Tuesday, 19 April 2011

My 1500 points Grey Knight List

Hiya guys,

Sorry for the lack of posts recently, but that little annoying thing called 'real life' keeps getting in the way. Anyways, after doing a but of play testing (this was done with proxies I was just trying out different scenarios etc with the list, hence the lack of battle reps) with my first attempt list, I've written down what I hope to be my standard 1500 points Grey Knights army list!

One thing that I found out was that I didn't like the 3 Dreads (with T/L autocannons), yes, they were effective, and did take out several tanks, but, I wanted something more for the points which they ate. Let me explain further; I was able to confidently hold my side of the board; the two las razorbacks would hold my objectives, and have a nasty little counter assault unit inside if needed; but, the three terminator squads could have done with a little more help in the midfield sometimes (e.g. taking out that long fang squad, or wiping the few stragglers off the objective). This lead me to the conclusion that if I dropped the 3 dreads, I'd be able to have just over 400 points to spend on covering those weaknesses, especally considering that I had no problems taking out any armor with the strength 10 M/C Hammer, and the Psycannon.

So, what did I want to gain with my newly found points? Well, I don't consider myself to be a power or a WAAC gamer, so I was trying to squeeze in a special character if had the points, although it wasn't a priority, so I left that till the end. The first thing which I added was a second Inquisitor with Psychic communion, being able to add +/- 2 to any reserve roll seemed quite appealing. Next on my list was to find a way to assist my 3 Terminator squads, in the end, I opted for two assassins, a Vindicare and a Callidus. The Vindicare would be able to target any annoyances (e.g. hidden fists) from range, while the Callidus would try to come in as late as possible (thanks to the -2 from the two Inquisitors), and use its polymorphine and neutral shredder to get a weakened unit off an objective.

What I hope to be my standard 1500 points list:

HQ
Inquisitor
Lvl 1 Psyker w/ Psychic communion, x3 servo skulls, Combi-Flamer

Inquisitor
Lvl 1 Psyker w/ Psychic communion, Combi-Flamer

ELITES
Callidus Assassin

Vindicare Assassin

TROOPS
x5 Grey Knights
Razorback w/ T/L Heavy Bolter, Psybolt Ammo


x5 Grey Knights
Razorback w/ T/L lascannon

x5 Grey Knight Terminators
x4 Halberds, Justicar Anval Thawn, Psycannon

x5 Grey Knight Terminators
x4 Halberds, M/C Nemesis Daemon Hammer, Psycannon

x5 Grey Knight Terminators
x4 Halberds, M/C Nemesis Daemon Hammer, Incinerator

1500

Ideally, I'd like the army to work something like this:
  • The standard squads, their razorback and attached Inquisitor stay in my deployment area for as much as the game as possible; they are mainly designed to help bring in reserves when I want (courtesy of the Inquisitors) and take my home objectives. As some of you thought when you viewed my first attempt, they are not there to add to the combat potential of the army; I need a way to hold objectives with 'cheap' units
  • As in my other list, the Terminator squads are there to take the midfield from turn 2 onwards, deep striking in with the help of the Servo Skulls; I've Master Crafted the Daemon Hammer as then I should hopefully hit with a least 1 of the Strength 10 attacks, I don't fancy not risking the re-roll I would I get. I'm quite fond of the Incinerators, as they help deal with hordes (strength 6 is especially useful when facing orks) and the lone psycannon might pop enemy armor occasionally. Justicar Thawn is in there for two reasons, firstly, he has psychic mastery lvl 2, meaning he can cast hammerhand and activate the force weapons (very beneficial when facing big nasty MCs), secondly, his ability to never die can be useful when playing for killpoints, and for holding/contesting an objective (he might be able to get up at the last minute and hold/contest it!).
  • Finally, the two assassins each have a small, but crucial role to play. As mentioned above, the Vindicare is there to be annoyance and maybe take out a few threats (low AP guns, power weapons/fists etc.). On the other hand, the Callidus will either try to stay off the board as long as possible, showing up at the last minute to take out a unit holding/contesting an objective, or get me another killpoint; or, she will come on as soon as I can get her on, to take out a threat (e.g. lascannon carrying longfangs).


Theres my completed list, and I'm pretty happy with it! I think I've covered all of the weaknesses which I've found so far, and manage to include a special character, who will be beneficial to the army.

Feel free to leave comments; tell me what you think works well and what could be improved! Also, vote on the poll for what you think I should buy next for my army (I'm getting a new camera, so expect some WIP pics to be up shortly).

Until then...

Sunday, 10 April 2011

First list attempts

Hiya guys,

Blogger seems to be having a bit of trouble posting some of my posts which have been scheduled for posting; so while I'm trying to resolve this issue (the next few parts of the army list building series are due out) I thought I'd give you my first go at a 1500 point list!

