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Ive only been playing 40k a few months now and the look of Grey Knights grabbed me right away, trouble is at the moment Im not too high on the figure count and I suck at lists and tactics.
This is the recent 1500pt list I came up with but still got owned when I played with them so I'm asking for some help. Also a few ideas on tactics to use would be appreciated as well.
Anyway heres the list:-
Grey Knight Grandmaster
+5 GK Terminators
+Psycannon on one Terminator = 420
Gun Servitor w/Multimelta
Sage = 126
5x Greyknights + 1 Justicar
5x Greyknights + 1 Justicar = 350
8x Inquisitorial Stormtroopers w/Plasma Gun = 90
+ Extra Armour
+Smoke Launcher = 258
+ Extra Armour
+ Twin Linked Lascannon = 135
Total = 1499 pts
Thanks for any help.
I don't know if Scourging is that great on a Terminator. (Grandmaster)
Take a Brother-Captain as Hero, it's enough for games under ... say 2000pts.
Give him a Psycannon instead of Scourging, better Strength, AP and Range.
Switch to standard Inquisitor (cheaper) which uses an Elite choice. Add 2 additional Gun-Servitors for more heavy weapons.
Before using Nr. 2-3 Familiars, use 1-2 Mystics (costs the same and are of more use)
Give the Stormtroopers an additional Plasma Gun, they can carry 2 heavy weapons.
I don't like standard Landraiders very much and they are expensive, but whatever ... if you want to use Multimeltas on the Gun-Servitors either deepstrike the Inquisitor squad or use the Landraider as Transport for them. (except you know that the terrain is pretty small/tight.
Add a Missile Launcher to the Dreadnought which much better sympathizes with the TLLC.
3x H/bolter servitors
Personally in a 1500pt game I would lose the GM in favour for a lone BC with psycannon (so also lose his retinue), pump up the unit of GK's and give the PAGK Justicar a teleport homer, then chuck him in the LR.
I would also get an elite Inquisitor with teleport homer, bolt pistol and c/c (or p/weapon if you have the points) and stick him with the IST's. I would then purchase them a rhino.
This way the LR and Rhino can charge up, if one doesn't make it the other can d/strike a unit of GK's down to finish the enemy. If both get there, which they hopefully will then the enemy will fall under the weight of your psychic might.
Much must be risked in war.
Blood Angel Stormraven Conversion Work In Progress.
Well my last battle was against space wolves, but the guy I play against most also has Dark Eldar and a Chaos Space marines army (the ones with noise marines which I cant think of the name of right now XD)
Seems his tactic in the most part is to get up close and personal as quick as possible and rip my guys to shreds with lots of dice throws.
Most of the time he'll use transports to get close quickly, this is especially a pain with the Dark Eldar as they usually blast forward with transports then use fleet of foot so its hard to avoid in general.
Ive noticed my main problems are with deploying, from reading around I guess Ive noticed that I spread my guys too far apart from each other when I should be keeping them a little closer together so they can back up each other. Other than that I'm just bad at knowing where to deploy in general, but I guess that is something you pick up with experience.
Hope that helps a little.
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When designing your army specific to take out one army, that you face often, try reading the tactica...
Here is the Dark Eldar excerpt:Dark Eldar
-Shoot, Shoot and Shoot some more…
-Ranged Inquisitor. This helps because this squad will negate the save of almost every model in their army, and can actually do some damage against their tanks. For their points cost, they are amazing to field against this army.
-They're fast (most units have Fleet of Foot)
-highest average initiative of all armies
-they are nasty in close combat (Archons, Incubi, Wyches, etc....).
-Fortunately they're armoured with toilet paper, so they go down easily to shooting.
-What do people forget about them? Well, two things mainly. First is that the DE can shoot too. They have a lot of MECH killing weapons.
-Make sure you don't let your squads get isolated, if that happens, a smart DE player will use their mobility to gang up on your isolated squads.
-A smart DE player wont let you get any shots on his Raiders or Wyches if at all possible. But just keep trying and avoid them assaulting you for as long as possible.
-Here is a break down of their units;
Very quick (goes before anything you've got), decent number of attacks, great WS (higher than your Grand Master). But T3. They normally pack a Shadowfield (2+ Inv. save that fizzles after it fails), a power weapon that either increases their strength or always wounds on 4s, and combat drugs to make them hit more, or more often, or usually both. These guys are a nasty piece of work. Normally Raider-borne, try to shoot their vehicle down before it gets to you. If they get into combat, don't pile in to overwhelm, back off and shoot the pest with every stormbolter you've got til he goes down.
Like the Archon, but leads a Wych cult. Not altogether different, so see above for a good idea of what they're like.
