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The Orange Grey Knight
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3,830 Posts
Discussion Starter · #1 ·
Nice coimments please.

HQ (354)
-Grand Master
---Icon of the Just
---Grimoire of True Names
---PsyCannon
---Bionics
---Master Crafted Nemesis Force Weapon
Total:235

Troops (560)

Grey Knight Squad 1
---9 Grey Knights
---1 Justicar
----MeltaBombs
Total:280

Grey Knight Squad 2
---9 Grey Knights
---1 Justicar
----MeltaBombs
Total:280

Fast Attack (840)

Grey Knight Squad 3
---9 Grey Knights
---1 Justicar
----MeltaBombs
Total:280

Grey Knight Squad 4
---9 Grey Knights
---1 Justicar
----MeltaBombs
Total:280

Grey Knight Squad 5
---9 Grey Knights
---1 Justicar
----MeltaBombs
Total:280

Heavy Support (354)

-Grey Knight Dreadnought 1
---Assault Cannon
---Dreadnought Close combat Weapon
---Storm Bolter
---Extra Armor
---Smoke Launchers
Total:118

-Grey Knight Dreadnought 2
---Assault Cannon
---Dreadnought Close combat Weapon
---Storm Bolter
---Extra Armor
---Smoke Launchers
Total:118

-Grey Knight Dreadnought 3
---Assault Cannon
---Dreadnought Close combat Weapon
---Storm Bolter
---Extra Armor
---Smoke Launchers
Total:118

Army Total: 1989

For my Reason for doing such a different list:

I'd rather lose everygame I play with this list, than play with a list that looks 80% like every other DH list.

I'd Rather Lose every Game, but do so in such a manner, that I make a great Friend every game, using me, and my origiunal army and then later looking back, and being able to truefully say, "Thats how you have fun with this game".
Mike
 

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I am a free man!
Joined
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4,941 Posts
The word that comes to mind when I look this list over is "solid". The strengths of the army (e.g., mid-range firepower, close-combat power) are to be found in each and every unit. Conversely, the weaknesses of the army (e.g., anti-armor, mobility) can be found in each and every unit as well.

The simplicity and, well, "solidity" of an army of 50 marching GKs plus three nasty dreadnoughts ought to intimidate nearly anybody. The opponents I see you having the greatest trouble with are those that are highly mechanized (e.g., Space Wolves and other mech Space Marines), those that are fast and also heavy with close-combat specialists (e.g., Dark Eldar, Dark Angels, some specific Tyranid variants), and those that can nail you with numerous long range threats and/or lots of special AP weapons (e.g., Imperial Guard, Necrons).

In the first case, it might be worth your while to change two of your dreads into TLLC/ML builds to both draw fire from and to help eliminate enemy armor before they can blast your GKs with templates.

In the second case, if your enemy's speed is vehicular, you may want anti-armor dreads to slow them down. Against Tyranids, I suspect it's just a numbers game. Do you have enough storm bolter shots to thin them out before they hit your lines? (Heh. Probably.) In this case, I'd worry more about vehicular threats than troop threats.

In the third case, you should consider deepstriking your FAGKs. Possibly also converting a couple of dreads into anti-armor. They may get blown up quickly, but they will also give your marching GKs a chance to advance.

The only general thing I noticed is that, even though you don't intend to deep strike, you could give a TP homer to your PAGK troops with your free points. Free up 9 more points and give a second one to the other set of troops. Just in case. Can't hurt, can it?
 

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The Orange Grey Knight
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3,830 Posts
Discussion Starter · #3 ·
Thing is, that because there marching, they won't get far, and the StormBolters that wouldn't be shooting would probably hurt more than its worth. (IMO)

As Far as switching my Dreads....don't count on it. Few Rasons:

1] AFAIK, I've heard that a AC is better at killing Armor 14 and even a TLLC.

2] And most armies have only a few heavily armored (13 and up) tanks, so even if I wipe out everything else, I still Stand a good chance of winning.

3] Str 6 in CC means all 50 GKs are deadly to 90% of the tanks in the Game in CC.

And because I just like the standard layout offered by the Dreadnought.

Mike
 

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I am a free man!
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4,941 Posts
MiketehFox said:
As Far as switching my Dreads....don't count on it. Few Rasons:

1] AFAIK, I've heard that a AC is better at killing Armor 14 and even a TLLC.
Depends what you mean by "better". The AC's range is half that of the TLLC (and ML, as far as it goes). All I'm saying is that if you ever intend to devote a unit of your force to anti-armor, the best place for it is a dread with the TLLC/ML build, plenty effective, because you don't have to march into position to do the job. If you find yourself harried by your opponent's armor/long-range weapons, the AC/DCCW build won't necessarily be able to react to it in a timely fashion.

MiketehFox said:
2] And most armies have only a few heavily armored (13 and up) tanks, so even if I wipe out everything else, I still Stand a good chance of winning.

3] Str 6 in CC means all 50 GKs are deadly to 90% of the tanks in the Game in CC.
Both excellent points.

