Daemonhunters Tactica: Sample Army Lists

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MistDragon


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The following is a collection is Sample Army lists, which are not intended to be the absolute perfect lists or even represent all the possibilities of the variations that could be created with the Daemonhunters. This collection of Sample Lists are meant to be a tool to use as a reference point or inspiration for building you own list, or to help in deciding which aspect of the Daemonhunters better suits you and your style of game play. So keeping that in mind, feel free to browse our Sample Army Lists to get an idea of what all can be done with a few of the categories of possibilities in the Daemonhunter codex.



List Categories and Point Values: - Click a points size in a category to get started!

Inquisitorial Daemonhunters
 400 point Combat Patrol :: 1,000 points :: 1,500 points :: 1,850 points :: 2,000 points
Inquisitorial Daemonhunters with inducted Imperial Guard
 400 point Combat Patrol :: 1,000 points :: 1,500 points :: 1,850 points :: 2,000 points
Inquisitorial Daemonhunters with inducted Space Marines
 400 point Combat Patrol :: 1,000 points :: 1,500 points :: 1,850 points :: 2,000 points
Inquisitorial Daemonhunters with Grey Knights
 400 point Combat Patrol :: 1,000 points :: 1,500 points :: 1,850 points :: 2,000 points
Grey Knight Daemonhunters
 400 point Combat Patrol :: 1,000 points :: 1,500 points :: 1,850 points :: 2,000 points
Grey Knight Daemonhunters with inducted Imperial Guard
 400 point Combat Patrol :: 1,000 points :: 1,500 points :: 1,850 points :: 2,000 points
Grey Knight Daemonhunters with allied Witch Hunters
 400 point Combat Patrol :: 1,000 points :: 1,500 points :: 1,850 points :: 2,000 points
Kill-Team - Inquisitorial and Grey Knight Daemonhunters
 160 point Kill-Team



Inquisitorial Daemonhunters; 400 points Combat Patrol

Preface

Combat Patrol is the perfect way to get used to using our Inquisitorial Daemonhunters. However, in such a limiting game, it's not very feasible to get much use out of our very limited options. So in that case, it's merely a way of getting used to using Storm Troopers as everything else requires an Inquisitor.

Army List

Troop Selection I: 200 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Thunderhammer; Auspex
  • Weapons: Meltaguns x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers; Dozer Blades
Troop Selection II: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection III: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Plasma Guns x 2

Tactical Application

The idea of our combat patrol is to have a spear-head unit with combat power and melta power to trash the big targets we may face while our foot troopers take the fight more slowly and can use the rhino as a cover screen while marching across the field. We use a little bit of all of our weapons to have a good mix for an "all-comer" approach to a combat patrol.



Inquisitorial Daemonhunters; 1,000 points by Whitz81

Preface

Since all the IG allies options are gone I'll try and help out with my idea of a 1000pt pure inquisitor force. Not something I play regularly due to the limitations. A purely inquisitorial force is bound to be top heavy and limited in tactics with this being no exception. I've tried not to over-equip the inquisitors and tail each part of the force for a specific job. Most of the force is pretty obvious in its uses so rather than spam this up I'll make a few points. Due to the lack of models mobility is essential to fight only part of an opponents force at a time; since everyone except the eversor (which infiltrates and charges 12" anyway) has a transport and can fire when disembarking this shouldn't be too much of a problem. The orbital strike works well for dividing the enemy to this purpose. It's important to pick your battles e.g. The eversor with his I and invulnerable save against power weapon wielding squads.

Army List

HQ[249]
Ordo Malleus Inquisitor lord equipped with boltpistol and Thunderhammer. Retinue consists of 3 Acolytes armed with power armour, laspistols and cc weapons. 2 combat servitors, 1 warrior henchman and a familiar. Mounted in Rhino transport with smoke launchers, extra armour and storm bolter.
ELITE[270]
Ordo Malleus Inquisitor equipped with terminator armour and psycannon. Retinue consists of mystic, 2 warrior henchmen with plasma-guns as well as 3 Acolytes armed with artificer armour, laspistols and cc weapons. Mounted in chimera with hull and turret mounted heavy bolters.
ELITE[95]
Eversor Assassin.
TROOPS[158]
Inquisitorial Stormtroopers - 8 stormtroopers with hellguns, targeters, frag grenades and carapace armour. Two melta-guns. Mounted in Rhino transport with smoke launchers, extra armour and storm bolter.
TROOPS[158]
Inquisitorial Stormtroopers - 8 stormtroopers with hellguns, targeters, frag grenades and carapace armour. Two plasma-guns. Mounted in Rhino transport with smoke launchers, extra armour and storm bolter.
HEAVY[70]
Orbital Lance Strike.

Tactical Application

You definitely feel a lack of troops and options in this kind of force. I used it and narrowly lost against mech Tau which all things considered I thought a good result (I've got an appalling record against these with my guard). Looking forward to trying it against the power armoured freaks.



Inquisitorial Daemonhunters; 1,500 points

Preface

Pure Inquisitorial Daemonhunters is an extremely limited force, but quite enjoyable for the Inquisitor hearted types. Mainly it revolves around mechanized forces of Storm Troopers with elite back up and is a very top heavy and troop oriented force with it's almost absolute lack of heavy support and fast attack options. So keeping that in mind, we can still build up to create a force that can hold it's own.

Army List

HQ Selection I: 296 points
  • Ordo Malleus Inquisitor Lord
  • War Gear: Thunder Hammer; Bolt Pistol; Artificer Armor
  • Henchmen: Acolytes x 3 with Artificer Armor; Combat Servitor x 1; Familiar x 1; Heirophant x 2
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor and Smoke Launchers; Search Light
Daemonhunter Inquisitors can be monsters on combat, much more so than a Sergent in the Storm Troopers, so keeping that in mind, we rig up and take the fight to our enemy face to face as a Daemonhunter should.
Elite Selection I: 120 points
  • Callidus Temple Assassin
The Calldius Assassin speaks for itself, but mainly the deployment move is going to be a defensive one to deny some heavy weapons line of sight to our transports early in the game. After that, she's perfect for ripping open a battle tank from behind or quickly snuffing out a heavy team that is keeping our vehicles stunned.
Elite Selection II: 120 points
  • Death Cult Assassins x 3
Going for more infiltrating Assassin action, our assassins are actually decoys for our enemy to worry about while our mobilized force approaches; not to mention they're great for assaulting heavy infantry units.
Elite Selection III: 262 points
  • Ordo Malleus Inquisitor
  • War Gear: Thunder Hammer; Bolt Pistol; Artificer Armor
  • Henchmen: Acolytes x 3 with Artificer Armor; Combat Servitor x 1; Familiar x 1; Heirophant x 1
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor and Smoke Launchers
Calling on a brother Inquisitor to join the fight, this is yet another way to bring in a powerful combat character behind our running wall of Rhinos.
Troop Selection I: 158 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Meltaguns x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Troop Selection II: 158 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Meltaguns x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Troop Selection III: 158 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Meltaguns x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Troop Selection IV: 158 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Meltaguns x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Our Storm Troopers are a wall of armor and anti-tank weaponry as they're rigged to take on the world and fast enough to get there. They should taxi the chimeras to get those Inquisitors into combat safely.
Heavy Support Selection I: 70 points
  • Orbital Strike
  • Lance Strike
The lance strike is very inaccurate, as all orbital strikes are, however it can be useful combined with good terrain and good use of our Callidus assassin to keep specific stationary units near that terrain we choose. Also, a simply S10 hit is more than enough to insta-kill most things caught under it, or even partially hit by it. As it is our only heavy support, we may as well take the one with AP1 due to it being able to pentrate vehicles instead of glancing them should we knick some rear armor.

Tactical Application

The army doesn't seem that lacking in heavy support when we consider how many meltaguns we bring the board, but long range anti-tank is just always a problem for Inquisitorial armies without the aid of an allied force or a specialized unit. The Daemohunters simply take the anti-tank to the front line to make up for that. In our case, we have a large mounted force with 6 vehicles and plenty of bodies with a few infiltrating and elite assassination type squads to add a little flavor. Basically early on we want to try to get the more shooty squads into assault with our assassins and keep everyone centered around a piece of terrain that we have selected for bombing. We're risk takers here in the first place, so don't be afraid to join the fight with all those troopers and Inquisitorial squads while the bombs fall so long as you're taking him with you.



Inquisitorial Daemonhunters; 1,850 points

Preface

At this level, we're trying to be more competitive. However, being totally balanced and competitive with a very specialized and limited army can be difficult. Never the less, we are vigilant and the Emperor Protects!

Army List

HQ Selection I: 295 points
  • Ordo Malleus Inquisitor Lord
  • War Gear: Thunder Hammer; Bolt Pistol; Artificer Armor
  • Henchmen: Acolytes x 3 with Artificer Armor; Combat Servitor x 1; Familiar x 1; Heirophant x 2
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor and Smoke Launchers
Daemonhunter Inquisitors can be monsters on combat, much more so than a Sergent in the Storm Troopers, so keeping that in mind, we rig up and take the fight to our enemy face to face as a Daemonhunter should.
Elite Selection I: 120 points
  • Callidus Temple Assassin
The Calldius Assassin speaks for itself, but mainly the deployment move is going to be a defensive one to deny some heavy weapons line of sight to our transports early in the game. After that, she's perfect for ripping open a battle tank from behind or quickly snuffing out a heavy team that is keeping our vehicles stunned.
Elite Selection II: 120 points
  • Death Cult Assassins x 3
Going for more infiltrating Assassin action, our assassins are actually decoys for our enemy to worry about while our mobilized force approaches; not to mention they're great for assaulting heavy infantry units.
Elite Selection III: 262 points
  • Ordo Malleus Inquisitor
  • War Gear: Thunder Hammer; Bolt Pistol; Artificer Armor
  • Henchmen: Acolytes x 3 with Artificer Armor; Combat Servitor x 1; Familiar x 1; Heirophant x 1
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor and Smoke Launchers
Calling on a brother Inquisitor to join the fight, this is yet another way to bring in a powerful combat character behind our running wall of Rhinos.
Troop Selection I: 158 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Meltaguns x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Troop Selection II: 158 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Meltaguns x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Troop Selection III: 158 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Meltaguns x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Troop Selection IV: 158 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Meltaguns x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Troop Selection V: 158 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Meltaguns x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Troop Selection VI: 193 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Thunderhammer
  • Weapons: Plasma Guns x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Our Storm Troopers are doing the same thing as before, making an incredibly large wall of armor that can safely taxi our Inquisitors to the front lines. Although this time, we're starting to outfit some of our Storm Troopers for close range combat support as well to support the Inquisitors and other Storm Troopers later in the game.
Heavy Support Selection I: 70 points
  • Orbital Strike
  • Lance Strike
The lance strike is very inaccurate, as all orbital strikes are, however it can be useful combined with good terrain and good use of our Callidus assassin to keep specific stationary units near that terrain we choose. Also, a simply S10 hit is more than enough to insta-kill most things caught under it, or even partially hit by it. As it is our only heavy support, we may as well take the one with AP1 due to it being able to pentrate vehicles instead of glancing them should we knick some rear armor.

Tactical Application

We're starting to really fill up the board with armor at this point. Over-saturating the enemy's anti-tank power can help us to push forward with 8 vehicles, using the Rhinos to protect our Chimeras to get those Inquisitors to combat. Combined use of the Assassins and the Orbital strike we can attempt to push our enemies to make specific moves (or at least guess really well where the enemy will move to, or away from) giving us a greater control over where to push our vehicles. The vehicles should taxi each other to make the best use of the smoke launchers as they grant obscurred targets to the other vehicles behind them so long as they're sufficiently blocking line of sight. Needless to say, you may lose transports, but many will survive and deliver their pay loads.



Inquisitorial Daemonhunters; 2,000 points

Preface

Our end-game goal of 2,000 points involves filling out our troops with more gear to protect and punish in the game. Not much else can change due to our limitations, unless we decided to go Radical. However, from here it's pretty much full stop as we cannot go much further. Anti-tank weapons against us will play a major roll in the outcome of these games as 8 vehicles may not be stretching it very thin anymore.

