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1500 pt grey knight army list (anti heavy armoured troops)

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Post by pm992 Thu Dec 29, 2011 11:10 am

I used to play warhammer when i was a kid and recently picked the hobby back up and decided to collect a grey knight’s army.

After looking through the codex a bit i made the following 1500 pt army list which i haven’t bought yet any feedback on it would be great before i committed to buying anything.

H.Q
Brother Captain with a master crafted sword, melta bombs, psybolt ammo and a psycannon
Elites
Paladin squad
2 with a master crafted halberd and psycannon
2 with master crafted falchions
1 apothecary

Vindicator assassin

Troops
Grey knight squad 1
1 grey knight with halberd
3 grey knights with falchions
1 justicar with master crafted halberd

Grey knight squad 2
2 grey knights with halberds
2 grey knights with falchions
1 justicar with master crafted falchion

Heavy support
Purgation squad 1
4 grey knights with psycannons
1 justicar with master crafted falchion
All units equipped with psybolt ammo

Purgation squad 2
4 grey knights with psycannons
1 justicar with master crafted halberd
All units equipped with psybolt ammo


please dont judge me to harshly on this army list as it is only a rough idea at the moment
thanks

pm992
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Post by Rivan Thu Dec 29, 2011 12:26 pm

First off, welcome to the forums!

IMO, you need more troops or at least larger troop units. Also, for only 25pts more, you have to go with a GM. His Grand Strategy is completely worth it. The psybolt upgrade for the purgation squads is wasted because it doesn't do anything for the psycannons. Cutting back on some of the upgrades should give you more points to get more bodies Smile

Enjoy your stay!
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Post by DonFer Thu Dec 29, 2011 1:48 pm

I'd say add psycannons to your troops, and Brother Rivan is right. Welcome to the forums!
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Post by DCSJ30 Thu Dec 29, 2011 3:29 pm

I would highly recommend you follow Brother Rivan's advice, he has helped me time and time again with great feedback.

I would recommend just cutting out the purgation units as a whole, when I first looked into the codex, I liked them as well but for hvy support, you cant go wrong with the psyfledreads.

GM is definitely worth the extra points and your pally's could use less MC and more allocation possibilites.

Please feel free to ignore anything I have said as I am very new to WH40K but my recommendations are based off my experiences so far as well as what I have learned from the veterans here on the forums.

With that said, welcome to the forums Brother and may this soon become your home for all that is Grey Knights
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Post by Sai Thu Dec 29, 2011 5:41 pm

Folding the purgation squads into the strike squads seems like a good idea. If you make squads of 10 and then combat squad them you double your efficiency on those psybolts.
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Post by pm992 Thu Dec 29, 2011 7:37 pm

Damn i didnt realise psybolts didnt work on psycannons
then again that does make a lot of sense

i was just so keen for s 8 guns with rending
also woould it be better to have just one type of weapon in each squad i.e all halberds or all falchions or have a mixure of both?

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Post by pm992 Thu Dec 29, 2011 7:37 pm

and thanks for the advice so far

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Post by slayer18 Thu Dec 29, 2011 8:32 pm

I would say that you should drop the apothecary unless you are planning on adding more paladins down the road, and have at least one of the paladins armed with a hammer.

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Post by Rivan Thu Dec 29, 2011 8:45 pm

Concur with Slayer18. The apothecary is too expensive for a 5-man squad of paladins. I personally favor halberds because of I6. For the paladins, I would usually arm a 5 man squad with 3 halberds, 1 sword and 1 hammer. The sword is so I'll have one guy with a 4++ save. To maximize wound allocation w/out spending more on master crafting, I would do: 1 psycan/halberd, 1 psycan/hammer, 1 sword, 2 halberds. 4 profiles for a 5-man unit. If you can spare the points, master craft one of the halberds and you now have 5 profiles.

For the Strike squads, I personally feel that halberds or falchions are too expensive for them. Mind you these are just my personal opinions and style. Once you get the hang of the army, you'll know which units and loads out appeal to your style Smile
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Post by DCSJ30 Thu Dec 29, 2011 10:54 pm

Once again I agree with Brother Rivan, as well as Brother Slayer18.

Allocating your Paladins will be you best bet, and by dropping the Apothecary upgrade you can actually afford another Paladin and some extra points. I too run a squad of 6 paladins in my 1500 point army and it takes my opponents full focus to remove them. I equip them as such:Hammer/Stormbolter,Halberd/Psycannon,Halberd/MC Psycannon,MC Halberd/SB,Halberd/SB, Sword/SB. Any other way is suitable as well, just trying to provide an example.

Regarding the psybolt ammo not working on the psycannons is a bummer, I too just recently realized it doesn't work on them as well.

Considering you want an anti armor list, I would recommend running a list similar to mine, with 2 full purifier squads and 6 paladins that is 40 psycannon shots a turn (assuming my psycan-purifiers dont move) as if that wasn't enough to take out some armor, I still have my 2 psyfledreads with their TLACx2 with psybolt ammo.

