Monday, November 28
List of the Week: Grey Knights 2000 pts
This week we are continuing the "list of the week," series with a 2000 point Grey Knight list. here is what you do:
1. What things do you think are strengths of the list
2. What are weaknesses?
3. Who are bad match ups for this list?
4. How would you make changes to this list to make it better?
there are no wrong answers...go!
- GK Grand Master: 225
- 3 servo skulls
- Blind, rad, psychotroke greanades
- MC Nemesis Force sword
- Coteaz: 100
- 10 GK Paladins: 695
- 2x swords
- 4x Halberds
- 2x Hammers
- 1x Warding Stave
- 1x Bro. Banner
- 4x Master crafted psycannons
Henchmen: 63
- 3x warrior acolytes
- Razorback with Psybolt Heavy Bolters and searchlight
Henchmen: 63
- Same
Henchmen: 63
- Same
Henchmen: 63
- Same
Henchmen: 121
- 4 Assassains
- 1 Crusader
- Rhino with dozer blade & searchlight
Henchmen: 121
- 4 assassains
- 1 Crusader
- Rhino with dozer blade & searchlight
Dreadnaught: 135
- 2x TL autocannons w psybolt
Dreadnaught:135
- Same
Dreadknight: 215
- Personal teleporter
- Nemesis Doom hammer
Total: 1999
Thoughts? lets hear them.
Labels:
army list of the week,
Grey Knights
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1. What things do you think are strengths of the list:
ReplyDeleteThe mixed unit of Paladins will be a tough unit to destroy. Cheap MSU units.
2. What are weaknesses?
The cheap MSU have no ability to survive and are easy kill points. Also, the army is very copy'n'paste, I would ask my opponent to wake me after the game.
3. Who are bad match ups for this list?
IG and Dark Eldar with the right lists would eat this army for lunch. A good Space Wolf list could put up a mean fight.
4. How would you make changes to this list to make it better?
Remove some of the wargear not needed. Upgrade some of the henchmen to have some useful weapons or at least bulk up their #s to survive. Add a little variety.
@styx:
ReplyDelete1. Agreed Ivthink the target priorities are a strength of the list
2. While this is true hopefully if your shooting at them you aren't shooting the pallies and dreadknight, which all need the same weapons to reliably destroy.
3. While I disagree on SW I agree on DE venoms simply because the will make the paladins roll a million saves and they can poison the dreadknight. That said, if this GK list gets the first round of big shooting the game is over.
4. I don't want to upgrade the warriors because their ony job is do hide in the background, perhaps adding more couldn't hurt though. The question s becomes "how much more effective is 3 more warrior acolytes?"
Duke
I like it, you took the hammer on the DreadKnight...To smash armon I think.
ReplyDeleteAs the Dreads and PsyBacks will shread infantry.
Servo Skulls are a must have, too bad you cant give him a cannon as well.
In a Dawn Of War deployment do you attach Coteaz to the Pallies and DS the Master close?
How do you plan to deploy in D.O.W.?
Glad you like it
ReplyDeleteIn DOW Ill likely make the pallies troops and deploy them with the GM in a "T" formation then have Coteaz run on and join the unit... Or something else if I don't need the pallies to be scoring.
One idea would be to fit mystics in the Assassain squads and DS the Paladins onto them... Hmmm.
Duke
HQ
ReplyDelete100 Librarian
TROOPS
185 10 Marines, multimelta, meltagun, combimelta
35 Rhino
185 10 Marines, multimelta, meltagun, combimelta
35 Rhino
190 10 Marines, plasmacannon, meltagun, combimelta
35 Rhino
190 10 Marines, plasmacannon, meltagun, combimelta
35 Rhino
ELITES
125 Rifleman Dread
125 Rifleman Dread
125 Gun dread - TL Autocannon, plasmacannon
FAST ATTACK
50 multimelta attack bike
50 multimelta attack bike
HEAVY SUPPORT
85 dakka pred
150 5 Devs, 4 rockets
75 Las/plas razorback
150 5 Devs, 4 rockets
75 Las/plas razorback
The way I see a battle going:
first turn, dreadnoughts eat lascannons, rockets and autocannons to remove your ability to destroy tanks at range. DCA rhinos take remaining fire
second turn, melta guys, knocked out of their rhinos by overextended, undersupported jumpy dreadknight and stray S6/7 fire, melt said dreadknight's face off. remaining melta goes into lagging paladins. Non-AP1/2 fire goes into razorbacks.
third turn, paladins each eat a combat squad, then die to melta, plasma and massed bolter fire.
Turns 4-7, henchmen mopup
-Bond, Rick Bond
@RIck: Thanks for the reply, but with all due respect I think you are being way optimistic with the way you see the battle going. Im not going to go into the math-hammer of it, but I will suffice it to say this.
ReplyDelete1. You're whole theory relies on you going first.
2. You also rely on rolling really well. In all the tournaments I have played in I have NEVER lost both dreads...Not once. Yet you kill them outright first turn and then have firepower left to shoot my rhinos. You assume I will be stupid enough to let them get shot by every long range gun in your army without cover or out of LOS. Remember if you go first you deploy first and I can deploy in such a way that not every gun you have will get LOS.
3. You assume that I haven't killed a single unit in your army (Except sacrificial combat squads.) I mean seriously, give me some credit here.
I have played armies with WAAAAY more firepower than you (and who are top 4 players at the FoB Invitational) and all I Lost was a Dread-knight and one paladin.
I really do appreciate your comments, and I think you have a neat list, but your scenario has a too many assumptions.
I have no idea how good of a general you may be cause you could be godly. But if I deployed against this list I would not be very worried, your generalship could swing you the game, and your dice might be that hot...but this list isn't an open and shut case against the GK one.
Duke