Army List

HQ Selection I: 295 points
  • Ordo Malleus Inquisitor Lord
  • War Gear: Thunder Hammer; Bolt Pistol; Artificer Armor
  • Henchmen: Acolytes x 3 with Artificer Armor; Combat Servitor x 1; Familiar x 1; Heirophant x 2
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor and Smoke Launchers
Daemonhunter Inquisitors can be monsters on combat, much more so than a Sergent in the Storm Troopers, so keeping that in mind, we rig up and take the fight to our enemy face to face as a Daemonhunter should. Now, more troopers are rigged in combat fashion so we should see everyone side by side at this point swinging hammers.
Elite Selection I: 120 points
  • Callidus Temple Assassin
The Calldius Assassin speaks for itself, but mainly the deployment move is going to be a defensive one to deny some heavy weapons line of sight to our transports early in the game. After that, she's perfect for ripping open a battle tank from behind or quickly snuffing out a heavy team that is keeping our vehicles stunned.
Elite Selection II: 120 points
  • Death Cult Assassins x 3
Going for more infiltrating Assassin action, our assassins are actually decoys for our enemy to worry about while our mobilized force approaches; not to mention they're great for assaulting heavy infantry units.
Elite Selection III: 262 points
  • Ordo Malleus Inquisitor
  • War Gear: Thunder Hammer; Bolt Pistol; Artificer Armor
  • Henchmen: Acolytes x 3 with Artificer Armor; Combat Servitor x 1; Familiar x 1; Heirophant x 1
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor and Smoke Launchers
Calling on a brother Inquisitor to join the fight, this is yet another way to bring in a powerful combat character behind our running wall of Rhinos.
Troop Selection I: 168 points
  • Inquisitorial Storm Troopers x 9
  • Weapons: Meltaguns x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Troop Selection II: 193 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Thunderhammer
  • Weapons: Meltaguns x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Troop Selection III: 193 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Thunderhammer
  • Weapons: Meltaguns x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Troop Selection IV: 193 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Thunderhammer
  • Weapons: Meltaguns x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Troop Selection V: 193 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Thunderhammer
  • Weapons: Plasma Guns x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Troop Selection VI: 193 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Thunderhammer
  • Weapons: Plasma Guns x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Our Storm Troopers are doing the same thing as before, making an incredibly large wall of armor that can safely taxi our Inquisitors to the front lines. Our storm troopers are quite dangerous now packing big hammers to crack some heads, or some side armor of vehicles should the meltas not do the job well enough. Either way, we have an impressive number of hammers out there to be a signature daemonhunter look on the battlefield.
Heavy Support Selection I: 70 points
  • Orbital Strike
  • Lance Strike
The lance strike is very inaccurate, as all orbital strikes are, however it can be useful combined with good terrain and good use of our Callidus assassin to keep specific stationary units near that terrain we choose. Also, a simply S10 hit is more than enough to insta-kill most things caught under it, or even partially hit by it. As it is our only heavy support, we may as well take the one with AP1 due to it being able to pentrate vehicles instead of glancing them should we knick some rear armor.

Tactical Application

The list is complete and we've got one goal in mind: rush forward, unload, fire, get into combat. We have a lot of Thunderhammers and should use them as often as possible. If we taxi our vehicles well, we can get these troopers and Inquisitors to combat, where the Assassins should already be. Keeping the biggest guns quiet is the assassins' job while our wall of armor approaches. This time around, be mindful of your Orbital Strike as you may lose quite a number of units to it this time around depending on where you place it--however, the Strike itself is best used at this point to keep certain areas "clear" of models such as good sites of cover which you do not wish your enemy to remain in later in the game (it's used to keep them out, not kill them in this case).



Inquisitorial Daemonhunters with Inducted Imperial Guard; 400 points Combat Patrol

Preface

In Combat Patrol, it's very difficult to manage a force that will have what we need to really be a Daemonhunter. Inquisitors are too expensive and so are Grey Knights. The only thing we have left are the basic Inquisitorial troops and perhaps some inducted guardsmen to help out. However, none of this is particularly "Daemonhunters" in the sense of having units or weapons only available to them. So if this is your choice to go this route, perhaps think about going the extra mile to model them towards Daemonhunters to really make them look the part (even if it simply involves making a vehicle carry Inquisitorial seals).

Army List

Troop Selection I: 168 points
  • Inquisitorial Storm Troopers x 9
  • Weapons: Meltaguns x 2
  • Transport: Rhino with Extra Armor and Smoke Launchers
Troop Selection I: 231 points
  • Inducted Imperial Guard Platoon
Command Squad: 65 points
  • Character: Junior Officer
  • War Gear: Surveyor
  • Weapons: Autocannon; Grenade Launcher
Infantry Squad I: 83 points
  • Weapons: Autocannon; Grenade Launcher
Infantry Squad I: 83 points
  • Weapons: Missile Launcher; Grenade Launcher

Tactical Application

Simplicity is the name of the game here. We have a fast mounted squad of Storm Troopers with anti-tank or anti-heavy-infantry weaponry on-board. Should we need to crack a tank, they can definitely do. They can also unleash a good torrent of fire upon power armor if that is needed. To back up our daemonhunter's inquisitorial storm troopers, we have an infantry platoon from the inducted imperial guard to supply some more long range, multi-shot support fire and a single krack missile for backup. They all have grenade launchers for template attacks or just high-powered attacks in general. The idea is to roll a lot of dice, wound easily and let luck decide the enemie's fate when it comes to rolling saves. This is not a combat beast type list, so focus your fire well and learn to use the little guys who will later be a core to a much more elite Daemonhunters force.



Inquisitorial Daemonhunters with Inducted Imperial Guard; 1000 points

Preface

Daemonhunters at low point-level games are difficult to fit in the units that we want, but that is a problem that plague's the Grey Knights. When it comes to the Inquisitorial Daemonhunters with their inducted Guard allies, we're free to take our flavorful characters from the Daemonhunters and our meat and core really from the Guard (much like how it should be anyways).

Army List

HQ Selection I: 272 points
  • Ordo Malleus Inquisitor Lord
  • War Gear: Psycannon
  • Henchmen: Acolyte x 2; Gun Servitor with Heavy Bolter x 2; Hierophant x 2; Mystic x 2; Sage
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor and Smoke Launchers
I chose this kind of Inquisitor Lord and retinue to reflect a purpose in the list, and that is to simply spew death from the 36 inch range with a load of Dakka. We have 3 Heavy Bolters, 1 Multi-laser and 1 Psycannon which all do wonders. That's 15 S5+ shots that can stream down the field into our foe. The idea here, is to simply sit back with the chimera which should be deployed in cover, hull down. The retinue and Inquisitor simply hug the sides of the Chimera for the cover saves (4+ cover is better than anything else you can get on these squads). Positioning of them is critical to ensure you get that cover save on the majority of your models--so remember the majority rules when you take cover into account! If deployed correctly and well, they will actually be quite resilient and you have serious firepower that requires 7 wounds to be lost before they start losing firepower.
Troop Selection I: 125 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Power Weapon
  • Weapons: Grenade Launcher; Plasma Gun
Troop Selection II: 110 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • Weapons: Grenade Launcher; Plasma Gun
Our Storm Troopers are small squads meant to take less priority to the enemy as our other heavy hitters. As such, we can walk around without too much fear of losing them and they're equipped for the ranged fight on the move and if anything comes close, they're prepared in that way too with nasty rapidfire weaponry and a power weapon.
Troop Selection III: 166 points
  • Inducted Imperial Guard Armored Fist Squad
  • Infantry Squad
  • Weapons: Missile Launcher
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor; Search Light
Troop Selection IV: 166 points
  • Inducted Imperial Guard Armored Fist Squad
  • Infantry Squad
  • Weapons: Missile Launcher
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor; Search Light
Our Armored Fist Squads are simply meant to slowly advance or move to select positions for fire paths. They provide a good amount of fire power as well as some anti-tank shots. The guardsmen themselves should hardly receive any attention compared to our heavy volume units in the list. If anything else, they can use the Chimera for cover and just bunker down, or they can be dropped to hold an objective while the Chimera moves on.
Heavy Support Selection I: 161 points
  • Leman Russ Battle Tank
  • Weapons: Hull Heavy Bolter; Heavy Bolter Sponsons
  • Options: Extra Armor; Search Light
Not much will argue with a Leman Russ, not even a Daemon, nor Xenos. We have the perfect piece of machinery with a high armor rating and an incredibly powerful battle cannon. Should the cannon fail we have a slew of heavy bolters. It is the "aggressor" of the army list.

Tactical Application

The army list was designed with Dakka in mind--we want to roll a lot of dice. Typically we're an odd army due to the nature of Pure Inquisitorial Daemonhunters not having many of their own codex units, and thus they rely heavily on allies. Because of that you will find almost anything in the list--however in our list, we have 3 mobilized squads as well as an aggressive tank (the Leman Russ). We have an assortment of anti-tank weaponry, perhaps on the low-side, but it should be sufficient unless you face high armored opponents. The Storm Troopers are front and center while the Armored Fist Squads flank and take quarters or secure ground for bunkering in. The Inquisitorial Squad and the Leman Russ supply the suppression fire.



Inquisitorial Daemonhunters with Inducted Imperial Guard; 1,500 points

Preface

For my 1,500 point list, I envisioned a secret Inquisitor of the Ordo Malleus being in an area with a heavily daemonic pressense becoming apparent. Far away from his own Chamber on Titan, he calls upon a local regiment of the Imperial Guard who answer his call without question, who he leads onto the battle field to stop the cursed foe. As an Inquisitor of the Ordo Malleus, he favors to see the destruction of the wicked first hand rather than read a report, and as such, he is responsible for addressing any daemonic activity and even more so, responsible for the fate of those he leads as they bare witness to the horrors of the Empyrean.

Army List

HQ Selection I: 283 points
  • Ordo Malleus Inquisitor Lord
  • War Gear: Thunder Hammer; Bolt Pistol; Refractor Field
  • Henchmen: Acolyte with Refractor Field x 2; Veteran Warrior with Meltagun; Veteran Warrior with Flamer; Veteran Warrior; Hierophant x 2
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor
I chose a close combat oriented squad to make great use of the close combat abilities of the Inquisitor while backed up by the rest of the force. Hearty with invulnerable saves, the Inquisitor should have plenty of room to smash asunder any in his path while his Acolytes suffer for him. The extra weaponry are for close encounters of the armored kind as well as densely packed enemies.
Elite Selection I: 120 points
  • Callidus Temple Assassin
The Calldius Temple assassins are great tools of the Inquisition, and as such, will remove any key threat in the opposing force as well as influence their deployment for their own detriment.
Troop Selection I: 183 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Power Weapon
  • Weapons: Meltagun; Flamer
  • Transport: Rhino with Extra Armor and Smoke Launchers
Troop Selection II: 183 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Power Weapon
  • Weapons: Meltagun; Flamer
  • Transport: Rhino with Extra Armor and Smoke Launchers
Troop Selection III: 125 points
  • Inquisitorial Storm Troopers x 8
  • Character; Veteran
  • War Gear: Power Weapon
  • Weapons: Grenades Launchers x 2
These Storm Troopers were selected to benefit their Inquisitor and as such are to quickly do his bidding for objective acquisition or protection. They are readily setup with any weaponry for any task as well as a trusty transport to get them to their destination. The final squad is an active purgation squad with grenade launchers to fire assault krak grenades while on the move.
Troop Selection IV: 223 points
  • Inducted Imperial Guard Platoon
  • Comand Squad:
  • Character: Junior Officer
  • War Gear: Surveyor
  • Weapons: Missile Launcher
  • Infantry Squad I:
  • Weapons: Missile Launcher; Grenade Launcher
  • Infantry Squad II:
  • Weapons: Missile Launcher; Grenade Launcher
Troop Selection V: 223 points
  • Inducted Imperial Guard Platoon
  • Comand Squad:
  • Character: Junior Officer
  • War Gear: Surveyor
  • Weapons: Missile Launcher
  • Infantry Squad I:
  • Weapons: Missile Launcher; Grenade Launcher
  • Infantry Squad II:
  • Weapons: Missile Launcher; Grenade Launcher
The real meat of the force is the 50 warm bodies that form the main Guard regiment at the center of the army. They provide the ranged support that our Daemonhunters needed for taking out tough targets as well as simply holding ground with resilience in numbers.
Heavy Support Selection I: 160 points
  • Leman Russ Battle Tank
  • Weapons: Hull Heavy Bolter; Heavy Bolter Sponsons
  • Options: Extra Armor
Not much will argue with a Leman Russ, not even a Daemon, nor Xenos. We have the perfect piece of machinery with a high armor rating and an incredibly powerful battle cannon. Should the cannon fail we have a slew of heavy bolters to change one's way. The Leman Russ is the center piece of our Guard anchor support.

Tactical Application

The main idea of the force, is to have a sturdy anchor in the Guard while having a forward moving, firing and assault ready spearhead to inject directly into the heart of the enemy. Our assassin ensures the removal of key targets, or at least the silence of them as well as altering deployment. Anything with an armor value or that is fast moving should be force fed all the missile launchers and battle cannon. Our rhinos and chimera should be racing forward to deliver it's precious contents into the face of the heretic for cleansing.



Inquisitorial Daemonhunters with Inducted Imperial Guard; 1,850 points

Preface

My 1850 list for the Inquisitorial Daemonhunters with Inducted Imperial Guard is more along the lines of adding units to our existing 1500 point list. Quite simply, we're just looking to make up more points by adding more units of course and perhaps adding a new dynamic to the list.

