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2000 point Grey Knights list, Andarius's full scale army.

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2000 point Grey Knights list, Andarius's full scale army. Empty 2000 point Grey Knights list, Andarius's full scale army.

Post by Andarius the Red Sat Feb 23, 2013 1:10 pm

After a few games and noticing that my place of gaming holds 2000 point battles for tournaments and prizes I thought to expand my current army to a full fledged 2000 points and see how it fares. It isn't much different from my 1500 point army but it should still be quite impressive.

HQ
Grey Knight Librarian
Mastercrafted Nemesis Power Sword
The Shrouding
Sanctuary
The Summoning
Psy-Bolt Ammunition
3x Servo Skulls
190 points

Troops
Grey Knight Terminator Squad (10 man)
1x Chapter Banner
2x Psycannons
8x Nemesis Halberds
1x Mastercrafted Nemesis Halberd
Psy-Bolt Ammo
500 points

Grey Knight Strike Squad (10 man)
2x Psycannons
1x Mastercrafted Nemesis Daemon Hammer
Psy-Bolt Ammo
Rhino Transport
Warp Stabilization Field
300 points

Grey Knight Strike Squad (10 man)
2x Psycannons
1x Mastercrafted Nemesis Daemon Hammer
Psy-Bolt Ammo
Rhino Transport
Warp Stabilization Field
300 points

Fast Attack
Grey Knight Interceptor Squad (10 man)
2x Psycannons
1x Mastercrafted Nemesis Daemon Hammer
Psy-Bolt Ammo
315 points

Heavy Support
Grey Knight Nemesis Dreadknight
1x Heavy Psycannon
1x Nemesis Greatsword
195 points

Grey Knight Nemesis Dreadknight
1x Heavy Psycannon
1x Nemesis Greatsword
195 points

Grand Total
1995 points

I've come to love my Librarian more and more every game, the Shrouding/Sanctuary combo brings the survivability of my squads up significantly. I've also wanted to try the warp stabilization fields in rhinos as it makes them viable for the summoning psychic power. Now giving my entire army a fall back option against heavy hitters or nasty situations I can't fight against. The pair of Dreadknights were a no brainer as one is nightmarish enough for my opponent to deal with, two would scare him outright.

Warp quakes from three squads would ensure no deep striking from my opponent's side while three servo skulls would prevent scouting/infiltrating while giving my heavy psycannons better hitting potential.

So what do you guys think? Worthy of fluff games at the very least? Should make for a fun army to play with or against.


Last edited by Andarius the Red on Fri Mar 22, 2013 7:41 pm; edited 1 time in total
Andarius the Red
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Number of posts : 433
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Location : Hamilton Ontario
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Registration date : 2008-07-28

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Post by slayer18 Sun Feb 24, 2013 1:09 pm

Get 1 heavy incinerator on a dreadknight. You will love it.

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Post by Andarius the Red Sat Mar 02, 2013 4:29 pm

Hmm, been wondering if maybe I should switch out the master-crafted weapon upgrade for my Librarian with empyrean brain mines. I lose a re-roll but I get the chance to prevent my opponent from hurting me, especially if he's low initiative because of a power fist or thunder hammer.
Andarius the Red
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Post by slayer18 Mon Mar 04, 2013 8:47 am

I don't think brain mines test on modified leadership. If that is the case I wouldn't bother with them, since you will be counting on one roll of 6 together anything. The only reason I can see to take the mines is to deal with necrons.

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Post by Tiberius Mon Mar 04, 2013 9:30 am

slayer18 wrote:I don't think brain mines test on modified leadership. If that is the case I wouldn't bother with them, since you will be counting on one roll of 6 together anything. The only reason I can see to take the mines is to deal with necrons.

You test on initiative rather than leadership with brain mines. It also mentions nothing of being the unmodified value. Smile
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Post by Andarius the Red Tue Mar 05, 2013 7:34 am

Tiberius is correct in this, its determined by an initiative test and not a leadership test. Still it would help against challenges with opponents armed with AP2 melee weapons, make sure I don't get snuffed in the first round.
Andarius the Red
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Post by Andarius the Red Wed May 29, 2013 1:11 pm

Since I painted up a new grand master and was curious how to implement it I devised a new 2000 point list to use it in.

