Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Hey guys I usually lurk on these forums but i've decided to start a GK army and since its such a huge investment I thought i'd ask for your help before purchasing anything. I think my limit is about 300 sterling and from that i'd like a mixed 1500 viable tourne list and just a normal 2k list I can mess around with. Anyway here's my rough sketch
1 x brotherhood captain who also fills in as a grandmaster (not sure what to give him weapons wise)
1 x librarian
1 x Inquisitor
1 x paladin squad - Falchons
1 x vindicare assassin
1 x techmarine
1 x terminator squad - Halberds Psycannon
1 x strike squad (5 man) Psycannon
1 x strike squad (5 man) Psycannon
1 x strike squad (5 man) psycannon
1 x 10 man interceptor squad - Psybolt ammo
2 x dreadnoughts with autocannons
1 x dreadknight - Not sure on load out
Few quick points
- Reason I have no named Hqs in there is due to wanting a viable tourne list to play in the official GK tournes. I'm moving to Nottingham soon and was under the assumption named characters weren't permitted if anyone could confirm, that would be a great help.
- Inquisition henchman are awesome I will ebay those at a later date after i've play tested my army a bit to see what works.
- Transports general suggestions on what to get would be appreciated as im used to running with tyranids.
Cheers guys would really appreciate any help you can offer.
If it's in the codex, it can be used. That's how we do it in the states anyway. In WFB sometimes casually we concede to leave out named characters as they're stupid-powerful even for the high point costs; they're much better value per point as a typical rule. In any tournament, you will have to check ahead to see about a named character is permitted. Usually rules are posted weeks in advance to prevent you from being caught with your pants down. All that said:
A Dreadknight and Terminator/Paladin boxes are pretty safe purchases; most army lists use them effectively. Transport is entirely dependent on what you're transporting. Your power-armor marines that have 2 psycannons per squad are typically stuck in rhinos, utilizing fire points. Heavy infantry (terminator armor) are typically put in Stormravens or Land Raiders. I believe inquisitorial chimeras can carry terminators as well.
Honestly, your choices will depend on your list. I'm putting together a draigowing, which is about 22 models at 2500 points. It uses paladins and armor galore; Zagman uses a draigowing with dreadknights if memory serves. Give us some ideas what you want to do with your army and we can help from there. If you're stuck, peruse our army list section. Welcome to the brotherhood of Titan.
**Dreadknights are typically outfitted with a personal teleporter and heavy incinerator.
Thanks for the reply dude, wasn't sure about the chimera I think me and most people on here are waiting for the FAQ. I guess ultimatly I wanted to try and stay away from the mass dreadnought list that's common so the elites is difficult. I want a vindicare but the other two slots im not sure on. I'm trying to avoid a ven dread if at all possible in my tourne list but I may have to give in and get one. Paladins look sweet but from what I can see they're gonna need an assault vehicle to really punch on and then things start getting very expensive points wise. Finally would you combine the two strike squads into 10 and put them in a rhino or put 5 of them in a razorback?
Chimeras could carry allied GK termies in the old codex, I don't see why that would change. They would, of course, take up 2 transport spaces (Just like Ogryns, which Chimeras can carry). It's Valkyries/Vendettas that had to be FAQ'd to not carry them.
That said, for paladins you're almost better off putting them on foot with a pair of psycannons. They're a big scary fire magnet with a goodly amount of firepower to spit out in return. March them up alongside your vehicles (or just leave them at home and put a Inq + Warband in that assault vehicle. Death Cult Assassins are shockingly efficient at killing practically everything, although you'll have to worry about wiping the unit clean out and getting shot to death in the open.)
Re: Death Cult Assassins. Rather than use the expensive metal models, I plan on converting them out of Dark Eldar Wyches and an Empire Flagellants Box, plus some misc. bitz from my Imperial Guard. If you don't have any guard, you can almost certainly get some spare ones off of any IG player. We have tons. (I used them to make an objective marker out of a pile of heads, greenstuff, and a 40mm base >.>)
"The sergeant major asked me what my job is. I told him it's to do what I am told. He gave me a medal. I like the Imperial Guard."
"Innocentia Probat Nihil"
What do you think to putting a librarian in a land raider or stormraven in with the falchon paladins with the Ini 10 and +1 strength power? Its a godly amount of power weapon attacks at Stre 6 or just too expensive to be viable?
That would be an interesting unit indeed, but let's also remember that these guys will still be striking at Init 4 with those falchions, plus they have also lost the +1 to their Invulnerable save. As number6 mentioned elsewhere: going with halberds may lose you both the +1 attack and the +1 to the invulnerable save, but the models are now striking at +2 Initiative. Most enemies you'll confront will be in the Init 4/5 bracket, with Eldar/Dark Eldar coming in at on average Init 6 and 7. The halberds mean you have a chance of severely reducing the amount of return combat strikes against your (doubtlessly) smaller unit, even against units like Harlequins who will strike simultaneously.
As far as the Libby is concerned, I would definitely bump him to Mastery Level 3 to allow him to use three powers a turn. Hammerhand, Force Weapon and the Init 10 ones are nice, plus you would have the halberds' increase to fall back on if the Init 10 power was denied for some reason.
Stormraven is nice, and can be kept to a basic level. Upgrade to psybolt ammo and leave it at that for some high-strength firepower which can be used every turn (PoTMS firing one or the other weapon system).
The thing you have to remember about the Grey Knights army is that all the units are pretty expensive, so a Libby + Paladins + Transport is not really that far off the mark cost-wise. You want to protect the very expensive Paladins as best you can, so the SR is probably your best option due to its speed and ability to get your Paladins where you want them. The fact it can still move 12" and fire two sets of twin-linked heavy weapons with upgraded ammo (if you take the upgrade!) makes it a scary thing to face.
As far as Terminators using Chimeras is concerned: the only vehicles mentioned in the GK Codex which Terminator-armoured models cannot use are Rhinos and Razorbacks. The normal rule that Terminators count as two models for the purposes of transport capacity still applies (as noted also in the Codex), so only 6 may embark in a Chimera.
Last edited by eiglepulper; May 19th, 2011 at 17:58.
"Tau Commandment #226: Participants who use Velocity Trackers in the Tau Clay Pigeon Tournament will be disqualified"
Thanks for the clarification on the Chimera I wasn't sure. I was under the impression taking falchions gave you +2 attacks? One for the upgrade itself and one for having the same CC weapon twice if thats not the case even with the librarian halberds is probably the better upgrade.
Unfortunately the falchion question is so far unanswered, as are several other murky issues. Some believe that given its cheap cost it was only ever meant to give +1 attack ( I happen to agree), while others maintain that they do indeed give +2 attacks.
I feel that mastery level 3 is not needed, since so many of the GK powers go off in the opponents turn anyways. In my own turn I usually do well enough with forceweapon, another power, and then let the squad the librarian is with take care of hammerhand.
Last edited by Phaeron Typhoon; May 20th, 2011 at 03:45.
"I am the architect of fate!"
Not that it matters. As eiglepulper mentioned, I (and others) have argued elsewhere that falchions are inferior to halberds (and hammers) and should generally be avoided.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
Yer Blood's mathing conclusivly showed always take halberds on your purifiers pretty much and give the Paladins a mixed equipment load out so that's what I shall do.