Army List

HQ Selection I: 286 points
  • Ordo Malleus Inquisitor Lord
  • War Gear: Thunder Hammer; Bolt Pistol; Refractor Field
  • Henchmen: Acolyte with Refractor Field x 2; Veteran Warrior with Meltagun; Veteran Warrior with Flamer; Veteran Warrior; Hierophant x 2
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor and Smoke Launchers
I chose a close combat oriented squad to make great use of the close combat abilities of the Inquisitor while backed up by the rest of the force. Hearty with invulnerable saves, the Inquisitor should have plenty of room to smash asunder any in his path while his Acolytes suffer for him. The extra weaponry are for close encounters of the armored kind as well as densely packed enemies.
Elite Selection I: 120 points
  • Callidus Temple Assassin
The Callidus Temple assassins are great tools of the Inquisition, and as such, will remove any key threat in the opposing force as well as influence their deployment for their own detriment.
Elite Selection II: 113 points
  • Ordo Malleus Inquisitor
  • War Gear: Psycannon
  • Henchmen: Acolyte x 2; Gun Servitor with Heavy Bolter; Hierophant x 2; Mystic
I chose this Elite Inquisitor to join our ranks, as an apprentice to our Lord. The squad is to stay in cover at all costs and does really well when hugging the side of a parked tank (such as a Leman Russ) for the best cover saves possible. We have a nice leadership bonus and we can take pot shots at the enemy should they appear nearby via our Mystic for attacking Deep Strike units (at least we have the chance) and we have a nice Heavy Bolter and a Psycannon to rip into infantry with from afar.
Troop Selection I: 183 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Power Weapon
  • Weapons: Meltagun; Flamer
  • Transport: Rhino with Extra Armor and Smoke Launchers
Troop Selection II: 183 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Power Weapon
  • Weapons: Meltagun; Flamer
  • Transport: Rhino with Extra Armor and Smoke Launchers
These Troopers are our spearhead force as well as objective holders. We can crack a tank or a piece of heavy infantry armor or burn away some hordes while taking great cover from the rubble of a Rhino if need be. They're a great shield for the Inquisitor as well to quickly push foward and pave the road and act as a wall before breaking off and letting the Chimera drop it's payload.
Troop Selection III: 193 points
  • Inducted Imperial Guard Armored Fist Squad
  • Infantry Squad:
  • Character: Veteran
  • Weapons: Missile Launcher; Grenade Launcher
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Pintle Heavy Stubber; Extra Armor
Our Armored Fist Squad is here to provide more static firepower, providing 9 shots at 36 inch range, as well as a fast mobilized unit to help with anti-armor and objective holding. Another option for this Chimera is to use for cover with the Inquisitor squad from our Elite section to take great cover saves.
Troop Selection IV: 223 points
  • Inducted Imperial Guard Platoon
  • Comand Squad:
  • Character: Junior Officer
  • War Gear: Surveyor
  • Weapons: Missile Launcher
  • Infantry Squad I:
  • Weapons: Missile Launcher; Grenade Launcher
  • Infantry Squad II:
  • Weapons: Missile Launcher; Grenade Launcher
Troop Selection V: 311 points
  • Inducted Imperial Guard Platoon
  • Comand Squad:
  • Character: Junior Officer
  • War Gear: Surveyor
  • Weapons: Missile Launcher
  • Infantry Squad I:
  • Weapons: Missile Launcher; Grenade Launcher
  • Infantry Squad II:
  • Weapons: Missile Launcher; Grenade Launcher
  • Infantry Squad III:
  • Weapons: Lascannon; Grenade Launcher
The real meat of the force is the 50 warm bodies that form the main Guard regiment at the center of the army. They provide the ranged support that our Daemonhunters needed for taking out tough targets as well as simply holding ground with resilience in numbers.
Fast Attack Selection I: 78 points
  • Inducted Imperial Guard Rough Riders x 6
  • Character: Veteran
  • Options: Meltabombs on all members of the squad
Kind of a "secret weapon" that I've come to enjoy in many different armies are the Rough Riders. They're a small, cheap but highly mobile squad that can do one thing very well--throw meltabombs at tanks. They're not great in combat and they're not resilient enough to last against any respectable opponent in combat either, so instead, we can use their advantages to our advantage and that is their price for their power. Destroying a single enemy tank more than makes up for their price and we can do this quite quickly moving as cavalry and they're not exactly a threatening looking unit on the battlefield moving through cover and flanking compared to all those heavy units full of big guns in the rear.
Heavy Support Selection I: 160 points
  • Leman Russ Battle Tank
  • Weapons: Hull Heavy Bolter; Heavy Bolter Sponsons
  • Options: Extra Armor
Not much will argue with a Leman Russ, not even a Daemon, nor Xenos. We have the perfect piece of machinery with a high armor rating and an incredibly powerful battle cannon. Should the cannon fail we have a slew of heavy bolters to change one's way. The Leman Russ is the center piece of our Guard anchor support.

Tactical Application

I wanted to spread everything out in this force to be an all-comer's type list to take on the world. We have a number of highly mobile squads with the ability to bust armor or bust heads. Everything is backed up by a very thick static anchor of Guard with missile launcher galore and a flagship battle tank. We can spearhead forward with our Inquisitor Lord and Storm Troopers while our Rough Riders and Fist squad flank. The rest of the army holds their ground and provide a lot of long range high powered fire as well as Dakka. You have plenty of units for holding objectives and scoring points.



Inquisitorial Daemonhunters with Inducted Imperial Guard; 2,000 points

Preface

Our 2,000 point list is the end game list for most people, so we'll work up to it from our 1,850 point list as a basis to see just about where we stop this adventure.

Army List

HQ Selection I: 339 points
  • Ordo Malleus Inquisitor Lord
  • War Gear: Thunder Hammer; Bolt Pistol; Artificer Armor; Refractor Field
  • Henchmen: Acolyte with Artificer Armor x 3; Veteran Warrior with Meltagun; Veteran Warrior with Flamer; Combat Servitor; Hierophant x 2
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor and Smoke Launchers
I chose a close combat oriented squad to make great use of the close combat abilities of the Inquisitor while backed up by the rest of the force. The Inquisitor should have plenty of room to smash asunder any in his path while his Acolytes suffer for him. The extra weaponry are for close encounters of the armored kind as well as densely packed enemies. We go the extra mile taking the artificer armor route to make our majorities work for us and having a second powerfist in the squad.
Elite Selection I: 120 points
  • Callidus Temple Assassin
The Callidus Temple assassins are great tools of the Inquisition, and as such, will remove any key threat in the opposing force as well as influence their deployment for their own detriment.
Elite Selection II: 207 points
  • Ordo Malleus Inquisitor
  • War Gear: Psycannon; Targeter
  • Henchmen: Acolyte x 2; Gun Servitor with Heavy Bolter; Hierophant x 2; Mystic
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor and Smoke Launchers
I chose this Elite Inquisitor to join our ranks, as an apprentice to our Lord. The squad is to stay in cover at all costs and does really well when hugging the side of his parked Chimera for the best cover saves possible. We have a nice leadership bonus and we can take pot shots at the enemy should they appear nearby via our Mystic for attacking Deep Strike units (at least we have the chance) and we have a nice Heavy Bolter and a Psycannon to rip into infantry with from afar.
Troop Selection I: 183 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Power Weapon
  • Weapons: Meltagun; Flamer
  • Transport: Rhino with Extra Armor and Smoke Launchers
Troop Selection II: 183 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Power Weapon
  • Weapons: Meltagun; Flamer
  • Transport: Rhino with Extra Armor and Smoke Launchers
These Troopers are our spearhead force as well as objective holders. We can crack a tank or a piece of heavy infantry armor or burn away some hordes while taking great cover from the rubble of a Rhino if need be. They're a great shield for the Inquisitor as well to quickly push foward and pave the road and act as a wall before breaking off and letting the Chimera drop it's payload.
Troop Selection III: 196 points
  • Inducted Imperial Guard Armored Fist Squad
  • Infantry Squad:
  • Character: Veteran
  • Weapons: Missile Launcher; Grenade Launcher
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Pintle Heavy Stubber; Extra Armor; Smoke Launchers
Our Armored Fist Squad is here to provide more static firepower, providing 9 shots at 36 inch range, as well as a fast mobilized unit to help with anti-armor and objective holding. Another option for this Chimera is to use for cover with the Inquisitor squad from our Elite section to take great cover saves.
Troop Selection IV: 223 points
  • Inducted Imperial Guard Platoon
  • Comand Squad:
  • Character: Junior Officer
  • War Gear: Surveyor
  • Weapons: Missile Launcher
  • Infantry Squad I:
  • Weapons: Missile Launcher; Grenade Launcher
  • Infantry Squad II:
  • Weapons: Missile Launcher; Grenade Launcher
Troop Selection V: 311 points
  • Inducted Imperial Guard Platoon
  • Comand Squad:
  • Character: Junior Officer
  • War Gear: Surveyor
  • Weapons: Missile Launcher
  • Infantry Squad I:
  • Weapons: Missile Launcher; Grenade Launcher
  • Infantry Squad II:
  • Weapons: Missile Launcher; Grenade Launcher
  • Infantry Squad III:
  • Weapons: Lascannon; Grenade Launcher
The real meat of the force is the 50 warm bodies that form the main Guard regiment at the center of the army. They provide the ranged support that our Daemonhunters needed for taking out tough targets as well as simply holding ground with resilience in numbers.
Fast Attack Selection I: 78 points
  • Inducted Imperial Guard Rough Riders x 6
  • Character: Veteran
  • Options: Meltabombs on all members of the squad
Kind of a "secret weapon" that I've come to enjoy in many different armies are the Rough Riders. They're a small, cheap but highly mobile squad that can do one thing very well--throw meltabombs at tanks. They're not great in combat and they're not resilient enough to last against any respectable opponent in combat either, so instead, we can use their advantages to our advantage and that is their price for their power. Destroying a single enemy tank more than makes up for their price and we can do this quite quickly moving as cavalry and they're not exactly a threatening looking unit on the battlefield moving through cover and flanking compared to all those heavy units full of big guns in the rear.
Heavy Support Selection I: 160 points
  • Leman Russ Battle Tank
  • Weapons: Hull Heavy Bolter; Heavy Bolter Sponsons
  • Options: Extra Armor
Not much will argue with a Leman Russ, not even a Daemon, nor Xenos. We have the perfect piece of machinery with a high armor rating and an incredibly powerful battle cannon. Should the cannon fail we have a slew of heavy bolters to change one's way. The Leman Russ is the center piece of our Guard anchor support.

Tactical Application

At the 2,000 point level we're pretty much mobilized with a strong base of anchors. Our characters are powerful and have a strong output and we have enough heavy weapons for everything we can expect for an all-comer list. So at 2,000 points we have a little bit of everything to throw around. In our case, our mobilized squads should act as a spearhead to get that Inquisitor into combat while our other Inquisitor uses his chimera as a bunker and it and the squad combined can produce an impressive amount of dakka down the field. All the while, our mass of infantry of guardsmen and their leman russ punish the big targets. Our sneaky rough riders should be the last target in our enemy's sights, so take them long field and hunt the biggest tank they have surviving our salvos.



Inquisitorial Daemonhunters with Inducted Space Marines; 400 points Combat Patrol

Preface

Combat Patrol is our best way to start the game with a few models and just getting used to the army and the models. So for the Daemonhunters it's a great way to learn to use the troops.

Army List

Troop Selection I: 215 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Thunder Hammer
  • Weapons: Meltagun x 1; Plasmagun x 1
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor
This is a standard outfit of Storm Troopers for our Daemonhunters sporting a classy Hammer to boot and the kind of weaponry needed to punish anything heavy. We're mobile and have dakka mounted Chimera weaponry and the highest armor possible in the format for protection.
Troop Selection II: 75 points
  • Inquisitorial Storm Troopers x 6
  • Weapons: Grenade Launcher x 1; Flamer x 1
Our small squad of Troopers will be pretty much a harassment unit to cause trouble with long range assault weaponry and a nice flamer for the up-close confrontation.
Troop Selection III: 110 points
  • Inducted Tactical Space Marines x 6
  • Weapons: Missile Launcher; Plasma Gun
This Tactical squad is our static fire base, equipped to the Teeth to punish anything with high armor or toughness.

Tactical Application

The basic idea is simple as we have 3 units that are all armed to donate a healthy contribution to the fight. Our mobilized squad should function as the workhorse, spearheading the opponent as our other two ground units supply cover fire and support. If you have to capture something, the small unit of Troopers is the perfect walking squad for it as they will not receive much attention with our other two units taking much higher priority.



Inquisitorial Daemonhunters with Inducted Space Marines; 1,000 points

Preface

The Inquisition makes great use the Space Marines, calling them to duty. In this manner, we can still achieve a good base of infantry and power armor while keeping our theme of the Daemonhunters. The spacemarines bring incredible amounts of long range, accurate weaponry to the field, or can be combat specialists for us, however, the Daemonhunters are combat specialists so the Marines fill a great gap in terms of long range warfare and resilience.

