Sunday, March 13, 2011

Pure Grey Knights Tactica


Before you read this tactica, you have to understand one key thing:

This a tactica dedicated to playing with half of the Grey Knights army book.  You will not have access to any Inquisitors, Henchmen, Assassins or crazy space monkeys.  If you want to play with those units, please close out of this tactica immediately.

If you're still here, that means you're ready to play a real man's game.  You will play an army that's so elite that no other army can match you in the battlefield when played correctly.  Whether that proves to be correct or not depends entirely on you.  You will be handicapped and you will face bad match-ups time and time again.  To emerge victorious means nothing, for tomorrow you will face another enemy.  To suffer defeat also means nothing, for tomorrow you will walk onto the battlefield and try again.  You have given your life to the Chapter and you know no fear.  Be prepared to be taught the ways of pure Grey Knights.

UPDATED: 2:46pm PST, 12-1-11

Now that we have laid the ground rules, I'll tell you a little bit of how things work here on my blog.  I am a competitive player and I do not waste my time on units that I find lackluster or ineffective on the battlefield.  If you want to be a competitive PGK player, you have to realize that not only are your options rather limited, but your list building techniques have to be even sharper than before if you want to survive.  Pure Grey Knights is not a casual exercise for the brain, it's a test of player skill and a firm understanding of the army's strengths and weaknesses.  With such a strict doctrine in mind, only the strongest unit choices that have the highest degree of tactical application will be used.  Everything else can suck shit.

As such, the following units will be talked about on this blog:

Lord Kaldor Draigo
Castellan Crowe
Grand Master
Librarian
Purifier Squad
Paladin Squad
Terminator Squad
Strike Squad
Interceptor Squad
Purgation Squad
Nemesis Dreadknight
Techmarine
All Dreadnoughts and vehicles are safe to use

This leaves us with only 13/17 pure Grey Knight choices viable for competitive play.  If you don't agree with me, too bad.  I won't tell you why I cut the Mordrak, Stern, the Brother Champion or Thawn, that's for you to figure out for yourself.  It won't take you long if you study the codex.

Now let's move onto the unit bucket:

Grand Master

You want this guy in every single list you're going to make.  His upgrade potential is amazing and the special rule he offers is fantastic.  The main reason you take the Grand Master is for Grand Strategy.  He can make units Scout, count as scoring, re-roll 1s to wound for the rest of the game, or get the Counter-Attack USR.  Since he can carry special grenades only available to a select group of HQs, his job will be to assist your units in CC with said grenades.  He is a support hero, not a fighter.  That's why you always keep him safe with his NFS for that lovely 3++ in CC.

Recommended configuration:
Grand Master (Psycannon, Blind, Rad) = 240

Feel free to add some Servo-skulls in there if the mission calls for it.  Skulls give your army flexibility and that's always important when choosing when and where to come in.  The Psycannon is there because PGK need all the anti-tank they can take, Blind Grenades gives his unit Defensive grenades and Rad Grenades nerfs a enemy unit's Toughness by 1 in assault.  This means your already godly soldiers will steamroll most things they touch in CC as long as the Grand Master is present.  Remember:  His role is support, not front line battle-beast.  With only 3 attacks and no EW, he's not very eager to get into combat.  Feel free to swap out the Psycannon for a basic Incinerator if you think you got enough AT.

Librarian

You will keep him at level 2 and you will give him powers to take instead.  Mastery Level 3 is not needed but psychic diversity is definitely a must.  As for weapon upgrades, the most cost-effective option is the default NFS.  A 4++ Invul in CC is definitely a lot more than what other Psykers have so that's always a good thing. As for psychic abilities, these are the ones I find most useful.  I will rank them in order of importance as well:

Shrouding
Summoning
Might of Titan
Sanctuary
Quicksilver
Warp Rift

The other abilities are either crap or not really meaningful in actual games.  Shrouding is at the top of the list because a 3+ cover save is godsend for an army with very few models and no Storm Shields.  Summoning gives you the ability to summon aid whenever you please and another layer of tactical displacement.  Might of Titan and Quicksilver gives you the ability to tear apart Land Raiders or outspeed anything in the game in CC.  Sanctuary provides assault defense and Warp Rift is just for lols because it's a template based weapon that's not as powerful as JotWW.

