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1500 - 7th Grey Knights List

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Post by DonFer Tue Jul 15, 2014 3:48 pm

After a long pause I went back to my roots and started to play around with some list ideas with GK. We had a small tourny las weekend, 1500 points to try out the new rules and Maelstrom of War missions. I won the tourney but wasn't quite happy with my list. So now I'm looking forward to polish this list with the help of your ideas and comments Borthers.

My Original List

Draigo
Malleus Inquisitor - TDA, Psyker, Psycannon, 3x Servo Skulls

Purifier Squad (5), Rhino, 2x Psycannon, 2x Halberds, 1x Daemonhammer
Purifier Squad (5), Rhino, 2x Psycannon, 2x Halberds, 1x Daemonhammer

Paladin Squad (5), 2x Psycannon, 3x Daemonhammer, 2x NFS
Terminator Suqad (5), Thawn, 1x Psycannon, 2x Daemonhammer, 2x NFS
Strike Squad (5), 1x Psycannon

That makes around 1498 points

Since this was our first tournament, the rules stated that only one primary detachement was allowed, no allies or lord of war entries.

Now, the idea was to generate a paladin star, and hope to get either 4++ from the Divination Powers (via the Inq) and/or Sanctuary (via Draigo). In the best case scenario this would have made for a nice Paladin star @ 2+/4++ save for the paladins and a 2+/2++ save for Draigo. I would also have settled for Sanctuary alone, and the Divination primaris for some Psycannon fun.

My warlord was Thawn, and the termie squad was a back up unit for the paladins relentless advance. The purifiers would benefit from Grand Strategy in case of objective heavy scenarios (Maelstrom of War).

In the tournament I went to face necrons, the new Orks and tyranids, all of which outnumbered me many times over. but I was always able to avoid tar pits to my paladin star (wraiths, termagants, boyz). However I feel that this list has more potential. But I don't think this can be achieved via the GK codex alone. Inquisitors can make a good ally, though Coteaz in this regard has lost some of his bling. Nevertheless a ML2 Psyker for 100 pts is always nice. The main problem/advantage I see is that GK need a lot of psychic power to function, specially from divination. Though prescience is WC2 it works wonders with pyscannons carried by our Termies/Paladins. Sanctuary is a nice buff to them too. The big problem is of course that only our HQs are allowed to choose their powers. So our choices are limited. I reckon with the Inquisition Codex there's the possibility of a better build. Well any thoughts on how to improve my list are always welcome.

Cheers!
DonFer
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Post by DOMIN4TRIX Wed Jul 16, 2014 6:38 am

I always roll sanctic for Draigo but would choose telepathy for the omi. Psychic scream is murderous and allows you to target a separate unit than shooting and you could hit the jackpot with invisibility on the deathstar!
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Post by DonFer Thu Jul 17, 2014 3:26 pm

Yeah Santic on Darigo seems to fit him well enough. As for Telepathy I considered it also, since Invisility alone, though insanely good, has a very small chance to be obtained consistently. Didn't think much of Psychic Scream, this can make this school more attractive.

I have noticed that manifesting psychic powers in 7th is actually quite difficult. WC2 and WC 3 are the worst. How many dice you commit to each check? Even for WC 1 powers I found myself at a loss. Do I roll 1 die or 2? Or more? Now you need dice for offensive psychic powers (Warp Rift), for "defensive" (hammerhajnd and Force) and for miscelaneous (blessings, maledictioons, etc.) I found myself wanting for more dice to roll. I think is a matter of practice, but it's nothing like in 6th.

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Post by Souba Thu Jul 17, 2014 7:58 pm

have been testing a lot with my daemons and while it sounds absolute overpowered to have around 42+ WC it comes down to a few powers actually. especially daemonic shooting has suffered greatly, since its only psychic apart from a few exceptions.

to be safe i roll 3 dice for a WC 1 spell... rolling 2 can often result in not reaching the desired 4+.. with 3 you have good odds having at least 1 pass and maybe 2. which makes it also harder to deny for the oponnent since he has to pass for each successful d6 roll.

for WC 2 spells i roll 5 most of the time, while using WC 3 spells i prefer to use 7-8
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Post by DonFer Tue Jul 22, 2014 3:34 pm

True, brother Souba. I've been playing a couple of games more with this list and actually psychic powers are harder to get off. Your dice-mix for powers seems good, but that would mean that GK can manifest between two or three psychic powers per turn. That leaves Cleansing Flame, Hammerhad and Force weapons out. Which makes difficult to GK to manifest all those kick-ass powers. Well I guess that's balanced, and that's where cheap psykers take the lead. more dice means more probability to cast all powers you need.
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Post by Souba Tue Jul 22, 2014 5:50 pm

DonFer wrote:True, brother Souba. I've been playing a couple of games more with this list and actually psychic powers are harder to get off. Your dice-mix for powers seems good, but that would mean that GK can manifest between two or three psychic powers per turn. That leaves Cleansing Flame, Hammerhad and Force weapons out. Which makes difficult to GK to manifest all those kick-ass powers. Well I guess that's balanced, and that's where cheap psykers take the lead. more dice means more probability to cast all powers you need.

yeah. thats the dilemma i got with my daemon aswell. buffing daemonprinces or greater daemons drains the warpcharge pool pretty quickly. horrors rarely use their shooting powers anymore (and thats all they can deal damage with). so they end up as a living WC battery.
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