holocaust as that might kill some of his own rentinue??

Holocaust can be very good if you are in a situation were you are out numbered which with the DH can happen often! Therefore it is very helpfull at times. 20 points can be expensive but it can also easily in the right scenario or against the right opponent make back close to 10x its cost. Just make sure your GM is at the outside edge of the fighting group. Then when you place the template, place it in such a way that base contact to your model affects only the opponent and not your retinue!

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will One squad of 5 terminators work ok?

5 is a good number because that is the most you can put in a LR, usually an even number is a good idea but terminators are expensive so it isn't always possible

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Fast attack GK's i like the sound of, just never had that much exp' of deep striking, just cos i never dared, but maybe with a teleport homer, that could be my advantage.

absolutely, use teleport homers! BUT don't be afraid to DS your GK into a position out of range of your TH if there is a tactical advantage. These are fearless GK afterall!!

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Now the Landraiders, i would love to field one, i really would....but i more worried that their sponge for soaking up any needed points. So i may need some convincing as to wether a LR is worth it on the battleground and with some many points.

Put it this way, they are a lot of points for a reason!! They can own a battle field. In combination with your GKT they can be an awesome pair. If you DS your terminators then the opponent WILL get a round of shooting at them before they can get down and dirty in CC. If he has plasma, melta. Ordinance etc then the unit can be in trouble BUT if used correctly the LR or LRC can deliver the GKT directly into CC and save itself from the direct fire abuse!

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Dreadnoughts- i went for 2 long range...just so they could protect my advancing GK's...and if one is taken down the other can still support...

Good Idea, then specialize them for that purpose.

Quote
What do you guys field, in your armies? if you have Gk's? and i'll have a play around with list and take on board the things you mentioned, and post it on a later date.

my last 1700 point tourny

GM w Psy Cannon
4 man retinue w Psy Cannon

Inq Lord and retinue

IST squad w 2 plasma guns
in a Chimera

IST squad w 2 plasma guns
in a Chimera

6 x GK Fast Attack
w Psy cannon x2
Justicar w melta bombs

GKDread
w TLLC and ML

Land Raider

I went 3-1

Quote
Thanks
ZDK

Rob
7000 points of Grey Knights
6000 points of Fire Drakes Space Marines

Offline Jezreel

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Re: 'The Purge' a GK Army
« Reply #5 on: November 29, 2005, 11:44:33 PM »
In my 2000 pt DH army i only have 8 Termies (in a Crusader), any less than 2000 and i only have a squad of 5-6. they only let me down once (i scattered 6" right out into the open and my opponent rolled a 6 with his Exorcist and took out all 5 in a matter of seconds)

I have never lost a LRC (though i've only played 2 games with one) - they can be tough.

2 long range Dreads are key, but i am toying with pimping one with a TLLC and a DCCW so he can shoot things, but he is also a beast in CC so i want to be able to walk up the field and in turn 3 or 4 beat someone down.

I give my GM a psycannon and my Inq a psycannon, but they are the only 2 i take. they are just too expensive, i am also in love with the flame template and the Incinerator is a great weapon. As is the NFW which you have to give-up to take a psycannon or an incinerator (in Troops and F/As)
just not worth it to me.

Holocost isnt gonna hurt your termies, if they do take a wound, they can still take their saves so...

and, in my opinion, BC's suck - they are like +15 points for +1A. one squad with a GM is much better (IMO),

AND.... welcome to the Inquisition. May you purge with the emperors might!
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Offline Dark_Zadok

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Re: 'The Purge' a GK Army
« Reply #6 on: December 1, 2005, 04:07:26 AM »
Hey once again
Thanks Jezreel. I will Do, What Needs To Be Done.

Heres my revised Armylist...let me hear what you think:


HQ:
GrandMaster - NFW and Stormbolter and holocaust

Rentinue: 4 terminators - NFW and Stormbolter, Psycannon

ELITES:

4 terminators + B.C - NFW and Stormbolter, incinerator

TROOPS:

6 Grey Knights - NFW and Stormbolters,
1 Justicar - NFW and Stormbolter, 

6 Grey Knights - NFW and Stormbolters,
1 Justicar - NFW and Stormbolter, 

FAST ATTACK

6 Grey Knights - NFW and Stormbolters,
1 Justicar - NFW and Stormbolter

HEAVY:

Dreadnought - Lascannon and missile Launcher

Dreadnought - Autocannon and Missile Launcher

1504pts

ok now why this list: First why isnt there a Landraider? well like i've mentioned before there alot of points, and if i take one, aloose precisely 10 men worth of points...Also so my Housemate who a CSM Lad, says that LR are worth there points in armour but not for shooting as the sides can't hit front or back(as they all need to hit same unit), due to their arc...so i'm only really firing with one weapon a turn...which sounds wasteful.

i'd have a squad of GK with 2 Psycannons until, yes again my housemate noticed that i MUST take a B.C with my termie squad, that sucks...i needed those points...

i've added a Fast attack choice...but with no points to buy a teleport homer...this shud be fun  :-\

Dreadnoughs are to provide support from back as the rest move forward, and thats...about it, i wanted to make sure i had plenty of men on the field...as just about all of them have NFWs and Stormbolters which i think are amazing for just your standard weapon.
but i'm worried about the lack of anti-tank in my army..so any help, tips or tricks welcomed- generally Feedback is welcomed. i'm determined to get this right  :D

ZDK
« Last Edit: December 5, 2005, 06:35:24 PM by Dark_Zadok »

Offline Jezreel

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Re: 'The Purge' a GK Army
« Reply #7 on: December 5, 2005, 01:44:00 PM »
Anti-tank is a big weakness in a DH army, that is why so many induct guard. but you have your two dreads and any GK or GKT can take down most tanks from behind or the side.

One major problem in your list, however, is that you only have 1 troop choice (you must have 2 for standerd missions) - so... i guess there goes your F/A   :(

I would also recommend putting Extra Amrour on the Dreads, that means that if they take a shot, they can at least get out of LoS for a turn. It saved my Dread a number of times.

Not a bad list though.

   have fun
I never learned to walk the surface on my own
       So lately this ocean floor
   Has been feeling more like
        home.

Offline Dark_Zadok

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Re: 'The Purge' a GK Army
« Reply #8 on: December 5, 2005, 06:34:50 PM »
One major problem in your list, however, is that you only have 1 troop choice (you must have 2 for standerd missions) - so... i guess there goes your F/A   :(

Yeh erm...sorry...when i put that list up, i made a mistake...while i was copying and pasteing..i forgot to add the 2nd troop choice. so yeh there is one there...best modify that lol
so yay! i can have F/A  :D

 


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