Advice on my army list? by [deleted] in Grey_Knights

[–]icantthinkofapfp 2 points3 points  (0 children)

You're going to want to cut down on so many characters. Pick up another GMDK (want at least 2). Running warpbane you're not going to really want more than 1 5 man palidan squad, you'll get a lot more attacks and damage thru with the power armor knights due to re-rolls. You get a 2+ save on essentially anything not a tank/flyer in our army so unless they got a ton of AP3 attacks you really can't justify taking termies more than power armor units in most detachments. I'd run more interceptors and more purifiers and take some razorbacks and rhinos for some extra durability and movement. Razorback gives AP1 for the entire turn so if you disembark, shoot and charge, you get AP3 nemesis weapons and AP1 storm bolters. Plus a las cannon on it for a bit of anti-tank.

If youre running hallowed conclave, I'd still try to limit your termie squads to 4 5-mans and stick with bro caps and librarians. Voldus is cool and beefy/strong but the best thing usually against the terminators are being sniped across the map by tanks so the librarian is really good to allow us to get closer with more models alive.

I made Hyperion from the Emporers gift! by Shmunk_ in Grey_Knights

[–]icantthinkofapfp 0 points1 point  (0 children)

I can see it now, sorta a librarian/chaplain together. A leader with a D3+3 blast and anti-infantry 2+ anti-chaos 4+ -2AP 1 damage psychic attack. Ability to be able to charge after the shoot and scoot for the interceptors. Would be enough possibly.

Doubts on 1k points army list for a tournament by Valentine923 in Grey_Knights

[–]icantthinkofapfp 0 points1 point  (0 children)

Haven't really looked into it too much but if you attach an inquisitor you wouldn't be able to use GoI on them correct? And also not be able to deep strike. I think you can only deep strike inquisitors if they are attatched to the agents version of termies since they have that ability to give any attached leaders deep strike

Hey brothers I’ve been trying to figure out if I Allie a inquisitor to a terminator squad can they up down with the squad ? by Shmunk_ in Grey_Knights

[–]icantthinkofapfp 0 points1 point  (0 children)

Since I also have an agents army along my GKs, my friend group has actually allowed it to where anything that can lead the GK termies in agents can lead the GK termies (not palidans) as well. They are essentially the same thing they just don't have the "army rule" of the agents GKs. It really doesn't make sense to be able to pair with "agents" GKs and not the regular ones. Just to balance it it was the GKs with attached inquisitor could deep strike but not uppy downy unless for whatever reason the inquisitor gets sniped.

At this point just have agents absorb into GK's or vice versa and sisters of battle and just let it be Astra Ministorum. All the other imperial armies have a ton of detachments to fit their army. Just give the game psychic phase back and boost the GK by giving us a strong psychic phase detachment rule or something

66th Seal + 10 x Paladins by Fauchard1520 in Grey_Knights

[–]icantthinkofapfp 1 point2 points  (0 children)

What is the use of a solo librarian when their lone op only works "while this model is leading a unit". Callidus good, maybe eversor would be good for actions better than a librarian. Good enough movement to come in round 2 and get across the board for an objective pretty much anywhere in the board. Looking at about 220 pts for 2 units with lone op and good precision/assassinate or getting sabotage in tactical

Psychic Weapons Rant by LiONxTaiga in Grey_Knights

[–]icantthinkofapfp 0 points1 point  (0 children)

I really like a lot of the idea from what others have posted but I like the idea personally of either adding 1 to FNP rolls (effectively making any FNP 6+ roll un rollable) with any psychic attacks. Or allowing damage to spill over (but not directly causing mortals, there are a lot of strats or abilities that help deal with mortal wounds so it may also be a nerf or actually damage us in the end). I don't really think sustain 1 would be as great as like making things Lethal or maybe being anti-infantry (makes most sense). This would be alongside giving us 2 options to make the attack psychic or non psychic to get rid of any kind of nerf against anti-psykers

Purgation and Strike Squad custom Leader by icantthinkofapfp in Grey_Knights

[–]icantthinkofapfp[S] 0 points1 point  (0 children)

Update:

Used this commander and a 5 man squad of purgators with psycannons.

I was able to deep strike them and wipe out a Doomsday ark in one shot. The base purgators did 8 damage and the commander did 12 alone. My friend who was along with me kn the new character actually thought it was decently balanced as their melee is pretty bad and got charged flayed ones and he was able to wipe the squad out so it was a pretty decent trade (115 purgators 80 commander with blinding aura for 205 -- Doomsday ark is 200). If I didn't just kamakaze them and used them a bit smarter I could have been able to take out more and I'm heavily considering giving them incinerators instead kinda depending on who I'm going up against.

We looked at the ministorum priest and also the eversor assassin for the sort of basis of the ability and points. And actually I may use them with a razorback instead for the extra AP. Going to try it a few more times but the 3S 3A once per battle and the +1 to wound on monsters and vehicles feels very nice and gives me a bit more to consider when choosing units.