The Archon's bodyguards. Power armour, still hit at the same time as a Grand Master, with the same WS, and have strength-increasing power weapons. They're badass, but expensive (same cost as a GK). Unlike some bodyguards, these guys are just as dangerous as the Archon when they're in a group.
NOTE: The Archon can also have a Warrior retinue. See Warrior entry below.
His stats aren't what make him dangerous. It's his funy weapons. Variable-AP flamethrowers, weapons that always wound on a 2+, and a pistol that can make guys explode and harm their squad-mates. They're pretty cheap and are usually used as alternate leaders for Warrior squads, or occasionally Grotesques (see below). Be wary, especially of the flamer, but your armour should protect you otherwise.
Imagine 40K zombies. No armour, 2 wounds, and a funky special rule that means you need S6 or better shooting to kill them. Rule doesn't apply to close combat though. Used to be a great meatshield before screening disappeared. Not used much these days. Got a rule that says if they win combat then their opponent AUTOMATICALLY falls back. Not exactly sure how that interacts with Fearless units that never fall back, but if you lose to these guys then the dice have been pretty cruel. Even with a Haemonculus you should handle them easily (you instant-kill them with your NFWs). Only annoying thing is that they might tie you up to stop you shooting.
Sneaky pests. Get a strange infiltration-style rule where they place 3 individual models on the table in deployment, and each one MIGHT be the squad. They have to reveal by the start of their third turn, by which time they've normally waltzed up the table impervious to shooting (because they're not actually THERE until they're revealed). Important to note that the player need not specify which group IS the mandrakes until he reveals them, and he can decide then. Fortunately they have no special weapons and aren't great in combat against MEQs. Often used for tying units up so their heavy-hitters can zoom in on Raiders. Hard for you to be pro-active against them. Don't be afraid of their effect, but be wary of who might be coming up with them when they tie you up in combat.
Ouch. Just ouch. Cheap for what they do, and they do a lot. They'll halve your WS, and take away your True Grit attack. They've got uber initiative, an invulnerable save in CC, and normally a leader with a power weapon that wounds on a 4+. Also get combat drugs that gives them a random boost each game. These guys can go toe-to-toe with your GKs for half the cost. Fortunately, they're shot down VERY easily, so do your best to do just that. Second only to Archon/Incubi in nastiness. Wyches are one of the above par hand to hand units in the game, don’t mistake the PAGK for being as good as Wyches. They are not. Most of the time, the Wyches will come out on top.
Big lizards that charge like cavalry. No armour, go down easily to shooting. If they do hit, they have a decent number of S4 attacks, and a leader with an Agoniser (that infamous power weapon that wounds on a 4+). Often taken as a vessel for the Agoniser. Also a very cheap unit that some players just use as a throw-away unit. If you shoot it, you've only killed 75 points, but you have to kill it, otherwise it stands a good chance at making its points back. Just shoot it, but make sure you kill all of them, just incase that leader passes her Ld tests and hits you with an Agoniser.
There's 2 versions. A big footslogging version and a smaller Raider-borne one.
Footsloggers: Rare, except to take 10 men with 2 Dark Lances as a firebase, which are reasonably common. They'll sit back and try to pick things off. Probably better to just try and avoid line of sight and hope the shrouding works, as getting in range to stormbolter them means getting closer to their CC troops.
Usually something like 10 men, 1 leader with Agoniser, 1 Blaster (think melta-gun style), 1 Splinter Cannon (like 2 Stormbolters) and a few others as ablative armour. They're all-rounders, being able to kill tanks with the Blaster, hordes with the Splinter Cannon and their rifles, and being able to do CC with the Agoniser. Die easily to shooting as with everything else. Better to do that than CC, as you can ignore their armour with your stormbolters.
While it's only a transport, it's very useful, so it gets its own entry. It's Fast, a Skimmer, Open Topped. Comes with a Dark Lance (think Lascannon) for a little more than the cost of 2 PAGKs. Incredibly easy to shoot down (don't forget Open-Topped adds 1 on the damage table), so they'll probably use cover as much as they can. Once it drops its troops DE players couldn't care less about if you destroy it, so they zoom it around trying to pop tanks and instant-kill characters (they'll fly right up next to them to ignore the targeting rules, since they don't care if it dies any more). Some wily players also fly them in front of heavy weapon squads to block LOS when it's shot down. Not so much trouble for GKs unless you have one of those rare Purgation squads. Can be shot down even by Stormbolters, given they die from 3 of 6 rolls on the Glancing hits table.
Used to be the only ones with Turboboost, now everyone has it. At least they still get the combat drugs like Wyches.
Two common loadouts:
Squad with 2 Blasters to kill tanks
Squad with leader with Agoniser to kill infantry (we love those agonisers!) Just keep in mind that they're
Psycannons will do a job on them, but even Stormbolters take them down due to small squad sizes (3-5 normally). Massive debate about whether psycannons ignore their invulnerable turbo-boost save. I would say they do, given that the rules don't care WHY it has an inv. save, just that it does.
