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Thread: [1500] Upcoming Tournament GKs

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    [1500] Upcoming Tournament GKs

    Local club, last time I was here for a 1750 I swept triple massacres with my Eldar so I figure people there really don't want to see that list again, so im bringing out the boys in silver. Here's the list im thinking of; comments are welcome:



    Grand Master
    including combi-melta, psychic hood

    5x Grey Knights (GM with these guys in the LR)
    inc. Justicar with frag grenade, 2 incinerators

    7x Grey Knights
    inc. Justicar with frag grenade, 2 incinerators (in other LR)

    6x Grey Knights (holds back obj or pushes forward through terrain)
    inc. Justicar with frag grenade and melta bomb, targeter, psycannon

    5x Grey Knights (back obj, suppressing fire)
    inc. Justicar with auspex, melta bomb, and frag grenade, 2 psycannon, targeter

    Land Raider
    inc. extra armor, search-light, smoke launcher

    Land Raider
    inc. extra armor, search-light, smoke launcher

    Total: 1500
    Scoring Units: 4
    Models: 24
    Last edited by Emp.; September 21st, 2009 at 04:31.
    5th E Sand(Grey) Knights: 7-2 5th E Mech'dar: 24-2
    http://www.librarium-online.com/foru...r-opinion.html <-- WIP Sand Knights

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    56

    Quote Originally Posted by Emp. View Post
    Local club, last time I was here for a 1750 I swept triple massacres with my Eldar so I figure people there really don't want to see that list again, so im bringing out the boys in silver. Here's the list im thinking of; comments are welcome:


    Brother Captain
    inc. psycannon, hammerhand
    4x Grey Knight Terminators
    inc. psycannon

    8x Grey Knights
    inc. Justicar, Incinerator

    8x Grey Knights
    inc. Justicar, Incinerator
    Personally, I'd get rid of 1 GK and exchange him for another 2 incinerators for some extra crispy action:

    8x Grey Knights
    inc. Justicar, 2x Incinerator

    7x Grey Knights
    inc. Justicar, 2x Incinerator

    6x Grey Knights
    inc. Justicar, psycannon, targeter
    I'd exchange 1 knight for another psycannon and make them a stationary firebase in cover.

    Land Raider
    inc. smoke launchers, extra armor, searchlight

    Land Raider
    inc. smoke launchers, extra armor, searchlight

    Total: 1499
    Models: 27
    Tanks: 2
    Kill Points: 6
    Good.

    Honestly though, you don't have enough AT. Psycannons, even with 12 shots, are weak at best against rhinos or better, and while 4 TLLC's are good, against AV 14, they are not consistent enough. With the trend towards mechanization, you won't be able to shoot them down fast enough before they get in your face.

    If you really want to play competitively, you need to mix in some IST's or inducted guardsmen to give you some more bodies and AT. If it were my army, I'd trade the psycannon PAGK's + 2-3 more incinerator PAGK's for:

    5x IST's - 2x meltas, rhino, EA, smokes -128
    5x IST's - 2x meltas, rhino, EA, smokes -128

    or

    IG Infantry Platoon - 270
    - Platoon Command Squad w/ Autocannon, Chimera w/ Hull Heavy Flamer & Multilaser
    - Infantry Squad w/ Autocannon, Chimera w/ Hull Heavy Flamer & Multilaser
    - Infantry Squad w/ Autocannon


    PS - Your Mechdar record of 22-1 is very impressive. What does it consist of? Got a link to your army list or something?
    Last edited by jy2; September 4th, 2009 at 18:59.

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    Simple Green. Emp.'s Avatar
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    thanks. I've considered the ISTs. I kind of liked the all Grey Knight thoughts, and I'm not looking for too competitive, than local gamers would really take it as a kick in the nuts. I definitely wouldn't do the IG platoon, but the ISTs are quite possible. I like the ideas of dropping a GK for the double incin's, probably will playtest that sometime before the tourney.

