Thursday, April 7, 2011

Grey Knights, you know you want to!

So readers you may have noticed a great deal of not very much going on here at the 5th for the last week, this is due to real life and hobby factors but fear not, for we are here to whet you hobby needs!

So whats on everyones mind right now? Grey Knights of course, are they as deadly as everyone thinks? what can we do with these bad boys in the mundane colour scheme! With that in mind I have been toying with several list ideas based on concepts at the 1500 point level, none of which should scream ultimate cheese to your opponent but with luck give you an interesting game! So over the next few days im going to post up these lists to you the reader for you dissemination!
so first off the block is my power armour fast strike variant,

Grand master
- 3 x Servo Skulls
- Daemon Hammer

5 man Strike Squad
- Psycannon
- 3 x Nemesis Halberds
- 1 x Daemon Hammer
- Razorback
Not today we aint...
- Assault cannon
- Psybolt ammo

5 man Strike Squad
- Psycannon
- 3 x Nemesis Halberds
- 1 x Daemon Hammer
- Razorback
- Assault cannon
- Psybolt ammo

10 man Interceptor squad
- 2 x Daemon Hammers
- Psybolt ammo

10 man Interceptor squad
- 2 x Daemon Hammers
- Psybolt ammo

10 man Purifier squad
- 5 x Nemesis Halbards
- 2 x Daemon hammer
- 1 x Nemesis Falchions
- 2 x Incinerator

So coming in at exactly 1500 points what we have is 2 small scoring units ensconed in razorbacks, 2 fast jump infantry with lots of firepower thanks to psybolt ammo and a Purifier squad to run the gauntlet with the Grand Master! at 1500 points thats 40 models in power armour on the table which is no small feat for the grey codex! With Daemon hammers in every squad they make a real threat to... everything, Halberds ensure your enemy should feel the pain even if they charge you and last but not least the Grand master, he makes this army a utility belt!

Guess who else play GK's
So game plan wise, 3 servo skulls prevent scouting and infiltrating enemies getting the jump on you and make deep striking the Interceptor squads a bit more viable. The 2 razorbacks provide awesome firepower thanks to psybolts, 4 str 7 rending shots a turn... thats going to get bloody respect I tell you!

The Purifiers gives this army a distinct anti horde angle as well, that unit will make mince meat of any unit coming at it, even when its under strength due to its being exposed! So where does this leave us? why at the Grand Master who can make D3 units a game scoring, scouting or hard arsed! So you zap your interceptor squads if playing an objectives match to make them scoring, or you make em scout so you can teleport 30" and assault first turn!

So lets look at cheese factor... well 43 models in a 1500 point game is high so no points for being outnumbered, everyone has force weapons... so no normal close combat attacks... it could have thanks to combat squads and the GM up to 8 scoring units a game... so its no stroll in the park in that regard, it can outflank units and scout, it can deep strike and has a lot of str5 firepower or greater oh and it clocks in at only 8 killpoints! Lets face it, you take this to a competition that has composition your going to have commiseration! but damn it your going to win some games!

So what does it lack? well there isnt a single melta gun in the whole thing, and range is a serious issue. No guns in the army outrange 24" so its get in close or die! with only 2 tanks it also lacks diversity of targets, every bloody missle launcher, meltagun and kid with a rock is going to be gunning for those tanks! but hey let em! shoot my tanks and oh look my interceptor squad is in your grill now!
Oh how I know how this kid feels...

Will I personally play this army? I think its worth a go, but I would most likely play a Grey Knights force using my forsaken... and anyone that has trouble with counts as (when actually modelled and painted properly) can go suck a lemon for all I care!

Good Gaming!

Von Drakin