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Thursday, March 31, 2011

Guest Article: Grey Knight musings



This is from a dude named Dan and he sent me a long e-mail about his thoughts on two Grey Knight lists (this one and a Crowe list which will pop up later). There's some good analysis and thought processes in it so rather than keep them to myself, Dan has kindly agreed for them to be published! Joy. 

Now the Grey Knight codex is quite irritating (in a good way), lots of cool shiny stuff all quite expensive and difficult to fit everything in, keep it survivable and balance range issues.

In the following list I have tried to slightly level out the lack of long range firepower and also the lack of AP1 and "true anti-tank" that the general shiny tin can squads lack....

HQ -

Coatez 100 (I know.... I know....)

Inquisitor : Power Armour - 33


Coaty is there obviously to make my shooty Henchmen scoring and the 2nd Inquisitor is there to prevent minlock on the 2nd unit containing servitors.

Troops -

Henchmen : 2x Jokaero, 3x multimelta servitors, 3x Warrior Acolytes, Chimera - 167
Henchmen : 2x Jokaero, 3x multimelta servitors, 3x Warrior Acolytes, Chimera - 167

This is where the two inquistors will sit.

Grey Knight Strike Squad : (10 GK's), 2x Psycannon, MC Daemonhammer, 7x Halberd, Rhino - 304
Grey Knight Strike Squad : (10 GK's), 2x Psycannon, MC Daemonhammer, 7x Halberd, Rhino - 304

Some solid scoring bodys for midfield toting reasonable firepower and combat potential. Kirby edit: Unfortunately the points are wrong here as halberds are 5 points per model for GKSS not 2. This takes the GKSS pricing to 310 points (or 330 with psybolts). 

Elites :

Venerable Dreadnaught : Multimelta / DCCW with built in Stormbolter - 175
Venerable Dreadnaught : Multimelta / DCCW with built in Stormbolter - 175
Venerable Dreadnaught : Multimelta / DCCW with built in Stormbolter - 175

Now with these guys in we are up to a potential 13 meltashots but these guys are toting it on a mobile 12AV BS5 platform unlike the henchmen relying on quantity rather than quality. These guys merrily follow the GKSS into the midfield bringing some accurate anti-tank and with the potential cover from the Rhinos combined with venerable/fortitude some serious survivability. They can also lend some combat punch if required.

Well we are still short of some long range anti-tank/suppression, we currently have 4 BS3 Lascannons and 2 BS3 multilasers as the only weapons with a base range over 24", we do have a chance that the Jokaero's can boost the multimeltas to 36" but this is simply a bonus not something to be relied upon.

Heavy Support :

Guess what? Purgation... nah.

Dreadnaught : Twinlinked Autocannon, Twinlinked Autocannon, Psybolts - 135
Dreadnaught : Twinlinked Autocannon, Twinlinked Autocannon, Psybolts - 135
Dreadnaught : Twinlinked Autocannon, Twinlinked Autocannon, Psybolts - 135

Yep you did guess right, 4 Str8 twinlinked shots at 48" range on a mobile AV12 platform with fortitude for 135points. Boring? Yes, reliable and when combined with the 13 multimeltas available could be quite potent.

Total: 2017 so you'd need to drop the Warrior acolytes taking you to 1993. 

Musings.

The GKSS and Vendreads will obviously move into the midfield and hopfully pose an intimidating threat to what ever decides to try and dirty my shiny polished armour. The Vendreads should quite reliably be able to gain cover from terrain and rhino hulls making them a bastard to remove if you dont want BS5 MM's in your face next turn.

What I like about The Coat (which hasn't really been discussed) is he brings sanctury, stubborn LD10 (no I aint running away after you killed 2 Henchmen!!) and his ability to make an out of sequence shooting attack on anything arriving from reserve within 12" ( basically the old mystic ability I forget its name something like.. "I know where you are"). With him sat on your home objective combining the high leadership, sanctury and the ability to shoot anything that arrives in an underhanded fashion his unit becomes reasonably difficult to remove/get near. I say reasonably as T3 5+/4+cover save only goes so far when your peeled out of your metal bawks. Oh also combining Warpquake and his mystic ability to shoot out of sqeunce could result in some amusing situations.

Henchmen as discussed above The Coat will likely be your base camper, the other unit can be used more fluidly, take a turn to move into midfield with your other guys providing some more fire support (potentially can spit out 3 heavy flamer templates) or sit back if your against an aggressive opponent/army... you get it, don't really need teach people to suck eggs.

The 'Psyfleman' dreads just shoot shit. 8 AV 12 hulls in total wich all carry a reasonable threat level 6 toting fortitude and 2 Rhinos with 4 Psycannons not easy to suppress.