Without further ado

HQ
Inquisitor
x3 Servo Skulls, Lvl 1 psyker w/ psychic communion

TROOPS
x5 Grey Knight Terminators
x4 Halberds, x1 M/C Daemon Hammer, Incinerator


x5 Grey Knight Terminators
x4 Halberds, x1 M/C Daemon Hammer, Incinerator



x5 Grey Knight Terminators
x4 Halberds, x1 M/C Daemon Hammer, Incinerator


x5 Grey Knights
Razorback, T/L Lascannon


x5 Grey Knights
Razorback, T/L Lascannon

HEAVY SUPPORT
Dreadnought
x2 T/L Autocannon, Psybolt Ammo

Dreadnought
x2 T/L Autocannon, Psybolt Ammo


Dreadnought
x2 T/L Autocannon, Psybolt Ammo

1499

Inquisitor
This guy is here to provide support for the deepstrikers (in the form of the 3 servo skulls, reducing scatter for each of the 3 terminator squads), and helping them either come in earlier or later (depends on the mission / opposing army) with his +/- 1 to reserve rolls.

x5 Terminators
These will nearly always deepstrike in, on turn two on a 3+; mainly to take up the midfield and distract my opponent from my fire-base near my deployment. Hopefully they'll claim or contest an objective at the end of the game too. The incinerator should help if I'm facing a horde army, I didn't feel the Psycannon was necessary because I already have tank busting support, and I just didn't have the points.

x5 Grey Knights (in Razorback)
Just here to add some more fire support, and take objectives; hopefully taking a low profile role but can counter assault if needed.

Dreadnought
The 3 x2 T/L Autocannon guys can pump out 6 strength 8 T/L shots per turn, this should hopefully pop transports for my Termis to take out. They should be in cover, which should help them survive that bit longer. 


Conclusion

I'm sure you can see how this list should work out, however, it'll take some play testing before I can give you any more feedback, so stay tuned for that as well as the remainder of the 'Army list 101' series. Any questions about the list feel free to leave a comment.

Until then...

Monday, 4 April 2011

List Building 101 Part 1; Mobility

Hiya Guys,


After been stuck at home with the flu (and as proof its not 'man flu' theres 2 boxes of Grey Knight Terminators in front of me, and I've been unable to build them up (cue sad violin music)) I've had a really good read of the codex, and have come up with 5! list building articles for the Grey Knights:


In each of my lists, I try to include 4 elements, to hopefully make it competitive. In this series of articles, I plan to explain each one in detail, and then list units which can help you achieve that category, and in the final article, I will bring it all together, and give you a host of different army lists!


Mobility


This is all about the armies ability to move, relocate etc. With Grey Knights being an elite army (generally low model counts), it is important that you are able to get your forces to points on the battlefield when you need them there. Its also about the ability to re-locate around the field.


This is an important feature for a Grey Knights army because as I've already said, the low model count can make Grey Knights hard to play; you are essentially playing a surgical strike army. You need to be able to get in, do what you came to do, then get out (and take objectives (as you will need to in 2/3 games)). Its also about using your ability to deny your opponent his objectives; be it zooming in at the last minute to contest one of his objectives, or running away to avoid conceding a kill point.


With this in mind, lets look at some of the units/methods which will help us achieve this criteria for our list!


Grand Master

  • Grand strategy lets you make D3 units scout; this'll let you quickly deploy to where you need to get to. However, it only lets the unit scout, not much else.
  • Psychic Communion (which you can also use if you have an Inquisitor, however, I'm trying to stick to pure Grey Knights as far as possible, but I do plan to include an Inquisitor in my list!) will let you play the reserves game; having the ability to +/- 2 from reserves might not seem like it can help mobility if you are deepstriking your army. For example, you can essentially bring all of your Terminators in on Turn 2, yet leave your objective grabbing units (a strike squad for example) in reserve till turn 5 to grab your objective (this is also where scout comes in (bringing them in through the back) and the ability to make units troops i.e. interceptors (covered in the 'Staying Power' article))

Transports
  • Any variety of the Grey Knights transports will be able to add mobility to your list. Rhinos and Razorbacks will be able to ferry your troops back and forth, will giving then a degree of protection. However, lightly armored transports (AV10/11) will go down easily and so need to be taken on mass; this is ok in normal smurf lists, but with the Grey Knights its not so easy to take mass transport options, which leads to out next point:
  • Landraiders or Stormravens can also be used, especially the latter, for a fast way of getting in and out, while also able to deepstrike to make a timely arrival! But... once again, they suffer from the same problems which the Rhinos suffer from, in the state of the current meta, and the fact that you cannot take enough of them with viable cargo due to costs, I find that they can be ineffective for giving you full mobility.

Personal Teleporters
  • The use of Personal Teleporters can be very good in giving your Grey Knights addition mobility; both Dreadknights and Interceptors can take them, however, for the purpose of this article, we'll focus on the interceptors.
  • They can move as jump infantry so can fly around 12" as well as using a 30" move once per game. This unit is easily my favorite for purposes of movement, as it can come in 'late' (mention in the bit about psychic communion) fly around for a turn or two, staying out of enemy charge range, then use its 30" shunt move to claim/contest an objective!

So, in conclusion, what have we have established to help us choose units for mobility:
  • Grand Masters/Inquisitors are good for allowing you control of reserves, helping to bring your forces in as one, but leave unwanted elements out till later to grab objectives. You can also make units scout with a GM, but that has limited use.
  • Generally, transports can be useful for giving you mobility, but don't expect then to survive for long.
  • Interceptors are excellent for giving you mobility, and ideally, you should have a unit of 10, make them scoring, combat squad them, then you have 2, fast, scoring units, capable of moving 30" to claim an objective.

There you have it! I've gone over most of the key points for Mobility, and will revisit them and giving you some unit breakdowns when I do the final article. Feel free to leave comments if you think I've left anything out!

Stay tuned for the next part of the series, shooting!

Until then...
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