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This is my first post on LO. I have been researching for some time now in an attempt to come up with a pure Grey Knights army and this is what I have so far. It is not based upon any particular enemy, however, so that will obviously require changes, some which may be drastic, I am sure. I do not have very much experience in 40k so any help or suggestions would be greatly appreciated. I believe the points are fairly accurate, but I may have missed something.
My thoughts behind the set up are simply this: the headquarters unit and the troop choice with the incinerator close combat units. The other troop choice has a bit more range and shooting capabilities. Both troop choices have teleport homers to call in the fast attack Grey Knights if either gets into serious trouble. Finally the Dreadnoughts are there to provide what anti-armor protection they can, as well as a close combat support.
I think the army lacks a little mobility, especially the headquarters unit. I am not sure if that is a valid concern or not.
1 GK Grand Master (Mastercrafted NFW, Icon of the Just, Psycannon Bolts)
4 GK Terminator Retinue (2x SB/NFW, NFW/Incinerator, TH/SS)
@ 394 pts
9 Grey Knights (2x Psycannon, Justicar w/ Teleport Homer, Melta Bombs, Auspex, Targeter)
@ 318 pts
9 Grey Knights (2x Incinerator, Justicar w/ Teleport Homer, Melta Bombs)
@ 275 pts
8 Grey Knights (Incinerator, Justicar w/ Melta Bombs, Frag Grenades)
@ 241 pts
8 Grey Knights (Justicar w/ Melta Bombs, Targeter)
@ 231 pts
1 Dreadnought (Twin-Linked Lascannon, Missile Launcher, Extra Armor, Smoke Launchers)
@ 148 pts
1 Dreadnought (Assault Cannon, Close Combat Weapon, Heavy Flamer, Extra Armor, Smoke Launchers)
@ 133 pts
1 Grey Knights Land Raider Crusader (Smoke Launchers)
@ 258 pts
Models in Army: 42
Total Army Cost: 1998
Last edited by TheAdidas; June 25th, 2005 at 05:01. Reason: Revised Army List
Welcome to LO!
You cannot give Chimeras (or Rhinos) to GK squads, sorry. The only transports available to GK units of any kind are Land Raiders and Land Raider Crusaders, both of which must be purchased as Heavy Support choices.
Auspex on the HQ isn't necessary (or really useful, since this unit should almost always Deepstrike).
Two Incinerators in one unit is overkill more often than not. And remember that you LOSE S6 and True Grit when you give a power armored GK a special weapon!
Don't give your Justicars Meltabombs AND Krak grenades, since the Meltabomb is just a stronger version of a Krak. If you want to give them grenades and have a few extra points, Frag grenades are much better than the Krak. I also only put Meltabombs on Deepstriking Justicars - the ones on foot get into CC with vehicles a lot less often.
Speaking of Justicars, don't give them all that gear. All that a Justicar needs is Meltabombs and/or Frag grenades. Daemonhunters are overpriced as it is - don't load up on unnecessary wargear!
On the second Dreadnought, I'd suggest an Assault Cannon/CCW/Incinerator combo over the Plasma Cannon/CCW/Heavy Flamer - it's better at both anti-tank and anti-infantry!
I have edited and updated the army list to take care of the transport screw-up.
The addition of the LRC certainly adds some heavy-weapon fire power to the army, but I am sure it will attrack a lot of attention.
I am considering trading the first Dreadnought for more troops, since I could completely fill up my fast attack units and add another Terminator to my headquarters unit for roughly the same price. It is just a thought, though.
Last edited by TheAdidas; June 25th, 2005 at 05:07.