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Andarius's lurking ghost and 1500 points of Grey Knights.

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Post by Andarius the Red Sat Feb 02, 2013 11:48 am

Wow 3 years... Shows how much I wander in and out from time to time. Been out of the game for some while now since I changed my job 2 years ago, now that things are stable AND with the inclusion of 6th addition I thought about getting back into Warhammer and creating a new Grey Knight army in the process.

Here's the list.

Grey Knights
HQ

Grey Knight Librarian
Servo Skulls x3
Hammerhand
Might of Titan
The Shrouding
175

Elites

Grey Knight Paladin Squad x5
Daemon Hammer
Psycannon
295

Troops

Grey Knight Strike Squad x10
Daemon Hammer
Psycannon x2
Rhino Transport
270

Grey Knight Strike Squad x10
Daemon Hammer
Psycannon x2
Rhino Transport
270

Fast Attack

Grey Knight Interceptor Squad x10
Daemon Hammer
Psycannon x2
290

Heavy Support

Grey Knight Nemesis Dreadknight
Heavy Psycannon
Nemesis Greatsword
195

Total 1500

I've already tested this army against at least four different opponents, resulting in 3 wins and one draw. So tell me what you think.

PS. Here's a shortcut to my gallery of Grey Knights to this list
https://greyknights.forumotion.com/t3480-andarius-s-new-6th-edition-grey-knights
Andarius the Red
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Post by Tiberian Sat Feb 02, 2013 1:19 pm

Not far off from what I would bring, except I like Grand Masters, I don't usually like playing psykers myself. The grand master ability can turn the paladins, dreadknight and interceptors into scoring units (or give them counter strike or scout) which always helps.
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Post by Guest Sat Feb 02, 2013 2:41 pm

You could drop the sword on the NDK for another psycannon in the paladin squad. Since the NDK can only walk, he won't be in combat for a bit. And with the changes to special rules for weapons. He's actually quite decent just with his doom fists.

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Post by Andarius the Red Sat Feb 02, 2013 3:25 pm

The Grand Master DOES have good utility but I've grown fond of the Librarian, his ability to change combat situations with Shrouding and Might of Titans makes him pretty useful for his points, plus the servo-skulls make him annoying to deepstrike or artilly dependant armies.

As for the Dreadknight, that is a fitting replacement Arratak but I'm usually paranoid of armies that have big beasties of their own. Being able to re-roll hits and wounds in combat is pretty hard to pass up and so far it proved pretty useful against monstrous creature dependant armies like the Tyrannid.
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Post by Guest Sat Feb 02, 2013 3:47 pm

You are str 10 ap2 + 4 attacks + 1 on the charge hitting on 3's and 4's you wound everything on 2's.

I don't have the codex, but does the doomfists have the force special rule? Because then you can force weapon him to death.

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Post by DOMIN4TRIX Sat Feb 02, 2013 4:18 pm

HQ

OMI
Servo Skulls x3
Terminator Armour
Psycannon
89

Troops

Terminator Squad x5
Psycannon
Hammer
225

Grey Knight Strike Squad x10
Daemon Hammer
Psycannon x2
Rhino Transport
270

Grey Knight Strike Squad x10
Daemon Hammer
Psycannon x2
Rhino Transport
270

Fast Attack

Grey Knight Interceptor Squad x10
Daemon Hammer
Psycannon x2
Psybolt Ammo
310

Heavy Support

Grey Knight Nemesis Dreadknight
Heavy Incinerator
160

Grey Knight Nemesis Dreadknight
Heavy Incinerator
160

1484

OMI and Terminators instead of Librarian and Palladins - a scoring unit with an extra relentless psycannon, weaker in assault but the trade-off is you get a second Dreadknight

The Interceptors now have psybolt ammo
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Post by Guest Sat Feb 02, 2013 4:25 pm

Far better list Dom! Great input! Extra scoring unit and prescience psychic power doubles efficiency!

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Post by DOMIN4TRIX Sat Feb 02, 2013 4:37 pm

Oh I didnt cost in for him being psychic though there are some points spare and the odd hammer / servo skull wouldnt be missed too sorely if you wanted to
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Post by Andarius the Red Sat Feb 02, 2013 4:46 pm

I'm still pretty happy with my current list but your options are quite interesting, I'll take them into consideration.
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Post by DOMIN4TRIX Sat Feb 02, 2013 4:55 pm

If it aint broke dont fix it
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Post by Guest Sat Feb 02, 2013 5:52 pm

DOMIN4TRIX wrote:If it aint broke dont fix it

Then why ask for help?

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Post by Tiberian Sun Feb 03, 2013 6:01 am

Second list looks like it would work well too. Definitely like the second dreadknight option.
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Post by Andarius the Red Sun Feb 03, 2013 11:00 pm

Just had a game against a Space Wolf player and the results were interesting, most notably was his use of a thunderwolf mounted lord backed with a 5 man cavalry of thunderwolves. The rest of his army did not fair well against me but that little neusance killed my entire interceptor squad and harrassed my paladins for 2 turns.