    Normally I run something along these lines with Eldar, for a compet. atmosphere:
    Farseer w/ Runes of warding, Mind War, Fortune, stones, jetbike ( 170 )
    5x Warlocks, jetbikes, w/ Destructor (3), Embolden (1), Enhance (1) ( 275 )

    5x Fire Dragons ( 80 )
    Wave Serpent ( 140 )
    T-L EML, shuri-cannon, spirit stones

    5x Fire Dragons ( 80 )
    Wave Serpeant ( 140 )
    T-L EML, shuri-cannon, spirit stones

    5xDire Avengers ( 60 )
    Wave Serpeant ( 145 )
    T-L Bright Lance, spirit stones

    5x Dire Avengers ( 60 )
    Wave Serpeant ( 145 )
    T-L Bright Lance, spirit stones

    5x Dire Avengers ( 60 )
    Wave Serpent – ( 145 )
    T-L Bright Lance, spirit stones

    Fire Prism - 115

    Fire Prism - 115

    Fire Prism - 115

    Total : 1845
    Models : 31
    Tanks : 8
    5th E Sand(Grey) Knights: 7-2 5th E Mech'dar: 24-2
    http://www.librarium-online.com/foru...r-opinion.html <-- WIP Sand Knights

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    Hive Fleet Pandora jy2's Avatar
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    That's a very scary list. The most I've played against were 3 wave serpents + falcon in a 1500 game. I'd love to play against a list like that. Against that, I'd have to break out my triple-LR's.

    BC - psychic hood, incinerator - 101

    Inquisitor - tarot, incinerator - 55

    6x PAGK's - 2x incinerators - 195
    5x PAGK's - 2x incinerators - 170
    5x PAGK's - 2x incinerators - 170
    5x IST's - 2x meltas, rhino, EA, smokes - 128
    5x IST's - 2x meltas, rhino, EA, smokes - 128
    5x IST's - 2x meltas, rhino, EA, smokes - 128

    GKLR - EA, smokes - 258
    GKLR - EA, smokes - 258
    GKLR - EA, smokes - 258

    Total - 1849

    Seer council...bring it on.

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    What do you think about this variant:

    Grand Master
    including combi-melta, psychic hood

    5x Grey Knights (GM with these guys in the LR)
    inc. Justicar with frag grenade, 2 incinerators

    7x Grey Knights
    inc. Justicar with frag grenade, 2 incinerators (in other LR)

    6x Grey Knights (holds back obj or pushes forward through terrain)
    inc. Justicar with frag grenade, targeter, psycannon

    5x Grey Knights (back obj, suppressing fire)
    inc. Justicar with auspex, 2 psycannon, targeter

    Land Raider
    inc. extra armor, search-light, smoke launcher

    Land Raider
    inc. extra armor, search-light, smoke launcher

    Total: 1495
    Scoring Units: 4
    Models: 24

    I like the Grandmaster because of the I5, get a few kills before opponent can get his attack backs, and because of this I put him with the squad of 5 in the LR since 2x incin's going in plus the GM all wounding before any opponent attacks are made should limit kills back to me. Decided to drop the Termies in favor of another scoring unit. The Justicar is basically a terminator anyways and with so many low AP or power-weapon units out now, the terminators just don't seem as useful for me in a game of this size. What do you think?
    Last edited by Emp.; September 19th, 2009 at 23:56.
    5th E Sand(Grey) Knights: 7-2 5th E Mech'dar: 24-2
    http://www.librarium-online.com/foru...r-opinion.html <-- WIP Sand Knights

  6. #6

    Why not add in some sisters? They're cheap, in power armor, and get meltas. It adds what GKs need, which is bodies and AT. I'm just not a fan of IST because if I wanted Gaurdsmen.. I'd play Guardsmen >.>

    Though again, the problem with that list is a lack of AT, which is a problem for us. What about melta bombs for the justicars?

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    Hive Fleet Pandora jy2's Avatar
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    Quote Originally Posted by Emp. View Post
    What do you think about this variant:

    Grand Master
    including combi-melta, psychic hood

    5x Grey Knights (GM with these guys in the LR)
    inc. Justicar with frag grenade, 2 incinerators

    7x Grey Knights
    inc. Justicar with frag grenade, 2 incinerators (in other LR)

    6x Grey Knights (holds back obj or pushes forward through terrain)
    inc. Justicar with frag grenade, targeter, psycannon

    5x Grey Knights (back obj, suppressing fire)
    inc. Justicar with auspex, 2 psycannon, targeter

