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Ordo Malleus - Grey Knights 2.0(2018) Developmental

 Post subject: Ordo Malleus - Grey Knights 2.0(2018) Developmental
PostPosted: Fri Nov 30, 2018 5:56 am 
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Hey everyone,

Here's the roll out of the Grey Knights 2.0 - 2018 Developmental List. Here's a quick list of changes from the previous version:

- Arvus Lighters removed as transport option for Inquisitorial Warband;
- Stormraven Gunships upgunned to be inline with the proposed experimental statline on the Blood Angel list;
- Grey Knight Librarian upgraded to 50pts and gained Inspiring;
- Brotherhood Champion renamed Paladin Escort.

I also included new units to the list in an attempt to allow for more diverse builds:

- Inquisitorial Storm Troopers;
- IST Valkyrie upgrade;
- Grey Knight Purifiers.

The Storm Troopers and Valkyries were intentionally stripped of the "Scout" abilities. The Warband already carries that skill and I wanted the formations to fulfill separate rolls within the list.

All Grey Knight Infantry have also been slightly upgraded on account of their Aegis Armor. As such, all GK infantry have been granted an Inv save.


Going Forward
This is the list I'd like to work with for current play testing. If there's a component you don't agree with or have concerns about, please try running it in a few games to help the rest of us understand where the problem lies. I don't need to see formal batreps, but a narrative of the game helps put the results in perspective. I do appreciate feedback from the community and encourage people to come forward. I think we've had fairly productive dialogue so far and I'd like to keep that going.

If small changes to stat lines or minor point adjustments are necessary I'll roll out subsequent versions, but they won't be immediate. I'd like to allow different folks to try the list in each iteration if they're interested before reacting too impulsively to changes. I checked the document, but may have missed spelling/editing/consistency errors. If you spot one, please let me know and I'll make that adjustment.


Play Testing Goals
With new units and statlines included to the list, I think it'll be important to test these first, including the Librarian, Aegis Armor, Storm Troopers, Valkyries, and Purifiers. The Stormtalon stats are also experimental and could do with new testing. For anyone feeling particularly ambitious, I'd like to advocate for the Assassin gaining Sniper. That final decision will lie with Norto since the units crosses Inquisition lists, but I'd like to at least have examples to help the discussion.


State of the List
I think this list has been well developed. I'm hoping with testing the new units will add variety and flavor to the list. All in all, I'd like to say we're taking a big step closer to play testing the final variant of the list!


Thanks everyone for your help and I hope you enjoy the list and the new additions!

V2.1 Updated July 9, 2020
- Land Raider add on costs brought in line with Adeptus Astartus list;
- Brotherhood Champion on stat page changed to Paladin Escort;

BIG CHANGE
- Grey Knight librarian FF attack changed to TK(1). This is an attempt to make the upgrade give a little more punch in a list with small expensive formations and adhere to the fluff of a GK Librarian being able to fight with Great Daemons and Daemon Princes. . I still don't think the Librarian is an auto-take, but I'll welcome the feedback. At an additional 50pts, (for 75 pts of character into a formation) adding more than one or two will have an immediate impact on the number of activations you can bring. I think it now competes better with the also 75 pt nemesis dreadknight. If this turns out to be too strong for a character upgrade, we'll roll it back and seek another solution to help the engagements.

V2.2 Updated May 25, 2022
- new force structure;
- additional of Inquisitional Hellhound Platoon;
- additional of Inquisitional Leman Russ Platoon;
- removal of the Teleport Homers;
- inclusion of the Maw of the Beast army special rule;
- increase strike squad to 325;
- inclusion of Eternal Walker formations;
- increase Inquistion Warband & Stormtroopers to 200;
- change Inquisition Warband weapons from plasma guns to autocannons;
- reduced Nemesis Dreadknight speed to 25cm;
- clarified razorback upgrade eligibility.


Attachments:
GreyKnights V2.2.pdf [1015.5 KiB]
Downloaded 537 times
GreyKnights V2.1-2020.pdf [816.15 KiB]
Downloaded 740 times
GreyKnights V2.0-2018.pdf [804.5 KiB]
Downloaded 833 times

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 Post subject: Re: Ordo Malleus - Grey Knights 2.0(2018) Developmental
PostPosted: Fri Nov 30, 2018 11:56 am 
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Very nice gunslinger!!! ill do my best to get some games in on vassal.

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 Post subject: Re: Ordo Malleus - Grey Knights 2.0(2018) Developmental
PostPosted: Sat Dec 01, 2018 3:54 am 
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Note - I woke up this morning to new discussion on the Blood Angels thread about the Storm Raven. Based on that discussion, I made a small change to the SR's Missile attacks. PDF in the OP contains the changes since there wasn't any point in releasing a new version after the first was out for 6 hours.

