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1850Pts Grey Knights With Inducted Imperial Guard

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MJSwasey
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1850Pts Grey Knights With Inducted Imperial Guard Empty 1850Pts Grey Knights With Inducted Imperial Guard

Post by The Dark Pwner Sat Nov 14, 2009 7:26 pm

Hello all, this is what I had in mind for my first Grey Knights army. This is for going against Daemons Only. The reason this is quit a large point army for a beginner is because I get the feeling that they are only good in large games. I try and make a 1k and a 1.5k list but you just have well..nothing to be perfectly honest. Even this high up you can't put much in. At some point I'll play smaller games, but only when I Know what I must have and what I can afford to leave, but that will only come from experience so it's going to have to wait for the time being. Anyway please tell me what you guys think.

HQ
Grey Knight Hero
Grand Master
Master Crafted NFW
5 Terminators
Incinerator
395Pts

Troops
Grey Knights
1 Grey Knight Justicar & 6 Grey Knights
Frag Grenades
Psycannon Bolts
Incinerator
216Pts

Grey Knights
1 Grey Knight Justicar & 6 Grey Knights
Frag Grenades
Psycannon Bolts
Incinerator
216Pts

Imperial Guard Platoon
Platoon Command Squad
Power Weapon
2 Melta Guns
Autocannon
70

Infantry squad
Sniper Rifle
Autocannon
65

Infantry squad
Grenade Launcher
Mortar
60

Heavy Support
Grey Knight Land Raider Redeemer
Extra Armour
285Pts

Grey Knight Land Raider Crusader
Psycannon Bolts
Extra Armour
270Pts

Grey Knight Land Raider Crusader
Psycannon Bolts
Extra Armour
270Pts

Total: 1847Pts

The "Plan?"
The Grand Master and Retinue go in the Redeemer. I really like the new rules for it. It makes the squad even more powerfull, I-10 is just so cool. Ok so they will take centre stage. The Grey Knights will go in the Crusaders on either side of the Redeemer making a line breaker. They will be totally offensive. I understand the ways of the water warrior and all that but it's just to boring for my tastes. They have the tools to be offensive and it's a shame not to many people use them like that. Because of this, to make up for the fact that my guys wont be on their home objectives I have a platoon to do just that. I had to make loads of sacrifices (Not to chaos!) with the guard though. I did want both with Sniper rifles and autocannons but the grey knights need frag grenades to be effective in my opinion, and so that set the list in a whole world of issues. Although the Grenade Launcher and Mortar should be good still. I mean who doesn't like a bit of blast now and again? Well anyway thats the plan please tell me what you think.
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Post by NemesisForce Sat Nov 14, 2009 8:34 pm

Looks good. If your're tailoring towards Daemons then Grimoire of True Names and Sacred Incense on your GM might be useful to take on the big nasties. I'd also try to field a few flamers in your IG squads.
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Post by Nausaden Sun Nov 15, 2009 2:04 pm

Lists looking good Brother, just had my first game against a powerful 1k point Daemon army.

First turn was horrifice; they got two squads of Tzeentch flamers, which wound on 4's and use flame template. You HAVE to take invulns on their wounds. He obliterated my Grandmaster and retinue first turn by deepstriking right next to him; he actually survived the entire game with a single wound.

Both squads were incinerated; they cannot take incinerators. Kills them on 2's with no cover or save of any kind for them. In fact, Incinerators took down Bloodletters and Slaneeshi Daemons that entire game, I never got into close combat again. My GKD had lost both arms and became immobilized, then a Soul Grinder assaulted him, and he STILL survived and made it through the game.

Tips is to be sure to set up were your squads can avoid getting nailed by those flamers of Tzeech, and if your fighting Tezeench Deamons at all TAKE A PSYCHIC HOOD ON GRANDMASTER. It's worth it when you stop all the nasty powers they have from bombing your squads.

Good luck, and let us know how your battles against the filth of the warp proceeds Very Happy
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Post by The Dark Pwner Sun Nov 15, 2009 2:50 pm

Thank you all and i'll keep the advice in mind.
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Post by Zealadin Mon Nov 16, 2009 12:33 am

Vehicles can't get Psycannon bolts.
Otherwise looks like a nasty list if your opponent lets you use the Redeemer.

Water warrior plays to your strengths and your opponents weaknesses, its not a specific offensive or defensive list/strategy. Its whatever it needs to be to win. If you want I can get you a link to the water warrior guide since I'm not sure you totally understand how it works from your comments, but each to his own.

Also keep in mind your PAGK assaulting out of a LRC counts as have frag grenades anyway.
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Post by The Dark Pwner Mon Nov 16, 2009 7:23 am

Arr I didn't realise that you couldn't have psycannon bolts on crusaders.

