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1500pt Pure Grey Knight List

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Post by Ceasarian Tue Aug 11, 2009 10:02 pm

Greetings Brothers
I've placed the finishing touches on my 1500pt Grey Knight army list, and I've gotten the chance to play test it several times, and it has seemed effective thus far. I intended the list to be well more "friendly" in a way- as opposed to my original tri raider list. Evil or Very Mad
Headquarters-
Grey Knight Grandmaster with Icon of the Just, and a Psychic Hood
4x Grey Knight terminators, one with a Psycannon.- counts as the retinue
Total Headquarters cost- 419pts

Troops-
Squad One
Justicar with frag grenades, and melta bombs, as well as targeter.
8x Grey Knights, one with a Psycannon

Squad Two
Justicar with Frag grenades
8x Grey Knights, two with incinerators.

Total Troops Cost- 563pts

Heavy Support-
Land Raider One- with smoke launchers, and extra armor.

Land Raider Two- with smoke launchers, and extra armor.

Total Heavy Support Cost- 516pts

1500/1500pts
5HQ models- 18 troops (two scoring units), and two tank models.
Also gives you 6 Kill points

1500pt Pure Grey Knight List 000_0001-3

Basically my tactic was to start the game with the two troops safely nestled inside of the land raiders- and move them to where they have to be- in close combat/ in a good firing position/ on an objective, whilst using the land raiders to blow any high value targets to pieces.

Raiders are not unstoppable but your opponent is going to have to roll to hit first off- then usually a 4+ or a 5+ to do anything to it, and then roll again for the dmg. While LR’s do get popped, don’t limit your movement because your scared about getting taken down, the tanks are there to protect your troops to get them where they gotta go- just make sure to snipe with las cannons first (taking out any tanks/ monstrous creatures) and then move in for the kill, trying to abuse the terrain as much (Get those hull down saves!)=

I look forward to hearing back from you all concerning if you believe that this a viable list, or other combinations that can be taken. I know the tri raider one is a possibility- but I don’t think I would feel right about using so many raiders in a small pts friendly game.
I’m looking to expand my army up to 1850pts, and I have all the models that I need already (woot!), well one is coming in the mail lol = / I’ll be sure to post that up here when its’ all said and done.

Also I’ve started to look next years ‘Ard Boyz event, you know that “Punch you in the teeth and call you a Grot” event with 2500pts…I’ve already sketched a rough list….yes…..four land raiders…..and meltas…..and plasma……yes…..mwhahahahaha

ANYWHOO off to bed now, thanks for your time (I think I have a problem, I keep buying land raiders).

-Cease
Ceasarian
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Post by Hamsterjoe Wed Aug 12, 2009 3:05 am

Hmm even 2 landraiders would really be stretching it in my gaming group. They can hardly take down the only one i use. But 2 should be fine.
So what is your plan?
PAGK in the raiders and deepstriking the terminators. Or Footslogging the psycannon grey knights?

My thought would be that the justicar in the 2 incinerators group, might see more frontline activity than the one with the psycannon, so maybe he would have better use of the meltabomb?

I dno Razz

Oh and is the psychic hood there to protect the land raiders from psychic powers?

Hamsterjoe
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Post by Zealadin Wed Aug 12, 2009 4:51 am

I am aiming to use a similar list for 1500 points, seems like a really fun list, and very effective especially with our rather outdated rules.
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Post by Ceasarian Wed Aug 12, 2009 8:14 am

Lol yea I didn't get any flack from the gaming group luckily about using the dual raiders- I actually said after one game that I felt a bit bad for using them (against IG- never even took a weapon off a single raider). But the group actually said, well that's the only way Grey Knights can be played- with Land Raiders. I didn't really comment that well no I could take dreads and an inquisitor but then I would be lacking in the anti-tank dept.
In the two games I've played- in one against Tau one raider did get poped in turn six, but it was after it had already gotten a squad of knights to where the needed to go, and the other against IG- he didn't even put a scratch on the Raiders, but one of my PAGK squads was evisterated when they stepped outside for a quick bathroom break by one of those hellish machines- the dreaded Deathstrike missile (also known fondly as the DOOMSDAY DEVICE).
Hamsterjoe- thanks for the advice with the melta bombs- I'll be sure to swap that around, seems a little silly to give them a squad that is more tooled out to be ranged.

My main strategy with this list is have the dual raiders focus fire for the first turn or so on any high threat targets such as tanks/ monsterous creatures- anything that can deal with the armor of a Land Raider. Then move in with the PAGK inside after the enemy has been softened up and charge in- one spot with both squads- overwhelm a specific section of their lines, rather than spread out. I also use the raiders with the PAGK as big nearly indestructable troop choices for capturing objectives lol!

