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Our local Games-Workshop allows only 750 pts to be played except in rare cases and i simply love the idea of puritan GK forces.
However, as you all would know, GK are expensive points wise! I also make things more difficult by refusing to use inducted guard, IST etc of any kind.....(i had a couple squads and sold em)....as i think they take away from the feel and the look of GK armies.
Therefore, what i have so far is:
- 3 Terminators
- 4 Grey Knights
- 4 Grey knights
- Plasma cannon
TOTAL = 663
I assume dreadnoughts can fire a plasma cannon and still assault?
As you would have noticed i also have around 80+ points left and ont know what to use them for!
Maybe upgrades for the dread or something similiar?
Thats alot of incinerators on models on foot that will get to fire what? Once? I'd go with psycannons if anything at all, probably leave them normal, giving them a special weapon and you are loosing the NFW and your true grit is being usless.
The units are also really small, so maybe bulk them up with the 80 points and perhaps think about ditching the termies for more normal grey knights. They are alot of points in such a small game.
Otherwise, theres not much you can do for a all GK list in such a small point game.
He's coming for you...
Like MasokisticAngel said drop the incinerators and give them psycannons. On the dread I would drop the incinerator for a missle launcher. With the points left over buy 3 more PAGK. If you want more troops drop the GKT. That would net you enough points to get you 6 more PAGK.
Why use science and education when ignorance and superstition will work just as well.
Tempting to use terminators if you got 'em, but in 750 pts games they're just too expensive to afford. Drop them entirely. Save 'em for those rare days when you can field at least 1500 pts. Take a lone BC, possibly give him a psycannon. Walk him near your PAGK squads so he can't be easily shot, lend his considerable support where it's best needed at the time you need it. Spend the termie points on more GKs.Originally Posted by Captain.SnowballThese units are WAY too small. And incinerators are the worst weapons you can give to walking PAGKs. You're unlikely to get a good template placement and earn the points back you're spending on it, PLUS you're increasing the cost of your GK models to make them LESS effective! No NFW, no True Grit, no storm bolter! Not a good trade at all. Keep your PAGKs vanilla, period. No special weapons of any kind. And try as hard as you can to get 8-10 models in each squad.Originally Posted by Captain.SnowballWhen taking a single dreadnought, it should either be TLLC/ML for long-range anti-tank and fire support, or AC/DCCW for close-range anti-tank, fire support, and assault support. A plasma cannon dread (which should also have a ML for the extra template shot) is an anti-infantry dread -- not necessary in a list with GKs. If taking just one dread, I'd be tempted to make it TLLC/ML since it's possible your opponent will have one or two tough monstrous creatures or tanks that you'll want to kill ASAP.Originally Posted by Captain.Snowball
It may be worthwhile to take two dreads, but if you do I'd make both of them AC/DCCW to save on points. Give 'em both extra armor and smoke, take a naked BC and two 8-man squads of PAGKs and you'd have a very dangerous list.
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