Recommended configuration:
Librarian (Shrouding, Summoning, Might and Sanctuary) = 170

The key ones to have every game is Shrouding, Summining and Might.  Quicksilver can be interchanged with Sanctuary if your army is full of Halberds (which it should be).  The Librarian is a support hero and should not be used as frontline CC character.  He is pure utility and his psychic powers should help compliment any weaknesses your army may have, including psychic defense because he's the only one with a hood.

Draigo and Crowe

These guys should only be used to unlock Paladins and Purifiers as troops.  Draigo is too expensive for competitive play, but he does have a role in all Paladin lists.  Crowe is possibly the worst SC to ever exist.  Crowe should be reserved and walked on and out of LoS every game to prevent getting him killed.  He's only there for the Purifiers.

Grey Knight Strike Squad

These guys are your standard bread and butter marines.  They form the backbone of most PGK lists and the fact that they can take Rhinos now adds to their worth.  Even though they only have 1 attack, each GKSS comes with a Force Weapon and Storm Bolter.  The ideal way to use these guys is to ship them up mid-board and bunker down to provide fire support for the rest of your army.  In terms of application, these guys are NOT your go-getters.  They are support units that count as scoring and thus they should be used exactly as that.

Recommended configuration:
10x GKSS (Rhino, MC DH, 2x Psycannons) = 275

The Justicar can MC his Daemonhammer and you should have one for every 10 GKSS.  In terms of functionality the DH functions exactly the same reason why you would have a Fist in a Tactical squad.  It produces guaranteed wounds when you would otherwise fail and that's exactly what you need sometimes.  A good example is rolling poorly to wound on a Trygon with everything until the hammer hits.  Not only do you wound on a 2+ but one psychic test and you blow it up.  Winning.

Grey Knight Terminator Squad

Thanks to combat squads, you can either go big or small with the unit and be on your merry way.  Not only do they count as troops but their weapon layout gives them plenty of utility.  In terms of Nemesis Force Weapons, the Halberd is preferred on any unit with 2A.  Going faster than your opponent is key in reducing the number of armor saves you have to make.  The less die you roll for your armor saves, the longer your units will survive.  This is a mathematical certainty.  As for how many Daemonhammers you need, I like to do a 5:1 ratio.  This means in squads of 10 you will have 2 and in squads of 5 you only need 1.

Recommended configurations:
5x GKT (MC DH, Psycannon) = 230
10x GKT (MC DH, DH, rest Halberds, 2x Psycannons, BBanner, Psybolts) = 500

In terms of cost-effectiveness, you only take the big upgrades on squads of 10.  Brotherhood Banner is a must on a big unit of Termies because the +1 attack and auto-passing your roll for Force Weapons is just divine.  The Psybolt upgrade on a full unit of Terminators is more cost effective than spending the same amount of points to upgrade 5.  How you use the units listed above is simple:  The smaller squad is a support squad and objective holder, the bigger squad is a go-getter and should be used very aggressively.  Smaller squads have a smaller footprint of how much trouble they can cause in a game and larger squads attract a shit ton more firepower.  That's why you need the extra bodies in there to soak up all the damage.

Another option is combat squads.  The big unit of Terminators above can split off in two different roles:  5x with the 2x Psycannons can be mid-field support while the BBanner and Hammers go off aggressively.  Thanks to Grand Strategy, you can assign battlefield roles BEFORE using combat squads so you can have 2 scouting squads of Terminators from 1 big squad.