Never used them myself. They can be likened a bit to something like, say, Swooping Hawks from Eldar. They have sky boards that basically let them move as if they have Jump packs, they have hit and run, and combat drugs. Small units normally, and very rarely taken because they're just not worth it. They get a small invulnerable "jink" save, but just keep shooting and they'l go down. Also get combat drugs, but the unit size is so small they won't make good use of them.
Like a Devastator/Purgation squad, but with Jump Packs. Can take Dark Lances or Splinter Cannons. Rare to see them with Dark Lances, as these heavy weapons negate their mobility. Normally go with 4 Splinter Cannons. Generally considered overpriced and ineffective against anything except Guard/Orks/Nids, and not great even then. Be surprised if you see them (and if you do, you know you're facing your opponent's take-all-comers list). Have heard of players giving them a leader with an Agoniser which may actually be a better deal than using them as heavies. Haven't tried it myself.
*chuckles cruelly* The number of times these have gotten Man of the Match in my army... These are basically gunboats. Slightly more heavily armoured than Raiders, and packing 3 weapons, either Dark Lances or Disintegrators. You normally see 1 DL and 2 Dissies, or all 3 dissies, to take advantage of its mobility. These things are MEQ killers. Capable of 9 S4 shots that ignore your armour, with good BS. Shoot them down with your anti-tank if you can, as they need to be within 24" to be fully effective, but stormbolters won't work on these ones.
A mini-Wraithlord. Not quite as strong or tough, but rips up better in CC than a Wraithlord. Shooting weapon is like 3 stormbolters, but had wierd targeting rules (targets closest enemy models, even if they're in different units, so don't have your leaders RIGHT at the front). Very slow compared to the rest of the DE, and for this reason not overly popular. Often used as a fire-magnet, as you can't let it hit your lines. Use anti-tank weapons to kill it from afar.
-The main army types you'll see:
Given the vulnerability of open-topped skimmers in 4th Ed, it's fallen out of favour a bit, but is still reasonably popular. Lots of Raiders carrying elite assault units and warrior squads, backed up by a couple of Ravagers. Generally rush and hope that enough of the army gets into CC (smart rushing though, using cover and the likes). Sometimes you'll see players prefer to dance around a bit before striking.
Shoot down the Raiders, this is where the threat is. Once they go down, polish off the entangled and mostly dead squads that were inside. Try to keep away from where they can dash out of cover (ie give yourself time to shoot) and make sure to stay together so squads don't get picked off. Don't let a Ravager shoot one of your squads without it being threatened at least by psycannons, or anti-tank.
Some of the army starts on the table, but the rest starts off, and will later be deployed through a webway portal which is laid down by something already on the table. If you can kill the carrier quickly, before he lays it, then the rest of the army is just gone. That's why I've never tried this army. The basis of it is that the portal gets deployed nearer to enemy lines, so the units coming out don't get shot at so much on their way across the board. If the portal does get laid down, I do believe that things can't come in if you surround the portal. So if you kill everything on the table and surround the portal, it's over.
Army of Shadows
Similar deal to above. Mandrakes are deployed on the table, a character on a Raider carries the webway portal, but that Raider has Screaming Jets, which allows it to Deep Strike. The rest of the army is inside the portal waiting to come out. So there's nothing on the table that you can actually interact with until at LEAST the 2nd turn, when the Deep Striking Raider might come down, or otherwise the 3rd turn when the Mandrakes reveal. I'd personally just stay put, and that way they can't pick on isolated units, and their mandrakes reveal before they're close enough to charge (not that they're good for anything except tying up GK anyway)
Generally derided by most DE players as totally unfluffy for a raiding army, the basis of this army is stacks of Warriors with lots of Dark Lances. Roll up one flank shooting and CCing. Shrounding should do a decent job of protecting you, and they won't move because the Dark Lances are the whole point of the army (some guys might have leaders with Agonisers, in which case you have to decide whether to CC them because of the Dark Lances or shoot them because of the agonisers. Equal evils for me really)
My friend plays DH and I myself play Space Wolves and Dark Eldar. One of the greatest challenges with them is always the lack of troops that you will have to feild on the table.
One of the things worth trying out, is breaking the Inquisital Stormtroopers into squads of 5 with two special weapons, that way that you have your compulsary troop choices... drop the assasin and inquisitor and beef up the two Grey knight squads with more men and deep strike them and the terminators.
I think that it would help but I am not sure,try it and see how it goes, they really do have some problems at 1500pts... but having them deepstrike can reallt dampen people and could cause some problems especially against Dark Eldar when you can deploy behind their lines and take out the pesky Raiders
Just a thought anyway.