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1500 points, where to go next...

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GMKDynamis
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Post by piquedram Sat Jul 02, 2011 1:22 am

Alright, so i recently started a grey knights army, and started by buying the cool looking units, only worrying about a list later.

This is what i did to make the army "work" with what i have, my main question is, where do i go next, how can i improve, and some insights into strategy please.

HQ
Librarian (mastery 3, 3 powers, halberd) 220 pts

Troops
5-man GKSS (3 halberds, hammer, psycannon) 135 pts
5-man GKSS (3 halberds, hammer, psycannon) 135 pts

Elite
4-man paladin squad (incinerator, brotherhood banner) 250 pts

Fast
Stormraven (hurrican bolters) 235 pts

Heavy
Land raider redeemer (multi-melta) 255 pts
Nemesis dreadknight (greatsword, heavy psycannon, personal teleporter) 270 pts


This makes for exactly 1500 points. The libby would attach to the paladins and enter the landraider. Not sure what to do with the stormraven, i am thinking of replacing it with another nemesis dreadknight, equipped with heavy incinerator and no sword.

EDIT: revised list, after first comments

HQ
Librarian (Might of Titan, Smite, Quicksilver, Warp Rift, halberd) 175 pts

Troops
10-man GKSS (2 hammers, 2 psycannons, Rhino) 280 pts
10-man GKSS (2 hammers, 2 psycannons, Rhino) 280 pts

Elite
4-man paladin squad 220 pts

Heavy
Land raider redeemer (multi-melta, psybolt ammo, psyflame ammo) 275 pts
Nemesis dreadknight (greatsword, heavy psycannon, personal teleporter) 270 pts

That makes 1500 points total, 25 infantry models, 2 transports, a big tank and a monstrous creature, all with varied and versatile weaponry.


Last edited by piquedram on Sun Jul 03, 2011 6:16 am; edited 2 times in total

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Post by Aubec le noir Sat Jul 02, 2011 2:06 am

if you want to pass that 1500 points limit you'll have to :
- increase your troop number (2x5 is too short for objective based scenarios) maybe in using Termies (1 or 2 units)
- think about another HQ : a GM will be great.
- maybe a GKIS unit for versatility
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Post by piquedram Sat Jul 02, 2011 2:09 am

Yeah, when going 2000 pts i was thinking of maxing out the strike squads and including a gm. Do you reckon i should drop the stormraven for a dreadknight?

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Post by Aubec le noir Sat Jul 02, 2011 2:13 am

SR has its uses and so has the DK ... it all depends of your way of playing...
the point is : you need more troops ...
and by the way welcome on this forum (a presentation would be fully apreciated Wink )
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Last edited by Aubec le noir on Sat Jul 02, 2011 3:15 am; edited 1 time in total
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Post by piquedram Sat Jul 02, 2011 2:17 am

Hehe, thanks. Will write an intro later today, a tablet is ok for short posts, but i will need a proper keyboard for an intro ;-)

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Post by TheCrimsonGlass Sat Jul 02, 2011 8:49 am

Honestly I agree with Aubec: more troops. Not just for the 2000 point army, but for this one as well. I would make it 1 10-man strike squad and a 5-man terminator squad to reduce the additional models you would need to buy. This means you only need to buy another terminator box.

Oh, and you can't have an incinerator on your 4-man paladin squad. You can have 2 heavy weapons per 5 models in the squad, so with 4 models, you can't have any heavy weapons.

I am also inclined to think the BH Banner is a bit of a waste in a 4-man squad. This is because you will be wanting all the CC ability you can get with only 4 paladins in the squad.

Also, halberds are a bit of a waste on GKSS's. They are too expensive for a 1A model. Additionally, psilencers really aren't too good. Yeah they have a lot of shots, but they are S4 AP-- shots, and we've already got plenty of S4 shots from our storm bolters.

