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Grey Knights Mech List 2000pts


The Woodsman

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Hey gang, I don't often post lists here, but I thought I'd share this one with you. Its almost fully painted, so I should be good to give it a run in a couple weeks time, after the holiday madness has died down. Its basically how I feel a 1st Brotherhood Strike Force would operate - Land Raiders and Dreadknights to break through enemy defenses, supported by Interceptors that can keep up with the vehicles and followed by a Strike Marine/Terminator drop once a breach is made. I unfortunately can't fit in Paladins and keep the unit count high enough to (hopefully) maintain good board control. That being said, the Terminators shoot just as well as the Paladins, are cheaper and are obsec for a tasty Dynamic Insertion objective grab. Here's the list, I'll go over it quickly further on.

 

+++ Grey Knights Mech (Warhammer 40,000 9th Edition) [108 PL, 11CP, 1,995pts] +++
 
++ Battalion Detachment 0CP (Imperium - Grey Knights) ++
 
+ Configuration +
 
Battle Size: 3. Strike Force (101-200 Total PL / 1001-2000 Points) 
 
Detachment CP
 
+ Stratagems +
 
Armoury of Titan: 1 Additional Relic
 
+ HQ +
 
Grand Master in Nemesis Dreadknight: Dreadfist, Edict Imperator, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword
 
Grand Master in Nemesis Dreadknight: 6: Lore Master, Dreadfist, Gate of Infinity, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword, Sanctic Shard, Sanctuary, Warlord
 
Librarian: Artisan Nullifier Matrix, Empyrean Domination, Warp Shaping
. Nemesis Force Sword
 
+ Troops +
 
Strike Squad: Gate of Infinity
. 4x Grey Knight (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
. Grey Knight Justicar: Storm Bolter
. . Nemesis Force Sword
 
Strike Squad: Gate of Infinity
. 4x Grey Knight (Halberd): 4x Nemesis Force Halberd, 4x Storm Bolter
. Grey Knight Justicar: Storm Bolter
. . Nemesis Force Sword
 
Terminator Squad
. Grey Knight Terminator Justicar: Storm Bolter
. . Nemesis Force Halberd
. 9x Terminator (Halberd): 9x Nemesis Force Halberd, 9x Storm Bolter
 
+ Fast Attack +
 
Interceptor Squad: Astral Aim
. 4x Interceptor (Falchions): 8x Nemesis Falchion, 4x Storm Bolter
. Interceptor Justicar: Storm Bolter
. . Nemesis Falchions: 2x Nemesis Falchion
 
Interceptor Squad: Astral Aim
. 4x Interceptor (Falchions): 8x Nemesis Falchion, 4x Storm Bolter
. Interceptor Justicar: Storm Bolter
. . Nemesis Falchions: 2x Nemesis Falchion
 
+ Heavy Support +
 
Land Raider: Twin Heavy Bolter, 2x Twin Lascannon
Land Raider: Twin Heavy Bolter, 2x Twin Lascannon
 
Created with BattleScribe (https://battlescribe.net)
 
I think I'd run it as a three-pronged assault. First wave is the Raiders and Dreadknights, moving forwards into the mid-board, looking to get rid of any anti-tank quickly, while grabbing a couple objectives. The Interceptors will probably hang back a little, granting Astral Aim to either a Land Raider or a GMDK. My thinking is that by using Edict, Astral Aim and Gate of Infinity in good conjunction, I can keep my assets hidden/protected while maintaining a good rate of fire. I'd stick to Shadows for this turn.
 
Second wave is the Terminators coming down. Either with Dynamic Insertion to steal an objective/force my opponent into trying to deal with them (Transhuman/Redoubtable Defense combo here - you'll notice there's no Armored Resilience in the list), or 9" away if I deem its worth it going for a charge. I'd probably swap into Convergence to get the most out of the Terminators bolters (Fury of the Proven/Psybolt). The Interceptors could go for chaff/screens or easy targets, as long as I can keep them protected, but again, I'd most likely play it safe this turn as well. I'd definitely try and get the GMDKs into combat.
 