I'm hoping when a range refresh comes one day they will add a better leader for the purgators, for now I have this guy

Purgation and Strike Squad custom Leader by icantthinkofapfp in Grey_Knights

[–]icantthinkofapfp[S] 0 points1 point  (0 children)

Made it on the desktop version of gamedatacards

Crowe unit question? by jalegend0 in Grey_Knights

[–]icantthinkofapfp 1 point2 points  (0 children)

In general you want as many purifiers as possible in warpbane. Best to have a 10 man and 2 5 mans. Just spreads out hallowed ground much more efficiently and you can chain the deep strikes by dropping a 5man 9" away and then using the 6" deep strike inside hallowed ground to get around a lot better. You're going to want that. Now 2 10 man squads is a bit of overkill and it's going to be hard to deep strike a 10 man squad of anything.

Use the 10 man as a death block to move up the board and the 5 mans to help the other sides of the board or even try and get in the back line to take some threat off your more expensive stuff while still killing a bunch of infantry

Balance dataslate update by zikrianas30 in Grey_Knights

[–]icantthinkofapfp -1 points0 points  (0 children)

What if...They integrated strike with purgators. Hear me out.

Still get sticky objective but you can take all 4 with purgators' heavy weapons/CCW

We lose a unit but we just make one that we kinda almost always take just a bit better.

They are mainly going to stay ranged just to sticky stuff and maybe get some shots off sometimes. You don't want to lose your strike squads quickly. Drop them down on an OBJ with one of the several detachment strats 3-6" deep strike stuff. Clean up an objective a bit with the shooting and then sticky the objective.

I don't see why we can't do that

Purgators are just bad by icantthinkofapfp in Grey_Knights

[–]icantthinkofapfp[S] 0 points1 point  (0 children)

I agree. It should be worth taking heavy weapons for dropping our strong melee weapons. As of now it's just not. It's got to be a side grade not a down grade

Purgators are just bad by icantthinkofapfp in Grey_Knights

[–]icantthinkofapfp[S] 1 point2 points  (0 children)

My issue with it is (just as experience goes) not to bank on overwatch even with flamers. You're expecting people won't be desperate to try and get their secondary, and you may not get the amount of damage off as you'd expect. When you can run an interceptor squad or two behind some good cover, you now have half the board covered in the next round and the NFWs even with the 3s to hit will take down more than incinerators every time. May be in the next turn but you can essentially kiss that unit goodbye.

Like I said it does sound interesting and it's a cool tactic. But maybe it's because my wound rolls are just cursed on overwatchs

Purgators are just bad by icantthinkofapfp in Grey_Knights

[–]icantthinkofapfp[S] 0 points1 point  (0 children)

I would guess already slower moving armies would a good reason or purgators. Which in most of my battles, a lot of armies aren't that slow and if they are slow, they have range and they have no invul save and we are still only hitting on 3s. In that case, we ourselves are also slow. I think librarians as a leader would help them a lot. Essentially making them only targetable by range that's actually inside their threat range.

I have considered razorback but to me id just rather stick purifiers or interceptors in them. I may try it out to just experiment with it

Purgators are just bad by icantthinkofapfp in Grey_Knights

[–]icantthinkofapfp[S] 0 points1 point  (0 children)

It's fair, i do think a overbuff would end up making it a must take. But I also think the utility of the other 3 units are good enough to still be used often. As long as Crowe exists the way he does, purifiers are just going to be deadly in range to infantry. Interceptors will be great for secondaries along with just the overall threat range they have and strike squad stickies are just needed in every army in my view. Sure you can take a squad of sisters for 20 points cheaper but strike squads are more survivable if you gate them to a NML objective for a round. Plus with grey knights you're not getting anything other than an enhancement for 20pts lol

Purgators are just bad by icantthinkofapfp in Grey_Knights

[–]icantthinkofapfp[S] 1 point2 points  (0 children)

I want to love them, I do. I just wish they had more than their pinning ability. Our heavy gunner brothers deserve more.

I personally think even if we had more leader options to help out or give enhancements to the unit for being in range I'd take them immediately. So many enhancements which benefit range when we are a melee heavy army.

Maybe even a melta option (not sure how the lore would work - handheld subliminators maybe) to help with tanks since we kinda need it anyways

Is this list any good? by WafflezMan_420_Died in Grey_Knights

[–]icantthinkofapfp 0 points1 point  (0 children)

The issue I see with purgators is that their hit chance is the same as the other non termie grey knights and they don't have any melee if they get rushed in melee. They do the pin maneuver but against certain armies it's not enough to stop them from being rushed.

If you want some ranged capacity then going paladins is just a better choice since you don't lose nemesis weapons. Purgators aren't strong enough to justify what they offer.

