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Discussion Starter · #1 · (Edited)
Okay, as I mentioned, this is an extremely experimental list, and mostly just to see what people think of this sort of army...

HQ - 584 Pts
- Grey Knight Grandmaster
- 9 GKTs
- 2 TH/SS
- 1 Psycannon (in retinue)

Elites - 607
- Inquisitor w/psycannon, targeter (I figure I'll need this on huge tables)
- 3 Gun Servitors (2x HB, 1 PC)
- 2 Sages
- 1 Mystic

5 Grey Knight Terminators
- Pyscannon
- Brother Captain

Callidus Temple Assassin

Troops - 1416
10 Inquisitorial Stormtrooper
- Veteran w/teleport homer
- 2 Plasma guns
- Chimera, Autocannon
- Hull HB, Extra armour, smoke launchers

10 Inquisitorial Stormtrooper
- Veteran w/teleport homer
- 2 Melta guns (or possibly plasma?)
- Chimera, Autocannon
- Hull HB, Extra armour, smoke launchers

Inducted IG Infantry Platoom A (Hardly original, I know...)
- Junior Officer, 4 Guardsmen
- Infantry Squad A1
- Sgt w/ lasgun
- Heavy Bolter
- Infantry Squad A2
- Sgt w/ lasgun
- Lascannon

Inducted IG Infantry Platoom B
- Junior Officer, 4 Guardsmen
- Infantry Squad B1
- Sgt w/ lasgun
- Heavy Bolter
- Infantry Squad B2
- Sgt w/ lasgun
- Lascannon

9 Grey Knights
- Justicar

9 Grey Knights
- Justicar

Fast Attack - 825 Pts
9 Grey Knights
- Justicar

9 Grey Knights
- Justicar

9 Grey Knights
- Justicar

Heavy Support - 450 Pts
1 GK Dreadnought
- TLLC / ML
- Extra Armour

1 GK Dreadnought
- DCCW / Incinerator
- Extra Armour

Inducted Vulture Gunship
- TLLC, Hellstrike Missiles (plus ready equipped with a heavy bolter)

War Machine Detatchments - 840 Pts

1 Inducted Macharius 'Vanquisher' Super Heavy Tank
- Improved Comms
- Heavy Bolter SS

1 Inducted Macharius 'Vulcan' Super Heavy Tank
- Improved Comms
- Heavy Bolter SS

That comes to 3947 Pts...maybe some wargear for the Grand Master? I've put the 2 Platoons of IG so I can at least justify having the Vulture Gunship and 2 Macharius tanks.
 

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Looks like a fun list!

One suggestion,

Godheadslament said:
5 Grey Knight Terminators
- Pyscannon
- Brother Captain
Give the Brother Captain a Psycannon. Grey Knight terminators are excellent for 2 psycannons, always give them 2 psycannons if you can spare the points, and it looks like you can.



Also, now that I think about it, your guard units could stand some adjustments. This is what I typically use for guard:


Junior office, 4 guard (1 HB gun squad, 1 Plasma Gun)
-Infantry squad1 w/lascannon and plasma gun
-Infantry squad2 w/lascannon and plasma gun


I dont have a book near by to calculate points, but that is the setup I usually go for.
 

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Agree With Goblin about increasing tha guard platoons to LC/Plas and HBs in the platoon commands. In Apocalypse games long range firepower is needed as they defend your objectives while the GKs go for the others. It also makes them more of a threat so the enemy will be more inclined to shoot them and take the pressure off the grey knights.

GK Termies - Get 1 thunder hammer here (Or move one over from the HQ). A second psi cannon always helps but The GM has better BS to use it.

Melta bombs on the PAGK and FAGK justicars as apocalypse tends to have a higher proportion of armour.

Not too keen on the CC dread. Get a las cannon for it but keep one CCW.

Vulture should take hunter kitter missiles not helstrikes. If you fire a helstrike it is ordanace so you cant fire the lascannon on the same turn. Vultures are better against infantry with missile pods and or autocannon. For anti armour I would take a Tunderbolt. (For some reason helstrikes on a T-bolt are Heavy 1 not ordanance 1 so you can fire the lot).

Macariuses are fantastic. Personally I'm not keen on the VMB version as BS3 tones it down.
 
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