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1500pts my first GK army

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Musashi
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Post by rogueuk Wed Dec 30, 2009 5:48 pm

hi guys this is my first attempt at a GK army i would like suggestions and advice on tactics to get all i can out of my army also suggestions on replacing models is good but i have used all my GK models i have, some i havent picked up yet but have ordered and some vechiles are from my chaos army which i will redo no worries

grand master (word of the emperor, hammerhand,icon of just) 190
3 terms(1 with incinerator) 199

Inquisitor(word of the emperor,storm bolter,powersword,icon of just, melta bombs, articer armour) 100

vindicare assassin 110

GK squad justicar (targeter, meltabombs) 4 GK one with a incinerator 166

10 stormtroopers ( 1 veteran, 2 flamers) 125

5 stormtroopers ( 2 grenade lauchers) 20

chimera (multilaser, heavy bolter, smoke lauchers) 88

rhino (smoke) 53

landraider (smoke) 253

dreadnought ( TL lascanon, missle laucher, smoke) 143



that is a 1517 pt army using all the models i could i have a callidus assasin left over. i now i should put more GK troops in and i will after i buy some in a few weeks


Last edited by rogueuk on Wed Dec 30, 2009 6:55 pm; edited 1 time in total
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Post by raven925 Wed Dec 30, 2009 6:37 pm

if im not mistaken the assassins points are wrong, the callidus is 120pts not the vindicare. and also in my opinion, the callidus is a more viable choice but thats just me. Laughing
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Post by rogueuk Wed Dec 30, 2009 6:57 pm

yeah i changed it to 110 but cant remember if it is 110
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Post by Musashi Thu Dec 31, 2009 2:39 am

Im intrigued on a side note, that you call this a grey knight army, even though it contains storm troopers, an inquisitor and an assasin....

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Post by Primarch Thu Dec 31, 2009 4:27 am

I agree with Musashi, this is a Daemonhunters army (but no harm in that)

A couple of things I think you should change:

Word of the Emperor is not a particularly useful psychic power, if you cut it from the GM and inquisitor you'll save 20 (is it?) pts, putting you under 1500. Also if you keep it at range, the LR and dread probably don't need smoke launchers.

Targeter and melta bombs are not very useful for the PAGK squad because they don't have rapid mobility.

With the points spare the Chimera should have 2 heavy flamers, extra armour and be the dedicated transport of the flamer armed Stormtroopers. Reduce the squad size to 8 and remove the veteran (vet. is not necessary).

With the Rhino, give it extra armour (so that you stay on the move), make it a dedicated transport of the GL stormtrooper team. Swap the GLs with melta guns and add an extra 3 storm troopers, so that you have 8 storm troopers with 2 meltas.

Should be pretty rounded with that done Razz
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Post by Musashi Thu Dec 31, 2009 4:36 am

I agree with the above poster on all his points except for the removal of smoke on the LR. for the points drop you are putting into a LR, both extra and smoke launchers should be standard...

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Post by Grimhack Thu Dec 31, 2009 5:46 am

Hmm just wondering, why did you give your grandmaster two psychic powers?
Anyway, you might want to change the flamers for meltaguns and the grenade launchers for meltaguns or plasmaguns or keep em as they are. Don't get me wrong, a unit with 2 flamers can be hard but it's still usually a one chance weapon and meltaguns bring just that much more fear factor to your opponent.
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Post by rogueuk Thu Dec 31, 2009 5:49 pm

thanks guys i see wot you mean about word of the emperor now i think about it its a very slim chance itll stop anyone,

targeter and meltabombs i will lose for the GK and storm troops i thought id take them for extra anti tank if they get the chance to use them up close

i had the 10 man storm troopers coz iwas gonna put the inquisitor with them but ill put them down to 8 and lose vetearn giving the 5 man up to 7 man, ill keep the 2 flamers for now never really used flamers before and ill replace GL with meltaguns

grand master will lose word of emperor, is a grand master allowed 2 powers coz a inquisitor has to take a familiar for extra powers
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Post by Grimhack Fri Jan 01, 2010 8:52 am

A grey knight hero can only take one power.
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Post by rogueuk Sat Jan 02, 2010 6:50 pm

hi guys I've come up with a new list with your ideas in it here it is


grand master ( hammerhand,icon of just) 180
4 terms(1 with incinerator) 199

Inquisitor(storm bolter,powersword,icon of just, melta bombs, articer armour) 90

vindicare assassin 110

GK squad justicar 4 GK one with a incinerator 160

8 stormtroopers ( 2 flamers) 90

7 stormtroopers ( 2 meltaguns) 90

chimera (multilaser, heavy bolter, smoke lauchers) 88

rhino (smoke) 53

landraider (smoke) 253

dreadnought ( TL lascanon, missle laucher, smoke) 143



this comes to 1456 giving me 44 points to play with i was thinking either extra armour for extra life of transports or hunter killer missles for a first turn strike on enemy transports.
also i was thinking of swapping the assasinsaround for a callidus assisan

wot you guys think
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Post by Zealadin Sun Jan 03, 2010 4:35 am

Definately need a larger GK squad for it to be really effective, unless you are footslogging them, in which case the incinerator is a bit of a waste, and you might want to bulk out your termies a bit more.
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Post by rogueuk Sun Jan 03, 2010 5:14 pm

i was thinking i could add afew teleport homers have the GM + retinue deepstrike and have my GK in the landraider to support the GM

when i get more GK ill probably drop the assasin for GK unless i face another elite army

wot do you think on the hunter killer missles or extra armour are should i use the extra points on something else
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Post by Tiberius Sun Jan 03, 2010 6:06 pm

Teleport homers = No, big no. They don't have any effect with the new deep strike rules.

Extra Armour is extremely useful on raiders, as well as other transports. Hunter Killer Missiles, not so much.
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Post by rogueuk Mon Jan 04, 2010 9:20 am

so i should keep away from teleport homers.

i will add extra armour to my raider and maybe my dread as hes my main anti tank weapon

i thought the hunter killers would be good for taking out transports so my units on foot can get more kills in but as am would pay 15 pts for a 1 shot str 8 shot it doesnt sound as good a deal now


hopefully i will get my first battle with this army tomorrow
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Post by Tiberius Mon Jan 04, 2010 10:24 am

Well, if you do, good luck! Razz

Extra armour on the dread would only be useful if he got a dread. close-combat weapon instead of a missile launcher. I'd say give it to your Rhino and/or Chimera instead, that way it can get its cargo to its destination even if stunned. A Dreadnought with lascannon and missile launcher only wants to shoot from afar, which it can't even with extra armour.
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Post by rogueuk Mon Jan 04, 2010 5:13 pm

ok i gave my landraider, rhino, chimera extra armour also added dozer blades to the land raider. thisgave me afew pts left so i gave my IST meltagun squad a veteran and meltabombs for those times meltaguns are unlucky.
also gave my inquisitor purity seal as he isnt fearless that gave me 4 pts so i gave my justicar krak/frag grenades and targeter
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