Purifier Squad

Purifiers are basically GKSS on crack.  They do everything they can do but better because they have 2A, cheaper Halberds, Cleansing Flame and cheaper everything else.  Not only that, but you can take 2 special weapons for every 5, making a full squad of them as deadly as Purgation squads.  The only thing that sucks about them is that they're Elite, which can be overcome by Grand Strategy or by taking Crowe.  In short, they have no real weakness except for the amount of points you pay for them.

Recommended configurations:
10x Purifiers (Rhino, MC DH, Halberds, 4x Psycannons) = 340
10x Purifiers (Rhino, MC DH, Halberds, 4x Incinerators) = 300

The awesome thing with combat squads is that you can opt to take a Razorback and have 5 Purifiers fill the role of Purgation squads.  Not only are they cheaper but they have Cleansing Flame and 2 attacks each.  Fearless also guarantees they won't run.  The two builds above provides a support unit and vicious go-getter unit that capitalizes on Incinerators.  Personally, I prefer all the Psycannons I can afford.

Paladin Squad

Paladins are basically Terminators on crack.  2W each with 2+/5++ FNP because of the Apothecary upgrade makes them virtually unkillable by normal means.  The sad fact is that they die just like normal marines to AP1/2 weapons that double their strength value.  Plasma weaponry will take a heavy toll on them and Demolishers/Vindicators will just tear through them like butter.  For the best results, Paladins need Librarians w/ Shrouding to make them truly effective.  This gives them that beautiful 3+ cover save that they all desire and therefore it's imperative that all big guns get silenced ASAP.  Remember though, if you take Paladins, you pay for what you get.

Recommended configurations:
5x Paladins (MC DH, Halberds, 2x MC Psycannons) = 330
10x Paladins (Apoth, 2x MC DH, Halberds, 4x MC Psycannons, BBanner, Psybolt) = 780

One of the biggest strengths of Paladins is their ability to Master-Craft anything.  This gives them a lot of flexibility in terms of what weapons they choose to equip.  For me, the most important weapon to MC is the Psycannon.  S7 Rending is going to take care of business most of the time, all you need to do is hit.  Take advantage of your ability to MC weapons of great importance but keep an eye on your points.  Keep the halberd to hammer ratio 1:5 again and only add an Apothecary if you're taking a squad over 5.

Interceptor Squad

These guys are basically GKSS that count as Jump Infantry.  Even though they move 12" normally, the best thing about these guys is that they can make a once in a game 30" shunt.  This means they can suddenly appear on your enemies' flank or get shots at rear armor.  They're slightly more expensive than normal GKSS, but the utility they can offer in your list is definitely desirable.  Keep in mind that they're Jump Infantry so you can DS them directly into battle if you so desire.

Recommended configuration:
10x Interceptors (MC DH, 2x Psycannons, Psybolts) = 315

Expensive?  Sure.  Keep in mind that the GM can make these guys scoring and the 30" shunt scoring unit is incredibly scary towards the end of the game.  Just be careful when you start teleporting around that you're looking for targets of opportunity.  This means vulnerable points on vehicles, troops out of transports and squads that absolutely need to be destroyed.

Purgation Squad

Even though Purifiers can put out a ridiculous amount of firepower, Purgation squads do several things that they can't.  For one, Purifiers can Astral Aim and shoot through anything they want.  This allows you to do all kinds of drive-by shenanigans where you place your vehicle between you and your target.  Sure, they get a cover save, but the fact that you're behind your Razorback and they can't see you while you can see them is always excellent.

Recommended configurations:
5x Purgation (Razorback, 4x Incinerators) = 145
5x Purgation (Razorback, 4x Psycannons) = 225

The first thing you notice is how dirt cheap the Purgation unit with Incinerators is.  Free Incinerators gives you a squad that's capable of rolling up and destroying entire units at a time.  The price is fantastic and no heavy support choice in the book can deliver the horde killing power as a Incinerator-based Purgation Squad.  The next choice is Psycannons of course, even though they might not seem like the best choice over Purifiers, always remember that they can shoot through solid walls and from behind a Land Raider to hit their mark.

