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New 1000pt lists to try out.

Grey Knights Army Lists

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9 replies to this topic

#1
Reskin

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After my games the previous weekend, it's led me to rethink my lists and try new things.

 

Here's a couple I've come up with in light of my humbling experiences.

 

The first one is a slight variation on my original lists. Taking into consideration what I needed to change.

Spoiler

 

Everyone starts on the board to take advantage of the BC's psychic locus. Also, astral aim onto Voldus and the Powerful Adept stratagem to increase his range of Vortex of Doom to 18" and I don't need to see the target. The dreadnought is cheaper and still has long range anti-vehicle weapons with the option of astral aim, but hopefully more reliable damage output.

 

Second list is a bit different:

Spoiler

 

The rhinos for the strike marines. Everyone hides turn 1. The characters start off the board. Some tactical positioning with the rhinos to hold midboard.

Turn 2 the characters drop down. The termies gate to them and a mini deathstar of 8 termies go to town. Artisan Nullifier Matrix to help Voldus maximise the vortex of doom. Basically I've protected everyone and I'm then close enough to do damage without my valuables getting shot at.


Edited by Reskin, 16 November 2020 - 02:33 AM.

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#2
Gnomeo

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2 interesting lists. For the second I assume servitors are for holding back field. Personally I am not a fan of units just to sit and hold with grey knights. But at 28pts maybe servitors are the unsung heros. I feel everything has to have purpose beyond that.

I notice for both you have gone battalion I am assuming this is so you can go 3hq. Might I suggest going for 2 hq and going patrol and taking a terminator unit in place of a strike squad or a max size strike squad.

I have found at 1000pts people struggle to deal with terminators. But then I do take a unit of 10.

#3
Reskin

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Yeah that's exactly the purpose of the servitors. They are my dedicated units to do actions. After looking at raise the banners secondary objective. Which I hadn't previously though of as any good. Its actually pretty darn efficient. It doesn't look like that on paper. So that's 1 secondary I'll be going for moving forward.

 

After watching units of 45pt fire warriors do nothing but actions and sit on objectives all day.. I really felt jealous. And I truly felt I needed units I didn't care so much about to do the same.

 

I feel so bad when any of my previous units, lets say in the first list. Has to do an action. I lose so much firepower. Even the 100pt strike marines. Although in that 1st list they are the dedicated action performers sadly.

 

The rhinos in the second list to protect the strikes and provide extra movement and potential charges to tie up units in melee.

The characters come down on the board turn 2. With the terminator squad gating to them to act as bodyguards.

 

*Both these lists haven't been tested. These are some new ideas and takes on how to play and some improvements on my old list.

The chaplain, gives rerolls in melee, or a 5+++ FNP. That was an improvement over taking my 80 apothecary for example.

 

Cheers for the reply though!


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#4
Gnomeo

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No problem would be super interested to hear how the servitors do.
I assume you know but I only found out the other day that psychic actions are different to regular actions in that you can still shoot and charge.

How have you found the chaplain I find my dice rolling isn't good enough to warrant his 3+ litany.

#5
Skywrath

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@Gnomeo, It depends what you want that chaplain to do. As I stated in my other thread, my chaplain is there to buff my psilencer purgation squad. With regards to the roll, he rarely fails his litany casts, and assuming we will be getting the Master of Sanctity upgrade, we would get that litany off on a 2+. However, there is one restriction that I found out - despite the chaplain knowing two litanies, he can only cast one litany per turn. That was something about that rule being universal across all factions (assuming the factions have their equivalent of chaplains), but that's something to consider. I could see a chaplain with Words of Power being very useful instead of a Paladin Ancient for a Paladin Deathstar list, and litany of faith being useful against necron "psychic powers". The Invocation of Focus/Projection combo pretty well with psycannons. The other two litanies that I forget, are not really "that" good.

 

Regarding the lists, Reskin - the first one is much better than the second. Nothing I would really change there, although I would recommend experimenting with giving him a force sword and the Blade of the Forsworn relic. Depends whether you would want the re-rolls with the soul glaive, or the flat 3 damage. That being said, I'd replace the dreadnought lascannon with a MM, if you are playing at 1000 points. At that point bracket, (and I may be wrong in assuming this) you wouldn't really need the 48" as everything is close together. Not sold on the second list and the servitors, but I think that's a matter of preference.


Edited by Skywrath, 17 November 2020 - 08:05 AM.

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#6
Reskin

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Cheers for the reply, The first list doesn't have a lascannon? That was my old loadout that lost me 3 out of 4 games previously. The 40pts weren't worth it only to roll a 1 on the damage roll.