    Land Raider
    inc. extra armor, search-light, smoke launcher

    Land Raider
    inc. extra armor, search-light, smoke launcher

    Total: 1495
    Scoring Units: 4
    Models: 24

    I like the Grandmaster because of the I5, get a few kills before opponent can get his attack backs, and because of this I put him with the squad of 5 in the LR since 2x incin's going in plus the GM all wounding before any opponent attacks are made should limit kills back to me. Decided to drop the Termies in favor of another scoring unit. The Justicar is basically a terminator anyways and with so many low AP or power-weapon units out now, the terminators just don't seem as useful for me in a game of this size. What do you think?
    I like it. Not much weakness for a pure grey knights list and lots of scoring units. Just make sure you place the objectives close to your deployment zone and in cover to reduce the amount of time your psycannon GK's have to travel to reach the objectives. Also, try to keep them at least 27" away from enemy ranged AT to take advantage of shrouding.

    I like to use the GM myself. He is awesome, however, he'll die easily to hidden powerfists who can target him as he has no retinue. I usually give my GM an Icon of the Just for a slightly better chance at survival, but that would cost a knight so it's your call.

    Just follow the Way of the Water Warrior and I think you'll actually do well in the tourney.

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    I'm thinking though unless it's Orks I shouldn't have too much problem with hidden powerfists. Considering I'm coming out of a tank we're looking at 8 str6 power weapon attacks on the charge after 2 incinerators and 6 storm bolter shots. than 4 str6 regulars and 4 str4s. should basically wipe any squad i get into, pushing them off of where im going. If I play guard or Tau I'll just deploy the GM seperate from the GK squad and charge multiple units. if they don't break from me killing more than it just benefits me more. Got the meltabombs in the back squads for any out-flanking armor or drop podding dreads (which there are 2 full drop pod armies where i play so basically I have the bases covered).
    5th E Sand(Grey) Knights: 7-2 5th E Mech'dar: 24-2
    http://www.librarium-online.com/foru...r-opinion.html <-- WIP Sand Knights

  9. #9

    Quote Originally Posted by Emp. View Post
    I'm thinking though unless it's Orks I shouldn't have too much problem with hidden powerfists. Considering I'm coming out of a tank we're looking at 8 str6 power weapon attacks on the charge after 2 incinerators and 6 storm bolter shots. than 4 str6 regulars and 4 str4s. should basically wipe any squad i get into, pushing them off of where im going. If I play guard or Tau I'll just deploy the GM seperate from the GK squad and charge multiple units. if they don't break from me killing more than it just benefits me more. Got the meltabombs in the back squads for any out-flanking armor or drop podding dreads (which there are 2 full drop pod armies where i play so basically I have the bases covered).
    Just remember, PAGKs do NOT get a bonus attack for charging. Justicars have 2A and PAGK have 1A, which becomes 3/2A respectively with True Grit. Since true grit with with their stormbolters, your special weapons units will still get +1 on the charge because they don't have a stormbolter, but that's still 2 attacks anyway =P

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    Quote Originally Posted by ikbuh View Post
    Just remember, PAGKs do NOT get a bonus attack for charging. Justicars have 2A and PAGK have 1A, which becomes 3/2A respectively with True Grit. Since true grit with with their stormbolters, your special weapons units will still get +1 on the charge because they don't have a stormbolter, but that's still 2 attacks anyway =P
    yes and hence

    Quote Originally Posted by Emp. View Post
    8 str6 power weapon attacks on the charge after 2 incinerators and 6 storm bolter shots. than 4 str6 regulars and 4 str4s.
    GM = 5 str6 pw
    Justicar = 3 str6 pw
    2 Incinerators = 4 str 4s
    2 GKs = 4 str 6s

    but thank you for re-iterating. Anyone who sees this now knows the breakdown of how

    Quote Originally Posted by ikbuh View Post
    What about melta bombs for the justicars?
    Akk you reminded me to update the top list, those are actually on a few, I paid the points but forgot to edit It's all updated now.
    Last edited by Emp.; September 21st, 2009 at 04:33.
    5th E Sand(Grey) Knights: 7-2 5th E Mech'dar: 24-2
    http://www.librarium-online.com/foru...r-opinion.html <-- WIP Sand Knights

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