Nemesis Dreadknight

There's not much to say here.  You have a T6 dude that's teleporting around with a 2+/5++ save and has 4W.  What's even more scary is the fact that he's a MC that can tear vehicles apart left and right.  With the Grand Master giving these scout, there's nothing stopping these guys from shunting on your flanks before the game starts and going to town on turn 1.  With that said, I would keep these guys cheap.

Recommended configurations:
Nemesis Dreadknight (Personal Teleporter, Heavy Incinerator) = 235
Nemesis Dreadknight (Heavy Psycannon) = 170

The idea is to shunt towards combat ASAP and apply extreme pressure on the enemy flank.  Just like Vindicators, the more of these guys you have in your army, the more your opponents will freak out and concentrate fire on them.  For that reason alone, the NDK makes their points back in most lists.  The other reason is that they're running around punching vehicles in the face.

Dreadnoughts

Does everyone remember the TLLC/ML Dreadnought that PGK players used back in 3rd?  The reason why is because we had almost no long-range anti-tank what so ever.  You what what changed between 3rd and 5th?  Nothing.  In the current book, PGK don't have access to anything that shoots over 24" that can bust tanks reliably.  All except for one:  The Rifleman Dread w/ Psybolt Ammo.  Every other Dreadnought configuration keep one of the Nemesis Doomfists in exchange for anti-tank weaponry.  Good thing you can always equip a Assault Cannon and give it Psybolt Ammo for a pseudo-Psycannon.

Recommended configurations:
Dreadnought (2x Twin-linked Autocannons, Psybolt Ammo) = 135
Dreadnought (Assault Cannon, Psybolt Ammo) = 130

If you're going for an aggressive Dreadnought that can advance and put down a hail of fire, definitely go with the Psycannon Dreadnought. If you're looking for dedicated Anti-Tank that can hang back and shoot a bunch, the Rifleman Dread w/ Psybolt Ammo is exactly what you're looking for.

Techmarine

The saddest little addition in the world.. forever enslaved to carry combat grenades for his better brothers..

Sample Army Lists

2000
GKSS and Paladins

HQ:
Grand Master (Psycannon, Blind, Rad) = 240
Librarian (+3 powers, Skull) = 170

TROOP:
10x GKSS (Rhino, DH, 2x Psycannons) = 270
10x GKSS (Rhino, DH, 2x Psycannons) = 270
10x GKSS (Rhino, DH, 2x Psycannons) = 270

ELITE:
10x Paladins (Apoth, 2x MC DH, 4x MC Psycannons, BBanner, Psybolts) = 780

Pretty generic list featuring a big unit of Paladins.  The GM makes them scoring and the 4x MC Psycannons from that one squad can break up into a firing squad.  The lone servo-skull from the Libby marks special locations that can be contested by DS Paladins or they can deploy offensively.  The rest of the list is just bread and butter GKSS, with no points for MC Hammers sadly.  The only other logical step is dropping the Rad Grenades on the GM, but I really like its persistent effect more than the re-roll.

+++++++++++++++++++++

2000
Purifiers

HQ:
Librarian (MC NFS, +4 Powers, +3x Skull) = 185
Castellan Crowe = 150

TROOP:
10x Purifiers (Rhino, MC DH, Halberds, 4x Psycannons) = 340
10x Purifiers (Rhino, MC DH, Halberds, 4x Psycannons) = 340
10x Purifiers (Rhino, MC DH, Halberds, 4x Psycannons) = 340
10x GKT (MCDH, DH, 2x Psycannons, BBanner, Psybolts) = 500

HEAVY:
5x Purgation (Razorback, 4x Incinerators) = 145

This list features 3 full squads of Purifiers and a big squad of scoring Terminators led by a Librarian.  A very in-your-face kind of list, this list begs to be played aggressively.  Set up in mid-field and have the plentiful amount of skulls guide your Terminators down.  The Purgation squad is purely support fire for horde-style armies since the Purifiers and Terminators should handle elites pretty well.  Crowe is there just to unlock the Purifiers and everything else is pretty self-explanatory.  With 14 Psycannons in the list, you shouldn't worry about tank problems.