Army List

HQ Selection I: 292 points
  • Ordo Malleus Inquisitor Lord
  • War Gear: Thunder Hammer; Artificer Armor; Bolt Pistol; Auspex
  • Henchmen: Acolyte x 3 with Artificer Armor; Veteran with Meltagun x 1; Combat Servitor
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor
From a combat perspective, our Inquisitor dishes out supreme pain while our majority remains on the 2+ save fronting resilience. We have a meltagun for any kind of armored threats up close, such as a dreadnought, as well as a second powerfist to aid in punshing the wicked. The Inquisitor is literally a machine however with many acolytes absorbing his wounds and all saving with artificer armor. This squad is notably expensive, so choose your targets well and avoid those powerfist and power weapon heavy squads.
Troop Selection I: 228 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Thunder Hammer; Auspex; Targeter
  • Weapons: Plasma Gun x 2
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor
Troop Selection II: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launcher x 2
Our Storm Troopers are small squads meant to take less priority to the enemy as our other heavy hitters. As such, we can walk around without too much fear of losing them and they're equipped for the ranged fight on the move with good strength attacks and template action. Our mobile squad is to join the Inquisitorial chimera to aid in keeping it in cover as they taxi around to their objective. The Veteran here is packing a Thunder Hammer as well for the theme of the army and they have a targeter to best use those weapons, as well as an auspex for the chance to crack some infiltrators.
Troop Selection III: 100 points
  • Inducted Space Marines x 6
  • Weapons: Missile Launcher
Troop Selection IV: 100 points
  • Inducted Space Marines x 6
  • Weapons: Missile Launcher
Our Marines have been called to the lines to front missile launchers and hang behind as scoring units with range and resilience. The squad sizes are low, but this is due to point restrictions and to show that they are not nearly as numerous when called to duty by an Inquisitor.
Heavy Support Selection I: 180 points
  • Devistator Squad; Space Marines x 8
  • Weapons: Missile Launchers x 3
Our Devistators bring great firepower to the board with increased numbers to protect the expensive weaponry. They will be crucial for helping pound the enemy armor quickly in the beginning then turning their sights on lesser targets later when the coast is clear.

Tactical Application

The marines are the support in the Daemonhunter list in our case. As such, they hold the backlines and simply let loose with their missiles while the rest of our Daemonhunters take the front line game. We want to use our transports together to support each other and unleash a salvo of Dakka on the way. After they arrive, we have Thunder Hammers prepared for the fight (much more flavorful than power fists). The Missiles from the marines should be taking out enemy armor or punching through enemy heavy weapon teams or splatting the hordes that await us as our mobile squads should be taking the fight to their weaker infantry to ensure success in combat. The lone Troopers with grenade launchers will be the lesser known as they harass the enemy with assault ranged grenades.



Inquisitorial Daemonhunters with Inducted Space Marines; 1,500 points

Preface

The Inquisition makes great use the Space Marines, calling them to duty. In this manner, we can still achieve a good base of infantry and power armor while keeping our theme of the Daemonhunters. The spacemarines bring incredible amounts of long range, accurate weaponry to the field, or can be combat specialists for us, however, the Daemonhunters are combat specialists so the Marines fill a great gap in terms of long range warfare and resilience. In this rendition of the list, we can finally add in more units to fill out the squads more and have a much more balanced and ready list.

Army List

HQ Selection I: 292 points
  • Ordo Malleus Inquisitor Lord
  • War Gear: Thunder Hammer; Artificer Armor; Bolt Pistol; Auspex
  • Henchmen: Acolyte x 3 with Artificer Armor; Veteran with Meltagun x 1; Combat Servitor
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor
From a combat perspective, our Inquisitor dishes out supreme pain while our majority remains on the 2+ save fronting resilience. We have a meltagun for any kind of armored threats up close, such as a dreadnought, as well as a second powerfist to aid in punshing the wicked. The Inquisitor is literally a machine however with many acolytes absorbing his wounds and all saving with artificer armor. This squad is notably expensive, so choose your targets well and avoid those powerfist and power weapon heavy squads.
Elite Selection I: 120 points
  • Calldius Temple Assassin
The Calldius Assassin fits well with our force as she can help bring vulnerable targets to sight for our heavy weaponry and later show up to assassinate a big target or destroy the abilities of a heavy weapons team that was giving us problems.
Troop Selection I: 228 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Thunder Hammer; Auspex; Targeter
  • Weapons: Plasma Gun x 2
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor
Troop Selection II: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launcher x 2
Our Storm Troopers are small squads meant to take less priority to the enemy as our other heavy hitters. As such, we can walk around without too much fear of losing them and they're equipped for the ranged fight on the move with good strength attacks and template action. Our mobile squad is to join the Inquisitorial chimera to aid in keeping it in cover as they taxi around to their objective. The Veteran here is packing a Thunder Hammer as well for the theme of the army and they have a targeter to best use those weapons, as well as an auspex for the chance to crack some infiltrators.
Troop Selection III: 100 points
  • Inducted Space Marines x 6
  • Weapons: Missile Launcher
Troop Selection IV: 100 points
  • Inducted Space Marines x 6
  • Weapons: Missile Launcher
Troop Selection V: 100 points
  • Inducted Space Marines x 6
  • Weapons: Missile Launcher
Troop Selection VI: 100 points
  • Inducted Space Marines x 6
  • Weapons: Plasma Cannon
Our Marines have been called to the lines to front missile launchers and hang behind as scoring units with range and resilience. The squad sizes are low, but this is due to point restrictions and to show that they are not nearly as numerous when called to duty by an Inquisitor.
Fast Attack Selection I: 150 points
  • Land Speeder Squadron
  • Landspeeders x 3
  • Weapon: Heavy Bolters
Speed and Dakka is what Land Speeders are all about. Unfortunately we cannot get our hands on multiple Tornado pattern speeders, so at this level we will take quantity over quantity. These speeders are great for taking objectives and holding quarters with great speed!
Heavy Support Selection I: 200 points
  • Devistator Squad; Space Marines x 8
  • Weapons: Missile Launchers x 4
Our Devistators bring great firepower to the board with increased numbers to protect the expensive weaponry. They will be crucial for helping pound the enemy armor quickly in the beginning then turning their sights on lesser targets later when the coast is clear.

Tactical Application

Now that we have a good group of units to spare, we have a huge fire base of static marines with a large amount of long range weaponry with many squads to score points with. We have mobile units and speeders to quickly move out, secure objectives and generally engage the enemy in close proximity. Our assassin is here to cause supreme trouble to expose crucial targets to our first turn salvo. At the 1,500 point level we have a saturation of fire power and enough combat power to pick off anything we cannot shoot. The key is to simply focus your firepower to remove the targets from the board one by one and we have enough bodies and enough firepower to do just that while remaining resilient.

Statistics

Our list has the total statistics in terms of percentages and the Force Organizational Chart:
Percentages
  • HQ - 19.5%
  • Elites - 8%
  • Fast Attack - 10%
  • Troops - 49%
  • Heavy Support - 13.5%
Model Counts
  • Models - 55
  • Vehicles - 5
  • Total - 60




Inquisitorial Daemonhunters with Inducted Space Marines; 1,850 points

Preface

We finally arrive at the 1,850 point level where we have the most access to a large assortment of followers that heed the Imperial Creed. The Inquisitor calls forth other Inquisitors and a large body of units to fulfill their goals. In this list, we take it to the highest levels and we have a good balance of unit selections from static to mechanized for a nice hybrid list that is ready to take on all-comers at the tournament style level of play.

Army List

HQ Selection I: 292 points
  • Ordo Malleus Inquisitor Lord
  • War Gear: Thunder Hammer; Artificer Armor; Bolt Pistol; Auspex
  • Henchmen: Acolyte x 3 with Artificer Armor; Veteran with Meltagun x 1; Combat Servitor
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor
From a combat perspective, our Inquisitor dishes out supreme pain while our majority remains on the 2+ save fronting resilience. We have a meltagun for any kind of armored threats up close, such as a dreadnought, as well as a second powerfist to aid in punshing the wicked. The Inquisitor is literally a machine however with many acolytes absorbing his wounds and all saving with artificer armor. This squad is notably expensive, so choose your targets well and avoid those powerfist and power weapon heavy squads.
Elite Selection I: 120 points
  • Callidus Temple Assassin
The Callidus Assassin fits well with our force as she can help bring vulnerable targets to sight for our heavy weaponry and later show up to assassinate a big target or destroy the abilities of a heavy weapons team that was giving us problems.
Elite Selection II: 265 points
  • Ordo Malleus Inquisitor
  • War Gear: Thunder Hammer; Artificer Armor; Bolt Pistol
  • Henchmen: Acolyte x 3 with Artificer Armor; Veteran with Meltagun x 1; Combat Servitor
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor
A brother Inquisitor with the same configuration as our Lord for double the action in combat.
Elite Selection III: 85 points
  • Daemonhost x 1
I included a Daemonhost simply because they're really a fun and flavorful unit. This labels our force as Radical so it can be removed and replaced with something like Deathcult assassins or the points could be used to fill other squads with more models, but it's always fun to have a little Daemon floating around the board to really give us the opportunity to teleport and boil some blood! They are a great harassment unit.
Troop Selection I: 228 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Thunder Hammer; Auspex; Targeter
  • Weapons: Plasma Gun x 2
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor
Troop Selection II: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launcher x 2
Our Storm Troopers are small squads meant to take less priority to the enemy as our other heavy hitters. As such, we can walk around without too much fear of losing them and they're equipped for the ranged fight on the move with good strength attacks and template action. Our mobile squad is to join the Inquisitorial chimera to aid in keeping it in cover as they taxi around to their objective. The Veteran here is packing a Thunder Hammer as well for the theme of the army and they have a targeter to best use those weapons, as well as an auspex for the chance to crack some infiltrators.
Troop Selection III: 100 points
  • Inducted Space Marines x 6
  • Weapons: Missile Launcher
Troop Selection IV: 100 points
  • Inducted Space Marines x 6
  • Weapons: Missile Launcher
Troop Selection V: 100 points
  • Inducted Space Marines x 6
  • Weapons: Missile Launcher
Troop Selection VI: 100 points
  • Inducted Space Marines x 6
  • Weapons: Plasma Cannon
Our Marines have been called to the lines to front missile launchers and hang behind as scoring units with range and resilience. The squad sizes are low, but this is due to point restrictions and to show that they are not nearly as numerous when called to duty by an Inquisitor.
Fast Attack Selection I: 150 points
  • Land Speeder Squadron
  • Landspeeders x 3
  • Weapon: Heavy Bolters
Speed and Dakka is what Land Speeders are all about. Unfortunately we cannot get our hands on multiple Tornado pattern speeders, so at this level we will take quantity over quantity. These speeders are great for taking objectives and holding quarters with great speed!
Heavy Support Selection I: 200 points
  • Devistator Squad; Space Marines x 8
  • Weapons: Missile Launchers x 4
Our Devistators bring great firepower to the board with increased numbers to protect the expensive weaponry. They will be crucial for helping pound the enemy armor quickly in the beginning then turning their sights on lesser targets later when the coast is clear.

Tactical Application

At this level, we have an all-comer list with something for everyone. The main idea is to use our Static forces to send salvos at our armored targets or heavily armored foe. Our mechanized portion of the list is to taxi forward and be the spear head. All the while, we harass the enemy with Land Speeder dakka as well as Daemonhost action until the Assassin does her job as well. We have a strong combat duo of Inquisitors supported by an incredible amount of punishing firepower. Remember to focus all your fire until whole targets are removed and use your speeders to capture quarters quickly as they will be the least of your opponent's problems!

Statistics

Our list has the total statistics in terms of percentages and the Force Organizational Chart:
Percentages:
  • HQ - 15.8%
  • Elites - 25.4%
  • Fast Attack - 8.1%
  • Troops - 39.9%
  • Heavy Support - 10.8%
Model Counts
  • Models - 62
  • Vehicles - 6
  • Total - 68




Inquisitorial Daemonhunters with Inducted Space Marines; 2,000 points

Preface

For the end-game list of 2,000 points for some, we simply build upon our 1,850 style list to finish out and have the big force on the table. In our case, we only have to add either another unit or fill out a couple other squads. In our case, we simply are filling out the weapon options and handing out some flashy war gear since we can splurge a little at this level while still maintaining a balanced list.

