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librisrouge
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Post by madbakery Sun Oct 10, 2010 9:49 pm

Hi guys,
entering another torny in three weeks and would love some advice on my list.

Demon Hunters

Commander- GM
Psycannon
Hammer hand
Retinue- Grey Knight Terminator’s (3)
Psycannon

Elite- Brother Captain
Grey Knight Terminator’s (3)
Incinerator

Elites- Inquisitor
Bolt pistol, power weapon

Elites- Vindicare Assasin

Troops- Grey knights (7)
Justicar
Psycannon

Troops- Grey knights (7)
Justicar

Troops- IST (5)
Plasma gun x2
Rhino

Troops- IST (5)
melta gun x2
Rhino

Heavy Support – Land Raider Crusader
Smoke launchers, extra armour

Heavy Support – Dreadnought
Plasma Cannon

Heavy Support- Land Raider
Smoke,EA



TOTAL : 1998points






Last edited by madbakery on Thu Oct 14, 2010 9:00 am; edited 4 times in total
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Post by Zealadin Sun Oct 10, 2010 10:27 pm

Interesting list! Personally I'd have matched weapons on the IST's either meltas or plasmas, and change the dread weaponry to be a bit more specific for a role.
I'd also try and bulk out the terminator squad somehow.
Its a pretty fluffy army though, has a nice variety of units.

Just so you know, please NEVER post individual points costs as GWS is extremely stringent about their copyright and this is something they go after pretty vigorously.

Squad totals including upgrades is fine.

Also a good idea to space things out to make it easier to read!

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Post by MJSwasey Sun Oct 10, 2010 11:02 pm

Yes, it's late so I'll be back to this tommorow or the next day, please put spaces between units, and remove individual point totals. Something like

Troops
7GK -256
2 psycannons, meltabombs, targeter

5GK -206
2 psycannons, meltabombs, targeter

Heavy Support
GK Land Raider - 258
Smoke Launchers and Extra Armor

Dreadnought - 125 points
Plasmacannon and extra Armor.

Also, i assume the HQ is a GM, as Brother Captains cost way less points?

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Post by librisrouge Mon Oct 11, 2010 6:51 am

Commander- GM
Psycannon
Frag and Krak grenades - Can't take 'em with TDA, sorry.
Targeter
Holocaust
Retinue- Grey Knight Terminator’s (3)
Psycannon

Elite- Brother Captain
Frag and Krak grenades - Ditto. It's non-terminaror gear
Targeter
Holocaust
Grey Knight Terminator’s (3)
Incinerator

Consider hammerhand or some thunderhammers for walker/vehicle busting.

Elites- Inquisitor
Bolt pistol, power weapon

Needs an armor save.

Elites- Vindicare Assasin

Not a fan favorite but my favorite.

Troops- Grey knights (7)
Justicar
Teleport homer -Don't teleport, please! It never seems to work.
Psycannon

Troops- Grey knights (7)
Justicar

Troops- IST (5)
Multi melta,Plasma gun
Rhino

Troops- IST (5)
Multi melta,Plasma gun
Rhino

Consider giving one squad melta and the other plasma.

Heavy Support – Land Raider Crusader
Smoke launchers, extra armour

Heavy Support – Dreadnought
Plasma Cannon
extra armour

Consider anti-tanking with this guy. TLLC/ML or AC/ML both work and narrow his focus.

Heavy Support- Land Raider
Psycannon bolts

Smoke launchers, extra armour are a better investment. A Land Raider's job is to get things at the enemy, no shoot.


TOTAL : 1922points

Hope I helped. Use any left over points to take more terminators.
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Post by NemesisForce Mon Oct 11, 2010 9:11 am

Or use the extra points to bump up the numbers of your IST. A lot of things can pop Rhinos at 2000 points and a 5-man squad won't last long thereafter. The list looks good though.
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Post by Xethik Mon Oct 11, 2010 11:50 am

Also, with the ISTs, by Multi-melta you mean meltagun, correct? While henchmen of an Inquisitor can take a Multi-melta, I do not believe ISTs can. I could be wrong, so don't eat me if I am.
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Post by madbakery Mon Oct 11, 2010 5:10 pm

thanks for the advice I have edited the mistakes and i believe the inquisitor comes with a 4+ armour save
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Post by librisrouge Mon Oct 11, 2010 6:47 pm

Actually, they don't come with any armor and, for the cost, you're best off going with +3 or +2 (maybe even terminator armor.)
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Post by madbakery Mon Oct 11, 2010 6:56 pm

On their profile it has 4+ under save what does that mean?
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Post by librisrouge Mon Oct 11, 2010 7:05 pm

?!? Interesting...my codex is missing that.
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Post by Xethik Mon Oct 11, 2010 7:06 pm

Yeah, I have to agree with Madbakery that they come with some nondescript armor with a 4+ save. Often I just give mine a bolt pistol and a close-combat weapon if I can, but I'm never really pushing for it. If I have points to spare I will "pimp" him out a bit, but generally I'm sticking with very little wargear options.

I always include one Thunder Hammer/Storm Shield Terminator in my squads. While it is a pain to lose the shooting and having to go at initiative 1, that extra two points of Strength can give an advantage where one is definitely needed and stops them from being stuck in close-combat with an Ironclad all game.
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Post by MJSwasey Mon Oct 11, 2010 8:03 pm

I really like the direction you are going. It shows alot of balance and a VERY good start to Grey Knights

Warning - if this block of text is too much scroll to the bottom for a summary

Since you have such a balanced and fluffy yet combat ready list, I won't try tweaking it for my preferences. Like i said, i think it's quite good, and you don't want to play it the way I play it, you wont have as much fun or do as well as if you play the way YOU want to play. Instead, heres some things that are really almost strict rules for playing grey knights:

Since the deep strike rules changed from when our codex was released, teleport homers are useless. Technically if you ever used a teleport homer you would have to use the wording in our codex, which, depending on interpretation, either doesn't work or makes you auto-mishap. Don't take it.

