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First army ever thought up of by myself! I'm pretty happy with it. Your job is to make me feel the opposite.
Anyways, Here it is. This is based off of the new GK codex.
Grey Knight Brother-Captain -185
-Replace Nemesis Force Sword for Nemesis Falchions
Inquisitor Valeria -140
Vindicare Assassin -145
Terminator Squad -295
-Justicar becomes Anval Thawn
-Entire squad replaces Nemesis Force Swords for Nemesis Force Halberds
-Entire squad gets Psybolt Ammo for Storm Bolter
Grey Knight Strike Squad -150
-One Grey Knight gets Psycannon
-Everyone else (including Justicar) get Nemesis Force Halberds
-Entire Squad gets Psybolt Ammo
DEDICATED TRANSPORT (for Grey Knight Strike Squad)
-Replaced Twin-linked Heavy Bolters for Twin-linked Assault Cannon
Hits 1000 perfectly. But there's only 18 models (and one Razorback), which I'm a bit worried about. I'd really like some feedback.
Just starting from the top down, I think Grandmasters are worth the few extra points, counterattack on your units would be nice as would scout and rerolling to wound rolls of 1.
Valeria doesn't seem like she is that exceptional, I think the points could be better spent elsewhere and if you are not taking the warband she gets you she probably isn't worth taking. (A psybolt dread seems like it might be more helpful to crack open some vehicles.)
Vindicare always seems pretty nice.
I think having a psycannon and another terminator is probably better than having Justicar Thawn, and it saves you ten points. I also would leave atleast one sword in case you run into a power weapon/fist, and throw a daemon hammer in there if you bump into a walker. Psybolt Ammo is probably only worth it on squads of 10.
A Daemon Hammer in the Strike squad also seems like it might be a good idea, as well as losing Psybolt ammo because shooting with 4 psystormbolters gives you about 6% more offensive effectiveness while the extra wound you would get makes your squad 20% more durable. I especially don't like the psystormbolters if they are in a transport. Also said transport probably doesn't need to spend the points on the Assault cannon, I would get another Terminator instead and just have the 3 Strength 6 TL shots. I also don't like just one piece of armor in 1000 points.
Those are most of my thoughts, I just think that have 13 wounds and 1 vehicle isn't going to cut it in 1000 points.
Thanks for the input.
I can see where you're going with most of it.
I can accept the Grand Master, Seeing how my friend's orks will try to CC, Counterattack seems like the right choice.
I could go without Valeria as well. I don't see the need for henchmen here, but her weaponry was out of this world, which is why I picked her in the first place.
Hopefully with the extra terminator w/ Nemesis Force sword will be able to do more than Thawn. And hopefully I get into a position where I can use the psycannon. It's a heavy, right?
I see your point, but you said "extra wound". How? Did I not read the fine lines? How do they get an extra wound? And you're saying that the Razorback isn't worth it? I'm fine with that. I was just going to use it to drop off the Strike Squad nearby an enemy unit to unleash the psycannon.
Thanks, Nichodemus10. I appreciate the feedback. Made me see things the other way.
Always go for a Grand master over a Brother captain. 25 pts for grand strategy is definitely worth it.
Valeria is a cool, fluffy, character; but she won't do much for you in this army. Your GKSS should not go rushing into combat, and that's what valeria needs to be effective. This is what I would run using your original list as a guide:
Grand Master 190
-5 extra knights
Rifleman Dreadnought 135
-2x twin linked autocannon
This list gives you a lot more bodies and therefore more survivability. The vindicare is cool, but too expensive at this points level. GKSS and GKT squads should focus on shooting and defensive cc, but don't rush them up into cc unless you absolutely need to. They look like cc oriented squads, but in reality the strength of the GKs is their mid ranged firepower. Your dedicated cc unit is the purifiers; use them to block anything that is rushing your fireline. The dreadnought is fantastic, I would always try to fit at least one of these into your lists. They are very good at popping transports and mid to heavy vehicles, and they provide a bit of long ranged support to your army. Essentially what you want to do is keep the enemy between 24" and 12", just pound away with the psycannons and stormbolters. Good luck, and happy hunting
nothing like inter species cooperation!
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the swords give +1 to an invulnerable save if the unit already has one. terminators with swords would have a 4++ save, making them tougher against anything that ignores armor saves. this is why I gave all of the terminators swords in my suggested list
nothing like inter species cooperation!
I'm really liking this list. I was rather going to take Crowe to make Purifiers troop choices and maybe make that dreadnought Venerable. It might fit in. I need to read the Army List again. I was also going to take Halberds instead of Swords in the GKTS, since I'm more of the guy that thinks, "kill them before they kill you". But the Invuln Save looks nice.
Oh, and when you say 4++, you mean 2+ invuln save, correct? And I can pick either Invuln Save or Armour save to save, not both, right? And are rad grenades more reliable than Psychotrokes? Figured it was the opposite. And when you put the Rhino as the DT for the GKSS, does that mean that I have to get one using the points? Or is it just there?
Sorry, I'm new to making army lists. I hope you guys help me out more.
4++ means a 4 and up invuln save. Terminators have a base 2+ 5++ save, meaning that they take their 2+ armor save unless something hits them which negates that and then they can take their 5++ invulnerable save. You can pick which one you want to use unless something with an AP value equal or lower than your armor save causes the wound.
I would say that overall rad grenades are more reliable in that you always know the result, but if you want to "spice up the game" you can go for psychotroke.
The rhino is figured into the cost of the squad, you do have to pay for it (its point value is in the army book).
We were all new at one point, lol. I remember that when I started out playing 'crons I interpreted the necron lord's rules as meaning he got 100 free points of wargear... hehehe. That's what we are here to help you learn.
nothing like inter species cooperation!
Aarg, your first 3 sentences confuse the heck out of me, man. Why do you use two "+"s to show an invuln save? Termies have base 2+ armour save. And then there's that 5++ that I don't understand again.
Never mind. I get it. ++ means Invuln.
Rad grenades are amazing to me, but I love when you roll a 6 on Psychotrokes: Enemy units attack each other!
And the Rhino... I just place it on the field, right? Maybe with the Purifiers in there? or the GKSS with that rule that lets them split into 2 separate units ( or just leave the Purifiers in there, maybe even replace Rhino with Razorback if GKSS won't be inside)? or Both? You talked about getting the purifiers into CC. So I'm thinking that I should move them in faster in order to stall the enemy units from approaching. And let's say I place both in. Turn 1 I move up enough to drop off my GKSS. Then Turn 2 I can drop off my Purifiers to stall the enemy. Can my Rhino attack after it drops the Purifiers off? Or does it count for moving at cruising?
And should I replace GM for Crowe and make Purifiers Troop choices? Should I make dreadnought into a venerable in the Elites? What do you think?
Last edited by Blarg; April 19th, 2011 at 01:43. Reason: I got what ++ means...