+++++++++++++++++++++

2000
Balanced

HQ:
Grand Master (Blind, Rad, Skull) = 210

TROOP:
10x GKSS (Rhino, MC DH, 2x Psycannons) = 275
10x GKSS (Rhino, MC DH, 2x Psycannons) = 275
10x GKSS (Rhino, MC DH, 2x Psycannons) = 275

ELITE:
7x Paladins (Apoth, MC DH, 2x MC Psycannons, BBanner, Psybolts) = 560

HEAVY:
Dreadnought (2x TLAC, Psybolts) = 135
Dreadnought (2x TLAC, Psybolts) = 135
Dreadnought (2x TLAC, Psybolts) = 135

This is a very balanced list that doesn't have a Librarian.  The Grand Master hangs out with his squad of Paladins while the entire army waits mid-field with your heavy support in the back.  The 3x Rifleman Dreads w/ Psybolt Ammo brings a total of 12 Twin-linked S8 shots across 48" every round.  There's plenty of firepower at the long-range and mid-range range band that your opponents will want to silence your guns.  Too bad they have to dig through a wall of Storm Bolters and Force Weapons for that to happen.

+++++++++++++++++++++

1970
Terminators

HQ:
Grand Master (Psycannon, Blind, Rad) = 240
Librarian (+4 powers) = 170

TROOP:
10x GKT (MCDH, DH, 2x Psycannons, BBanner, Psybolts) = 500
10x GKT (MCDH, DH, 2x Psycannons, BBanner, Psybolts) = 500

ELITE:
7x Paladins (Apoth, MCDH, 2x MC Psycannons, BBanner, Psybolts) = 560

There is a lot of Terminators in this list.  Feel free to drop the Librarian for a full squad of Paladins, but I personally like the Libby in there to help out with psychic defense and Shrouding.  At 50ppm for each Termie and 60+ppm for each Paladin, you WANT that 3+ cover save as often as possible.

+++++++++++++++++++++

2000
Draigo and Paladins

HQ:
Lord Kaldor Draigo = 275
Librarian (+3 powers, 2x Skulls) = 175

TROOP:
7x Paladins (Apoth, MC DH, 2x MC Psycannons, BBanner, Psybolts) = 560
5x Paladins (MC DH, 2x MC Psycannon) = 330
5x Paladins (MC DH, 2x MC Psycannon) = 330
5x Paladins (MC DH, 2x MC Psycannon) = 330

The same principle as above with the Librarian and Shrouding except there's a lot more Paladins.  8x MC Psycannons should keep your anti-tank problems at a minimum.  All in all, there's 50 T4 2+ wounds in there, so it's pretty much the most army list you can think of.

+++++++++++++++++++++


1835
Storm Ravens

HQ:
Grand Master (Blind, Rad, Skull) = 210
Librarian (+3 Powers, Teleport Homer) = 180

TROOP:
10x GKSS (MC DH, 2x Psycannons) = 235
10x GKT (MCDH, DH, 2x Psycannons, BBanner, Psybolts) = 500

ELITE:
10x Purifiers (MC DH, Halberds, 4x Psycannons) = 300

FAST:
Storm Raven (TLMM) = 205
Storm Raven (TLMM) = 205


GKSS and Purifiers go in the Storm Ravens and flat out towards the enemy lines.  The Librarian Shrouds the SRs and act as a beacon for the Grand Master and his retinue of Terminators.  Once they come in, the fun begins and everyone has a good time.  Well, mainly you.

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