Psycannon Bolts are next to useless on a land raider. pretty much everything except for DE and Daemons only get invulns on units where they'd get a better armor save anyway, and even against those armies the points are better spent elsewhere.

With that in mind, heres your list as I would take it, keeping all the choices and just making any optimizations that 99% of Grey knight players would make. I purposefully left it at about 1961 if i did my math right so theres some points left to customise it with, which I'll touch on after the list.

HQ
GM + 3 termies (Hammerhand)

Elite
4 Termies
Inquisitor (bolt pistol CCW)
Vindicare assassin

Troop
7GK
7GK
5 IST (rhino, smoke, plasma, melta)
5 IST (rhino, smoke, plasma, melta)

Heavy
Dread with Plasma Cannon, EA
LRC with EA and Smoke
LR with EA and Smoke

Some changes:
Extra armor and smoke are just fantastic on Land raiders in every way. Smoke is cheap and turns a rhino for certainly dead to almost certainly still alive. The inquisitor is one of the worst CC models in the game, use him as extra wounds for a GK squad. If GKT are in land raiders they almost NEVER want special weapons, and deep striking a GM+retinue is risking a LOT of points.

Now, with this base, you can tweak the army the way you want to play it. Most people would have the Terminators in the Land raiders zooming forward, turning sideways and popping smoke while the Rhinos hide behind the LR and the PAGK(+inquisitor) run up behind that, vindicare in the back, perhaps with a rhino or GK squad to score an objective. next turn the termies assualt, rhinos either fire away or pop smoke, etc. However thats not necessarily the best way to play it, and often you may want to sit back and outshoot them, or do other things.

If you want PAGK in the LR and Termies walking/shooting psycannons, do so! termies with psycannons are great, but they are a costly investment that can die very easily to some high AP weapons, so IMO psycannons are better in small PAGK squads that sit in the back.

That is a good option, make one 7 man squad into a ~6 man pagk squad with two psycannons! this is a PERFECT objective holder. A 36" range and shrouding means you will shoot up most units before they can shoot you, and your great in CC too!

Plasma cannons on dreads are unusual, but not unheard of. They fair decently, perhaps killing a marine or two a turn. More often seen is the CC dread (EA, smoke, Multi melta, CCW) which uses a run move while popping smoke to get close, then multimeltas a tank and assaults the passangers, or the high strength Missile/TL Lascannon dread with no smoke and perhaps not even EA, used to shoot monsterous creatures and light tanks from far away.

Perhaps there are some eldar, blood angels, psychic marines, or one of a tons of different armies that have cool powers near you? Take a psychic hood, since ours have unlimited range on them.

1 storm shield termie per group is an OK option, our storm shields stink, but the s8 is nice (the hammerhand on the GM is a vehicle buster for sure!) it also helps with wound allocation, so you can reduce the effects of power weapon attacks. However, I never take them as i prefer the models, high initiative, and etc about the regular termies.

The inquisitor without a retinue sees best use either carrying a special shooting weapon or with some 2+ or 4+(i) save taking wounds for termies/GK. he is garbage in CC. Often times i take him without anything but the Emporers Tarot (Going first is often crucial against guard and tau, as you can smoke before they pop your tanks!)

The mixed plasma and melta are a preference, some like dedication, some like versitility. To each their own. I say don't increase their number, as 10 IST die almost as fast as 5.

Perhaps you want to deep strike a unit, incinerators do well in that case.

Terminators are often 5 man units if in a land raider - they do massive damage, but can die easily to plasma if theres only a few, so most people fill it.

Special weapons are generally awesome for most PAGK, I left them out so that you could re put in what you wanted and play with points, leaving out some things i put in and putting in the 'flavor' i left out.

Anyways, these are all just my suggestions, feel free to totally ignore me. If you want more help though, or had an idea of who would be in the LR, if anyone would deep strike, how you wanted to play, we're always here to give advice.



TLDR: make some tweaks to avoid useless gear like teleport homers, make a very vanilla/generic list a decent chunk of points below your point level and then add your own twists and wargear by removing some vanilla options and putting in what you like.

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Post by Zealadin Mon Oct 11, 2010 11:46 pm

Also a good but slightly expensive use of a inquisitor is to give him a Psycannon and put him into a GK squad that will be sitting back with psycannons as well.
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Post by madbakery Tue Oct 12, 2010 4:53 am

Thanks for the advice!! I'm pretty much using all your advice MJSwasey!!
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Post by MJSwasey Tue Oct 12, 2010 10:14 pm

Just glad you found some of it helpful. Let us know how it goes and what worked/didn't work for you!

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Post by madbakery Wed Oct 13, 2010 2:52 am

Sooooo, I have all the minatures for my list, and thought i'd show you (the painted ones are my 1000 point list) it's all WYSIWYGReble con 2000 Point SANY0534Reble con 2000 Point SANY0535Reble con 2000 Point SANY0537
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Post by Rivan Wed Oct 13, 2010 4:01 pm

Nice! I like your list and your army Very Happy
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Post by MJSwasey Wed Oct 13, 2010 5:56 pm

Very nice!

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Post by Aubec le noir Thu Oct 14, 2010 10:39 am

good idea to use a technopriest counting as an inquisitor !! cheers
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