Again, my list is very new and has only been tested twice, both times against CSM lists. A complete noob like me was able to beat both players with much more game experience than I have. Which I would like to take as a compliment to my list, having such a powerful codex does play a huge role as well.

Hope this helps a bit Brother
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Post by pm992 Thu Dec 29, 2011 11:46 pm

I've updated my army list to version 2.0
reflecting some of the valauble advice given


Grand Master with a master crafted force sword, storm bolter melta bombs, rad grenades (200)
Elites
Paladin squad (340)
2 with a halberd and master crafted psycannon
2 with falchions
1 with master crafted Deamon hammer

Vindicator assassin (145)

Troops
Grey knight squad 1 (295)
1 grey knights with halberd
3 grey knights with force sword
3 grey knights with falchions
1 justicar with master crafted halberd
2 grey knights with psycannons
1 grey knight with daemon hammer
Psybolt ammo

Grey knight squad 2 (385)
2 grey knights with halberds
3 grey knights with falchions
1 justicar with master crafted falchion
2 grey knights with incinerators
2 grey knights with Deamon hammers
Psybolt ammo
Rino transport with hunter-killer missile

Heavy support

Dreadnought with two twin linked auto cannons and psybolt ammo (135)

total points: 1500

eventally i plan to make it 2000 by adding a landraider and buffing up the paladin squad

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Post by flaxis Fri Dec 30, 2011 2:50 am

Brother Pm992,

Your GM will be best suited with adding some psychostroke generades - just have look at the list of the effects in the wargear section and see if you like them or not Smile - use the MC points to get this. Also some brothers prefer to give him a Warding Staff so he stays around and can soak up attacks in CC.

I think you would be better covered with a second Dread to give covering fire as you move forward and provide some more AT.

You might want to consider using GK terminators instead of paladins. To give you some points back. Maybe add a Rhino to the other squad as well. You can always model the terminators as paladins for when you move the points up to 2000. If you are going to use Paladins, make sure that each model in the unit is geared up differently so you can use that extra wound the paladins have. Do a search on the forum here for "Wound Allocation", and that should tell you why you want to do that. (As GM Rivan suggested.)

There is also a debate on whether it is best to give the hammer to the justicar or not as he has 2 attacks, but you could then loose the hammer to perils.

Many Brothers also keep the load out of strike squads quite basic. usually providing a hammer to the squad at a ratio of 1 in 5, and sticking with swords. You really start looking at other weapon load outs when you are dealing with Interceptors and Purifiers.

If you did decide to go with terminators instead of paladins then you could perhaps change one of the GK Strike Squads to another type, remembering that your GM has the option to increase the number of units that can be scoring (this includes your Dreads)

There is also some agrument about having assassins, but I guess at this points level you want to give them a go. (Depends if you want to field a pure force or not.)

I hope these pointers help.

Brother Flaxis

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Post by luth77 Sat Dec 31, 2011 8:58 pm

Greetings fellow gk players! I agree with the psychostroke generades, and the warding stave, worth the points saved my master many a time! The assassin is great at killing tanks, but otherwise not worth it. I normally use purifier squads as my heavies cuse they are awsome! And can be beefed up for cheep. I have two Questions for you guys, one what do u all think of dreadknights? and two dose the personal teleporter allow the dreadknight to make the 30 in move?

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Post by Rivan Sat Dec 31, 2011 9:11 pm

Welcome to the forums Brother luth77!

Dreadknights can be very effective in the right scenario and with the right combination. Yes, the personal teleporter allows it to shunt 30" once per game.
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Post by luth77 Sat Dec 31, 2011 9:20 pm

Thanks Brother Rivan! I agree that in the right game type and combined with the grand stratagy they can be beast!

And thinking more on the list I would not spend as many pts on the gk strike squads, or your palies, you only have 28 models on the board at 1500 pts, which if vs chaos space marines their vin tanks can rip threw you real quick. Since you dont have many transports. just a thought, when playing 1500 heavy llist i use a list as fallows.

HQ
GM with/nimis warding stave,psychostroke generades=225
Elites
vindicare ass=145
9 purifiers and 1 knight of flame with/ 4 psycannons=280
Troops
9 gkss(strike squad) and 1 jc with 2 psycannons=220
7 gkss and 1 jc with/ 1 psycannon=180
2x4 gkt(terminators) and 1 jc with 1 psycannon, 4 nfhal, 1 nfham=450

=1500pts
what do you guys think?

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Post by pm992 Sat Dec 31, 2011 11:12 pm

your army list looks great however to me it seems it needs some mobility such as a unit with a transport or a deep striking unit or two considering grey knights generally dont have many weapons with range greater then 24

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Post by luth77 Sun Jan 01, 2012 9:49 am

ok thank! ill do that. and ya i agree about the hole 24 in thing lol but we make it work.

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