Army List

HQ Selection I: 292 points
  • Ordo Malleus Inquisitor Lord
  • War Gear: Thunder Hammer; Artificer Armor; Bolt Pistol; Auspex
  • Henchmen: Acolyte x 3 with Artificer Armor; Veteran with Meltagun x 1; Combat Servitor
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor
From a combat perspective, our Inquisitor dishes out supreme pain while our majority remains on the 2+ save fronting resilience. We have a meltagun for any kind of armored threats up close, such as a dreadnought, as well as a second powerfist to aid in punshing the wicked. The Inquisitor is literally a machine however with many acolytes absorbing his wounds and all saving with artificer armor. This squad is notably expensive, so choose your targets well and avoid those powerfist and power weapon heavy squads.
Elite Selection I: 120 points
  • Callidus Temple Assassin
The Callidus Assassin fits well with our force as she can help bring vulnerable targets to sight for our heavy weaponry and later show up to assassinate a big target or destroy the abilities of a heavy weapons team that was giving us problems.
Elite Selection II: 265 points
  • Ordo Malleus Inquisitor Lord
  • War Gear: Thunder Hammer; Artificer Armor; Bolt Pistol
  • Henchmen: Acolyte x 3 with Artificer Armor; Veteran with Meltagun x 1; Combat Servitor
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor
A brother Inquisitor with the same configuration as our Lord for double the action in combat.
Elite Selection III: 170 points
  • Daemonhost x 2
I included a Daemonhost simply because they're really a fun and flavorful unit. This labels our force as Radical so it can be removed and replaced with something like Deathcult assassins or the points could be used to fill other squads with more models, but it's always fun to have a little Daemon floating around the board to really give us the opportunity to teleport and boil some blood! They are a great harassment unit.
Troop Selection I: 228 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Thunder Hammer; Auspex; Targeter
  • Weapons: Plasma Gun x 2
  • Transport: Chimera with Hull Heavy Bolter and Turret Multi-laser; Extra Armor
Troop Selection II: 125 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Power Weapon
  • Weapons: Grenade Launcher x 2
Our Storm Troopers are small squads meant to take less priority to the enemy as our other heavy hitters. As such, we can walk around without too much fear of losing them and they're equipped for the ranged fight on the move with good strength attacks and template action. Our mobile squad is to join the Inquisitorial chimera to aid in keeping it in cover as they taxi around to their objective. The Veteran here is packing a Thunder Hammer as well for the theme of the army and they have a targeter to best use those weapons, as well as an auspex for the chance to crack some infiltrators.
Troop Selection III: 110 points
  • Inducted Space Marines x 6
  • Weapons: Missile Launcher; Plasma Gun
Troop Selection IV: 110 points
  • Inducted Space Marines x 6
  • Weapons: Missile Launcher; Plasma Gun
Troop Selection V: 110 points
  • Inducted Space Marines x 6
  • Weapons: Missile Launcher; Plasma Gun
Troop Selection VI: 120 points
  • Inducted Space Marines x 6
  • Weapons: Plasma Cannon; Plasma gun
Our Marines have been called to the lines to front missile launchers and hang behind as scoring units with range and resilience. The squad sizes are low, but this is due to point restrictions and to show that they are not nearly as numerous when called to duty by an Inquisitor.
Fast Attack Selection I: 150 points
  • Land Speeder Squadron
  • Landspeeders x 3
  • Weapon: Heavy Bolters
Speed and Dakka is what Land Speeders are all about. Unfortunately we cannot get our hands on multiple Tornado pattern speeders, so at this level we will take quantity over quantity. These speeders are great for taking objectives and holding quarters with great speed!
Heavy Support Selection I: 200 points
  • Devistator Squad; Space Marines x 8
  • Weapons: Missile Launchers x 4
Our Devistators bring great firepower to the board with increased numbers to protect the expensive weaponry. They will be crucial for helping pound the enemy armor quickly in the beginning then turning their sights on lesser targets later when the coast is clear.

Tactical Application

At 2,000 points, we have it all. We have all the units, all the war gear and all the things that make us enjoy the hobby. As an all-comer list, we have what we need to achieve victory as well. The static anchor of Marine support is well equipped to deal with virtually any target while the mobilized units function as the spear head. The other units are all dakka and harassment and equipped to the teeth for their work. Divide, conquer and focus your fire and you will have too many units and too much power to be stopped!

Statistics

Our list has the total statistics in terms of percentages and the Force Organizational Chart:
Percentages
  • HQ - 14.6%
  • Elites - 27.7%
  • Fast Attack - 7.5%
  • Troops - 40.2%
  • Heavy Support - 10%
Model Counts
  • Models - 63
  • Vehicles - 6
  • Total - 69




Inquisitorial Daemonhunters with Grey Knights; 400 points; Combat Patrol

Preface

Combat Patrol is our learner format, but also a veteran format for those who want quick games. There's really nothing wrong at all no matter the reasons. For us, it's a great way to get used to our force and getting used to running Troopers and Grey Knights together using the Grey Knights as the finishing blow, instead of the spear head.

Army List

Troop Selection I: 214 points
  • Inquisitorial Storm Troopers x 10
  • Character: Veteran
  • War Gear: Thunderhammer; Targeter
  • Weapons: Meltagun; Plasma Gun
  • Transport: Rhino; Extra Armor; Smoke Launchers
These troopers are armed to the teeth and ready to rock in Combat Patrol with the ability to take on anything and anyone either in the shooting phase or in combat.
Troop Selection II: 186 points
  • Grey Knights x 6
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Incinerator
Our Grey Knights are not the strongest in Combat Patrol but we can get good practice with having them follow our Rhino and use their targeter to great extent to keep an eye and gauge distances better for the the larger games later and for other units with targeters.

Tactical Application

The basic idea in Combat Patrol is a simple one, as we use our Rhino to spearhead forward and using it to shield the precious Grey Knights. The Storm Troopers themselves will be a handfull for our enemy bringing tons of problems to them with awesome guns and some potent combat power. Followed by some Grey Knights, it can act as a wave effect as we get used to the Grey Knights moping up after the rest of our army.



Inquisitorial Daemonhunters with Grey Knights; 1,000 points

Preface

The idea of Inquisitorial Daemonhunters with the Grey Knights is to take the pressure off of the Grey Knights to perform every function in the list and focus more on what they're better at. In that case, we fill most of our compulsory from the Inquisitorial aspect of the codex while letting our Grey Knights take the more elite rolls.

Army List

HQ Selection I: 261 points
  • Grey Knight Hero: Brother-Captain
  • War Gear: Targeter
  • Retinue: Grey Knight Terminators x 4
  • Weapons: Incinerator
  • Special Rules: Deep Strike
Using Deep Strike to enter the game, they are our heavy hitters in combat and quite the surprise when it's not apparent with only Imperials in sight.
Troop Selection I: 178 points
  • Inquisitorial Storm Troopers x 10
  • Weapons: Meltagun x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Troop Selection II: 178 points
  • Inquisitorial Storm Troopers x 10
  • Weapons: Meltagun x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
The Inquisitorial Storm Troopers fill up our Troop core of the army and supply the anti-tank support in terms of meltaguns. They will take most attention from the enemy while your Grey Knights perpare to deep strike in and start the carnage.
Fast Attack Selection I: 236 points
  • Grey Knight Squad x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Incinerator x 1
  • Special Rules: Deep Strike
The Grey Knights bring on the pain after they Deep Stike and may be fighting along side their Terminator brothers. Due to the dangers and risk of Deep Strike, we take a larger squad size to counter the problems we may be facing, though our Storm Troopers should be near by when the action begins.
Heavy Support Selection I: 146 points
  • Grey Knight Dreadnought
  • Weapons: Twin-linked Lascannon; Missile Launcher upgrade
  • Options: Extra Armor; Search Light
The dreadnought supplies early long range anti-tank support which usually is quite vital for a Grey Knight themed army. They should be firing upon the highest armors while the Storm Troopers worry with the transports.

Tactical Application

Our dreadnought should take cover early on and stay put while unleashing it's salvo upon enemy armor. All the while, the Storm Troopers and their rhinos should be making a taxi line towards the enemy and they should intercept enemy transports with their meltaguns. Once the dirty work is pretty much done, our Grey Knights will arrive to really start the fight and possibly play mop-up for us. It's a good idea to sandwich the enemy between your squads so that they have no where to fall back to after a good deep strike.



Inquisitorial Daemonhunters with Grey Knights; 1,500 points

Preface

Taking our idea of an Inquisitorial Daemonhunters army with the Grey Knights making up the more elite selections while letting the Inquisitorial staff take on the core of the army roll, we have a rash of new points to build up to. There are plenty of options here, but we need to keep in mind the lack of anti-tank goes up quite fast unless we keep up with it. So let's take a look at what we can add to make the list follow our point goal.
HQ Selection I: 302 points
  • Grey Knight Hero: Brother-Captain
  • War Gear: Targeter
  • Retinue: Grey Knight Terminators x 5
  • Weapons: Incinerator
  • Special Rules: Deep Strike
Using Deep Strike to enter the game, they are our heavy hitters in combat and quite the surprise when it's not apparent with only Imperials in sight.
Troop Selection I: 178 points
  • Inquisitorial Storm Troopers x 10
  • Weapons: Meltagun x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Troop Selection II: 178 points
  • Inquisitorial Storm Troopers x 10
  • Weapons: Meltagun x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
The Inquisitorial Storm Troopers fill up our Troop core of the army and supply the anti-tank support in terms of meltaguns. They will take most attention from the enemy while your Grey Knights perpare to deep strike in and start the carnage.
Troop Selection III: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection IV: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
We've added two small ground squads that have good ranged weaponry that actually can take down small transports but mainly serve as scoring squads with some medium range harassing support with some strong weapons or blast template aid for those large groups of infantry.
Fast Attack Selection I: 236 points
  • Grey Knight Squad x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Incinerator x 1
  • Special Rules: Deep Strike
The Grey Knights bring on the pain after they Deep Stike and may be fighting along side their Terminator brothers. Due to the dangers and risk of Deep Strike, we take a larger squad size to counter the problems we may be facing, though our Storm Troopers should be near by when the action begins.
Heavy Support Selection I: 146 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon; Missile Launcher upgrade
  • Options: Extra Armor; Search Light
The dreadnought supplies early long range anti-tank support which usually is quite vital for a Grey Knight themed army. They should be firing upon the highest armors while the Storm Troopers worry with the transports.
Heavy Support Selection II: 260 points
  • Grey Knights Land Raider
  • Options: Extra Armor; Dozer Blade
The Land Raider is there to add our extra set of anti-armor but as well serve as a massive fire magnet and provide quick transportation in those games where you may not feel like Deep Striking, in which case you could transport the Fast Attack selection of Grey Knights by switching them to Troops instead.

Tactical Application

This time around, we have a few larger targets to take priority for our opponent. The land raider should be front and center to either take all the attention while firing lascannons to take down enemy armor and providing cover to Storm Troopers who can take 4+ cover saves from the hull as they walk along side it. The Dreadnought can also take cover from behind while unleashing it's salvo as well. This force is one to be reckoned with, but the fun really starts when the Grey Knights begin to appear and your enemy will not know how many are coming. This is a very aggressive force as even the rhinos can play taxi with the land raider to gain a lot of ground while un-harmed before making a mad dash for their target.



Inquisitorial Daemonhunters with Grey Knights; 1,850 points

Preface

The 1850 level of points is the level where we think of as close to end game, but more competitive and we should hope to have a balanced list by this point. But in this level of points we also have enough room to fit in those units that we want, for whatever reasons without losing our balance. This is the level where we can add more Grey Knights finally.

Army List

HQ Selection I: 302 points
  • Grey Knight Hero: Brother-Captain
  • War Gear: Targeter
  • Retinue: Grey Knight Terminators x 5
  • Weapons: Incinerator
  • Special Rules: Deep Strike
Using Deep Strike to enter the game, they are our heavy hitters in combat and quite the surprise when it's not apparent with only Imperials in sight. We could also take them in the Land Raider simply to give ourselves some content to the iron beast.
Troop Selection I: 178 points
  • Inquisitorial Storm Troopers x 10
  • Weapons: Meltagun x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Troop Selection II: 178 points
  • Inquisitorial Storm Troopers x 10
  • Weapons: Meltagun x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
The Inquisitorial Storm Troopers fill up our Troop core of the army and supply the anti-tank support in terms of meltaguns. They will take most attention from the enemy while your Grey Knights perpare to deep strike in and start the carnage. Not much needs to change here as they're great as they are!
Troop Selection III: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection IV: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection V: 113 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Auspex; Targeter
  • Weapons: Plasma Guns x 2
We've added more small ground squads that have good ranged weaponry that actually can take down small transports but mainly serve as scoring squads with some medium range harassing support with some strong weapons or blast template aid for those large groups of infantry. Most noteably, one squad is equipped for up-close burning and are meant to have a chance to burn off infiltrators or any nasty deep strike surprises you may encounter as they are the guards of the rear of the army.
Fast Attack Selection I: 236 points
  • Grey Knight Squad x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Incinerator x 1
  • Special Rules: Deep Strike
Fast Attack Selection II: 236 points
  • Grey Knight Squad x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Incinerator x 1
  • Special Rules: Deep Strike
The Grey Knights bring on the pain after they Deep Stike and may be fighting along side their Terminator brothers. Due to the dangers and risk of Deep Strike, we take a larger squad size to counter the problems we may be facing, though our Storm Troopers should be near by when the action begins.
Heavy Support Selection I: 146 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon; Missile Launcher upgrade
  • Options: Extra Armor; Search Light
The dreadnought supplies early long range anti-tank support which usually is quite vital for a Grey Knight themed army. They should be firing upon the highest armors while the Storm Troopers worry with the transports.
Heavy Support Selection II: 260 points
  • Grey Knights Land Raider
  • Options: Extra Armor; Dozer Blades
The Land Raider is there to add our extra set of anti-armor but as well serve as a massive fire magnet and provide quick transportation in those games where you may not feel like Deep Striking, in which case you could transport the Fast Attack selection of Grey Knights by switching them to Troops instead.