I've read that tactica about 3 times now. I just know it's not for me.

Give me couple of hours and i'll post a new list.

Thank you for pointing that out.

Edit: List

HQ
Grey Knight Hero
Grand Master
Master Crafted NFW
Psycannon
5 Terminators
Incinerator
425Pts

Troops
Grey Knights
1 Grey Knight Justicar & 6 Grey Knights
Psycannon Bolts
Incinerator
220Pts

Grey Knights
1 Grey Knight Justicar & 6 Grey Knights
Psycannon Bolts
Incinerator
220Pts

Imperial Guard Platoon
Platoon Command Squad
Power Weapon
2 Grenade Launchers
Autocannon
60Pts

Infantry squad
Grenade Launcher
Mortar
60Pts

Infantry squad
Grenade Launcher
Mortar
60Pts

Heavy Support
Grey Knight Land Raider Redeemer
Extra Armour
285Pts

Grey Knight Land Raider Crusader
Extra Armour
260Pts

Grey Knight Land Raider Crusader
Extra Armour
260Pts

Total Points: 1850Pts
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Post by MJSwasey Mon Nov 16, 2009 5:04 pm

Ummm............... my codex says you can take psycannon bolts on grey knight vehicles. check yours again. But it's of limited use, because it only works with weapons with 'bolter' in the name.

I shy away from psycannon bolts on my justicar because it's only two shots a turn that benefit. many other upgrades do more.

I would love to take a redeemer but not many people here play with forgeworld rules, let me know how that goes!

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Post by The Dark Pwner Mon Nov 16, 2009 5:57 pm

Na I looked it says Storm bolters or Heavy Bolters only.
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Post by Hamsterjoe Wed Nov 18, 2009 9:15 am

The Dark Pwner wrote:Na I looked it says Storm bolters or Heavy Bolters only.
Yea its unfortunate. Having them on the hurricane bolters could be pretty cool

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Post by Aubec le noir Wed Nov 18, 2009 10:08 am

MJSwasey wrote:I would love to take a redeemer but not many people here play with forgeworld rules, let me know how that goes!

well, the redeemer is a GW piece so the rules are official i think (replace a LRC) the only change for the GK one is the "no invul save" i don't think it's a big deal, no ??
and for the psybolts i always dreamed of an ouragan system full of those delicious bolts !! Twisted Evil Twisted Evil
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Last edited by Aubec le noir on Wed Nov 18, 2009 10:32 am; edited 1 time in total
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Post by DarkRonin Wed Nov 18, 2009 10:10 am

The redeemer is indeed a GW model, but its not part of the DH codex, so we're stuck using the Crusader until the revision of the rules or a FAQ comes out. The Redeemer could only be used if using either FW rules or allying to a Space Marine Army which could be useful.
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Post by Aubec le noir Wed Nov 18, 2009 10:35 am

you're right
or in apocalypse ... I'm begging for time to make a real apocalypse game Twisted Evil
so few time ... so few Sad
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Post by Zealadin Wed Nov 18, 2009 5:45 pm

Its annoying that GWS won't add a few new additions for us via a WD, maybe a IST's update, the Redeemer and just a few things.
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Post by Aubec le noir Thu Nov 19, 2009 3:37 am

or in a real FAQ ... it would be enough for me ... so pleeeeaaaase GW if you're reading this ... make us a real FAQ that turn to be useful ! Razz Wink bounce bounce
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Post by Nausaden Thu Nov 19, 2009 11:58 pm

New models New models New models New models New models New models New models! Very Happy

Seriously, if they add in GK jump packs/bikers I'll be high fiveing every Grey Knight player within several miles radius.

As for our codex, GW seems to think its too outdated to bother with an FAQ, and would rather just pump the codex out at the leisure. Blahg.
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Post by Zealadin Fri Nov 20, 2009 6:29 am

They don't make FAQ's because it doesn't make them enough money.
I wouldn't like jumppack/biker GK's though, for fluff reasons, starts making them too close to being just another SM chapter, at which point my interest in collecting the playing them would disappear.
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Post by Rivan Wed Nov 25, 2009 2:03 am

The Dark Pwner: I noticed your LRCs are 260 pts. They already come w/ extra armor so they should only be 255 pts. This gives you another 10 pts Very Happy
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Post by The Dark Pwner Wed Nov 25, 2009 9:06 am

Dam I forgot about that. Thank you for pointing that out:)
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Post by Nausaden Wed Nov 25, 2009 12:01 pm

Ah, that is a shame Brother Zealadin. Giving them the gear of other Space Marine chapters wouldn't make them other Chapters; and they could certainly use the mobility to chase after flying Daemons and the like. Or at least them teleport about I suppose.

I really like the idea of jump pack Grey Knights.
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