The third wave is the all-out offensive - the Strikes come down and the Interceptors move forwards into Smite/rapid fire range. I'd swap into Escalation here and try and get as many 2D Smites as possible off, trying to make the most of the Librarian's Nullifier Matrix aura, maybe even using Finest Hour to get it in a 9" aura if need be. At this point I'm probably running low on CP, so giving up on super Storm Bolters isn't necessarily that big a deal. Although, if I feel I can spare the Terminators in melee and I have the CP for Psybolt (and the right target), I might Edict them to shoot out of sequence and before swapping Tides, moving them strategically (cover, objective, blocking movement). Otherwise, this is where I'd need the surviving GMDK (if any) to be in combat, as well as the Terminators if they're not going for a super-salvo. Ideally one or two Strike/Interceptor squads as well. The Land Raiders (if alive) should be well camped on objectives, and hopefully have removed any real threat to themselves and the GMDKs by now, and looking at racking up Primary points over the following turns. 
 
I'd really consider switching into Shadows from Turn 4 onwards, if only to boost my survivability and hang on to the objectives I control, and any lead in points I might have gained. If I'm behind, then I'd look at Gate and Edict shenanigans to steal/grab outlying objectives. 
 
Now I know this isn't a "meta" list, and the general consensus is that Land Raiders aren't really worth it. That being said, its got a fair amount of D2 potential (Heavy Bolters, Convergence/Psybolt Storm Bolters, Escalation Smites, Force Weapons), is pretty resilient in its own way (high Toughness/Wounds, good invuls, Terminator tricks) and is surprisingly mobile. It goes without saying that it can deal with hordes pretty well too, and can mix it up in combat against the best of 'em. Its main weakness is its low model count and focus around a small number of expensive armor, which some lists will walk over. However, I'm confident in its ability for success, as long as target priority is on point (removing first threats to my armor, and reducing threats to infantry before they come down) and that I use terrain and movement/placement smartly and strategically.
 
Let me know what you guys think!!
 
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Love the idea and thematic of the list. I am assuming the terminators have sanctuary as well.

 

I would consider a re think of who has what powers. Even with trans human I love armoured resilience.

 

Maybe go armoured on one dread and also first to the fray might be nice.

You could put gate on an interceptor unit and a vortex on a strike squad. Also interceptors can start in the raiders if you need more protection. When deploying.

 

Also with that much armour a techmarine could be a great choice with the relic for 2d3 heal

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At the moment, the Terminators have Hammerhand, for extra melee punch. I could double up on Sanctuary with them, its definitely an option. I do feel the +1 to Wound will come in handy though. I could also put Vortex on the Strikes, or at least on one unit - there's some shuffling I could do with powers to be sure, and maybe get better utility from my units. 

As far as Resilience goes, I'd have to sub Edict for it, and in this instance I find Edict more important to get proper positioning and to help protect my big stuff. Armored Resilience will only ever have the one "valid" target, the Terminators, since it can only be put on Infantry and I don't see how its really useful on Strikes or Interceptors. I mean in a pinch, sure, but in the long run I think I'd get more mileage out of Edict on most occasions.

 

I was playing around with fitting the Tech in there. But I'd have to either drop the Librarian, in which case I lose out on my necessary utility powers, or I drop a GMDK, in which case the list kind of loses its essence. Otherwise, its about making it 2 Patrols, but then I start on 10 CP, 9 if I'm taking an extra relic, 7 if I don't want to lose out on both pyschic relics... What would you suggest?

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So have thought it through a few times.

 

Keeping list mostly the same I would go.

 

Edict on one gmndk.

Sanctuary on the other.

Make one of the dreads your warlord and go first to the fray. No relic.

 

Librarian keep warp shaping and emp dom. And take either santic or artisan nullifyer relic.

 

Stikes 1 gate and 1 vortex.

 

Interceptors 1 astral 1 gate.

 

Terminators I would personally lean towards sanctuary as hammerhand does nothing if you fail the charge.

Odds of making a 9" charge with first to the fray is under 50%. However if you did want hammerhand still it becomes less of a risk.

 

I think you need lots of cp as you are going to be using heed and trans and redoutable and maybe psybolt.

 

If you did still want some extra punch from the terminators maybe scrolls on the dreadknight.