Psychic mastery level 3 usually isn't worth it, and it's definitely not worth it with only 3 powers. You could bump it up to 4 powers and give him a stave if you drop the ML3, then you still have 10 points left.

Please keep in mind that these are opinions, and at the end of the day, you should do what you want.
All that being said, if you're looking for a list to just get some games/experience in with what you already own, then go for it. It's going to be fun regardless. Good luck!
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Post by Titus Sat Jul 02, 2011 10:19 am

What i do is put a unit of purifiers with halbards in a stormraven outfitted with TL assault cannon, TLMultimelta, psyammo. Since the Stormraven is an assault vehicle my purifiers disenbark, shoot, then assault while the SR shoots at vehicles and psychers close by.
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Post by guychr Sat Jul 02, 2011 11:28 am

So what powers have you given your Libby? With Psychic Mastery Level 3 you are going to want 5-6 powers on him, 3 you can do in your phase and 3 in your opponents phase, or just leave him at level 2 with 4 powers.

Why did you put a psylencer on your GKSS? It's an ok gun stats wise, but you can't move and shoot it, and with as few models as you have you'll need to stay on the move. I'd either drop a gun all together or take the psycannon.

You are going to want to buy 3-4 more boxes of Knights if you want to make a semi-competitive list. but over all it's a good start to a fun army.
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Post by piquedram Sat Jul 02, 2011 5:10 pm

yeah, the psylencers on the GKSS is my bad, I actually did put the psycannons on the models...

That said, more troops is all nice 'n dandy, but what should I drop for them? Drop the Stormraven and fill up my strike squads?

On my libby i've got quicksilver, warp rift and might of titan atm. Both quicksilver and might of titan last only 1 player turn right? or do they last a game turn?

The banner... well, the Termies were my first box, and I glued it on before I actually realised it's not as useful on a 4-5 model squad. Same with the Incinerator, and I've only just now realised it is indeed illegal.

The halberds on the GKSS are the same story really, they're glued on atm, but I could of course try to "convert" them off.

So currently what i'm taking from this is:
remove pally incinerator (illegal)
remove mastery lvl 3 (unnecessary)
remove stormraven (in favor of more bodies)
remove banner (not useful in small squad)
remove GKSS halberds (not useful on 1A models)
That will give me 350 points extra.

with those I can max out the GKSS squads and put them in a rhino, and will have 30 points to spare.

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Post by piquedram Sun Jul 03, 2011 6:17 am

Alright, new list:

HQ
Librarian (Might of Titan, Smite, Quicksilver, Warp Rift, halberd) 175 pts

Troops
10-man GKSS (2 hammers, 2 psycannons, Rhino) 280 pts
10-man GKSS (2 hammers, 2 psycannons, Rhino) 280 pts

Elite
4-man paladin squad 220 pts

Heavy
Land raider redeemer (multi-melta, psybolt ammo, psyflame ammo) 275 pts
Nemesis dreadknight (greatsword, heavy psycannon, personal teleporter) 270 pts

That makes 1500 points total, 25 infantry models, 2 transports, a big tank and a monstrous creature, all with varied and versatile weaponry.

Also appended this to the original post.

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Post by Zealadin Sun Jul 03, 2011 6:44 am

You really want another pally and then two weapons probably PsyC on them or they arent really worth it imo.
For the same cost as the Pally squad you could get 10 DCA and a Inquisitor to go in that redeemer and it will eat anything it touches.
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Post by GMKDynamis Sun Jul 03, 2011 2:36 pm

The LRR is a good choice but if you want to assault on the same time you disembark, you can take another SR.
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Post by purifier_26 Sun Jul 03, 2011 2:42 pm

I think the LRR is the perfect assaulting vehicle because of power of the machine spirit and the flamestorm cannon.
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Post by GMKDynamis Mon Jul 04, 2011 11:50 pm