Army breakdown :
44 Infantry (42 scoring)
10 Vehicles (8 AV12, 2 AV11)

Fire power :
S9 - 4 Shots (BS3)
S8 - 21 shots (9 Melta, potentially another 4 melta from Joks)
S7 - 8/16 Rending
S6 - 6
S5 - 2 heavy flamers (potentially 4 more HF's from Joks)
S4 - 38

Let me know what you guys think, add your own thoughts etc id like to see what you can improve. For summary's sake here's the list in full:

HQ -
Coteaz
Inquisitor w/Power Armor

Elites -
Venerable Dreadnought w/MM, DCCW
Venerable Dreadnought w/MM, DCCW
Venerable Dreadnought w/MM, DCCW

Troops -

Henchmen - 2x Jokaero, 3x MM Servitors, Chimera w/ML, HB
Henchmen - 2x Jokaero, 3x MM Servitors, Chimera w/ML, HB
10x Grey Knight Strike Squad w/2x psycannon, 7x halberds, MC Daemonhammer, Rhino
10x Grey Knight Strike Squad w/2x psycannon, 7x halberds, MC Daemonhammer, Rhino

Heavy Support -
Dreadnought w/2x twin-linked autocannons, psybolts
Dreadnought w/2x twin-linked autocannons, psybolts
Dreadnought w/2x twin-linked autocannons, psybolts

Totals: 1993 points
10 vehicles
32 infantry

Comments (9)

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A good list overall but a few things.

1) Halberds on GKSS are not really needed. Sure you get I6 which is great but on 1A models? Nah.
2) 5 MM in a Chimera rocks but it's often overkill to the max (though BS3 mitigates that). The real issue here is it's a target which is easily shaken and has 5 heavy weapons in it. As Billy will rage about it at some point I'll just say it now, I'd rather not see this. Either have a foot henchmen unit (without the Joks really) and use the transport as fire support (i.e. Razorback) or make the squad smaller (i.e. 2 heavies) and put it in a Rhino so you have access to Fortitude.
3) Scoring. Not sure if there's enough at this points level. I'd be looking to get another GKSS squad or fill up the other two slots with henchmen units of some description.

Overall it's a good look at Grey Knights and in particular accessing melta weapons and not using Purifiers. The Ven Dreads provide the combat potential you miss without the Purifiers whilst also being a pain to deal with for your opponent and having mobile meltas whilst monkeymobiles/dreads provide fire support and the GKSS help hold midfield. Harking back to what I was saying before though about Troops, with only the 2 GKSS + 3 Dreads in midfield, it might not be enough there to really threaten your opponent.

Food for thought!
1 reply · active 731 weeks ago
Well this sums it up well of course and is the reason why I don't like the list. When you take away the inefficient Henchman and GKSS setups then pretty much only the Dreadnoughts are left and those use standard setups... so sorry but can't say I'm impressed in the least. In the end you're having only 4 transports at 2k, of which 2 can be shaken/stunned and the other 2 more or less can't, easy enough to shake/stun the chimmies and trying a little harder to just destroy the 2 rhinos. The MM Ven Dreads are sweet; but rather expensive and their MM's aren't as much needed when you're also taking MM Henchman.
One of the better GK lists I've seen. I think the second MM henchmen squad + supporting inquisitor should be replaced by something else. A psyback or two, or maybe a monkeymobile.

I'll second Kirby's comment on the halberds. Too expensive for a 1A model. I guess 1 or 2 might be ok, but 7 per squad? There's better use to be made of those points.

On the scoring, I agree that the henchmen squads should be filled out. By dropping a bunch of halberds, you should easily be able to do this.

I'm glad I'm not the only one who thinks MM vendreads + normal psyflemen is the way to go.

I'd still give this list a solid 7 out of 10.
"Henchmen - 2x Jokaero, 3x MM Servitors, Chimera w/ML, HB"

Don't really understand this.... why not just 1 x Jokareo, 4 MM Servitors, Chimera (ML + HF) instead?

Also, I'd rather give up 2 V.Dread for 2 more Troops choice. Most likely a min Warrior Acroyte + Razorback (TL HF or TL AC) to be more secure in the capturing objectives department.
3 replies · active 731 weeks ago
Auretious Taak's avatar

Auretious Taak · 731 weeks ago

You can only take 3 Heavy weapon Servitors for a start?
Then why not take 1 less Jakareo?
I have heard it said that 2 Jok are the sweet spot for rolling the table purposes. Also, it nets a second lascannon and/or H.Flamer, if that comes up.

Other then that, yeah, it's way cheaper to go with another Servitor.
I really like this list. For 1750, I simply drop a ven dred and a normal dread and it gives me 80 odd points to play with (assuming the GKSS have psybolt). 2 crusaders, thunder hammer on the inquisitor and a extra warrior accolyte in each squad and we're good to go.
Hey, thanks for posting Kirby.

In regards to the GKSS Halberds I didnt realise they were 5points (knew somethign was wrong at the time :) ) they should be dropped.

True the Chimeras are easily stunned but with 6AV12 dreads and the 2 AV12 Chims alot of firepower will be needed to silence all the shooting. Dropping the 14 Halberds and a Vendread will net you 2 6man Acolyte squads in Razors with heavyweapon (with some points spare) if you want to beef up the scoring. - Las/TLplas turret for more AP2/weapondestroyed protection is the way I would go.

Cheers.

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