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Grey Knight Grandmaster
Grimoire of True Names, Sacred Incense, Icon of the Just, Word O' Emperor
- Retinue of Grey Knight Terminators
Grey Knight Space Marines
4 Grey Knights - 2 w/ Psycannons
1 Grey Knight Justicar
Grey Knight Space Marines
9 Grey Knights - 1 w/Incinerator
1 Grey Knight Justicar w/ MeltaBombs and Targeter
Grey Knight Land Raider Crusader
Grey Knight Dreadnought
T/L/ Lascannon, Extra Armor, Smoke Launchers, Hunter Killer Missle
Well that's it - should ring in at 1850 exactly, its only 38 models but with some deepstriking luck should do alright...
We'll see - if anyone see's any pointing problems or rules violations in this list please let me know Thanks
Wow, I like this list
I take it your going to run your HQ up in the LRC?
You can't squeeze in a teleport homer but you've got everything else for a great teleporting attack army.
Just remember to drop your two FA units in support of eachother if nothing else and always near their expensive tanks/ect the reason for this being the term divide and conquer is aply used here as with your FA near their expensive and useful Dev squads, tanks ect and and HQ in a LRC rushing up to drop the HQ and gun down their front lines you can create two VERY scary flanks in which the enemy will be forced to fight one and ignore the other if they wish to fight truely effectively (This won't work quite as well against huge troop armies such as IG however so watch out), in the end he's going to lose something.
The funny thing is i'v found most opponents will go for your HQ because they fear the GM more then they may fear 20 Grey Knights. (I usually DS my HQ however)
Since your army is very fast with hopefully all the faster units on the table at turn two and your HQ rushing the enemy you may find your Troops being fairly useless BUT they have psycannons, keep moving them up towards the enemy, this is probly the most basic tactic but the enemy won't be shooting at them at all so it gives you plenty of time to move them into position to gun down any units that decide they want to avoid your other two units.
Your Dread, well, move him with your Troops to make them that much more scary.
Just remember your basic tactics, support your units as much as possible and remember the basic strengths of the GK, we have good shooting but CC is where we excel.
I like it, very similar to what I do, sans LR. My biggest advice, and I stand by this wholely, is to find SOME way to squeeze a TP homer or two in there. I like the tactic of using the LR/GM on one side and the FAGK on the other, but dice rolls, man, dice rolls... You could bring down one FA on top of the other, or bring it all down near the GM and own face.
Also, wouldn't the targeters be more useful on the Justicars in the Troops squads? I'd rather have them on a ranged unit instead of a mostly CC one.
You could drop the Grimoire (the incense, Word, and random GK abilites should be more than enough to decimate any Daemons incountered at the GT) in order to add the TP homer, maybe. But that's just me, I don't like tooling myself up for one army (even though you've only got the Grim and Incense for that).
Let us know how that badly that list rocks the GT!
I agre with Elandili, it is a very solid list. The only disagreement/suggestion I have is about the troop squads.
(this depends on mission of course) You might also want to consider just sitting your troop squads near your deployment zone in cover. With 2 psycannons each they can shoot up units pretty well (6 S6 shots per squad is no joke! and at long range Shrouding does wonders. Even if your opponent manages to see you, then being in cover will help against AP3 or better weapons while your 3+ armor save will do the rest. I have found this very effective. Likely your opponents will concentrate on the LRC, GM squad, and your FA once they strike in. Your opponent might even end up ignoring these troop units. True, sitting them back you lose the storm bolter shots, but when you move the psycannons only fire 18" and so likely will not be in range for a turn or two anyway, and that is a turn or two without firing those lovely S6 shots, and it is good to whittle down your opponent before you reach him. If you need/want to move them forward you can do so after a couple of turns when the GM gets into CC and your FA strike in to distract the enemy.
to get the teleport homers maybe drop one psycannon, truly 2 per 5 man squad is a waste since you pay +30 for 3 str 5 shots and loose your str 6 hand to hand and extra attack.
Especially when you are deep striking getting into hand ti hand is your goal is it not? so opt for more troops who can dish it out.
grey knights already get two str 4 shots at 24" 3 str 5 at 18" while losing str 6 and 1 HtH attack while paying 30pts doesnt add up to me.
You could get 4 more marines and left over points for those psycannons getting 4 extra wounds, 8 str 4 shots, and another 8 str 6 hand to hand attacks...
if you do the math more marines will always win in the end.
My main suggestion would be to drop Word of the Emperor (you want ppl to assault you! )
Maybe drop something else to get Holocaust for your GM and holocaust for you Retinue. You can do it twice in your assault phase and it works wonders against the hordes.
Orius, they are troop units and they are going to be forced to move very slowly, to give more Marines isn't going to help because they lose the wonderful ability of the psycannon, four more marines aren't going to help against alot of the tougher units and their with their much reduced range they wouldn't be able to take advantage of the shrouding rule to protect them.
Just think about this, the enemy is going to have a LRC diving down their throats, FAST they are going to have units teleporting in in the second turn/Third turn, they are going to be doing nothing but staying in a defencive stance and two squads of GKs isn't going to do much moving 6" a turn without a longer range weapon.
Miller, but its even better if you get the charge! But having said that Word is much more useful for units that teleport in near assualt units to try and ensure they get the charge but for a unit in a LRC... Unless they use the Trial rules of course then it might have a place.
But I must agree compleatly, Holocaust is a wonderful thing for sure and so very useful.
what do battle cannon and blast weapons shoot? troops whats the best troop choice in the world to hit with a battlecannon? grey knights by far id say..a leman russ can make almost double its points by pasting those 5 dudes with psycannons.
are these two units of 5 going to stand still or advance? if advance then the 18" range is going to help them less then 24" storm bolters. For me its all ab out numbers, more troops and more shots.
i mean its the simple principle of a lasgun sucks, sure, but 100 lasguns are scary...
Yeah, but the hope is atleast at the enemy will be alot more pre-occupied on the 20 GKs deepstriking near them and the LRC rushing them. If they are worrying about the 5 GKs slowly moving up... well I don't know but its very odd.
The main idea I think of with the troops is to have them move into range of their psycannons and stop and shoot from there, taking out troops from afar and supporting the close in troops.
If the enemy is rushing you its a slightly different story but even then you may just want to bulk up the squads and put incinerators instead of psycannons.
In addition why worry about a Russ when Shrouding will more often then not make them double their scatter. The average shrouding roll is 30 and the Russ will be at the back of the army most likely so unless they get very lucky not be able to see and miss.
point taken, but that round 1 HIT ROLL wil suck none the less