As for the terminators I usually have them head up the opposite flank of the raiders (if the termies go up the left- the tanks go up the right). GK terminators are scary SOBs to face off, and use them to draw their attention, so my softer PAGK can get where I need them faster. The termies are also well adapted to taking out entire guardsmen squads- and I forgot to add into the list up there- the Holocaust psychic ability with the terminator squad. (I'll edit that later on). The psychic hood is only there because one of the people I've faced off against for a while is a pointy ear (Eldar), and I love to nullify all those amazing powers such as Doom, fortune, and the like- sorta makes having Eldrad nearly worthless when your competiting to use every power.

Have a good one, and I'll edit my list later on- probably tommorow ^)-

-Cease
Ceasarian
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Post by Hamsterjoe Wed Aug 12, 2009 8:34 am

Ah well thats good that your gaming group approves. Its all about keeping it friendly Smile
GKs can be played without LRs but well.. work better with a big drive to get them where you want sometimes.
If they walk they still have some superb firepower and manouvrebility Smile

No problem with the bombs. Hmm your plans sounds very good:) Should work. Little can handle all those s6 attacks in close combat + the stormbolter fire.
Just be carefull that you wont be counter charged by something nastiers, like ogres or a group of orcs.

Psychic hood. Are you thinking of null rod? because the psyschic hood is the same as aegis. Only i work on all psychic powers. Not a big improvement but it might become useful. Urguents of warding might also be useful.
But i know how nice it is. I play against Ahriman or how you spell him, alot. And he can be a gamewinner with those 3 psychic powers each turn.

Hamsterjoe
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Post by Nausaden Thu Aug 13, 2009 11:29 pm

Very nice set of models Brother Ceasarian, they all look more then ready for the upcoming conflicts.

I like your list a lot; good move with your troops. A small, but powerful force, and your tactics seem spot on for maneuvering your troops into the best positions.

I'd scratch that Hood though; its good but your special rule Aegis is pretty much like it. Spend said points and scrape for something like Master crafted weapon for your Grandmaster, at least that's what I'd do.
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Post by Ceasarian Sat Aug 15, 2009 2:16 pm

Headquarters-
Grey Knight Grandmaster with Icon of the Just, and a Psychic Hood
4x Grey Knight terminators, one with a Psycannon.- counts as the retinue
Total Headquarters cost- 419pts

Troops-
Squad One
Justicar with frag grenades, and a targeter.
8x Grey Knights, one with a Psycannon
Squad Two
Justicar with Frag grenades
8x Grey Knights, two with incinerators and melta grenades.
Total Troops Cost- 563pts

Heavy Support-
Land Raider One- with smoke launchers, and extra armor.
Land Raider Two- with smoke launchers, and extra armor.

Total Heavy Support Cost- 516pts
1500/1500pts
5HQ models- 18 troops (two scoring units), and two tank models.
Also gives you 6 Kill points

I am very grateful that my gaming group is rather cool with my using dual raiders- I actually apologized for after the last game I played as neither raider recieved so much as a scratch on them, but they managed to run the blockade of Leman Russ Demolishers. However there was a belief held by many in the group- including the IG player that GK's best option for anti-tank support is the land raider- and there was I believe a collective sigh of relief from some in the group when I didn't pull three of the massive things out of the darn bag lol.
I've added, and well I'm keeping the hood in question since I've seen the effectivness of Psychic powers, and especially the Eldar powers such as fortune- a power that cannot be taken out by our standard systems. Plus its' always a fun thing to see Eldrad's psychic powers rendered null by one piece of wargear- plus it can really mess with an opponents' mind when your nulling half of their abilities- and lead them to concentrate even more fire on the squad to get rid of it- allowing my raiders to move around freely doing what they gotta do.
-Once I get a bit more free time I'll be hammering out a 1850 Tourny list. At the moment I'm pulling together a 1k Imperial Guard list/ painting up those mini's so that later on down the road I can hopefully use the whole allied thing so maybe I won't have to take dual raiders and have tanks (Have I mentioned that I like tanks?!). It'll also help out an old friend of mine whom loves to play the guard- but doesn't have any models of his own- while I'm fine playing against a cut-out army, and paper air planes ^)- The gaming group has made it clear that such shanagins are not fully welcome.

As always Comments and Criticism for the revised 1500pt list is always welcome and I'll be posting more- specifically the 1850pt list in a few weeks after I get back from California ^)-

-Cease
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Post by Nausaden Sat Aug 15, 2009 3:22 pm

Very nice; you evened your list out well. Seems like it could be formidable against any opponent; it shows its ability to adapt.

I guess for those damned Eldar a Psychic hood is a really nice benefit; I like the look on their faces when they can't just rely on those abilities to win the day Razz

I look forward to see your tourney list, as well as models. Keep on posting them!
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