Totally agree that I don't need the range. That's why I moved over to the plasma cannon and its reliable 3damage. I also needed to shave points to gain the BC to increase my range of smites.

 

The servitors are there, as I stated the reasons for them in a previous thread on the main GK sub-pforum. After seeing 45pt units of fire warriors and such cap objectives and the Tau player not even fussed if they don't do anything all game. In 1000pts bracket, I feel very restricted on how many units I can fit in. And their roles. You need dedicated units that can cap objectives and perform actions. That was my reasoning in looking at the servitors. There's nothing cheaper in the whole codex.

 

I'm not sold on them either, I can't say I've tried them yet. But they sure look tempting and efficient for capping objectives for me.

 

Also a quick note: I'm now not sure about my strategy with the 3 characters dropping in. It means the chaplain won't be chanting a litany for that turn. So now I'm not sold on how it will work.


Edited by Reskin, 17 November 2020 - 10:45 AM.

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#7
Reskin

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No problem would be super interested to hear how the servitors do.
I assume you know but I only found out the other day that psychic actions are different to regular actions in that you can still shoot and charge.

How have you found the chaplain I find my dice rolling isn't good enough to warrant his 3+ litany.

wait wait wait, where in the BRB does it say that Gnomeo? Is that an interpretation or rules as written. Because I'd love for this to be the case.

 

I'm also not sold on the psychic actions anyway, as you can't cast any other psychic power. All of my powers are invaluable and need to be cast every round.

So I myself will be moving away from those as secondary's for the foreseeable future.

 

As all of my friends have stated. My characters are their prime targets anyway. So I'll be choosing while we stand we fight and raise the banners as my main 2 seondary's. Aiming for 8-10 points from each secondary is a good place to start. So 2/3 characters surviving to the end nets me 10VP.

With the third secondary being whatever mission I play or army I face being somewhat flexible. 

 

And now I'm not sold on a chaplain, or how I wanted to use him.

 

As a disclaimer, both these lists are unproven at the moment. Both a just updates and minor improvements on what I currently run.

 

My gaming group is looking to go to larger games soon, but we all agree on until we master all our combos and tactical positioning, more units will just make things harder. And more mistakes. The new terrain rules are really giving everyone a good test of skill. And are making it super fun to play.

 

Maybe i'm too character heavy, either dropping the librarian or the BC in favour of  a 5 man interceptor squad for some fast redeployment or flanking maneuver.

Or a 5 man purgation squad that seems to be the flavour of the edition to sit back like the dreadnought. Both warp shaping and armoured resilience are so crucial though. And now I like the BC's psychic locus. But the BC can only now 1 power....GRRRRRR >:| 


Edited by Reskin, 17 November 2020 - 11:06 AM.

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#8
Gnomeo

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@skywrath p I know what a chaplain does and how it works. My personal experience is that they are too unreliable now that you cant re roll the litany. IF we get master of sanctity etc.then I think they will be worth it. I was asking reskin if he has had the same experience or not or is it the fact I consistently roll below average.

@reskin the way it is presented in the rulebook is that actions and psychic actions are separate to eachother although I admit it is not clear and I think GW should clear this up. There is an article by goonhammer who believe it is this way to be interpreted.

Coming back to the list I hate actions for GK except for 2. Repair teleport homer and psychic ritual.

If you are unsure on the chaplain. Try swapping him out for an extra squad. I find greyknights super strong at 1k pts
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#9
Reskin

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I made an improved version of the 2nd list. Once I found out how litanies work. My plan to deep strike the chaplain didn't sound so good. Besides, I think I'm investing too much into slow moving characters that do buff things, but not exponentially. Like, the buffs would have a greater impact on larger units in a larger game. So I replaced the chaplain with a unit of interceptors and dropped the rhinos for more fire support. More MSU now, and the interceptors work as my mobile skirmish unit.

Although I lost the chaplain, and to be honest, when I see that 5+++ FNP buff, thats why I got him. I also managed to fit in a combi-melta, who knows, it may come in handy.

here it is:

Spoiler


Edited by Reskin, 17 November 2020 - 02:34 PM.

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#10
Gnomeo

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Thats looking like a much better list. Personally I would be inclined to drop to a patrol and drop a unit of strikes to make the interceptors 10man (you can always combat squad). The reason for this is the interceptor trick I mentioned in the unit of the week thread. Also more mobility

2nd change would be psychic powers. Keep librarian with warp shaping but swap armoured resilience for emperium domination. I would then give voldus the other dominus powers. As the rest of the army can have the santic powers.

Definitely looks like your heading in a good direction





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