HQ
Grand Master
Psybolt ammunition
Mastercrafted Nemesis Force Sword
Psychotroke &Rad Grenades
200 points

Troops
Grey Knight Terminators x10
8x Nemesis Force Halberds
1x Mastercrafted Nemesis Force Halberd
2x Psycannons
1x Brotherhood Banner
Psybolt Ammunition

Grey Knight Strike Squad x10
2x Psycannons
1x Mastercrafted Daemon Hammer
Psybolt Ammunition
Rhino Transport
Psybolt Ammunition

Grey Knight Strike Squad x10
2x Psycannons
1x Mastercrafted Daemon Hammer
Psybolt Ammunition
Rhino Transport
Psybolt Ammunition
1095 points

Fast Attack
Grey Knight Interceptor Squad x10
2x Psycannons
1x Mastercrafted Daemon Hammer
Psybolt Ammunition
315 points

Heavy
Grey Knight Nemesis Dreadknight
Heavy Psycannon
Nemesis Greatsword

Grey Knight Nemesis Dreadknight
Heavy Psycannon
Nemesis Greatsword
390 points

Grand Total
2000 points

The grand master should be an interesting bit for me, from what I've been told and studied he's a major hitter!


Last edited by Andarius the Red on Sat Jun 01, 2013 4:44 pm; edited 1 time in total
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Post by Corennus Fri May 31, 2013 3:56 am

Grand Master is very good indeed if used correctly, though for 200 points I do think you're missing a trick with him:

Firstly, for 200 points you could take Grand Master Mordrak. Getting terminators who spawn when he takes an unsaved wound, and he gets a Str 10 MC daemonhammer.

Or you could keep your list as it is and change the GM loadout to:

Psychotroke grenades, blind grenades, incinerator
you'll lose the reroll to hit on the sword, but he's a pretty good hitter anyway.
and you'll gain the ability to ROCK in combat with your terminator squad getting defensive grenades and psychotroke effecting your opponent.
Plus an incinerator means your GM can burn through minor infantry leaving your terminator squad free to engage higher priority targets
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Post by Andarius the Red Sat Jun 01, 2013 4:43 pm

I prefer to keep my HQ's cheap especially since our war gear is pretty expensive as it is, although the psychotroke and rad grenades are interesting, I'll edit my post to add them.

As for Grand Master Mordrak I find him to be a mixed bag; Yes he is amazing at deep striking but he suffers when he lacks the independent character rule. Meaning that he can't join squads EVER! He can only be joined by his ghost retinue and again because of him not being an independent character you will probably lose him to enemy fire or blast templates, and when he dies so does his squad.
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Post by Andarius the Red Sat Nov 16, 2013 6:32 pm

The best part about playing in tournaments is you get to see the face of your opposition and the tactics they bring to the table. That being said I have taken an over view of my current list and came up with a solution to said opposition.

HQ
Grey Knight Librarian
Nemesis Force Sword
Empyrean Brain Mines
Teleport Homer
Psybolt Ammunition
3x Servo Skulls
Psychic Powers: Sanctuary, Might of Titans, The Summoning
210 points

Troops
Grey Knight Terminator Squad x10
9x Nemesis Force Halberds
2x Psycannons
Brotherhood Banner
Psybolt Ammunition

Grey Knight Strike Squad x10
2x Psycannons
Daemon Hammer
Psybolt Ammunition
Rhino Transport
Psybolt Ammunition
Warp Stabilization Field

Grey Knight Strike Squad x10
2x Psycannons
Daemon Hammer
Psybolt Ammunition
Rhino Transport
Psybolt Ammunition
Warp Stabilization Field

1090 points

Fast Attack
Grey Knight Interceptor Squad x10
2x Psycannons
Daemon Hammer
Psybolt Ammunition
310 points

Heavy Support

Nemesis Dreadknight
Heavy Psycannon
Nemesis Greatsword

Nemesis Dreadknight
Heavy Psycannon
Nemesis Greatsword
390 points

Total 2000 points

The tactics behind my army (now that its had some fights under it's belt) is to have my Dreadknights and Terminator Squad with Librarian in Deed Strike, the Servo Skulls would be deployed in key areas of attack while my Troops and Fast options encircle my opponent by keeping a safe distance and pick off problematic heavies by 'shunting' my interceptors up close. Once he/she's moved up to try and attack my mobile forces I deep strike the termies and box in his army thanks in part to aforementioned skulls. If any problems occur or if I need knights to offer fire support for my HQ the Summoning would pluck a distant troop to his location and still fire away with full attacks.

So long as I keep Warp Quake active I can keep my opponent from summoning, Deep Striking or bringing in ANY airborne threat he/she can muster.

My HQ has seen some new equipment in light of the HQ's I've faced. Empyrean brain mines make it so low initiative combatants just can't fight him such as those with thunder hammers or powerfist equivalent gear. The psychic powers chosen make it so my army gets benefits that CANNOT be dissolved by psychic hoods or the ilk.
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