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 Post subject: Re: Ordo Malleus - Grey Knights 2.0(2018) Developmental
PostPosted: Sun Dec 02, 2018 11:43 am 
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Cheers gunslinger. I think the additions to the list all made for an interesting new set of options without dilluting the overall theme. It goes a long way towards making the list less of a mono build. Well done!

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 Post subject: Re: Ordo Malleus - Grey Knights 2.0(2018) Developmental
PostPosted: Sun Dec 02, 2018 2:44 pm 
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loving it!

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 Post subject: Re: Ordo Malleus - Grey Knights 2.0(2018) Developmental
PostPosted: Sun Dec 02, 2018 5:06 pm 
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Thanks guys, I hope people enjoy playing the list!

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 Post subject: Re: Ordo Malleus - Grey Knights 2.0(2018) Developmental
PostPosted: Wed Dec 05, 2018 4:23 am 
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Got a game in against Coach a week and a half ago. Grey Knights versus Death Korps.

Death Korps of Krieg
Regimental HQ + 2 Gorgons
Infantry Company + 2 Gorgons
Tank Platoon (Leman Russ)
Tank Platoon (thunderer + 5 demolishers)
Heavy Support Battery (earthshakers + emplacements)
Heavy Support Battery (earthshakers + emplacements)
Death Rider Company
Light Support Battery (quad + 20 cm of trench)
Light Support Battery (quad + 20 cm of trench)
Thunderbolts

Grey Knights
Strike Squad + SC + Hunter + Rhinos
Inquisitorial Warband
Inquisitorial Warband
Terminators
Strike Cruiser
Purgation Squad
Interceptor + 2 Dread Knights
Interceptor + 2 Dread Knights
Thunderhawk
Stormtalons
Stormtalons

This was one of Coach's first games with the Krieg. We talked after how he could have been more aggressive with the Gorgons instead of getting tied up with picking at my formations.

My initial barrage was one blast marker short of breaking the death riders. I used the interceptors to teleport in from the cruiser to set up an assault with a heavy battery, but draw supporting fire from the riders. Two 1s were rolled, but the strike cruiser reroll remkved them. The knights won, and the riders broke. Coach used the quads to lay fire on my Warband and other interceptors. The 4+/4+ hitting was real nasty on sustain. Coach used the Gorgons to break the drop podding purgators. I worked towards my goal of breaking the small artillery formations to limit his end game flexibility.

Turn two got a bit more difficult with me failing 6 out of 10 activations (including the reroll) and whiffing on all three rallies. Coach used one of the gorgons to start marching to my blitz. I finished breaking the remainder of the artillery formations, but Coach rallied them all and stole the strategy for turn 3.

Because the Inquisitorial Warbands was zocing the pushing Gorgons, coach delayed activating them. I used a combined engagement with the Warband and the Strike Squad to base to base the Gorgons, locking the infantry inside. The attackers were enough to kill the Gorgons, wiping out the formation. From there I managed to break the few remaining formations Coach had, limiting his movement and ability to grab objectives.

The final score was 3-0, Grey Knights with Blitz, Take & Hold, and They Shall Not Pass. Coach admitted his inexperience with the list lead to him underperforming with the list. He was also concerned about leaving the artillery units alone, which lead to the Gorgons getting tied up engaging smaller GK units. The real swing was the destruction of the Gorgons on turn 3 loaded with troops when it allowed me to take control of the direction of the remainder of the game.

We did play with the inv saves. There were a couple made throughout the game, but nothing that swung the game, which I suppose is to be expected by a 6+ save. Coach described playing against the list feeling similar to marines, but still with its own feel from being all in on the early engagements. That's positive feedback since its inline with the manifesto of building a list designed to strike hard and early.

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 Post subject: Re: Ordo Malleus - Grey Knights 2.0(2018) Developmental
PostPosted: Mon Jul 01, 2019 4:59 pm 
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Has anyone been able to take this list for a spin? With Kal's blessing, and no objection from the community over any specifics, I think the list is ready to start collecting 18 bat res for approval.

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 Post subject: Re: Ordo Malleus - Grey Knights 2.0(2018) Developmental
PostPosted: Wed Jul 03, 2019 8:34 pm 
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you have my blessings. Go for the 18 battle reports.

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 Post subject: Re: Ordo Malleus - Grey Knights 2.0(2018) Developmental
PostPosted: Wed Jul 03, 2019 9:02 pm 
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chivalrynsorcery wrote:
you have my blessings. Go for the 18 battle reports.
Thanks!

