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Company commander vox caster 55
INQ w/ bolter x2 mystics 33
Veterans Squad w/ vox 75
Veterans Squad w/ vox 75
GKPA x8 225
GKPA x 8 225
Medusa x2 w/ siege breaker shells 240
Hydra flak cannon x2 150
manticore missile launcher 160
First turn charge with the grey knights then sit and shoot with every thing else. the inquisitor and the mystics give free shots at deepstriking units to either the medusas or the hydras. vendettas kill tanks. Simple list. I tried it and my opponent who was guard told me that I will be gangbeaten if I play it ever again.
Sorry, I'm slightly confussed. First turn charge by grey knights? how do they acheive that?
Last edited by Lord Borak; June 2nd, 2009 at 19:48.
yeah I don't see it either, at the least I can see a 3rd turn charge here
seems like a 1 hit pony, if your opponent isn't deep striking the medusas are pretty useless with there small template siege shells and weak armour, and the Manticores range is easy to avoid forcing it into the open to be shot, and the Hydras need to be in the open anyway
so weak armoured tanks that need to be exposed
almost nothing to negate a marines/chaos marines/necrons armour
and this is only 1238 points
I think he forgot to add in the valkyries, that would put it up to 1498 and a possible first turn charge... maybe. Other than that, there are better ways to make this happen.
The valk/vend has the scout rule. So before turn 1, it can move flat-out 24". It's Grav-Chute Insertion special rule lets its transported crew disembark via deepstrike even if it had move 24". Then on turn 1, the grey knights would be able to assault assuming they didn't scatter out of assault range when they deepstriked.
BTW, you forgot to include the valk/vend on your list.
Last edited by jy2; June 2nd, 2009 at 22:16.
I'm not sure the scout move counts as movement, which would allow the Grey Knights to simply get out on turn one, move, and then charge.
Not really seeing what's so attractive about 1st turn charge with PAGKs. There's a reason successful GK armies are usually based on out-maneuvering the opponent and whittling them down with focused fire before engaging.
Just as a small diversion,
Does 1st turn melta with vets work the same way?
i.e Flat Out in the scout phase, move 12", drop up to 2" away from the exit, shoot 6"?
Grey Knights are hard but they're way to pricey to be a sacrificial unit to tie the enemy up. 2 units ((GK or not)) they will probably kill whatever they charge unless it's other marines and then get counter attacked and killed.
Other than that i've got to go with Stella, theres not a great amount of decent AP in that list. It might do well against other guard but anything with a decent save will shrug off the hydras and Manticore meaning your down to Medusas to take down the 3+ save stuff. Not sure how you'd cope with a Carnifex in this list, esspecially an anti-tank shooty one. t. Ok you've got 2 Vendettas but if they're moving around to drop off the grey knights in the thick of it they wont be lasting long.
Melta vets in the Valk would be cheaper and a bit more deadly to knock out the big stuff on turn 1. If your opponent doesn't shoot them out the sky first.