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1000pt Pure GK Goodness

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NemesisForce
evileyevirtue
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Post by evileyevirtue Mon Apr 20, 2009 10:34 pm

So this weekend I played my first game ever with a small 500pt force of Grey Knights. It was also my opponents first go at the game with Space Marines. Basically it was to test out the game and play around a bit to get a feel for the 5th edition rules. We played 4 battles and each ended up with a win and 2 draws. Now we're looking to play another couple of games this upcoming weekend and upping it to 1000pts. Now I have some GK on order along with 2 dreads for my force, but I want to see if there are any expirienced GK'ers out there who can help me with my selection. So, it looks like my force for the game is going to be:

Bro-Cap with SB and Nemesis Force Weapon

3 x 1 Justicar and 7 PAGK

2 x Dreads with TL Lascannon

I keep looking at this list and going "holy shit there's so few models" which I know is a problem with pure GK armies...but whatever.

Also, I've decided to bring a piece of paper with "THE SHROUDING" in big bold letters with me because I swear I couldn't remember that for the life of me. I might have been able to pull another win out if it wasn't for that...

As far as tactics go, I'll be keeping my PAGK's at the edge of the magic 24" bubble to prevent his bolters from really laying into me. The dreads will be pulling double duty as anti-armor and counter charge. I am still considering giving the Bro-Cap a Psycannon and sticking him in the squad I pull the PAGK from to pay for it. So it's pretty straight forward. Move around and shoot. He'll either get frustrated and move his guys or stay static and get mowed down by superior firepower. As for whatever else he fields...I'm gonna have to play that by ear. Hopefully it's not a LR Redeemer loaded with CC Termies...which he's been talking about. So that very well may be his list. In that case, the Dreads are gonna have to be doing a lot of shoot and assault.

One thing to note is there are a few things I've picked up, particularly from playing eldar. First is to minimize point spending. All the toys may look neat and shiny, but they'll usually run you into the ground when you get on a roll. So I like to keep my guys cheap and simple. I didn't select any psycannons for that and the fact that it takes away 1 shot per turn, a body, and 2 NFW from a PAGK squad. Call it economy... call it cheap skate... but when hell breaks loose and a squad, for whatever reason, rolls into mine, I want those over 3 higher strength shots that do squat against MEQ.

Second, redundancy redundancy redundancy. Why have one when you can get two for twice the price? Plus it gives you a backup in case something fails. I looked at fielding a LR, but unless I have 2, I don't feel safe. I know it's the super l33t tank of 5th, but it still doesn't provide me with the confidence I need to play it. I have to have at least 2!

Well there's that. Comments and critique are welcome, as I could use all the advice at this stage.
evileyevirtue
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Post by NemesisForce Tue Apr 21, 2009 12:12 am

Well, you've definitely laid down the groundwork on how you want to expand towards 1000 points. Your type of build is shared by many GK players and seems solid to me. Keep an open mind though on fielding even a single LR, especially at 1000 points. Proxy one sometime just to get the feel for them/it. They have the same tllc output as two Dreads and gives that added mobility that GK's really lack. And kudos to you on your record so far. Doing as well as you have with GK's at 500 points is no mean feat.
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Post by ferrochrome669 Tue Apr 21, 2009 1:33 am

Hehehe, I tend to forget shrouding... which is a real shame as in my last game which happened on last sat (1000pts), i happened to loose one of my dreads at maximum range of a brightlance, mostly because I forgot the shrouding. :/

Still, even though my first two turns were horrible (due to lack of cover and the opponent having plenty of it), i managed to pull off a draw. A seventh round and I would have wiped the floor.

Nyark nyark nyark, cant wait for this weekends game. Smile
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Post by Zealadin Tue Apr 21, 2009 5:59 am

I think in my last battle my opponent remembered to test for shrouding ONCE out of the entire game, and it was one of those situations where he needed to roll double 1's anyway

Don't underestimate the power of a LR (*cough* the DARK side, my son) they are a very very very tough nut to crack for most opponents, and the added survivability for a GK force, not to mention the anti tank weaponry is a great boon, even at the cost.
What can kill 24 PAGK in a few rounds often won't even dent a LR's formidable armour, and allows you much greater strategic use of your forces.

Its possible to fit 2 into a 1000 point game, but that being said.... its a very strategic list to play, and your probably best having 1500 points to feild 2.
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Post by Coyote Tue Apr 21, 2009 6:57 am

[quote="ferrochrome669"]Hehehe, I tend to forget shrouding... which is a real shame as in my last game which happened on last sat (1000pts), i happened to loose one of my dreads at maximum range of a brightlance, mostly because I forgot the shrouding. :/

quote]

I don't think dreads benefit from the shrouding...please correct me if I'm wrong cause I've got 3 and I'd love to let them hang back at 48 inches where the shrouding is almost garanteed to work:)

Welcome to the forum Brother E!!

A little advice. If you're not taking a LR then know exactly what your plan is to deny your opponenant of his objective from turn one. Even with running it may take you the entire game to slog across the board. Your thoughts on wargear seem pretty solid, but I would definitely take targeters on all of your Justicars. They are only one point and allow you to pick the best target for your already outnumbered GK's. Good luck!
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Post by evileyevirtue Tue Apr 21, 2009 8:12 am

As for dreads getting Shrouding...they definitely don't. All units subject to GK special rules have it listed in their entry. Furthermore, it defines Grey Knights on pg20 under "Grey Knight Terminology'. Dreads aren't included, so therefore cannot benefit from GK special rules.

Well, thanks for the replies guys. It's always good to hear feedback. Now I definitely have nothing against fielding LR's...I have 3 coming in the mail. I think once I hit 1500 points I'm going to drop the dreds and put 2 LR's in along with a GKT squad. That way I have 2 mobile TLLC bunkers rolling around and the termies can pick up the counter charge duty. Three could be a great boon with 2 PAGK and 1 GKT each in a LR.

At this point cost however, I I think I need the assault counter I get in the dreads. Plus, if I run out of armor to shoot at, I can run them up and tie his shooters up in CC. With the benefit of maximum firepower and as many PAGK that I can get on the table, I should be able to hold him in a slugfest. I like to focus my fire so I can eliminate about a squad a turn. Smile And I think the GK's are up to that task.

I know this is all going on in my head and once you hit the table things can change in an instant, so I have to keep everything as flexible as possible right now. And I like the Dread's flexibility in this case.
evileyevirtue
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Post by For the Emperor Tue Apr 21, 2009 12:19 pm

If you Like your LR's you might want to try the LRC. It's the perfect vehicle for Grey Knight Terminators, They work very well together, I'd highly suggest it.

If you get a Build like this:
GM - Hammerhand, Incinerator
7 Grey Knight terminator - Incinerator
Land Raider Crusader

You'll pack a massive punch and be able to take on nearly any unit in the game.

I'd suggest to start with
5 Grey Knight Terminators (inc/BC) - Incinerator
Land Raider Crusader

Anyway I like your Puritan style, I hope your faith in the Emperor is as strong as your will to purge the Daemonic with the holy warriors on the inquisition.
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Post by ferrochrome669 Tue Apr 21, 2009 6:04 pm

Well in that case i suppose there was a good reason for me forgetting about shrouding my the dread. lol. Razz
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