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 Post subject: Re: Ordo Malleus - Grey Knights 2.0(2018) Developmental
PostPosted: Mon Nov 18, 2019 7:55 pm 
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Rough outing for the Grey Knights. They took a solid drudging from Necrons, to the point where I'm not sure a full BatRep would be helpful. The lists were:

Grey Knights
Strike team + GM + Hunter + Rhinos
Inquisitorial Warband
Inquisitorial Warband
Terminators + Librarian
Interceptors + Librarian + Dreadknight
Interceptors + Librarian + Dreadknight
Strike Cruiser
Purgation Squad
Storm Talons
Storm Talons
Thunder hawk

The idea was to test the usage of the GK librarians which offer Inspiring.

Necrons
Infantry Phalanx + 2 Wraiths
Infantry Phalanx + 3 Wraiths
Infantry Phalanx + 2 Wraiths
Infantry Phalanx + 2 Wraiths
Monolith Maniple + obelisk
Monolith Maniple + obelisk
Monolith Maniple + obelisk
Monolith Maniple + obelisk
Eques Maniple
Deceiver

This is a tough matchup for GK who dont really have the bodies to fully attrition an enemy and this was against an army that excels at attrition and has the stats to put damage on the GK. I knew I needed to destroy the portals to limit the activations so I planned to assault them first.

Unfortunately while the Inspiring helped to break them, the fearless monoliths were able to remain in similar position and still discharge the infantry into engagements. The RA of the vehicles made them difficult for interceptors to punch through and I definitely would have preferred having an extra dreadknight in each of those formations.

Once those initial engagements failed to destroy and monoliths, it was just a matter of the necrons setting up well placed engagements with supporting fire to clean out my formations.

Grey Knights, like any drop army, is an all or nothing kind of deal, but this game really showed what happens when everything can go wrong from the start. The final score doesn't accurately show how poorly the game went with the Grey Knights facing a near annihilation and a couple brave units holding out.

2-0, Necrons with Blitz and Take & Hold


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 Post subject: Re: Ordo Malleus - Grey Knights 2.0(2018) Developmental
PostPosted: Fri Jul 10, 2020 12:33 am 
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V2.1 - 2020 rolled out. Thanks and let me know what you think!

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 Post subject: Re: Ordo Malleus - Grey Knights 2.0(2018) Developmental
PostPosted: Fri Jul 10, 2020 3:28 pm 
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When your list becomes approved, I'll have to playtest my Daemon army list against it.

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 Post subject: Re: Ordo Malleus - Grey Knights 2.0(2018) Developmental
PostPosted: Sat Dec 18, 2021 9:51 pm 
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Hey everyone!

This is my first post on the forums and I just want to point out some observations I've made during my games with Grey Knights 2.1. Firstly big thanks for everyone who has put work into the list! I'm pretty new to Epic Armageddon but I hope to be able to get the Grey Knights approved. So a couple of my opponents asked me to try and clarify how Teleport Homers are intended to work. They were concerned it seemed a little too powerful, being able to teleport in formations after the strategy phase and in the middle of the turn with rerolls for blast markers. I've been using two formations of Terminators, bringing in my Strike Cruiser turn one, winning the strategy roll, then proceeding to obliterate my opponent's BTS formation with the teleport homering termies in my first two activations. Is this working as intended? I think GK pay an extra 25 points for a formation of terminators compared to codex astartes, is that to take into account teleport homers?

Another comment my opponents made is that the Strike Squad formation is under costed. You're paying 300 points for marines with FF 3+, Invulnerable Save, and a built in Brother-Captain. Compare this to Tactical marines who cost 275 points, FF 4+, no invuln, and have to pay 50 points to add a character. Mind our Brother-Captain doesn't have a Macro Weapon attack, but still.

Also I hope we can add a Chaplain character upgrade to Grey Knights! They are my favourite unit from 40k, and though the GK Librarian provides Inspiring you could have a Chaplain as a cheaper 25 point character (to take into account the Power Weapon macro weapon attack). Or make them a free alternative to a Brother-Captain.

Sorry for the long post, but these are some thoughts coming from opponent feedback and my own experience.

TLDR: Teleport homer OP?, Strike Squad too cheap?, No Chaplain?


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 Post subject: Re: Ordo Malleus - Grey Knights 2.0(2018) Developmental
PostPosted: Thu Dec 23, 2021 1:05 am 
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Scout screens are great for pushing back teleporters. Also garrisons on overwatch to get that all important blast marker.

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