Forgive me but I am not really much good at laying things out as a narrative!
Grey Knights list:
2980 Points Total
425 daemonbane squad (4x Dreadknights)
200 2x thunderhawk transporters
595 6 purgation knights, 1 dreadnought, 3 stormraven490 8x purifiers, 4x rhinos
510 4xstrike knights, grandmaster, 1x dreadknight
360 4 strike knights, 1x dreadknight
200 inquisitorial warband (6x stands, inquisitor character)
200 inquisitorial warband (6x stands, inquisitor character)
Orks list:
loads of ork boys, battle fortresses, kults of speed, gunwagons and stompas (bts: 4x stompas and 4x dreadnoughts)
I tested knights v orks last night, the list played nicely I thought- ork hordes are a hard matchup I think for grey knights list, but won 3-2 on turn three with some fancy footwork- but if the ork player was playing 10% more aggressively i think the knights would have been toast. I was lucky not to have too many instances where a single formation was clipped, and was able to use the knights jump movement and deepstriking/landing to set up some good situations. We both however had some situation defying dice result pools and supreme commanders bit the dust early on.
Looks like transports are a must for knights as they really need to dance around to cover the board with few models- I think that I will review the upped transports cost, as the 'leader' you get for having vehicles seems to be good enough reward for paying for/taking them in the first place on top of the slightly expensive troops. Thunderhawk transporters are really cool- they don't doo much once they have made their primary drop but the force landing on target is a very nice thing

The daemonbane dreadknights unit of four teleported in turn three to help tonk a remaining stompa mob of 4 in close combat, they managed to wipe them out, and all four dreadknights survived somehow on RA 5+ saves. I didn't think they were overpowered, just very lucky that time (i think the stompas rolled one MW hit), but they filled the role that i thought they should.
The 2 strike knights units had extreme opposite luck- one was wiped out by stompas and dreadnoughts when they tried a clipping engagement (I really thought that the pre-engage support shooting setup and support fire from the purgation knights and psistrike missiles from the Storm Ravens would have gone better... bye bye supreme commander!) yet the other strike knights formation survived being firefighted by a large group of gunwagons before fighting back to destroy them to one broken flakwagon, cleaned up the remainder of the larger stompa formation turn 2, and hopped over to cover the ork baseline objective turn three.
The inquisitorial henchmen were good for their intended purpose of hanging out in buildings, but I think they need to go up to 8 units for 200 points instead of 6 units (and lose a point of armour- they should be encouraged to use cover). They get smashed pretty easily when they are caught with only 6 stands.
So first playtest thoughts: I will make a minor fiddle to the above effect and I will launch into a series of playtests fixed on that! will at the very least try to get data from 2x games vs ork, chaos, eldar, marines and guard on a locked doc to see how it goes before making a new doc review.
PS- I am working through list growing pains so that you may not have to ;-) I hope to have a somewhat tested release before I put it out, lets say late April.