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Orders Malleus Grey Knights

 Post subject: Orders Malleus Grey Knights
PostPosted: Wed Jul 01, 2015 5:28 pm 
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This is the new tread for the Grey Knights list from fattdex's epic armageddon list which is being tested and developed by danielcollins. For discussion of formations and units within the army.
I have decided to move the thread to the Inquisition forum and hopefully get it approved.

Attachment:
epic-grey-knights-1-3-1.pdf [645.69 KiB]
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A revised pdf on the discussions in the thread it's rough draft.
Attachment:
Grey Knights V1.3.2.pdf [507.72 KiB]
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Attachment:
Grey Knights V1.3.2 QR.pdf [343.32 KiB]
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Changes to names and points for formations
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Grey Knights V1.3.2.pdf [507.72 KiB]
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Attachment:
Grey Knights V1.3.2 QR.pdf [343.38 KiB]
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 Post subject: Re: Orders Malleus Grey Knights
PostPosted: Wed Jul 01, 2015 5:43 pm 
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Cool, this is the list I plan on using for the GK I am currently building.

The one thing I'm not certain of is the Storm Raven ruleset, discussion of which is happening in other threads.

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 Post subject: Re: Orders Malleus Grey Knights
PostPosted: Fri Jul 03, 2015 1:49 am 
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Had my 4th game and first win with the Grey Knights last night. Feel like I have worked out how to play them enough to do some real testing and write some battle reports.


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 Post subject: Re: Orders Malleus Grey Knights
PostPosted: Fri Jul 03, 2015 1:54 am 
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With the storm ravens I'd like to keep them slightly unique like the GK Thunderhawk. I used 2 of them last night to carry around a Purgation Squad and they seemed to work well.


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 Post subject: Re: Orders Malleus Grey Knights
PostPosted: Fri Jul 03, 2015 3:25 am 
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This is what I am actually currently painting up:
6 grey knight strike
3 Rhino
1 Libarian
---375
6 grey knight strike
3 Rhino
1 Grand Master
---425
4 Grey Kngiht terminators
---350
4 Grey Kngiht terminators
---350
4 Purgnation Squad
1 hunter
---350
4 Purgnation Squad
1 hunter
---350
1 Thunderhawk Gunship
---225
4 Interceptor
---225
2 Thunderbolt fighters
---175
2 Thunderbolt Fighters
---175

Sold amount of activations and fire power. Will post when finished


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 Post subject: Re: Orders Malleus Grey Knights
PostPosted: Fri Jul 03, 2015 4:35 am 
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danielcollins wrote:
Had my 4th game and first win with the Grey Knights last night. Feel like I have worked out how to play them enough to do some real testing and write some battle reports.


Four games and not a single battle report? come on mate! >:D

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 Post subject: Re: Orders Malleus Grey Knights
PostPosted: Fri Jul 03, 2015 8:35 pm 
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Quote:
With the storm ravens I'd like to keep them slightly unique like the GK Thunderhawk. I used 2 of them last night to carry around a Purgation Squad and they seemed to work well.

Did you use them with the stats in the GK list or the stats currently being suggested in space marine forum?

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 Post subject: Re: Orders Malleus Grey Knights
PostPosted: Fri Jul 03, 2015 10:39 pm 
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GK list. It was the first time I'd used them so wanted to see the original version first


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 Post subject: Re: Orders Malleus Grey Knights
PostPosted: Fri Jul 03, 2015 10:45 pm 
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mordoten wrote:
Four games and not a single battle report? come on mate! >:D


Yeah. I see what you mean. But in my defense I'd never even used Space Marines before, let alone GK, so I really had no idea. My first game was appalling. 2nd game was my first vs EPIC UK nids and 4th was my first vs experimental squats. So didn't feel they would help that much!


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 Post subject: Re: Orders Malleus Grey Knights
PostPosted: Sat Jul 04, 2015 4:39 pm 
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Everything helps. In fact a newcomer perspective is invaluable. List should be approachable for a variety of player levels. Also, EpicUK, dev/exp lists, fanlists etc are all still valuable. Yes they don't get used for final approval generally but still can provide insight.

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 Post subject: Re: Orders Malleus Grey Knights
PostPosted: Sat Jul 04, 2015 7:18 pm 
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I'm building up over 3000 points to pick and choose from. When I'm finished I'll have this available:

--------

Strike Force 6-8 stands | Rhinos | Razorbacks

Strike Force 6-8 stands | Rhinos | Razorbacks

Purgation Squad

Interceptor Squad

Terminators | Land Raiders / LR Redeemers

Terminators | Storm Ravens

Inquisitorial Task Force | Chimeras

Thunderhawk / Transporter

Thunderbolts

Psi Titan

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 Post subject: Re: Orders Malleus Grey Knights
PostPosted: Sat Jul 04, 2015 7:21 pm 
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Take out the land raiders and put in some hunters (2-3) for AA and you've got a good list!