Tactical Application

We have a little bit of everything and finally got to take our next big squad of Grey Knights. The main use of the army is roughly the same, with our vehicles taking front and center. The imperial aspect of the army will show a large portion on the battlefield and look rather impressive in size. However, our Grey Knights have yet to arrive still. We have decent anti-tank support, and the highest armors should definitely be taken down as fast as possible. Luckily we have a few Grenade Launcher teams and some meltagun teams to bust any transports or fast units, while a fifth storm trooper team picks up the rear with some serious plasma. Our Grey Knights arrive to sandwich our enemy and really throw them off guard. If deep striking is too risky for some, the land raider can of course transport one of the squads (such as the Terminators) but that will hardly be a surprise to your opponent (the landraider could also transport the plasma troopers to deliver some burn up close and personal).



Inquisitorial Daemonhunters with Grey Knights; 2,000 points

Preface

By the time we've hit 2,000 points, we've probably met our end-game goal of building an army for many. At this point, we have enough room for more than a little bit of everything and are more free to jumble points around while maintaining the units we enjoy and still having the essential bits that we need to remain competitive enough to hold up a good fight. In our final round of the list, we simply add one more portion of long range weaponry to finish out the list.

Army List

HQ Selection I: 302 points
  • Grey Knight Hero: Brother-Captain
  • War Gear: Targeter
  • Retinue: Grey Knight Terminators x 5
  • Weapons: Incinerator
  • Special Rules: Deep Strike
Using Deep Strike to enter the game, they are our heavy hitters in combat and quite the surprise when it's not apparent with only Imperials in sight. We could also take them in the Land Raider simply to give ourselves some content to the iron beast.
Troop Selection I: 178 points
  • Inquisitorial Storm Troopers x 10
  • Weapons: Meltagun x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
Troop Selection II: 178 points
  • Inquisitorial Storm Troopers x 10
  • Weapons: Meltagun x 2
  • Transport: Rhino; Extra Armor; Smoke Launchers
The Inquisitorial Storm Troopers fill up our Troop core of the army and supply the anti-tank support in terms of meltaguns. They will take most attention from the enemy while your Grey Knights perpare to deep strike in and start the carnage. Not much needs to change here as they're great as they are!
Troop Selection III: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection IV: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection V: 118 points
  • Inquisitorial Storm Troopers x 8
  • Character: Veteran
  • War Gear: Auspex; Targeter; Purity Seals
  • Weapons: Plasma Guns x 2
We've added more small ground squads that have good ranged weaponry that actually can take down small transports but mainly serve as scoring squads with some medium range harassing support with some strong weapons or blast template aid for those large groups of infantry. Most noteably, one squad is equipped for up-close burning and are meant to have a chance to burn off infiltrators or any nasty deep strike surprises you may encounter as they are the guards of the rear of the army.
Fast Attack Selection I: 236 points
  • Grey Knight Squad x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Incinerator x 1
  • Special Rules: Deep Strike
Fast Attack Selection II: 236 points
  • Grey Knight Squad x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Incinerator x 1
  • Special Rules: Deep Strike
The Grey Knights bring on the pain after they Deep Stike and may be fighting along side their Terminator brothers. Due to the dangers and risk of Deep Strike, we take a larger squad size to counter the problems we may be facing, though our Storm Troopers should be near by when the action begins.
Heavy Support Selection I: 146 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon; Missile Launcher upgrade
  • Options: Extra Armor; Search Light
Heavy Support Selection II: 146 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon; Missile Launcher upgrade
  • Options: Extra Armor; Search Light
The dreadnought supplies early long range anti-tank support which usually is quite vital for a Grey Knight themed army. They should be firing upon the highest armors while the Storm Troopers worry with the transports.
Heavy Support Selection III: 260 points
  • Grey Knights Land Raider
  • Options: Extra Armor; Dozer Blades
The Land Raider is there to add our extra set of anti-armor but as well serve as a massive fire magnet and provide quick transportation in those games where you may not feel like Deep Striking, in which case you could transport the Fast Attack selection of Grey Knights by switching them to Troops instead.

Tactical Application

At the end game of our list creation process, we have a force that has a demanding presence with a good assortment of armor backed up by multiple dreadnoughts. We actually have quite a powerful salvo of twin-linked weaponry with good reach to help us ward off enemy tanks early on. The dreadnoughts should hold covered positions and remain close to each other for support. The rest of our units can easily taxi along with the Land Raider front and center, or flank a little with foot squads to engage our enemy, using grenades and meltaguns to destroy any transports that come close enough. Once we meet our enemy hopefully the Grey Knights will start to appear together and come down bringing their incinerator templates and starting the real carnage.



Grey Knight Daemonhunters; 400 points Combat Patrol

Preface

Combat Patrol is a great way to learn the game with a few models. And when it comes to Pure Grey Knights, they give new meaning to phrase "few models." In our case, with only 12 models we already have a lot of points and we could even take some extra weapon upgrades and watch the points soar out of control here. So this is a good place to begin the Grey Knight saga and learn just how to use them and their limitations and how they excel.

Army List

Troop Selection I: 200 points
  • Grey Knights x 6
  • Character: Justicar
  • Weapons: Psycannon
Troop Selection II: 200 points
  • Grey Knights x 6
  • Character: Justicar
  • Weapons: Psycannon

Tactical Application

We have small squads, with potent weapons. Our strength is adequate to glance the highest armor allowed in Combat Patrol, and our weapons do the same. Vehicles are a problem really, but that shouldn't stop a young Justicar from battling. Seek and destroy with these Knights, plain and simple. Don't be afraid to play the range game and just mass your storm bolters together and focus that fire on squads to soften them up before assaults.



Grey Knight Daemonhunters; 1,000 points

Preface

1,000 points of Pure Grey Knights is a very easy thing to achieve due to high price and low model count, so this is generally a good starting block for Brother-Captains to being their journey with.

Army List

Headquarter Selection I: 92 points
  • Grey Knight Hero Brother Captain
  • War Gear: Psycannon; Targeter
  • Special Rules: Deep Strike
We have the Brother-Captain simply because he's the cheaper of heroes. In the small point games, we cannot really afford the retinue without losing a lot of our core force. So in this case, I went the solo route as we can use the Independent Character special rules to our benefit when he deep strikes, or we can just foot slog around the board. Luckily, he can join a squad later to still be a scoring unit in terms of victory points.
Troop Selection I: 256 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Meltabombs; Targeter
  • Weapons: Psycannons x 1
Troop Selection II: 251 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Psycannons x 1
Our basic foot squads in the Grey Knights. The Psycannons can have great range when we don't move, so we can hold table quarters and send out the pain while dodging return fire via Shrouding. However, should we walk we still have effectively 24 inch range (6 inch move, 18 inch assault shots) with our Psycannons making them excellent on the move as well. Remember to use your targeter to determine the best target to fire at!
Fast Attack Selection I: 256 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Meltabombs; Targeter
  • Weapons: Psycannons x 1
  • Special Rules: Deep Strike
Our rapid response team of the Grey Knights. We deepstrike and choose the best target, if there's a choice with our targeter and if we're close enough we can pour our psycannon shots into a squad plus our storm bolters for maximum carnage. Our squad is large enough to survive retaliation, hopefully, but should combat take place, we're ready with that Justicar. This squad can also be used as a method to crack a tank from behind with rear armor shots from the Psycannons.
Heavy Support Selection I: 145 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon
  • Options: Upgraded Missile Launcher; Extra Armor
Dreadnoughts are the only way to quickly get anti-tank support in a pure Grey Knight army, and in our case we are maximizing on our firing strength as we will most likely never see combat with these heavies. Each turn we have high odds of hitting and really hurting a vehicle so these two dreadnoughts should be focusing their fire together to take off each high priority armored target off the board at a time. Once the heavy armor is removed, we can focus on transports (though psycannons can blast through most transports easily).

Tactical Application

Most of our force is on the board to begin the game, surprisingly, so our dreadnought and brother-captain should be firing away at long range as the rest of the force moves forward to setup shop. Mid-game our teleport attack team arrives to bolster the lines. There's not much you can fit in 1,000 points when you're pure Grey Knights! Typically it's a good idea to just mass your storm bolters together and focus your fire until each target is gone as small forces in close combat are easily overwhelmed.



Grey Knight Daemonhunters; 1,500 points

Preface

Pure Grey Knight armies are rough to play with due to their extreme cost and low model count, but we can try to balance out the list to still maintain the theme and beauty of Grey Knights while trying to fill the gap of slow speeds and poor long range artillery support that is easier to obtain in non-pure lists. So with that in mind, we have our mighty Grey Knights, equipped with their best gear to take on the world.

Army List

Headquarter Selection I: 382 points
  • Grey Knight Hero Brother Captain
  • Psychic Power: Holocaust; Psychic Hood
  • War Gear: Targeter
  • Retinue: 5 Grey Knight Terminators
  • Weapons: Psycannon x 2
  • Special Rules: Deep Strike
We have the Brother-Captain simply because he's the cheaper of heroes. We have taken Holocaust to allow for big template attacks during battle after we arrive via Deep Strike. The Psycannons are taken in the retinue because we can take long range shots if we need to or pile a lot of high powered close range shots after a fresh Strike. These are our heavy hitters, so choose a target well and definitely don't deepstrike in too close to notable AP2 weaponry.
Troop Selection I: 276 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Psycannons x 2
Troop Selection II: 276 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Psycannons x 2
Our basic foot squads in the Grey Knights. The Psycannons can have great range when we don't move, so we can hold table quarters and send out the pain while dodging return fire via Shrouding. However, should we walk we still have effectively 24 inch range (6 inch move, 18 inch assault shots) with our Psycannons making them excellent on the move as well. Remember to use your targeter to determine the best target to fire at!
Fast Attack Selection I: 276 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Psycannons x 2
  • Special Rules: Deep Strike
Our rapid response team of the Grey Knights. We deepstrike and choose the best target, if there's a choice with our targeter and if we're close enough we can pour our psycannon shots into a squad plus our storm bolters for maximum carnage. Our squad is large enough to survive retaliation, hopefully, but should combat take place, we're ready with that Justicar. This squad can also be used as a method to crack a tank from behind with rear armor shots from the Psycannons.
Heavy Support Selection I: 145 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon
  • Options: Upgraded Missile Launcher; Extra Armor
Heavy Support Selection II: 145 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon
  • Options: Upgraded Missile Launcher; Extra Armor
Dreadnoughts are the only way to quickly get anti-tank support in a pure Grey Knight army, and in our case we are maximizing on our firing strength as we will most likely never see combat with these heavies. Each turn we have high odds of hitting and really hurting a vehicle so these two dreadnoughts should be focusing their fire together to take off each high priority armored target off the board at a time. Once the heavy armor is removed, we can focus on transports (though psycannons can blast through most transports easily).

Tactical Application

The idea of the army is simple as we have what we can afford while maintaining a way to remove enemy armor. The dreadnoughts should be placed hull-down, in cover, obscured to avoid the penetration chart while maintaining a firepath at the enemy vehicles. Transports and heavy battle tanks are the primary targets here to eliminate anything mobile with long range high powered weaponry. In return, we have walking troops of Grey Knights to go for objectives and hang out pretty much, or they can stand still in cover and unload Psycannon shots at long range. Our two teleport squads are the real workhorse of the army when they arrive around turns 2 and 3. Once they are in play, the action really begins--don't worry if you take casualties, you always will. Remember to use your targeters each turn, if nothing but to gauge distances for the rest of the army and to judge assault potentials and retaliations.



Grey Knight Daemonhunters; 1,850 points

Preface

Pure Grey Knights really come to life in the larger games where they're permitted to take most than just compulsory units and some add-ons to fill in the gaps. The problem is, there really isn't a huge difference from 1,500 points to 1,850 points since this generally can mean a single unit!