Sadly I lost but it was a close game between the two of us.
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Post by Thraxdown Mon Feb 04, 2013 9:02 am

-Arratak- wrote:
I don't have the codex, but does the doomfists have the force special rule? Because then you can force weapon him to death.
Yes

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Post by Thraxdown Mon Feb 04, 2013 9:04 am

DOMIN4TRIX wrote:Oh I didnt cost in for him being psychic though there are some points spare and the odd hammer / servo skull wouldnt be missed too sorely if you wanted to

Yeah prescience will be well worth the thirty points assuming your opponent doesn't have runes of warding and your inquisitor doesn't die turn 1. It can be the difference between tabling and getting tabled.

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Post by Tiberian Mon Feb 04, 2013 5:53 pm

Andarius the Red wrote:Just had a game against a Space Wolf player and the results were interesting, most notably was his use of a thunderwolf mounted lord backed with a 5 man cavalry of thunderwolves. The rest of his army did not fair well against me but that little neusance killed my entire interceptor squad and harrassed my paladins for 2 turns.

Sadly I lost but it was a close game between the two of us.


Sorry to hear that, but those down to the wire games are some of the most fun for me. What was it your army was lacking or were you out strategized? (real word? Very Happy ) or are you blaming it on the dice gods?
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Post by Andarius the Red Mon Feb 04, 2013 7:46 pm

Dice gods mostly, by the time the game ended I still had my paladins and a couple knights where as he only had 3 space wolves left and their lord on a thunderwolf at half his wounds. From the commotion around our table it seemed that my opponent has rarely faced anyone who could keep him on his toes for a full 6 turn game.
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Post by Tiberian Tue Feb 05, 2013 6:50 pm

Sounds good, glad to hear you brought honour to our chapter but damn the dice gods to the warp
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Post by Andarius the Red Tue Feb 05, 2013 10:28 pm

I might tweak a few things if I lose a second battle, the thought of using psybolt ammo for my squads seem tempting if my future opponents will be marines or MEQ's.
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Post by Tiberian Thu Feb 07, 2013 6:06 pm

sounds good, let me know how it goes
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Post by Andarius the Red Thu Feb 07, 2013 8:08 pm

Well here's the revised list, if it pays off then this will be my long term strategy.

HQ
Grey Knight Librarian
1x Nemesis Force Sword
2x Servo Skulls
The Summoning
The Shrouding
170 points

Troops
5x Grey Knight Terminators
1x Psycannon
1x Daemon Hammer
4x Nemesis Halberds
Psybolt Ammunition
245 points

10x Grey Knight Strike Squad
2x Psycannons
1x Daemon Hammer
Psybolt Ammunition
Rhino Transport
290 points

10x Grey Knight Strike Squad
2x Psycannons
1x Daemon Hammer
Psybolt Ammunition
Rhino Transport
290 points

Fast Attack
10x Grey Knight Interceptor Squad
2x Psycannons
1x Daemon Hammer
Psybolt Ammunition
310 points

Heavy
Nemesis Dread Knight
Heavy Psycannon
Nemesis Great Sword
195 points

Total 1500 points

I downgraded my paladins to terminators to make up the points for the ammunition, they lose their extra wounds and holocaust but their weapons payload remains the same, I also changed my Libby's powers to something more defensive. I'll be testing this list on the weekend to see how it fares.
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Post by Rivan Thu Feb 07, 2013 10:07 pm

Good luck and let us know how it does Smile
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Post by Guest Fri Feb 08, 2013 12:17 am

Awwww bro that's almost a good list, can I make a few suggestions to squeeze a little bit more out of your list. Now I'm not gonna flame you about taking terminators, that's fine if that's what you want.

But can I suggest, drop the librarian for a OMI with TDA and psyker upgrade. Take prescience and a psycannon. He's a bit cheaper then the librarian and perhaps drop the psybolt ammo on the termies for some more points. It's to expansive for four dudes.

Change the NDK's loud out, for just a teleporter and a heavy incinerator. Keep him cheap as possible. He's still awesome! Now, I don't know how much points I've cut, but perhaps it's enough to buy a psyfle dread?

EDIT: oops I realise you didn't have the teleporter to begin!! But now you do! He's even more awesome with it. Forget the dread

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Post by Andarius the Red Fri Feb 08, 2013 6:04 pm

If I go with the Teleport/Heavy Incinerator option for my Dreadknight he'll be 40 points MORE than what he is now, being more mobile makes him even more of a target. He's better off as a medium range artillery thanks to my servo skulls and for dealing with other large or monstrous creatures if they pop up.

As for the inquisitor I might end up with those 40 points back but I lose far too much for me to consider it. A re-rollable psycannon is outweighted by a psychic hood, toughness 4 and the ability to chose my psychic powers as a level 2 psyker. However I haven't gotten my hands on a 6th edition rule book yet so my knowledge on prescience as a power is still quite fuzzy, although....

I have read on forums that the libby CAN switch out for that power but I'll have to find out first.
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Post by Rivan Fri Feb 08, 2013 6:48 pm

Andarius the Red wrote:I have read on forums that the libby CAN switch out for that power but I'll have to find out first.

Yes, the libby has the option to switch his standard GK powers for rolls in the BRB. Can't mix and match though--either you keep your GK powers or you elect the BRB powers Smile
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