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That's not a bad way of looking at it, I'll bear it in mind. I used to run FttF pretty much all the time, the issue I have with it is that if you fail the charges nonetheless, it kind of comes out to having no Trait, whereas the second power is always useful. The Gate/Sanctuary with Shard combo pretty much ensures the 3++ and getting him where I need him on Turn 1. I still am going to need both GMDKs guns to do some damage Turn 1. However, having Gate on one of the Interceptors would allow me to cast it, just maybe not as reliably.

 

Definitely some food for thought though, cheers.

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List looks good, however as Gnomeo suggested, I'd switch the powers around. Something to the tune of:

 

GMDNK - Edict/Armoured Resilience.
Strike Squad: GOI
Terminator: Sanctuary
Interceptor: Vortex
 
I see what you trying to do with the Interceptors/Falchions, and AA combos with the LR, however you'd either have to Sanctuary one of those LR, and/or put the other one in Reserves. Then there is the problem of not using the LR to the maximum advantage. Interceptors are more than capable of getting close (T1) into melee range, with a shunt, FitF WL trait, and a lucky re-roll. So why would they need a carry mechanism such as the LR for those? I'd reconsider running maybe 10m squads of Terminators, combat squading them, arming them with spears, as a gating death-star kind of list. I even had a list where I was running 2x squads of paladins all armed with hammers and one stave (2x 5m squads). Pretty fun, but not optimal. 
 
The other note, is again like Gnomeo said, a techmarine in this list would be invaluable. Give him the WL Lore Master trait, give him the Aetheric Conduit, boot the librarian out of the list and you have 30 points to play around with for other things. Other than that, looking forward to seeing how it would play out! Also liking how this list elements isn't competing with other elements of the list for casts. 
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As far a psychic powers go, I'm not really keen on losing the Sanctuary/Gate + Shard combo in favor of Armored Resilience - the only really valid target for it are the Terminators, and what's more is that it doesn't affect vehicles. The guaranteed (or almost) Sanctuary on a GMDK, plus the Gate needed to position him or his friend properly are to me much more valuable. If I had the extra power somewhere, I'd take it, but as it stands I don't think its mandatory, considering the list. As for a second Sanctuary on the Terminators, I'm considering it, but right now the Hammerhand feels pretty invaluable to tip the scales in combat. I could defiintely go for a Vortex on a Strike Squad, even both maybe - I like it when things are symmetrical. 

 

The Interceptors have Falchions mainly because that's how mine are modelled (kind of hoping for a points decrease in the next codex), but also they're not bad per say, just a tax compared to other melee weapons. That being said, there's not much I could do with the extra 40 points... maybe tinker for an extra marine with a psilencer or psycannon in each of the Strikes. I don't see why I'd have to put Sanctuary on or put in reserves the Land Raiders, against anything bar -4 weaponry they get a 5+, and terrain and range are much better tools at protecting them then having them off the board turn 1... plus the CP it would cost me? The idea is also to max threat saturation on hard(ish) to kill vehicles. If I let my opponent have at them 2 at a time instead of 4, it kind of goes against the premise of the list. Thus, Astral Aim on the baby Interceptor units means i have that tool available pretty much anywhere I need it, be it to protect a GMDK or Land Raider, or simply to allow themselves to clear a screen while remaining hidden. Putting them in Land Raiders would simply be to ensure they can't be shot at if I don't get Turn 1, not really to deliver them in combat. To be fair I don't want my Land Raiders that far up... 

 

As far as the Techmarine goes... at the moment the Librarian provides invaluable psychic utility - even if I can't max out on Convergence, I need to be able to switch in an out of Tides reliably, and considering I need the CP to keep my guard up, that Empyrean Domination needs to go off pretty much every turn. The Tech only gets the single power (even with Lore Master you're having to pay a CP to cast the second power, which isn't ideal), and I'd have to pay at the least 2 CP for a Patrol, if I were to free up points to fit him in, plus 1 or 3 more for the relic. The thing with the Repair ability, even at 2d3, is that a good opponent will simply focus a vehicle until its dead, meaning your Tech's ability isn't being used - which kind of blows if you're essentially paying 3-5 CP for it. 

 

What I am considering (I'll probably try it out after I've given this version a go), is swapping out the Interceptors for Purgators with either 4 Psycannons (pretty much equal in points, I could add a Psilencer to each Strike Squad) or 4 Psilencers (I could fit a Psycannon in each Strike Squad maybe?). I'd lose a fair bit of mobility and screen removal ability, as well as some good utility units, but would definitely gain some firepower. These squads could start in LR and pop out whenever they get into range, hopefully Turn 2 when the Terminators come down for a full out Convergence turn. Thoughts?

