View Full Version : New to GK looking to start 1000-1500 point army
20th November 2011, 00:42
hey everyone I was really looking for some guidance as to were to start with a Grey Knights army, I'd like to use an inquisitor just because I think they're cool but if it makes more sense to use a different HQ then I wouldn't have a problem choosing the better one over and inquisitor. I will mostly be playing against either Orks or Chaos with this army and occasionally against Blood Angels if that makes any difference. Thanks for any advice about starting my army.
21st November 2011, 15:54
At 1000 points I would start with a couple units of Knights in Rhinos, or several in Psybolt razorbacks.
At that points level I would stick with the cheapest HQ you can find. Just to fill the HQ slot. champ or inquisitor...
At 1500 step up to a Librarian and a squad of Terminators. Still tough to slot in a LRC at this point level but that allows them to ride rather than deep strike.
23rd November 2011, 03:33
Alright thanks. I want to work my way up to 2000 points as it seems most people I play with generally play at around that amount. It's just a lot easier to have a usable army a smaller point count so I don't need to rush to expand it, so thanks for the advice.
23rd November 2011, 03:45
I totally get you
I'm feeling the same way and hope to start my GK army next year... have several others to finish first.
I'm thinking about going with Brotherhood Champion and 2 5-man strike squads in Psybacks for a 500 point starter list. I will just add more squads like that to 1000. At 1250 - 1500 I will probably go with some Terminators and a Librarian in a LRC. Add in some Psyfleman Dreds and maybe a Vindicare around 1500-2k
The GK lists to me are very easy to scale up and down if you stick to basics.
There is a long lull between birthdays and holidays in the spring time... no kids to buy for, etc... so that is when I will try to get my ork list finished (if it isn't by then) and start on GK.
Bro. Champ, 2 Razorbacks and 2 boxes of Knights... so let it be written, so let it be done
23rd November 2011, 15:57
I agree that the GK lists are easy to scale up and down. Especially because a lot of the models can be used in different units. If you magnetize the infiltrator backpacks, then you can swap out the backpacks and use strike squads as interceptors. There isn't much difference between strike squads and purgatorers or purifiers except for the amount of heavy/special weapons. Terminators can be paladins. A paladin can be a justicar, champion and so forth. You can also switch out the tops of your razorbacks back to rhinos. :)
23rd November 2011, 16:08
... and you have to love the fact that they got really smart with kit design and you can build most everything in the codex from two sets!
<edit> And wargear options are INCLUDED in the kit!
23rd November 2011, 18:32
ya, they definitely did a good job there. helps limit the amount a space the army takes up on the shelves (unlike SM which covers two shelves of a whole wall at my local shop). i just wish they had more than one hammer per box (of course i shouldnt have given the ones i had from my first sets away).
as a plug to the actual topic: i love deep striking everything my army has to offer, and using hq's that yield servo-skulls and having units with teleport homers makes it even that much easier. can help relieve some points in transports for any terminator models youre using. land raiders are great but theyre expensive and take up FO slots that you could fill with purgation units in a psyback or something.
24th November 2011, 03:09
i love deep striking everything my army has to offer, and using hq's that yield servo-skulls and having units with teleport homers makes it even that much easier.
I was thinking about doing this but also using teleport homes too. But if you're against DE or some fast army, cant they spend thier first turn moving within 6'' of all the servo skulls you place and destroying them? :/
24th November 2011, 14:06
its possible yes, but thats why you dont place them on the far side of the board. put them either around the middle or more towards your deployment zone. rely on the teleport homers (if you have them) when youre near the enemy. one thing you gotta remember when deep striking is you dont want to be too close. you need to be within shooting range (pretty much 24" for all regular guys), but not so close that they'll be able to assault you. you want to be the one who assaults so you gotta be careful with your placement.
comes with a lot of practice and trial/error. fast armies are even harder to do it with. thats one reason i put a full 10 man interceptor squad in most of my builds. fast troops can track down fast troops easier.
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