I have three myself, ones garaged the other for getting to work m-f and the lrc is for joy riding on Sundays... and by the way horrible on gas mileage. If you can't assault on the turn you disembark you'll get shot up. If you expect to get fired upon, maybe adding a teleport homer and the LR's 250pts for pallys or GKTs to add to your unit for survivability. Although AV 14 is hard to crack. Smile
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Post by Brother Joshua Tue Jul 05, 2011 2:07 am

why not get a land raider crusader? they are only 10 pts more,and with 12 shots almost all hitting from the hurricane bolters at str 5 it has more range than the flamestorm cannons, and your usually getting more wounds before you assault. The flamestorm cannons are only 1 str better and theyre only really effective against horde armies... and everything else is the same except MORE troop capacity. More versatile and a better transport. When you want to know how to assault may as well folow the Black Templar's lead Smile
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Post by Zealadin Tue Jul 05, 2011 4:08 am

LRC only has one advantage over any other LR variant and it is the extra storage space.
The flamestorm cannons absolutely OWN hurricane bolters. I don't know if you missed the AP3, but that is an amazingly huge difference when you consider tank shock and being able to PotMS the other flamer at another squad.
Marines are basically the most common opponent and these cannons are amazing against anything except terminators, especially with how common cover is.

Its a better transport, purely from a capacity perspective. The normal LR is far more versatile out of the 3 as it combines a great assault vehicle with long range anti tank capabilities, although no frag launchers hurts in some regards (for non gk units).

I've never liked the LRC though so I am somewhat biased.
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Post by GMKDynamis Tue Jul 05, 2011 7:55 pm

Just a little fart in an enclosed space and whoever smelt it dealt it. I was wondering if an inquisitor with a jokaero roll of "2" to add 12" to any units firing weapon... and a LRR is part of the unit being a transport... would the awesome flamestorm cannon with psyflameammo(+1S) be: 12"+template S7 AP3, no cover saves be a sure thing or are there holes all over this ship that I'm trying to embark upon? scratch
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Post by Souba Tue Jul 05, 2011 8:40 pm

i dont think it would work. a dedicated transport.. maybe... but not a unit from a different slot in the FOC. also, on the jokaeros inconceivable customisation it says "all non template shooting weapons have their maximum range increased by 12" so it wouldnt work on the flamestorm cannon anyway or any flamer of the sort.
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Post by Zealadin Wed Jul 06, 2011 1:54 am

GMKDynamis wrote:Just a little fart in an enclosed space and whoever smelt it dealt it.

Well now we know the inner workings of the flamestorm cannon.
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Post by GMKDynamis Wed Jul 06, 2011 6:37 pm

Heheh, thanks for the clearing up of the flamestorm. I must have over looked it when I was holding my breath in this confined space... sure is hot in here and it tastes like cabbage and jalepenos. By the throne...my eyes are burning, can someone open a ramp hatch please? I know it was GM Draigo, no one wants to say anything. Rolling Eyes
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Post by nquenga Tue Aug 30, 2011 6:49 am

Have you used the Land Raider as cover for the Dreadknight? With the personal teleporter, I would go with the cheaper flamestorm cannon, as it demolishes guard, eldar, orks, tau and will at least make the marines take a bunch of saves. Sure the template and range are a bit small, but it doesn't scatter and ignores cover saves.

I like your troop selection, they will hold objectives fairly well and can do drive-by's in the Rhino, since 2 can fire out of the top hatch. Have you considered shrouding for your librarian? He would give (guessing) the LRR a 6+ save and the Dreadknight/Rhinos if they're covering behind the LRR a 3++, which would really help the Rhinos.

I would caution that you are a bit low on tank hunting, but that's a Knights problem no matter what you do. Guessing that's the job of the Dreadknight to fly around and play flip-tank, with a little help from the melta and psycannons. It's too bad you can't get a 5th Paladin and go with special weapons. I would recommend using normal terminators and an incinerator, then the extra points can go to shrouding/santuary on the librarian. Perhaps something to try out.

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