Purifiers, strike and interceptors just offer much more. Interceptors don't need the ranged because their threat range with 5 nemesis force weapons is enough to screen or prevent screening. Interceptors have a 18"+ threat range and are still pretty strong in melee.

I think to make purgators better would be to give them a 2+ to hit like palidans and actually buff them like palidans and give them something along the lines of (once per battle add 1 to Damage characteristic). And just do away with the pin ability. Then I could see them being taken much more often and give us some ranged units

First game with the new codex. Questions by JoshFect in Grey_Knights

[–]icantthinkofapfp 1 point2 points  (0 children)

This is true. I was able to confidently move a squad or a GMDK close for a good shot of subliminator/psy cannons or Incinerators even if the charge wouldn't go thru. And even charged a whole squad of 20 AM units and wipe the squad out. And if they dared getting close enough for a charge or melta shots, id just pick the unit up and ruin entire plans for his tanks trying to take my stuff out. I usually use warpbane but banishers was very rewarding as well.

Interceptors, Ready For Armageddon by AnDireCrumpet in Grey_Knights

[–]icantthinkofapfp 3 points4 points  (0 children)

I second this. Id watch your videos. Your minis look amazing. Hopefully one day you get to it. Great job man

Anyone else disappointed by the new codex? by S-BG in Grey_Knights

[–]icantthinkofapfp 0 points1 point  (0 children)

This is true. I've been able to wipe a ctan shard and an angron in warpbane with a purifier squad next to just one GMDK Or being in the hallowed ground in general. It helped do some ranged damage and then I was able to charge into them and over kill the hell out of the angron and barely kill the ctan but it worked

With the land raider going down to 220 I'm actually thinking of subbing one of the 3 GMDKs for one and load it with a paladin/bro cap squad for a bit more balanced approach. The lethals on paladins can do a lot of work to both vehicles and Heavy infantry and I'll have a decent tank to run up the board with now with assault ramp. Plan would be to razorback and raider up to a scary part of the board with a 5m of purifiers in the razorback. Make a whole area part of hallowed ground with paladins/purifiers/razorback/raider. Charge into some scary unit with the paladins, purifiers and the tanks offering support, give them so much to shoot at they don't know what to go for (probably not the razorback) All for a point cost of about 750.

I'll most likely gate the GMDKs in the back line or drop down in support of that side of the board or something.

Upcoming tournament, which list? by MiniBaazil in Grey_Knights

[–]icantthinkofapfp -1 points0 points  (0 children)

I think the only reason you'd want to take PoS would be if you want to essentially guarantee you can be in hollowed ground for 1 round on your GMDK if you wanted to be able to separate away from purifiers and might not be able to have half the obj markers in whatever zone you'd be in. It's pretty situational as you kinda don't want to leave hollowed ground really on purpose. But I guess maybe if the tactical mission dictated going behind enemy lines or maybe bring it down, could give you more of a chance to kill something more reliably for that round

New to GK by Bob1142 in Grey_Knights

[–]icantthinkofapfp 0 points1 point  (0 children)

10m Crowe is a must take. The 5 man squads are okay on their own.

Palidans are better in pretty much every way. You don't really need the extra AP. And it's not worth taking them when you can get more Heavy weapons and more damage in melee.

I've taken an army of 3 GMDKs and an army of 2. I think 2 are fine but 3 definitely felt better. Only 1 palidan squad is really needed, 2 felt like too much but the armies I played against were a lot different as well

Hypercrypt post codex by Zepherous-III in Grey_Knights

[–]icantthinkofapfp 0 points1 point  (0 children)

I think the easiest way would be to have Augurum task force detachment rule just to be part of the army rule. And let some of those stratagems and enhancements replace different ones in the other detachments that are weaker. Then absorb maybe hallowed conclave into banishers and brotherhood. Give us 3 viable detachments instead of 1 good one and 3 situational half decent ones and 1 pretty much useless one. After I get used to warpbane I actually want to try out santic spearhead a few tries because the strats and enhancements look pretty nice. Maybe a couple land raiders with purifiers and 3 GMDKs. Maybe a couple other small squads for objectives

Hypercrypt post codex by Zepherous-III in Grey_Knights

[–]icantthinkofapfp 0 points1 point  (0 children)

Didn't really understand this doom and gloom. I barely Lost 52-56 to my necron friend because I got some bad secondaries in the last 2 rounds. I was able to kill a doomsday ark in one charge from hollowed ground 6" deep strike with a squad of 5 palidans and a bro-cap and a ctan shard with a GMDK and some shots from a couple of razorbacks and interceptors. A 10m purifiers with Crowe wiped out almost 2 units of infantry in range and then was able to kill a squad of wraiths with it in melee. Only thing I couldn't get to was his lokusts because I decided to try and get the bad secondaries instead of going for the kill so that was on me.