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Grey Knights 1750 Reactive force

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Post by Krael Sun Oct 17, 2010 4:21 am

Grey Knight Brother Captain, Psycannon, auspex 93

Inquisitor Lord, emperor's tarot, psychic hood, auspex, 2 mystics, 2 warrior henchmen w/ flamers 124

Grey Knight Terminator squad, 2 terminators, 1 w/ Psycannon, Brother Captain w/ Psycannon 208

Grey Knight Terminator squad, 2 terminators, 1 w/ Psycannon, Brother Captain w/ Psycannon 208

Grey Knight Terminator squad, 2 terminators, 1 w/ Psycannon, Brother Captain w/ Psycannon 208

5 Inquisitorial Stormtroopers, 2 flamers 60

5 Inquisitorial Stormtroopers, 2 flamers 60

Land Raider, smoke launchers, dozer blade, extra armor 263

Land Raider, smoke launchers, dozer blade, extra armor 263

Land Raider, smoke launchers, dozer blade, extra armor 263

Everything camps on my side of the table and plays keep away, usually the only things the enemy can reach are the raiders, which are a bitch to take down at range, the raiders will pop transports asap while the psycannons torrent infantry. The terminators are still pretty nasty in combat. Tarot gives me an edge to go first, so that I can hopefully suppress enough to keep my raiders alive, while mystics provide defense from those annoying deep striking melta units, as they are really the only things that can reliably get within meltarange on the raiders. The stromtroopers and inq retinue are armed with flamers so I can tank shock stuff into "please template me" formation if needed. Note that none of the raiders are dedicated transports, so whoever wants can start in them.

C&C appreciated.

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Post by MJSwasey Sun Oct 17, 2010 8:13 am

just note that there is a debate about whether non GK models can get in the GK land raiders. It should never bother you, as i don't think anyone would bring it up or argue it with you, but just be aware.

Personally? i think it's WAYYY to few models for a 1750. I just can't see any army it would be effective against. Yes you have all good weapons. but it's still less than 30 shots, 6 lascannons and five flamers a turn. that may seem like a lot to you until you realize there are almost NO ablative wounds in this army.

The simple fact is most armies put out more firepower with more resiliency than this list. I mean, with not that much luck 6 plasma guns, one large blast, and a melta or two can put you at half strength in one turn. I doubt your army could manage that against any army in the game.

If youd like to play it as a fun, themed list by all means, it's an elite GK group with conscripts and almost any list can at least seem ok in casual games. but I wouldn't play it competitively


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Post by Krael Sun Oct 17, 2010 8:28 am

I'm aware of the LR debate, but at my FLGS I'm thankfully allowed to embark non grey knights, so that isnt an issue.

At range, the only stuff my opponent can reach are the land raiders, which are VERY hard to kill at range. My GKT will be at around 30-36" away, so you have to roll pretty well for shrouding to be able to see them. The whole army will circle away from enemies who get too close.

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Post by Zealadin Sun Oct 17, 2010 7:15 pm

I think the weakest link IS the LR's to be honest.
Most newer armies have ways of closing the distance extremely fast, and melta is everywhere.
People will just ignore the 750 points of LR's and kill everything else first, which due to small squad sizes isn't too hard since all the anti tank will be on your terminators.

If you honestly want a really reactive force, I'd actually suggest one LR, purely as a bullet magnet, and put your two squads of IST's either with melta or plasma guns in Rhino's sheilded behind the LR. (Could probably almost hide them entirely if needed.
Get an Inq with Psycannon and a Gun Servitor with a Plasma cannon and put them in a Chimera, possibly with a few other henchmen, maybe the ones that let you get +1BS to the Inq, and the anti deep strike ones.

Have a small squad of GKT with a Incinerator and Holocaust inside the LR, maybe 4-5 models. (So if anyone comes close they can jump out and lay down the hurt)
Then have your squads of GKT, try and have about 5 models in each, with two Psycannons, and sit these so that the three guys with stormbolters are behind vehicles, giving the squad a cover save while the 2 with psycannons can shoot without giving the opponent a cover save. It restricts your LoS to an extent but makes them alot harder to kill.