Army List

Headquarter Selection I: 361 points
  • Grey Knight Hero Brother Captain
  • Psychic Power: Holocaust
  • War Gear: Targeter
  • Retinue: 5 Grey Knight Terminators
  • Weapons: Psycannon x 2
  • Special Rules: Deep Strike
We have the Brother-Captain simply because he's the cheaper of heroes. We have taken Holocaust to allow for big template attacks during battle after we arrive via Deep Strike. The Psycannons are taken in the retinue because we can take long range shots if we need to or pile a lot of high powered close range shots after a fresh Strike. These are our heavy hitters, so choose a target well and definitely don't deepstrike in too close to notable AP2 weaponry.
Troop Selection I: 276 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Psycannons x 2
Troop Selection II: 261 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Incinerator x 1; Psycannon x 1
Our basic foot squads in the Grey Knights. The Psycannons can have great range when we don't move, so we can hold table quarters and send out the pain while dodging return fire via Shrouding. However, should we walk we still have effectively 24 inch range (6 inch move, 18 inch assault shots) with our Psycannons making them excellent on the move as well. Remember to use your targeter to determine the best target to fire at!
Fast Attack Selection I: 276 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Psycannons x 2
  • Special Rules: Deep Strike
Fast Attack Selection II: 276 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Psycannons x 2
  • Special Rules: Deep Strike
Our rapid response team of the Grey Knights. We deepstrike and choose the best target, if there's a choice with our targeter and if we're close enough we pour our psycannon shots into a squad plus our storm bolters for maximum carnage. Our squad is large enough to survive retaliation, hopefully, but should combat take place, we're ready with that Justicar. This squad can also be used as a method to crack a tank from behind with rear armor shots from the Psycannons.
Heavy Support Selection I: 146 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon
  • Options: Upgraded Missile Launcher; Extra Armor; Search Light
Heavy Support Selection II: 255 points
  • Grey Knights Land Raider
  • Options: Extra Armor
Dreadnoughts are the only way to quickly get anti-tank support in a pure Grey Knight army, and in our case we are maximizing on our firing strength as we will most likely never see combat with these heavies. Each turn we have high odds of hitting and really hurting a vehicle so the dreadnought should be focusing its fire together to take off each high priority armored target off the board at a time. Once the heavy armor is removed, we can focus on transports (though psycannons can blast through most transports easily). Our Land Raider fucntions as a way to supply more anti-tank support while also moving our Grey Knight troops forward on the field with some protection.

Tactical Application

At the 1,850 point level, the real crime of the Grey Knights shines in our lack of anti-tank support. So long as we can bust crucial armor early in the game with our dreadnought and land raider, keeping them in cover as obscured targets, we can fare well using psycannons to bust anything else we need to from either the sides or behind (or just cutting it open with our Nemesis weapons). The main idea of the list is the same as before, as we won't have much on the board at first, using Shrouding to keep us around. Then mid-game, the fun starts as 3 squads begin to arrive and start the fights. The dreadnoughts are the workhorse for the first two turns, so focus on crucial targets as soon as possible as the dreadnoughts will also be the focus for all enemy fire the first turns. By the time your reinforcements arrive, they may be destroyed or weaponless (which is why we want to stay on the glance charts).



Grey Knight Daemonhunters; 2,000 points

Preface

2,000 points with the Grey Knights is not a hard point value to achieve and isn't even the stopping point for a lot of players due to how fast our points add up. For this point level, we lack what most armies have by now, but that's the price of having the creme de la creme when it comes to space marines.

Army List

Headquarter Selection I: 361 points
  • Grey Knight Hero Brother Captain
  • Psychic Power: Holocaust
  • War Gear: Targeter
  • Retinue: 5 Grey Knight Terminators
  • Weapons: Psycannon x 2
  • Special Rules: Deep Strike
We have the Brother-Captain simply because he's the cheaper of heroes. We have taken Holocaust to allow for big template attacks during battle after we arrive via Deep Strike. The Psycannons are taken in the retinue because we can take long range shots if we need to or pile a lot of high powered close range shots after a fresh Strike. These are our heavy hitters, so choose a target well and definitely don't deepstrike in too close to notable AP2 weaponry.
Troop Selection I: 278 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter; Auspex
  • Weapons: Psycannons x 2
Troop Selection II: 263 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter; Auspex
  • Weapons: Incinerator x 1; Psycannon x 1
Our basic foot squads in the Grey Knights. The Psycannons can have great range when we don't move, so we can hold table quarters and send out the pain while dodging return fire via Shrouding. However, should we walk we still have effectively 24 inch range (6 inch move, 18 inch assault shots) with our Psycannons making them excellent on the move as well. Remember to use your targeter to determine the best target to fire at! We also have Auspex to help us combat anything that infiltrates too close to our tiny core of a force.
Fast Attack Selection I: 276 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Psycannons x 2
  • Special Rules: Deep Strike
Fast Attack Selection II: 276 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Psycannons x 2
  • Special Rules: Deep Strike
Our rapid response team of the Grey Knights. We deepstrike and choose the best target, if there's a choice with our targeter and if we're close enough we pour our psycannon shots into a squad plus our storm bolters for maximum carnage. Our squad is large enough to survive retaliation, hopefully, but should combat take place, we're ready with that Justicar. This squad can also be used as a method to crack a tank from behind with rear armor shots from the Psycannons.
Heavy Support Selection I: 255 points
  • Grey Knights Land Raider
  • Options: Extra Armor
Heavy Support Selection II: 146 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon
  • Options: Upgraded Missile Launcher; Extra Armor; Search Light
Heavy Support Selection III: 146 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon
  • Options: Upgraded Missile Launcher; Extra Armor; Search Light
Dreadnoughts are the only way to quickly get anti-tank support in a pure Grey Knight army, and in our case we are maximizing on our firing strength as we will most likely never see combat with these heavies. Each turn we have high odds of hitting and really hurting a vehicle so these two dreadnoughts should be focusing their fire together to take off each high priority armored target off the board at a time. Once the heavy armor is removed, we can focus on transports (though psycannons can blast through most transports easily). Our Land Raider is there for more anti-tank support as well as fire magnet support and the transporation of our slow Troop forces on foot.

Tactical Application

We're up to the 2,000 point level now and we're packing a good amount of anti-armor but it is all concentrated on the Dreadnoughts. However, keeping them in cover will keep a few of them firing hopefully for a bit before they're wrecked. Once the Grey Knights arrive, the fun starts of course. We should try to play the sit and wait game, early on and then catch up in the mid-game and mop up in the last turns where possible. Placing your units so that they work together will work best as this army is very easily separated and picked off bit by bit. If the Grey Knights work together they can focus enemies off before themselves.



Grey Knight Daemonhunters with Inducted Imperial Guard; 400 points Combat Patrol

Preface

We can get used to the Grey Knights in combat patrol and support them with the inducted imperial guard for a great result. We actually are playing a very similar game at this level of the list as the Inquisitorial Daemonhunters with Grey Knights, so much of it will be the same and depend on the choice of units ranging from the platoons to the Inquisitorial Storm Troopers or Fist squads.

Army List

Troop Selection I: 235 points
  • Grey Knights x 8
  • Character: Justicar
  • Weapons: Incinerator
One of our standard squads in our other lists, we use them here to get used to how they work on the battle field as well as how well they are at shooting and taking the medium range roll before the combat phase.
Troop Selection II: 165 points
  • Inducted Imperial Guard Armoured Fist Squad
  • Weapons: Missile Launcher
  • Transport: Chimera with Hull Mounted Heavy Bolter; Turret Mounted Multi-laser and Extra Armor
The idea here is to give ourselves a little anti-tank squad while using the Chimera to escort our precious Grey Knights while provding good dakka power.

Tactical Application

The simple Combat Patrol gives us the opportunity to use missile launchers, escort Grey Knights and see how anti-armor works as well as learn target prioritization using the missiles as well as any dakka we amount from the Chimera. As such, we let our guardsmen for an anchor and have the Chimera stay with the Grey Knights to protect them from enemy fire until they're close enough to use their weapons or enter combat.



Grey Knight Daemonhunters with Inducted Imperial Guard; 1,000 points

Preface

The Grey Knights are a limited force, but with the induction of the Imperial Guard we can make a far more elite force of Grey Knights without hurting ourselves with limitations of no transports and lack of long range fire power. In that respect, the Imperial Guard brings that dynamic to the list while letting us have our Grey Knights not make up the Core of the army.

Army List

Headquarter Selection I: 261 points
  • Grey Knight Hero Brother Captain
  • War Gear: Targeter
  • Retinue: Grey Knight Terminators x 4
  • Weapons: Incinerator
  • Special Rules: Deep Strike
The good thing about the Grey Knight Hero is that they're both an HQ selection and give us Terminators, taking out two birds with one stone in terms of fielding the Grey Knights that we love. They're a great Deep Strike unit who really take attention when they're brought to the field.
Troop Selection I: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection II: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection III: 158 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Plasma guns x 2
  • Transport: Rhino with Extra Armor; Smoke Launchers
The Storm Troopers are not Grey Knights, but fit far more into the Imperial Guard theme making up the core of the force. Our Troopers are configured to take little notice from the enemy while being able to take on the medium range game taking out light transports or infiltrated forces on foot. We also have a mounted team to take the fight to the front lines and capture objectives who are also great at putting a little burn into fast moving squads.
Troop Selection IV: 233 points
  • Inducted Imperial Guard Platoon
  • Comand Squad:
  • Character: Junior Officer
  • War Gear: Surveyor
  • Weapons: Missile Launcher
  • Infantry Squad I:
  • Weapons: Missile Launcher; Grenade Launcher
  • Infantry Squad II:
  • Weapons: Missile Launcher; Grenade Launcher
The Core of Guardsmen bring missile launchers to the Grey Knights in this normal point game. They are essential for static anchor and anti-tank support and fit very well with the Grey Knights as they will become more prevalent in the higher point games.
Heavy Support Selection I: 146 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon
  • Options: Upgraded Missile Launcher; Extra Armor; Search Light
The dreadnoughts are imposing targets and will help dish out accurate anti-tank support along with our core of guardsmen. Keep them in cover, or in combat, where ever you find them the most useful!

Tactical Application

In our case, in the lower point range, we have far more action coming from the Guard as they make up the base of the army. The Grey Knights simply take the most elite slots and in this level we don't have room for more Grey Knights just yet, however, with a strong base, we have plenty of room to add those Grey Knights later on. Currently our force consists of a mobilized group and some foot squads as well as a nice big anchor and a Dreadnought to supply the long range and medium range firepower while we wait for the Grey Knights to arrive and start the carnage.



Grey Knight Daemonhunters with Inducted Imperial Guard; 1,500 points

Preface

At the 1,500 point level we can finally add those Grey Knights while maintaining a good base of fire support to counter-balance our investment in the Knights themselves. From here, we start to add more units that are elite and fast and deep strike, while retaining the anti-tank we desperately lack in pure forces.

Army List

Headquarter Selection I: 261 points
  • Grey Knight Hero Brother Captain
  • War Gear: Targeter
  • Retinue: Grey Knight Terminators x 4
  • Weapons: Incinerator
  • Special Rules: Deep Strike
The good thing about the Grey Knight Hero is that they're both an HQ selection and give us Terminators, taking out two birds with one stone in terms of fielding the Grey Knights that we love. They're a great Deep Strike unit who really take attention when they're brought to the field.
Troop Selection I: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection II: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection III: 163 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Plasma guns x 2
  • Transport: Rhino with Extra Armor; Smoke Launchers; Dozer Blades
The Storm Troopers are not Grey Knights, but fit far more into the Imperial Guard theme making up the core of the force. Our Troopers are configured to take little notice from the enemy while being able to take on the medium range game taking out light transports or infiltrated forces on foot. We also have a mounted team to take the fight to the front lines and capture objectives who are also great at putting a little burn into fast moving squads.
Troop Selection III: 257 points
  • Inducted Imperial Guard Platoon
  • Comand Squad:
  • Character: Junior Officer
  • War Gear: Surveyor
  • Weapons: Missile Launcher; Grenade Launcher
  • Infantry Squad I:
  • Character: Veteran
  • War Gear: Surveyor
  • Weapons: Missile Launcher; Grenade Launcher
  • Infantry Squad II:
  • Character: Veteran
  • War Gear: Surveyor
  • Weapons: Missile Launcher; Grenade Launcher
The Core of Guardsmen bring missile launchers to the Grey Knights in this normal point game. They are essential for static anchor and anti-tank support and fit very well with the Grey Knights as they will become more prevalent in the higher point games.
Fast Attack Selection I: 236 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Incinerator x 1
Fast Attack Selection II: 236 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Incinerator x 1
The main feature in 1,500 points is the addition of good groups of Grey Knights. These squads deep strike as fast attack selections and are used to bring the fight in melee to the enemy and have incinerators for template action upon arrival. Remember to give yourself about 7 inches of scatter safely when choosing where to land where possible.
Heavy Support Selection I: 146 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon
  • Options: Upgraded Missile Launcher; Extra Armor; Search Light
The dreadnoughts are imposing targets and will help dish out accurate anti-tank support along with our core of guardsmen. Keep them in cover, or in combat, where ever you find them the most useful!