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You could swap 1 LR our for 2 ven dreads with plasma cannon/missiles or plasma cannon/CCW/flamer and still be good on points give or take. FttF doesn't add pressure, the threat of charging itself is the pressure, the warlord trait really isn't a thing. It's not something people thinking about, oh he gets to reroll charges.. so I'll just screen him anyway, most people anticipate for the charge to happen regardless of the reroll. You need to combine hammerhand with falchions, if they are going to work again MEQ armies, or drop them for halberds.

They aren't worth the points and you could probably get more stuff.

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Yeah agreed that the Falchions aren't really worth it at the moment, I'm thinking of swapping them for swords. Out of the 20 I have only 5 are unpainted, so I'm still hesitating, plus I'll probably wait for the Codex before making any definite changes. I find they do offer a bit of extra weight of attacks though in this particular list.

 

I'm really not sold on FttF unless really building around it and even then Lore Master might be better. It kind of blows four out 6 traits are objectively useless, but them's the breaks.

 

Swapping a Raider for Ven Dreads could definitely be an option, and might be more efficient shooting wise, but would be less resilient in a sense (less T and less W, or equal wounds across both, but easier to hide and 6+++...). I currently only have the one with twin Las and CCW, but picking up a couple plastic kits could be an option in the longer term.

 

Looking forward to giving this list a go some time next week!!

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My issue with Voldus is that he can't take a relic, although the 3 powers are definitely nice, and the re-roll aura and combat threat. I'd be missing 15points for him though, not sure how I could free those up.

 

Plus, as a 1st Brotherhood strike force with already 2 GMDKs involved, the fluff bunny in me kind of feels wronged at including Voldus ( I tell myself one GMDK is a Bro Cap...). But, "competitively" speaking I shouldn't mind.

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Voldus has a relic hammer that and it’s just as powerful as Draigo, -3 Ap is the max you need to make someone take an invul save, -4 ap is just an illusion of awesomeness. It does nothing against units that matter.

 

Besides if you use the artisan nullified matrix, on a librarian, you essentially give Voldus a 2nd relic he can use once per turn in case he perils or needs help getting a cast off.

 

The sanctic shard is the most powerful relic, able to reroll every spell we cast, but man, I’ve been loving the matrix as of late.

Edited by Reskin
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Not arguing against Voldus' melee ability, just stating that he can't be given one of the psychic relics, which I feel are kind of key in making sure you get the powers you need consistently. 

 

I use to run him a lot back in 8th, post RotD, building a list around a Batallion and usually a Vanguard and Outrider I needed at least 4 HQ slots filled. In this instance, the GMDK take up 2 out of 3, so I only really have the one left. Since the GMDKs provide a re-roll aura and bring some combat threat, my thinking was that the Librarian (2 Powers and the Matrix) brought better psychic support/utility than Voldus.

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Not arguing against Voldus' melee ability, just stating that he can't be given one of the psychic relics, which I feel are kind of key in making sure you get the powers you need consistently. 

 

I use to run him a lot back in 8th, post RotD, building a list around a Batallion and usually a Vanguard and Outrider I needed at least 4 HQ slots filled. In this instance, the GMDK take up 2 out of 3, so I only really have the one left. Since the GMDKs provide a re-roll aura and bring some combat threat, my thinking was that the Librarian (2 Powers and the Matrix) brought better psychic support/utility than Voldus.

you can always take a lone character from the elite slots then, and still get both psychic relics?

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Fair, though the Matrix can only be taken by a Librarian. I'll try the list as is, I've given a hammer to my WL GMDK (comes up to 2000 on the nose, and I'm struggling with blending on large surfaces aka Nemesis Greatsword, I'm not sure how I could fit in Voldus without drastically changing the list... Falchions, Hammer and Libby come up to 150, so I'd be 10pts shy for Voldus. After my next game I'll re-evaluate how the list works and whether it's worth dropping say a GMDK and the Libby to swap in Voldus and a Ven Dread or two, some Purgators maybe?
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Would be super interested to hear how the list goes.