My advice just comes from my own experience, where my opponents have multiple tanks in the AV 13+ range. My friend's space marines and another friend's imperial guard -- both of them with insane amounts of armor at even 1000 or 1200 point games -- I have trouble when I've used the AC/DCCW dreads. The only affordable anti-armor option in the DH list is the Dread with TLLC/ML, so that's what I use. And it works. Takes the heat off of my GKs to do what they do best: slaughter everything else. And I always eliminate a couple -- more, if I'm lucky -- of the worst things. (Like, say, leman russes....)

MiketehFox said:
And because I just like the standard layout offered by the Dreadnought.
That's cool. :) My mileage has varied.
 

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Forward Kommander
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1,005 Posts
My suggestion is more personal, I would suggest adding in (by dropping one of the FA GK squads) 5 GK Termies (either as a bodyguard or as Elites). These guys tear the heart out of even the strongest enemy defences with S 6 Power Weapons! You can march them to take the heat off your other marching troops or deepstrike them to put the fear of the Imortal Emporer of Mankind in your enemys!

Also, I would suggest switching the Grimoire of True Names with Sacred Incense as striking first with a NFW is much more important (IMHO) than anything the Grimoire can offer. On another note, it effects all Chaos models, increasing the chances that it will be effective.
 

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The Orange Grey Knight
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3,830 Posts
Discussion Starter · #6 · (Edited)
I just don't see the bonus by getting rid of 10 models for 5, I'm not good with Statistics, Bu tI personnaly think that 10 PAGKs, will last longer in CC than 5 GKTs.

I also lose 10 shots with my Storm Bolters, thats not really good as I need to thin out the enemy as much as possible so that were more even numbers wise.

(I saw your list, and I tried to reply, but I didn't, I'll try thought later on.)

And something I just thought of....
Number6 said:
The opponents I see you having the greatest trouble with are those that are highly mechanized (e.g., Space Wolves and other mech Space Marines), those that are fast and also heavy with close-combat specialists (e.g., Dark Eldar, Dark Angels, some specific Tyranid variants)
I can always Walk Back wards and shoot, as GKs are fearless, I don't have to worry about falling back :D

Mike
 

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116 Posts
AC vs TLLC/ML

So i wanted to see for myself wich of the 2 types of dreads where actually better at getting though armor and i decided to crunch the numbers.

The % is the chance that the shot(s) will actually destroy the model, it does not consider any other outcome (stun, immobilising, etc...)


AV 14:

TLLC + ML combo: 11.46%
AC: 16.6%

AV13:

TLLC + ML combo: 23.12%
AC: 18.3%

AV12

TLLC + ML combo: 38.26%
AC: 20.7%

AV 11

TLLC + ML combo: 41.15%
AC: 27.68%

AV10

TLLC + ML combo: 53.75%
AC + SB: 49.27%

As you can see from the results, for av 14, 13 and 10 its pretty much the same for assault cannons the BIG difference is av 12 and to a lesser extent av 11, the TLLC/ML combo has a big edge.

Things to remember is the TLLC/ML dread costs 30 points, so in this case you would need to find like 90 extra points, thats basicly another dread in points you need to clear, big edge for the AC combo there.

Also the AC dread has a str 10 close combat weapon it can use to rip armor to shreds cant really quantify that easily but its there.

Bottom line, for your list i would most definatly go with the assault cannon dreads
 

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96 Posts
I like it a lot. I think anti-tank is a waste of points. Althought I'm building an army with a lot of it for a unique list. Deep striking GKs will always pop the armour you need to.

I think you will be making sure your opponent puts the correct amount of terrain on the board.

Dreads are cool looking, suck a little on the board, but who cares.

My only concern is you might get bored after the large investment of GKs. I think that list will win a lot, but would you then move to something else for variety? I know I do.
 

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Shrubs for the Blood God
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1,144 Posts
Mike, I love it. This list is seriously tough. People will wet themselves when they see that many GK's. GK termies are cool but in the end I agree with Mike, more is better. The only thing I would do is sacrfice one squad of GK's for a Couple Inquisitors with Pyscannons and maybe an Eversor or a Callidius.

Kudos Mike, with this list you've made me pick up my codex and rethink my entire GK army, not many people have done that before. I'm gonna post this, sign off, grab my dex and make myself a pretty little 1500 point list.....my bank account will hate you.
 

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durus
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2,578 Posts
Yes, its true. The more I play Grey Knights, the more I realize the best thing we have is out Grey Knight troopers.:yes: The more of these you have in your list the better it is.

I used to be afraid to walk my GKs, but I've found out how good Storm Bolters can be, and how effective a PAGK squad with two psycannons and a an Inquisitor with a psycannon can be. I used to play with Stormtroopers, but I most just use those in my Guard Army now.

I still like my Callidus though!:w00t:
 

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7 Posts
I absolutly love this list, you can't get a purer DH army! Ive actually thought about using a pure DH army now :)
 

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625 Posts
finally another player who has different colours for his army mine are gold....yours are more radical but.....anyways very nice army,:beer:
 

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625 Posts
im canadian too:x
 
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75 Posts
MiketehFox said:
Nice coimments please.

