Tuesday 30 August 2011

Update

I know it’s been a while since I last posted but I’ve been involved in a lot of ‘real life’ shenanigans.

I thought I’d try and keep this post, reasonably, simple and just give you a rundown of the changes to my Grey Knight list. I’ve been playing mostly with a 1500 points army.

HQ

Libby – this guy has gone. Yes he is a great big force multiplier that I first thought was a must. His powers are awesome, nice, but not essential, and as he comes in a close to 200 points, which is another 5 terminators or 10 power armoured dude... He is a big bloke that I can, and do, leave at home.

Inquisitor – kitted this guy out with ‘nades and stuck him in a stormraven with a henchman squad. He took with him 4 death cult and 6 Arco flagellants. Yes they’re good and they can, and do, eat though anything but people are now learning how to deal with them so have been dropped.

Brotherhood Champion – my current HQ of choice. People first look at him and think no as he only has 1 wound. Yes that is true but he grants the unit he’s with re-rolls to hit turn they charge (a.k.a. chaplain), he re-rolls to wound (with a force weapon) and his 3 warrior stances are just too good to pass up. So far he’s killed the enemy general in every game I’ve played him in, and all he costs is 100 points!

Elite

Henchman Squad – see inquisitor entry above

Purifiers – I fist tried using these as a 5 man squad with 2 psycannons who provided fire support thinking people would cautious of assaulting them due to cleansing flame. Yes they were good at this role but expensive. When I dropped the inquisitor and henchmen, as I still needed an assault unit, their role changed. I dropped the 2 psycannon and added 2 incinerators and 2 hammers. My thinking being that they will disembark from their stormraven, shoot  and the assault. As when they disembark they're nice and close I've gone with incinerators over psycannons (S6 flamer anyone), but as they still need anti armour I've added 2 hammers. Add a few more purifiers, with halberd, psybolts and a brotherhood champion you have one nasty unit!

Vindicare Assassin – Yes he is good/ great but he only gets 1 shot a turn, and usually missed with that! Has now been dropped.

Troops

Terminators – Tried a 10 man squad (2 psycannons, 2 hammers, 5 halberds and a banner). I found them too unwieldy and they ate up too many points. Now using a 5 man squad (psycannon, 3 halberds, hammer, sword, psybolts).

StrikeSquads – I use 2 x 6 man squads (psycannon, 5 halberd, psybolts) in psybacks (heavy bolter razor back with psybolts). I’ve found these to be good at defence of offense. Used to have the Justicar with a hammer but found they never assaulted vehicles!

Fast Attack

Stormraven Gunship – Twin-linked assault cannons, Twin-linked multi-melta, 4 x mindstrike missiles. Usually (always) held in reserve. This way it acts as a counter assault unit as it holds the Brotherhood champion, purifiers and the assault cannon dreadnought. And the mindstike missiles are just death to any psykers, took down a hive tyrant with them last week!

Heavy Support

Dreadnought – ‘psyfleman' config (2 x twin-link auto cannons with psybolts). This guy sits at the back and shoots 4 strength 8 shots at the enemy.

Dreadnought – Assault cannon, nemesis doomfist, storm bolter, psybolts. Hangs os the back of the stormraven and supports the purifiers.

One of the reasons I have 2 dreadnoughts is to expand the ‘reinforced agies’ bubble as since I’ve dropped the Libby I have no hood.

So after that my current 1500 point list is:

Brotherhood champion
Purifiers (8) – psybolts, 2 x incinerator, 2 x hammer, falchions, 3 x halberd
2 x strike squad (6) – psybolts, psycannon, 5 x halberd, razorback with psybolts
Terminators (5) – psybolts, psycannon, hammer, sword, 3x halberd
Stormraven – TL assault cannon, TL multi melta
Dreadnought – 2 x TL autocannons, psybolts
Dreadnought – assault cannon, psybolts

My current record is w-9 L-10 D-3 which may not be the best but I thinks it’s pretty respectable!