Fingers crossed for a game sometime next week. With the holidays and my area still being in lockdown for the most part (meaning no FLGS are open) its a little trickier to get a game in. Should be able to coerce a mate once I get back home from visiting family. 

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I haven't, no. I'm not entirely against the idea, but no one in my community uses it either, and I feel like playing without my minis would feel.... off?

I do have a game scheduled for Monday though! I'll try and remember to get a few pics taken and write up a batrep either in the evening or the next day.

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  • 1 month later...

Back again! I haven't had the chance for a second outing with this list, but I've been considering some tweaks since the points adjustment last month. Pretty much the same deal, but I've given the Interceptors swords to shave off points, and have swapped the Strikes for some Purgators. Right now, those Strikes don't really do what they need to be doing - grabbing and holding objectives. Actually, without running lots of Terminators, I don't see how Grey Knight can really play the attrition/holding game. Thus, the best option to not get swamped on Primary points is to play a strong denial game... thus more firepower combined with mobility to clear your opponent off of objectives while trying to get at least 10pts on your own Primary. 

 

The 8 Interceptors kind of sits funny with me, but its what I could manage. The Chaplain I find is a nice addition, its an extra power that won't always be relevant, meaning he could maybe go for Psychic Ritual as well. Plus, I've like the Purgators/Gate/Guidance/Ethereal Manipulation combo in the past. Between Gateing Purgators, Teleporting Interceptors and Deep Striking Terminators, I feel it could effectively target units holding objectives, while the GMDKs move forwards to engage and provide re-rolls, laying down their own firepower and going for more elite units that might look to get rid of my own, and the Raiders sitting in the back holding those home objectives. Hoping to give it a go some time soon.

 

+++ GK Mech 2.0 (Warhammer 40,000 9th Edition) [114 PL, 9CP, 1,996pts] +++
 
++ Spearhead Detachment -3CP (Imperium - Grey Knights) ++
 
+ Configuration +
 
Detachment Command Cost
 
+ HQ +
 
Chaplain: 5. Recitation of Projection, 6. Invocation of Focus, Ethereal Manipulation
 
Librarian: Empyrean Domination, Sanctic Shard, Warp Shaping
. Nemesis Force Sword
 
+ Fast Attack +
 
Interceptor Squad: Astral Aim
. 7x Interceptor (Sword): 7x Nemesis Force Sword, 7x Storm Bolter
. Interceptor Justicar
. . Nemesis Warding Stave
 
+ Heavy Support +
 
Land Raider: Hunter-killer Missile, Twin Heavy Bolter, 2x Twin Lascannon
 
Land Raider: Hunter-killer Missile, Twin Heavy Bolter, 2x Twin Lascannon
 
Purgation Squad: Gate of Infinity
. 4x Purgator (Psilencer): 4x Psilencer
. Purgator Justicar
. . Nemesis Force Sword
 
Purgation Squad: Gate of Infinity
. 4x Purgator (Psycannon): 4x Psycannon
. Purgator Justicar
. . Nemesis Force Sword
 
++ Patrol Detachment 0CP (Imperium - Grey Knights) ++
 
+ Configuration +
 
Battle Size: 3. Strike Force (101-200 Total PL / 1001-2000 Points) 
 
Detachment Command Cost
 
+ HQ +
 
Grand Master in Nemesis Dreadknight: 6: Lore Master, Dreadfist, Heavy Incinerator, Heavy Psycannon, Nemesis Greatsword, Sanctuary, Vortex of Doom, Warlord
 
Grand Master in Nemesis Dreadknight: Dreadfist, Edict Imperator, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword
 
+ Troops +
 
Terminator Squad: Hammerhand
. Grey Knight Terminator Justicar
. . Nemesis Force Halberd
. 9x Terminator (Halberd): 9x Nemesis Force Halberd, 9x Storm Bolter
 
Created with BattleScribe (https://battlescribe.net)
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Staves would be good, agreed. For now, I'm limited to how they are modelled (aka 10 halberds), but I do plan on getting another 5 Terminators, which I'll probably magnetize to run as staves/psycannons/psilencers for more options in the long run. Same goes for the Libby, he's modelled without, but I could always pay the points and argue he shoots mind bullets equivalent to storm bolter bullets. 

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