HQ (354)
-Grand Master
---Icon of the Just
---Grimoire of True Names
---PsyCannon
---Bionics
---Master Crafted Nemesis Force Weapon
Total:235
Good but i am not sure weihter he can have psycannon but if i am rong i will still not give em one(idk why). also i am not sure but bionics seems like a waist of 10pts.
Troops (560)

Grey Knight Squad 1
---9 Grey Knights
---1 Justicar
----MeltaBombs
Total:280

Grey Knight Squad 2
---9 Grey Knights
---1 Justicar
----MeltaBombs
Total:280
Good but melta bombs? do u use them?
Fast Attack (840)

Grey Knight Squad 3
---9 Grey Knights
---1 Justicar
----MeltaBombs
Total:280
Same for the others
Grey Knight Squad 4
---9 Grey Knights
---1 Justicar
----MeltaBombs
Total:280

Grey Knight Squad 5
---9 Grey Knights
---1 Justicar
----MeltaBombs
Total:280

Heavy Support (354)

-Grey Knight Dreadnought 1
---Assault Cannon
---Dreadnought Close combat Weapon
---Storm Bolter
---Extra Armor
---Smoke Launchers
Total:118
i dont think they have enough attacks so i get 3 raiders but they do get the job done so good but do u really need launchers
-Grey Knight Dreadnought 2
---Assault Cannon
---Dreadnought Close combat Weapon
---Storm Bolter
---Extra Armor
---Smoke Launchers
Total:118
same
-Grey Knight Dreadnought 3
---Assault Cannon
---Dreadnought Close combat Weapon
---Storm Bolter
---Extra Armor
---Smoke Launchers
Total:118
same. and think about maybe getting a lascannon for vehicles or plasma cannon.
Army Total: 1989

For my Reason for doing such a different list:



Mike
so the red is what i rote if u didnt no.
 

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The Orange Grey Knight
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3,830 Posts
Discussion Starter · #17 · (Edited)
Learn to spell, seriously, I had a hard time reading nearly every other word.

The Meltabombs were adding in after to soak up points as I couldn't really add anougher squad now could I? (Joke)

The Dreadnoughts are there because ther are in essance Grey Knights, it is a Pure GK army after all.

I'm also not the biggest fan of Land Raiders, standard or Crusader.

Mike
 

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176 Posts
I considered a list similar to this, although it had 1 landraider in it.

In the end, I decided 50 GKs just wouldn't be very much variety, and coming from Eldar variety is the lifeblood of an army if you ask me. That's what makes the game fun for me at least.

That said, I think you could definitely use this list in a tournament. I think it will perform extremely well against the vast majority of armies out htere. That much stormbolter death followed up with the infamous and feared GK assault is guranteed to ruin the entire infantry base of any other army. I've used upwards of 40 GK at once before, and the results were obvious. That many strombolter shots combined with their being assault weapons is almost...broken...

If I were you I would seriously consider dropping a few GK and one dread for a Land Raider. The Land Raider will provide enough of a fire magnet that the dreadnaughts should make it within striking distance relatively unmolested (although special weapons are a big issue for dreadnaughts). Failing that, I would also consider a min-size GK termi squad for popping rear-armor and being able to play that "surprise" card on your enemy. Dropping three GKTs on your opponent usually buys extra time for your main GK mass to get closer by distracting firepower in that critical turn 2 or 3, when your shrouding is starting to be much less effective.
 

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383 Posts
MiketehFox said:
1] AFAIK, I've heard that a AC is better at killing Armor 14 and even a TLLC.
I wouldn't say it's better per se since the TLLC hits harder and you get the reroll, but the sheer fact that you get more shots with the AC plus Rending means it's at least as good. I still prefer the TLLC because I'm a big wimp when it comes to my dreads and I like them being far far away from anything that can hurt them. I would still consider putting an ML on one or both of the dreads though, it gives them a bona-fide anti-armour option should they need it.

As far as GKs being the best thing in the DH army list I tend to agree. I always thought they'd be class in the assaulting and not so much with the shooting, but the sheer weight of fire you get from a full squad makes up for the fact that they're only bolters, plus in close combat there isn't much that will beat a full strength GK squad.
 

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Senior Member
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722 Posts
I am in agreement with Colonel_Ellios, my force always includes a termie squad with GM or a LRC (sometimes even both)

However, i would drop the meltabombs on the PAGK squads and use the points for teleport homers. I know, i know, they are useless on walking troops. BUT, they probably have the same usefulness on walking PAGK squads as melta bombs and because deepstrikers can't land until at least turn 2 then thats at least 12 inches further forward and having another 20 GK landing smartly in front of you and just 12'' away from your battle line is still unnerving (though incredibly funny from your point of view).

Also, can i just say, super list!! I myself am a recent convert to pure GK forces. I did have a unit of 10 IST with chimera but i just got sick of looking at them and sold them on ebay. I love the look of pure GK forces on the tabletop and they have such a lot of character.

Even when i lose i still enjoy myself immensly as my opponent has probably just spent the last 2-3 hours sweating it out whilst i have gleefully pushed my men forward killing everything in my path.

So, great army list, i love it!

Regards
 
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