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1000pt getting started

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Post by iggy666 Mon Dec 02, 2013 4:30 pm

So, I'm new to the Grey Knights army and I'm looking for a 1000pt list to get started with. This is what I'm thinking:

250 - Grey Knight Grand Master - Psycannon (worth the pts for BS6?), Rad Grenades, Psychotroke Grenades.
250 - 10 Grey Knights - 2x Psycannon, Psybolt Ammo, Hammer
250 - 10 Grey Knights - 2x Psycannon, Psybolt Ammo, Hammer

250 - 10 Grey Knights - 2x Psycannon, Psybolt Ammo, Hammer
-OR-
245 - 5 Grey Knight Terminators - Psycannon, 2 Swords, 2 Halberds, Hammer, Psybolt Ammo (I had extra points).


I'm not looking for a henchmen army, I like the space marine models.


Last edited by iggy666 on Mon Dec 02, 2013 4:50 pm; edited 1 time in total

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Post by Souba Mon Dec 02, 2013 4:33 pm

unfortunatly the GM does not have access to divination. only inquisitors and the librarian have this privilege Sad
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Post by iggy666 Mon Dec 02, 2013 4:39 pm

Oh, so what does he use his Mastery Level 1 on? Is this the same as Brotherhood of Psykers where he just gets to use it on Hammerhand or Communion?

Also, Would I be better off taking a unit of termies or maybe a Dreadknight or razorback or something else?

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Post by Souba Mon Dec 02, 2013 4:44 pm

the GM only got hammerhand and psychic communion as psychic powers. he knows both of them though Smile

i would say take the terminators for your grandmaster. at that point level there shouldnt be such a big amount of high AP weapons. unless you play against more competetive players instead of guys who want to run for fun.

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Post by iggy666 Mon Dec 02, 2013 4:48 pm

My gaming community is pretty well mixed, however, my close friend plays Plaguemarines. I played him at 1000pts 3 times (different lists) and got crushed each time.

He has 4 Oblits, nurgle lord on bike, and 2 units of 9 plaguemarines in rhinos one with plasma and one with melta.

With those Oblits, there's a lot of AP 2/1 flying around.

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Post by Corennus Tue Dec 03, 2013 2:43 am

If there's a lot of AP2/1 flying around then you're most suited to getting your troops into CC quick, or getting them in vehicles so they can survive a few turns of shooting.

Your GK should wipe plaguemarines off the board in CC
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Post by Corennus Tue Dec 03, 2013 2:45 am

Unfortunately Strike Squads is not the way to go against Plaguemarines!
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Post by Corennus Tue Dec 03, 2013 3:22 am

1000 points of greyknightness...

Librarian
The Summoning
Sanctuary
The Shrouding
Teleport Homer
180

Brotherhood Champion
100

ELITES

Purifier Squad (10 man)
Psycannons x 2
Halberds x 5
270

TROOPS

Terminator Squad (5 man)
Psycannon
Halberds x 2
Daemonhammer
225

Terminator Squad (5 man)
Psycannon
Halberds x 2
Daemonhammer
225

1000

Brotherhood Champion goes with the Purifier Squad in cover to start with. The Librarian goes with a Terminator Squad and Deep Strikes in. Summons the Purifier squad to him and then the other Terminator squad can deep strike on to Librarian's position.

The purifiers can take on the plague marines thanks to their AP3 weapons, and also the bro champion can keep rerolling all failed saves..
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Post by iggy666 Tue Dec 03, 2013 10:50 am

You don't think the purifiers won't get shot up for the first few turns being the only thing across on the board?

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Post by Sai Tue Dec 03, 2013 2:51 pm

iggy666 wrote:You don't think the purifiers won't get shot up for the first few turns being the only thing across on the board?
You only need to hide 10 men out of LoS from fairly slow movers.

Does he deep strike the obliterators? If so interceptors or a strike squad might be better than purifiers on account of their psychic power.

You should be able to get first blood from killing a rhino and if he is silly enough to charge your purifiers with the chaos lord your chap ion will probably take him down, or at the very least hold him in place. If you focus on the plague marines and eliminate his ability to hold objectives you only need to have a couple of terminators going to ground on an objective to win.

Kill points will be more tricky.


The teleport plan sounds OK as long as units arrive at the right time. You need the librarian to land in turn 2 and then the other squad in turn 3 to use the homer and summoning at the same time. If you take interceptors instead of purifiers they can shunt up of their own accord without the librarian and set up a large zone of deep strike mishaps for any obliterator surprises.
It's just an alternative approach to the same plan.
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Post by iggy666 Tue Dec 03, 2013 3:09 pm

Plaguemarines in rhinos aren't exactly slow movers. There's no way I'd be out of line of sight, I'd be lucky to stay out for the first turn. I could be in cover and not get shot at the first turn, except for 4 plasma cannons from the oblits. He does not deep strike them, he just walks to good firing positions.

Every time I've played him I have focused on the plaguemarines and the lord does nothing. I've managed to kill an entire unit. The obliterators really decimate my army. Plasma cannons and plasma guns, sometimes assault cannons. I played once with terminators, which did well in combat until they were charged by the oblits.

I don't know if I like the idea of this deep striking tactic because, as you said, I need to have the librarian's unit deep strike first which is unlikely. I also don't need halberds as plaguemarines are I3.

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Post by Sai Tue Dec 03, 2013 3:26 pm

If the rhinos are going fast they're only snap firing. You're right though, turn 2 is going to be difficult.

If you shoehorn a shunting dread knight in there it should be able to withstand one turn of fire from the obliterators as long as the plague marines have moved forward. Hopping between obliterators and pasting them over the landscape might be a possibility. That's the problem with 1000 points, it's hard to have flexibility in a small list.

Do you remember to use preferred enemy on the obliterators? It's the kind of thing that always seems to slip my mind.

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Post by iggy666 Tue Dec 03, 2013 4:04 pm

How does this look?

2 Ordo Malleus Inquisitors with PA and lvl 1 divination primaris power.
10 purifiers with 4 psycannons, psybolt ammo, and hammer
2x10 GKSS with 2 psycannons, psybolt ammo, and hammer
razorback with psybolt

Combat squad one GKSS with justicar and hammer in one and cannons in other. Put the inquisitors in each 10 man squad and let them reroll to hit with the spell. Either at the beginning or towards the end I can send the 5 GKs with the justicar drive forward for an objective. If I wait til later his oblits will pop the razorback (probably turn 1), but that's a turn less for my knights to get shot up. I could charge the objective immediately, but then I will be a little close with only 5 guys who'll probably die before the end.

I could keep them in reserves?

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Post by Corennus Thu Dec 05, 2013 3:30 am

how are the purifiers getting up the field?
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