You always want to either teleport or fly in terminators.

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 Post subject: Re: Orders Malleus Grey Knights
PostPosted: Sat Jul 04, 2015 8:41 pm 
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Yeah I got too many Land Raiders, unfortunately - underestimated the points cost of the infantry to begin with. They felt too iconic not to have one unit hanging around. =-P

The Psi-Titan is an extravagance in an already expensive list but one day I will spend some time just enjoying making the model, I feel. =)

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 Post subject: Re: Orders Malleus Grey Knights
PostPosted: Sun Jul 05, 2015 1:21 pm 
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One thing I have noticed so far is that they are an engagement heavy force BUT with little Inspiring and small numbers these engagements are rarely a sure thing. It's really important to get blast markers on the formation you are engaging.

My force in my last game consisted of:

* Strike squad (6) - Teleported in on turn 3, finished off the BTS. Turn 4 cleared the way for Dreadknight to take Blitz.

* Terminators with Grand Master in Thunderhawk - Came in for ground assault in turn 2 against thunderfires, which they won easily. Thunderhawk was destroyed before it could fly off by Cyclops. Terminators were assaulted and lost. The broken remains took cover and survived the rest of the game helping to take the Blitz.

* Inquisitorial Warband in chimeras - Didn't honestly do that much but kept their own Blitz protected.

* Interceptor Squad with Dreadknight - Teleported in on turn 3 and assaulted the BTS Cyclops. They left it with 1 hit left before Strike squad finished them off. I should have put a blast marker on Cyclops first. Dreadknight survived to take the Blitz.

* Purgation Squad in Storm Ravens - Got into a couple of engage and shoot actions. Survived well and did a pretty good job at being jack-of-all-trades. But for 6 DC1 models and 425pts you'd expect they were pretty good.

* Warhound Titan
* Warhound Titan - Both of these took a LOT of fire away from other formations. They both fell, one in turn 2, one in turn 3. Overlord airships are nasty!

* Thunderbolts
* Thunderbolts - once the Thunderfires were taken out these were able to mop up small formations or put blast markers on others. They probably paid for themselves and more...but I did sink a lot of points into hamstringing the Squats AA.

Next game I'll do a proper report. Promise.


Last edited by danielcollins on Mon Jul 06, 2015 7:11 am, edited 1 time in total.

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 Post subject: Re: Orders Malleus Grey Knights
PostPosted: Sun Jul 05, 2015 2:07 pm 
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So I played 2 games on Friday with GK. First trying them out. I used the following:
6 grey knight strike
3 Rhino
1 Libarian
---375
6 grey knight strike
3 Rhino
1 Grand Master
---425
4 Grey Knight terminators
---350
4 Grey Knight Land raiders
---300
4 Purgation Squad
1 hunter
---350
4 Purgation Squad
1 hunter
---350
1 Thunderhawk Gunship
---225
4 Interceptor
---225
2 Thunderbolt fighters
---175
2 Thunderbolt Fighters
---175


First game was vs Nids (not UK)

Moved up to get into buildings so I could try to set up turn 2 fire fights. The interceptors rode in the thunderhawk which came in and dropped them for assault on his Dactyles. I killed 0 and he butchered the squad. I weathered the storm of blast markers and held off. The thunderbolts come in putting some damage on his mini bio titan.Turn 2 my one strike with the sup commander wiped out a medium nid formation in a fire fight with kills/winning dice. Mini bio came into range of my land raiders and smashed them up. Terminators came in this turn also and went for the dactyls, failing horribly and getting killed. From there on out the force just crumbled. The thunderbolts did manage to kill mini bio titan, but the nids won in turn 3 with a landslide victory.

Second game I played same list vs Sketluth 1.0 Necrons. I tried doing much of the same, getting into fire fight range, killing his oblisks. The Aeonic orb smashed my squads up pretty good. It hit the land raiders turn one breaking them. After turn 1, the 2 pylons teleported in and shut my air down very quickly. The game was at the end of two as I had one broken formation left and he still had 7.

Here is my thoughts...

They didn't feel very elite. I know this is hard to translate to this game (from how they felt in normal 40k atleast). They were very much a fire fight army, with the purgs being 2+ FF. Besides in a FF, I never felt like I had anything that was very killy that I could rely on. The Psycannons never really came into play much as with I was doing a FF or the enemy was FFing me or CCing. I would rather have marine missiles honestly for the range, even if they are worse to wound tanks. Personally psycannons at a 4+/5+ would make it worth it IMO. Maybe raise the points a bit per squad if that happened.

Also they should have something in either resolution with demons/demon engines or have some kind of bonus.

Might be better getting more activations from inquisitorial warbands but not positive of the modesl to use for it, and the lack of a dreadknight model hurts as I would like to use them also


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