Knights of Grey. Changes and what's new.

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3eland ( 62 )
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Knights of Grey. Changes and what's new.

Post by 3eland » Mon Mar 21, 2016 1:38 am

So I used to have Grey Knights (they were actually my wife's but I used them from time to time until she sold them).

I just recently bought a small army and got the book... and things have changed. I remember the days of "grab halberds" and "Reroll everything DK's". Obviously though with the change in weapons and rules this may no longer be the case (well it is no longer for the DK).

What are some things I should take advantage of or should look out for with the Knights of Grey? I see Draigo went to the loW slot and after comparing stats/gear with the other LoW's available in other armies, he actually seems decent. What do others think? Is he worth taking outside of playing vs Daemons?

Crowe seems to have gotten a nice buff. Gaining IC is cool too, finally gets to join a unit ha ha.

So, 40k players who have played with or against Grey Knights, let us discuss!

Ryan
~Ryan~
I'm like superman, but without the super.

The rules for Bartertown can be found here: viewtopic.php?f=44&t=45470
Helpful guide for sending packages to Canada: viewtopic.php?f=1&t=123125

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3eland ( 62 )
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Posts: 2656
Joined: Tue Aug 09, 2011 5:12 pm
Location: Ontario, Canada

Re: Knights of Grey. Changes and what's new.

Post by 3eland » Tue Mar 22, 2016 6:11 am

Well, I have a game this weekend with the knights so read up some on the 4chan tactics site.

The basic breakdown of the new codex is:

Draigo is still wicked, but make another HQ warlord if you're not fighting Daemons.

Librarian is a must have.

Purifiers seem to be an auto include and giving them flamers makes them a pretty nasty foe.

Dk's took a hit with their sword but it was needed. They can give themselves a 4++ invul though so that helps their survivability. They seem to still be fairly auto-include.

Tech marines make decent backline blast snipers.

Gk still don't have much for anti-aircraft or ranged anti-tank.

Not sure if this was in the last codex but it seems everyone and their Aunt can take homer beacons now. Which makes for a decent set up for deep strike.

Speaking of deepstrike, the Nemesis Formation is pretty sweet. The bigger version of it is even more so but wow the requirements!

All weapons cost points now. Before Termies could exchange their weapons for free but now they must pay. Not bad. Think they got cheaper too so paying for weapons is fair.

Overall I think the new changes are decent. It'll be fun to try them out. Here is the list I chose for the weekend game, its a 1v1v1. I know Space wolves will be there but the second foe will either be Eldar or Raven Guard.

Any thoughts on the list? Take note I don't have many vehicles yet (and no ravens either although I could use on of my friends).


+++ Knights of Grey (2996pts) +++

++ Grey Knights: Codex (2014) (GK Nemesis Strike Force) ++


Nemesis Strike Force



Techmarine [Conversion beamer, Power axe]

+ HQ +

Librarian [Cuirass of Sacrifice (Replace TDA), Nemesis warding stave, Psyker [ML 3], Storm bolter, Warlord]

+ Elites +

Paladin Squad
····Apothecary [Master-crafted melee weapon, Nemesis Daemon hammer]
····Paladin [Nemesis warding stave]
····Paladin [Nemesis Daemon hammer]
····Paladin (banner) [The Nemesis Banner]
····Paladin (special weapon) [Nemesis Daemon hammer, Psycannon]
····Paladin (special weapon) [Nemesis Daemon hammer, Psycannon]

Purifier Squad [3x Purifier (sword)]
····Knight of the Flame [Teleport homer, Two Nemesis falchions]
····Purifier (hammer) [Nemesis Daemon hammer]
····4x Purifier (incinerator) [4x Incinerator]
····Purifier (stave) [Nemesis warding stave]
····Rhino [Dozer blade]

+ Troops +

Strike Squad [4x Grey Knight (sword)]
····Justicar [Nemesis force sword, Teleport homer] ····Razorback [Dozer blade, Storm bolter, Twin-linked lascannon]

Strike Squad [4x Grey Knight (sword)]
····Justicar [Nemesis force sword, Teleport homer] ····Razorback [Dozer blade, Storm bolter, Twin-linked lascannon]

Terminator Squad [4x Terminator (sword)]
····2x Terminator (hammer) [2x Nemesis Daemon hammer]
····Terminator (psycannon) [Nemesis force sword, Psycannon]
····Terminator (psycannon) [Nemesis force sword, Psycannon]
····Terminator (stave) [Nemesis warding stave]
····Terminator Justicar [Nemesis force halberd]

+ Fast Attack +

Interceptor Squad [2x Interceptor (sword)]
····Interceptor (hammer) [Nemesis Daemon hammer]
····Interceptor (incinerator) [Incinerator]
····Interceptor Justicar [Nemesis force sword, Teleport homer]

Interceptor Squad [2x Interceptor (sword)]
····Interceptor (hammer) [Nemesis Daemon hammer]
····Interceptor (incinerator) [Incinerator]
····Interceptor Justicar [Nemesis force sword, Teleport homer]

+ Heavy Support +

Nemesis Dreadknight [Heavy Incinerator, Heavy Psycannon, Nemesis greatsword and power fist, Personal teleporter]

Nemesis Dreadknight [Heavy Incinerator, Heavy Psycannon, Nemesis greatsword and power fist, Personal teleporter]

+ Lords of War +

Kaldor Draigo

++ Fortifications and Stronghold Assault (2013) (Fortification Detachment) ++

+ Fortification +

Aegis Defense Line [Gun Emplacement with Quad-gun]

++±+++++++++±++++++++±+++++

So the thought is to keep the tech priest back inside the aegis, Manning the Quad. He can fire either that or the laser beam to give me a little anti-aircraft and tank.

Draigo will go with his paladins. Libby with the Termies.

Purifiers will start on the board inside their box. Same with strike squads. Depending on the threat, most of my army will stay in reserve. I gave homer beacons to everyone I felt needed one. 1 of the interceptors may stay on the table for a shunt move, to set up DS for the rest.

Then, goal is to DS when I need to, where I need to. Gating if need be.

Anything anyone would change or do different?

Thank!

Ryan
~Ryan~
I'm like superman, but without the super.

The rules for Bartertown can be found here: viewtopic.php?f=44&t=45470
Helpful guide for sending packages to Canada: viewtopic.php?f=1&t=123125

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