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Post by yoritomo on Sept 16, 2021 1:00:06 GMT
With the release of the new Grey Knight Codex we now have the Vs. Grey Knights 9.1 thread
The intent of this thread is to gather all the questions, advice, tactics, and general knowledge regarding Grey Knights. It is our hope that the serious discussion in this thread will help you achieve victory in your future games. If you are new then please feel free to ask a question. If you're a veteran then leave your impression or ideas on how to beat Grey Knights. The more input we have the better we get as a community.
On an administrative note: as this is a focused discussion, the moderators reserve the right to remove off topic posts without warning.
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Post by zimko on Sept 16, 2021 13:58:28 GMT
Here is a sample list I found on a discord discussion where competitive players share ideas and test them on TTS. This list was formed after several iterations of testing.
+++ Precient GKs MonoBat (Warhammer 40,000 9th Edition) +++
++ Battalion Detachment 0CP (Imperium - Grey Knights) [106 PL, 9CP, 2,000pts] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Brotherhood: Precient Berthren
Detachment Command Cost
+ Stratagems +
Armoury of Titan [-1CP]: 1 Additional Relic
+ HQ +
Brotherhood Techmarine [6 PL, -1CP, 100pts]: 5: Warp Shaping, A Noble Death, Boltgun, Cuirass of Sacrifice, Divination, Omnissian Power Axe, Shield of Humanity . Servo Arms
Grand Master in Nemesis Dreadknight [11 PL, -1CP, 235pts]: 1: Gate of Infinity, 2: Empyric Amplification, 3: Unyielding Anvil, 4: First to the Fray, Dreadfist, Dreadknight teleporter, Exemplar of the Silver Host, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword, Servant of the Throne, Sigil of Exigence, Warlord
Lord Kaldor Draigo [10 PL, 180pts]: 1: Gate of Infinity, 3: Sanctuary, 5: Warp Shaping
+ Troops +
Strike Squad [6 PL, 110pts] . 4x Grey Knight (Sword): 4x Nemesis Force Sword, 4x Storm Bolter . Grey Knight Justicar . . Nemesis Force Sword
Strike Squad [6 PL, 110pts] . 4x Grey Knight (Sword): 4x Nemesis Force Sword, 4x Storm Bolter . Grey Knight Justicar . . Nemesis Force Sword
Strike Squad [6 PL, 110pts] . 4x Grey Knight (Sword): 4x Nemesis Force Sword, 4x Storm Bolter . Grey Knight Justicar . . Nemesis Force Sword
+ Elites +
Servitors [2 PL, 30pts] . 4x Servitor: 4x Servo-Arm
+ Fast Attack +
Interceptor Squad [14 PL, 250pts] . 9x Interceptor (Sword): 9x Nemesis Force Sword, 9x Storm Bolter . Interceptor Justicar . . Nemesis Daemon Hammer: Nemesis Daemon Hammer
Interceptor Squad [7 PL, 120pts] . 4x Interceptor (Sword): 4x Nemesis Force Sword, 4x Storm Bolter . Interceptor Justicar . . Nemesis Force Sword
Interceptor Squad [7 PL, 120pts] . 4x Interceptor (Sword): 4x Nemesis Force Sword, 4x Storm Bolter . Interceptor Justicar . . Nemesis Force Sword
+ Heavy Support +
Nemesis Dreadknight [9 PL, 185pts]: Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword
Nemesis Dreadknight [9 PL, 185pts]: Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword
Nemesis Dreadknight [9 PL, 185pts]: Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword
+ Dedicated Transport +
Rhino [4 PL, 80pts]
++ Total: [106 PL, 9CP, 2,000pts] ++
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Post by zimko on Sept 16, 2021 14:14:26 GMT
Things to be aware of: - All their basic infantry have 3 attacks each and Nemesis Force Swords which are S +1, AP -3, D 2. - Every unit can do a normal smite (tho they still have to contend with +1 to cast after every use). - Nemesis Dreadknights hurt and are resilient. They all have a 2+ save and 4+ invul and 12 wounds (only T6). The Nemesis Greatsword has 2 weapon profiles, allowning them to hit really hard or double their attacks to hit more things. Their range weapons pack a decent amount of volume at 24" range. - Every unit has the potential to teleport via a psychic power or stratagem (except strike squads who can only deep strike or start in the rhino.) - The Grand Master NDK (Nemesis Dreadknight) has 2 very annoying abilities. One allows him, once per game, to teleport away when he is targeted by a ranged attack. The other allows him to have a 3+ invul for 1 turn.
