Thursday, April 14, 2011

My GK 1500 point list

I got the opportunity to try out my Ultra-Honor-Grey-Guard-Knights last Saturday.  I played a game versus Shrike Marines and another one versus Space Wolves.  I was able to pull off wins in both games, but I'm still not confident in the list as it has some weaknesses.

Here's was my list.

Xenos Inquisitor w/ Conversion Beamer, Psychic Mastery 1 (Psychic communion), 3x Servo Sculls
Xenos Inquisitor w/ Conversion Beamer, Psychic Mastery 1 (Psychic communion), 3x Servo Sculls
Henchmen w/ 4x Crusaders, 1 Mystic
Henchmen w/ 4x Crusaders, 1 Mystic
Vindicare Assassin
5 man Strike Squad w/ hammer, psycannon
5 man Strike Squad w/ hammer, psycannon
5 man Strike Squad w/ halberd, psycannon
5 man Strike Squad w/ halberd, psycannon
5 man Strike Squad w/ halberd, psycannon
5 man Strike Squad w/ halberd, psycannon
Dread Calgar w/ heavy incinerator
Dreadnought w/ 2x twin linked auto-cannons, psybolt

Yep, a deep striking foot GK list.   Pretty simple setup.  The two inquisitors deploy with the henchmen and hide for a turn.  On turn two they cast Psychic Communion and deep strike all the Grey Knights on a 2+.   The Vindicare and the  Dreadnought are not final elements of the list.  As soon as I get a second Dread Knight I'm going to swap it for the dreadnought.  I'm still undecided about the Vindicare.  There aren't very many targets in this list on turn 1; making him very vulnerable. He does provide the best anti-Land Raider ranged firepower in the list though.  I'll either swap him for a Calidus  (since communion adds or subtracts per die roll, I can hold her in reserve longer than the rest of the army) or a third Dread Knight.

I'm think I'm going to cut the conversion beamers from the army.  I need the inquisitors to survive until turn two, and giving them firing lanes where they can see and be seen is counterproductive to that purpose.  It's also 45 points for a ST 8 template 90% of the time.  I think a combi-melta would be more useful. 

6 comments:

  1. Thanks for the feedback on my blog! The list looks interesting. I am suprised you arent using GKTs though.

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  2. Converting Honor Guard terminators from GKT was going to be too much of a hassle for me.

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  3. Can you give more info on how they worked against space wolves. I know you weren't playing me, but it is nice to know more!! Please?

    Get my email about the team tourney?

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  4. The mission was Dawn of War/Annihilation, so my inquisitors where safe to bring in my army.

    He deployed on two flanks, so I dropped most of my strike squads on the weaker flank. I dropped one of the hammer squads close to Thunder wolves to bait them.

    He rolled pretty bad with his TW when they assaulted that unit, and my hammer survived long enough to take out the Storm Shield equipped one. My next turn I dropped the NDK right next to them. They assaulted, and the Lord whiffed his attack rolls again, letting my dread knight smash both remaining regular wolves. The next round the lord put two wounds on the Knight, but the Lord failed his invul and died.

    My ranged units suppressed vehicles all game. I wasn't killing them, but I was keeping them from moving or shooting.

    The four halberd squads where more than a match for the long fangs, rune priest, and Grey Hunter squad they went up against.

    The second long fang squad spent too much time trying to get into firring position. When they did get to fire, they tried to kill my Vindicare, but he was stubbornly making all his 3+ cover saves.

    At the end of the game, I had lost one full strike squad and a few other GK's, and he only had 1 long fang unit and some damaged vehicles.

    And I got your email.

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  5. HEY! How're you? I'm the Tyranid player ^_^
    That was an awesome game I had a good time meeting and playing against you. When I'm in indy I'm down for a rematch any time. You were my first new GK battle and I couldn't of asked for a much better one thanks.

    This is just a silly nit picky thing but remember squads can combat squad SO if you are going to deepstrike the whole army you could combine the strike squads into 3X10. This would allow you to only have to roll for 3 units and you can combat squad later. At 1500 I think you are correct to put them in 6 squads I think they worked well. However at 2k you may want troops with a few more bodies to them. Just a suggestion. Is there anything you can think of I goofed on?

    Thanks again for the game :-D

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  6. Unfortunately the C:SM FAQ says that units placed in reserve can't combat squad. There's a special exception in the space marine rules that say that units who disembark from a drop pod can combat squad. GK's don't have that exception for their deep striking units.

    I was thinking about expanding the squads to 6-7 guys each, but that's my entire expansion out to 1750.

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