If you like you could also take elite Inq with a psycannon and PA for the IST squads so you can shoot a Psycannon out the top each round without it being opened topped.
Or you can do this and add them to a GKT Psycannon squad so they take the first wounds.

As others have stated, Psycannon spam is one of the effective ways of playing GK, but its still a hard way, because of points costs. Adding vehicles also complicates matters since LR's are the main ones worth having and don't synergies with Psycannons at all.

You could also use dreads for a more reactive force, they are easier to kill/disable, but with a TLLC/ML aren't too bad, and just need cover.
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Post by MJSwasey Mon Oct 18, 2010 12:30 am

Krael wrote:I'm aware of the LR debate, but at my FLGS I'm thankfully allowed to embark non grey knights, so that isnt an issue.

At range, the only stuff my opponent can reach are the land raiders, which are VERY hard to kill at range. My GKT will be at around 30-36" away, so you have to roll pretty well for shrouding to be able to see them. The whole army will circle away from enemies who get too close.

31.5" is the average shrouding roll, so most units will probably be able to see the GKT unless you are SUPER accurate with ranges, in which case it's like 45% of any non-barrage weapons. Barrage weapons only scatter slightly more, a hit is still a dead hit no matter what shrouding does.

Any IG equivalent not in transports can be seen.

In dawn of war they only have to start 18 inches away, in pitched battle they can be 24" away turn two, and most units can easily catch up to the 6" per turn moving GK.

many armies can outflank/deepstrike units to get right next to you.

The troop choices are two 5 man guardsman squads. if the EVER, EVER leave an LR they are dead and objective games are unwinnable.

Plus, 2/3 games are objectives, meaning you have to come towards them. The max you can advance with is two LR with a total of 7gkt, plus a squad of gkt on foot (One LR will stay on a home objective with the 5 guardsmen). When you do close, any army worth it's salt will bust one or two land raiders and kill a termie squad or two.

I think you are SEVERLY underestimating the ease at which terminators die when an entire army in concentrated at them.

it's a neat idea and may work against some specific lists, so if it's for casual play and you don't worry about objective games its fine. I'm just saying it's not, no matter how good you pilot it, effective versus almost any 'good' tournament list, imo. although you could prove me wrong and win some major tourneys, i have strong opinions about this.

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Post by DonFer Wed Oct 27, 2010 9:17 am

Terminators are bullet magnets so I reckon they won't be there past turn 2. And you'll be left out with the IQS, and your pants down. I rather have GKPA instead of so many Termies, at least you can field 5 of them for the cost of 3 termies.

Say you're up against a necron force with 2-3 Monoliths, be assured you'll kiss your Termies goodbye once they leave the safety of the LR.

I'd say put some GKPA in there, after all they're the best and only troops we have.
Hope that helps!
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Post by Zealadin Wed Oct 27, 2010 5:30 pm

Terminators in LR's are pretty similar to PAGK for a point to cost ratio, if not slightly better due to power weapons.
They also look awesome.
I'd probably bulk out the squads though, 5 in each so you pack more of a punch, but reduce it to two squads.
Then have PAGK in the final LR maybe with incinerators as a horde killer.

You could reduce the amount of Psycannons a little this way, and maybe give your ISTs Rhino's and Meltas and they can hide behind LR's and pop heavy vehicles.

The trick to Grey Knights though is that you are a short to mid range army, 18-24 is where storm bolters and even psycannons used as assault firing mode are most effective, although I would even say 12" is the best range, since you maximise firepower while being able to charge once your opponent is softened enough.
GK's use their very reasonable firing prowess with their combat prowess to overcome opponents, rarely do they succeed only using one or the other.
Shrouding is also a nice perk, but not worth creating a list around. If it was more like harlequin veil maybe...
This strategy also works well with LR's since you use them as screens to stop fire from taking out your smaller squads since you invest a lot in the LRs.
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