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Post by fuerchtegott on Sept 16, 2021 16:23:16 GMT
They only have one strat to buff their casting and nothing else. Their WC is rather high, so Shadow and Kronos strat works wonders. The Nemesis are the Ideal target for Hiveguard. Als long as you are able to properly screen them there should not be a problem. Inceptors have fall back and charge&shoot and need to die asap.
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Post by hivefleetkerrigan on Sept 16, 2021 16:54:44 GMT
Thanks for the tips all! I figured Kronos + hive guard/exocrine would work well. Nemesis dread knights feel way too cheap for what they bring to the table.
My current FLGS is doing a league at 1500 and I'm running boatloads of gaunts so I think screening will be easier but that I'll have issues contending with 2+ saves (only a single hive guard unit). I'm thinking stealers for counter charge could work in general but it looks like they won't do too much damage.
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Post by zimko on Sept 16, 2021 17:16:42 GMT
Unfortunately, screens like gaunts won't last long against the torrent of stormbolter fire that GK have. I didn't mention it but of course every single infantry model has a stormbolter along with their swords.
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Post by hivefleetkerrigan on Sept 16, 2021 18:32:32 GMT
Unfortunately, screens like gaunts won't last long against the torrent of stormbolter fire that GK have. I didn't mention it but of course every single infantry model has a stormbolter along with their swords. Do GK get bolter discipline + shock assault?
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Post by zimko on Sept 16, 2021 22:15:23 GMT
Unfortunately, screens like gaunts won't last long against the torrent of stormbolter fire that GK have. I didn't mention it but of course every single infantry model has a stormbolter along with their swords. Do GK get bolter discipline + shock assault? Yes to bolter discipline. No to shock assault. They built in shock assault into their profiles so they're always 3 attacks for a normal marine.
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Post by hivefleetkerrigan on Sept 16, 2021 22:24:04 GMT
Yeah. Storm bolters sound rough then.
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Post by zimko on Sept 17, 2021 17:04:55 GMT
So here's a little combo with this list.
The GM Dreadknight can teleport into battle... Then on the opponent's turn, when it gets targeted by ranged attacks.... the GK player can choose to allow it to take some damage. But on ANY ranged attack he can choose to teleport back to the Techmarine. On his turn, he gets healed and uses Gate of Infinity to throw himself back into the fray. THEN he can pop 3++ on the opponent's next turn.
He's really annoying.
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Post by zimko on Sept 17, 2021 18:16:25 GMT
The Techmarine can give 1 vehicle a +1 to hit during the Command Phase. He can use this on a regular Dreadknight, giving him 2+ to hit. Then that dreadknight can use a stratagem to teleport near a target. The Grand Master can use Gate of Infinity to teleport near that Dreadknight and provide it rerolls. Then, the grand master can escape death using his relic or his 3++ save, allowing him to provide rerolls to the next dreadknight that does the same thing on turn 2 (gets buff from techmarine and teleports).
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Post by zimko on Sept 17, 2021 18:50:08 GMT
The more I look into this list, the nastier it gets...
The techmarine... while he's sitting back there repairing teleporting dreadknights and giving them +1 to hit for a turn... he ALSO has a psychic action he can do with his warlord trait that gives the player +1 CP.
This particular brotherhood has a 1 CP stratagem to give a unit reroll 1s to HIT and to WOUND and it can be used in the shooting phase AND/OR fight phase. On top of being able to regain CP... this is a strong brotherhood.
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Post by No One on Sept 18, 2021 1:39:18 GMT
The servent/sigil combo seems super nasty and I don't know how to deal with it: plus shunt/tele/gate to force being dealt with if you'd want to ignore it.
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Post by zimko on Sept 18, 2021 2:24:42 GMT
The servent/sigil combo seems super nasty and I don't know how to deal with it: plus shunt/tele/gate to force being dealt with if you'd want to ignore it. The best solution I can think of is charge it with a dima and hope your wounds get thru. He can't teleport away if you don't shoot it.
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Post by No One on Sept 18, 2021 6:44:50 GMT
I mean, then they pop the 3++ and you've lost a dima basically just to get rid of the 3++. Current idea is throw a unit of stealers at it: basically force the 3++ or risk dying, but stealers aren't hurt as much by a 3++, so you'll still do something and you've tagged to (basically) force a tele. Of course, stealers aren't that lethal, and you've given away a ~150-200 pt unit to basically just bother a similar cost unit.
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