Tactical Application

The same as our previous list, with a few little extras for the core, we mainly see the addition of a lot of big squads of teleport attack Grey Knights. The use of the army is still the same with a large static core to punish our enemy from afar as well as luring them out to come after us. Should they move, the Grey Knights appear and catch them from behind or even in the middle. Our storm troopers easily can help to sandwich the enemy between strong guns and Grey Knights in combat for a nice blood bath.



Grey Knight Daemonhunters with Inducted Imperial Guard; 1,850 points

Preface

Finally we reach our competitive tournament style list which should contain a good balance as well as consist of a lot of different units. We are free to have more Grey Knights as well as fill out the base of the list to keep a good body count and a good fire output from them while allowing the fun of the Grey Knights to help lay down the pain in close combat.

Army List

Headquarter Selection I: 261 points
  • Grey Knight Hero Brother Captain
  • War Gear: Targeter
  • Retinue: Grey Knight Terminators x 4
  • Weapons: Incinerator
  • Special Rules: Deep Strike
The good thing about the Grey Knight Hero is that they're both an HQ selection and give us Terminators, taking out two birds with one stone in terms of fielding the Grey Knights that we love. They're a great Deep Strike unit who really take attention when they're brought to the field.
Troop Selection I: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection II: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection III: 163 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Plasma guns x 2
  • Transport: Rhino with Extra Armor; Smoke Launchers; Dozer Blades
The Storm Troopers are not Grey Knights, but fit far more into the Imperial Guard theme making up the core of the force. Our Troopers are configured to take little notice from the enemy while being able to take on the medium range game taking out light transports or infiltrated forces on foot. We also have a mounted team to take the fight to the front lines and capture objectives who are also great at putting a little burn into fast moving squads.
Troop Selection IV: 257 points
  • Inducted Imperial Guard Platoon
  • Comand Squad:
  • Character: Junior Officer
  • War Gear: Surveyor
  • Weapons: Missile Launcher; Grenade Launcher
  • Infantry Squad I:
  • Character: Veteran
  • War Gear: Surveyor
  • Weapons: Missile Launcher; Grenade Launcher
  • Infantry Squad II:
  • Character: Veteran
  • War Gear: Surveyor
  • Weapons: Missile Launcher; Grenade Launcher
Troop Selection V: 191 points
  • Inducted Imperial Guard Armoured Fist Squad
  • Character: Veteran
  • Weapons: Missile Launcher; Grenade Launcher
  • Transport: Chimera with Hull Mounted Heavy Bolter; Turret-Mounted Multi-laser; Pintle Mounted Heavy Stubber; Extra Armor
The Core of Guardsmen bring missile launchers to the Grey Knights in this normal point game. They are essential for static anchor and anti-tank support and fit very well with the Grey Knights as they will become more prevalent in the higher point games. We also have the mounted Fist squad for more mobility, more anti-tank support and objective capturing with the dakka-rich Chimera.
Fast Attack Selection I: 236 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Incinerator x 1
Fast Attack Selection II: 236 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Incinerator x 1
The main feature in 1,500 points is the addition of good groups of Grey Knights. These squads deep strike as fast attack selections and are used to bring the fight in melee to the enemy and have incinerators for template action upon arrival. Remember to give yourself about 7 inches of scatter safely when choosing where to land where possible.
Heavy Support Selection I: 146 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon
  • Options: Upgraded Missile Launcher; Extra Armor; Search Light
The dreadnoughts are imposing targets and will help dish out accurate anti-tank support along with our core of guardsmen. Keep them in cover, or in combat, where ever you find them the most useful!
Heavy Support Selection II: 160 points
  • Inducted Imperial Guard Battle Tank
  • Leman Russ
  • Weapons: Hull Mounted Heavy Bolter; Heavy Bolter Sponsons
  • Options: Extra Armor
The Leman Russ is the premier battle tank and having one behind this force it serves as a fire magnet as well as a serious threat to the opponent in terms of infantry removal. Not much can argue with the highest armor rating sitting in cover with this kind of firepower.

Tactical Application

At the tournament level of our list, we have plenty of everything to go around and a healthy model count considering we were building around the idea of Grey Knights. The Russ and the core guardsmen, Dreadnought and chimera should form a very large static anchor to keep our enemy cowering in holes and cover while scattering to avoid being devastated as well as having their armor destroyed so easily as our weapons are protected by bodies. We have several squads on foot to move around and take the middle range and capture objectives until our Grey Knights arrive to start the fight with anything left over, which also divert the enemy's attention allowing us more movement possibility with the rest of our mobilized units.



Grey Knight Daemonhunters with Inducted Imperial Guard; 2,000 points

Preface

The end-game product of the list for many people is 2,000 points, so here we stop by adding the final pieces of the puzzle. In our case, more Grey Knight units in terms of another dreadnought and filling out other useful upgrades and weapons elseware in the list.

Army List

Headquarter Selection I: 261 points
  • Grey Knight Hero Brother Captain
  • War Gear: Targeter
  • Retinue: Grey Knight Terminators x 4
  • Weapons: Incinerator
  • Special Rules: Deep Strike
The good thing about the Grey Knight Hero is that they're both an HQ selection and give us Terminators, taking out two birds with one stone in terms of fielding the Grey Knights that we love. They're a great Deep Strike unit who really take attention when they're brought to the field.
Troop Selection I: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection II: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection III: 163 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Plasma guns x 2
  • Transport: Rhino with Extra Armor; Smoke Launchers; Dozer Blades
The Storm Troopers are not Grey Knights, but fit far more into the Imperial Guard theme making up the core of the force. Our Troopers are configured to take little notice from the enemy while being able to take on the medium range game taking out light transports or infiltrated forces on foot. We also have a mounted team to take the fight to the front lines and capture objectives who are also great at putting a little burn into fast moving squads.
Troop Selection IV: 257 points
  • Inducted Imperial Guard Platoon
  • Comand Squad:
  • Character: Junior Officer
  • War Gear: Surveyor
  • Weapons: Missile Launcher; Grenade Launcher
  • Infantry Squad I:
  • Character: Veteran
  • War Gear: Surveyor
  • Weapons: Missile Launcher; Grenade Launcher
  • Infantry Squad II:
  • Character: Veteran
  • War Gear: Surveyor
  • Weapons: Missile Launcher; Grenade Launcher
Troop Selection V: 191 points
  • Inducted Imperial Guard Armoured Fist Squad
  • Character: Veteran
  • Weapons: Missile Launcher; Grenade Launcher
  • Transport: Chimera with Hull Mounted Heavy Bolter; Turret-Mounted Multi-laser; Pintle Mounted Heavy Stubber; Extra Armor
The Core of Guardsmen bring missile launchers to the Grey Knights in this normal point game. They are essential for static anchor and anti-tank support and fit very well with the Grey Knights as they will become more prevalent in the higher point games. We also have the mounted Fist squad for more mobility, more anti-tank support and objective capturing with the dakka-rich Chimera.
Fast Attack Selection I: 236 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Incinerator x 1
Fast Attack Selection II: 236 points
  • Grey Knights x 8
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Incinerator x 1
The main feature in 1,500 points is the addition of good groups of Grey Knights. These squads deep strike as fast attack selections and are used to bring the fight in melee to the enemy and have incinerators for template action upon arrival. Remember to give yourself about 7 inches of scatter safely when choosing where to land where possible.
Heavy Support Selection I: 146 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon
  • Options: Upgraded Missile Launcher; Extra Armor; Search Light
Heavy Support Selection II: 146 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon
  • Options: Upgraded Missile Launcher; Extra Armor; Search Light
The dreadnoughts are imposing targets and will help dish out accurate anti-tank support along with our core of guardsmen. Keep them in cover, or in combat, where ever you find them the most useful!
Heavy Support Selection III: 165 points
  • Inducted Imperial Guard Battle Tank
  • Leman Russ
  • Weapons: Hull Mounted Heavy Bolter; Heavy Bolter Sponsons
  • Options: Extra Armor; Dozer Blades
The Leman Russ is the premier battle tank and having one behind this force it serves as a fire magnet as well as a serious threat to the opponent in terms of infantry removal. Not much can argue with the highest armor rating sitting in cover with this kind of firepower.

Tactical Application

At this level in the game, we're still running the tournament list but with an extra dreadnought on the board with even more anti-tank goodness. We have plenty of static armored anchors as well as a large group of guardsmen to supply the long range game while our middle range units take the field head on. Confronting our opponent aggressively works just fine as they come out to meet the challenge as the Grey Knights arrive soon and seal the deal from behind. We can capture objectives with mobilized units and simply hunker down and hold the fort with the rest and maul away in the combat phase with power of Grey Knights!



Grey Knight Daemonhunters with Witch Hunter Ally; 400 points; Combat Patrol

Preface

Combat Patrol is a great way to combine both Sisters and Grey Knights together to form a single force and learn how they support each other. There are many ways to do this, but in our case, we will go with a more simple combat patrol using the humble sisters and their rhinos for speed and resilience and the strong iron fist of the Grey Knight to deliver judgment.

Army List

Troop Selection I: 201 points
  • Grey Knights x 6
  • Character: Justicar
  • War Gear: Targeter
  • Weapons: Psycannon x 1
Troop Selection II: 198 points
  • Allied Sisters of Battle x 14
  • Character: Veteran Superior
  • War Gear: Power Weapon
  • Weapons: Meltaguns x 2

Tactical Application

For combat patrol, we have it pretty simple. We can sit back with the Grey Knights making good use of Shrouding to learn to gauge distances while unleashing the psycannon on transports while our Sisters march forward. The sisters themselves can bust any tank that comes near them and can hold their own against most anyways with their numbers and have a single faith point to aid the battle.



Grey Knight Daemonhunters with Witch Hunter Ally; 1,000 points

Preface

This kind of army could comprise of the creme de la creme from both factions of the Inquisition with Grey Knights and Sisters of Battle, or more inquisitorial madness or even some of the prolific murder machines of the Witch Hunters to help provide a few more niches to the Grey Knights. Mainly however, it is a great way to provide power-armored transportable troops with other special weapons than the Grey Knights have. This kind of army makes use of Storm Troopers or Grey Knights for compulsory, however, I think the Grey Knights are better purchased elseware than Troops for this list, so the small inclusing of Storm Troopers is an exception.

Army List

Headquarter Selection I: 91 points
  • Grey Knight Hero Brother Captain
  • War Gear: Psycannon
  • Special Rules: Deep Strike
We have the Brother-Captain simply because he's the cheaper of heroes. In the small point games, we cannot really afford the retinue without losing a lot of our core force. So in this case, I went the solo route as we can use the Independent Character special rules to our benefit when he deep strikes, or we can just foot slog around the board. Luckily, he can join a squad later to still be a scoring unit in terms of victory points.
Elite Selection I: 201 points
  • Allied Celestians x 6
  • Character: Veteran Sister Superior
  • War Gear: Eviscerator
  • Weapons: Multi-melta
  • Transport: Immolator; Extra Armor; Smoke Launchers
Troop Selection I: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection II: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
The Storm Troopers were taken to afford compulsory without skimping on the Troops. Storm Troopers in plentiful supply with good medium range weaponry for anti-transport action are always welcome to the list.
Troop Selection III: 129 points
  • Allied Sisters of Battle x 10
  • Character: Veteran Sister Superior
  • War Gear: Book of St. Lucius
The sisters are brought to the scene with just bolters and faith. Our Veteran however, supplies unmodified leadership 9 to all the units surrounding her for moral checks making our storm troopers even more stable in the face of danger while remaining pretty resilient themselves with so much power armor out there.
Fast Attack Selection I: 235 points
  • Grey Knights x 8
  • Character: Justicar
  • Weapons: Incinerator x 1
  • Special Rules: Deep Strike
Our Grey Knights come in fashion with the Fast Attack as they can deep strike and avoid that long walk to no-where.
Heavy Support Selection I: 145 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon
  • Options: Upgraded Missile Launcher; Extra Armor
Dreadnoughts are the only way to quickly get anti-tank support in a pure Grey Knight army, and in our case we are maximizing on our firing strength as we will most likely never see combat with these heavies. Each turn we have high odds of hitting and really hurting a vehicle so these two dreadnoughts should be focusing their fire together to take off each high priority armored target off the board at a time. Once the heavy armor is removed, we can focus on transports (though psycannons can blast through most transports easily).

Tactical Application

This time around, we have most of our force on the ground except our Fast Attack grey knights. Mainly, we want to press forward with our mobile units and follow the tanks. Our Dreadnought and multi-melta should be seeking the biggest chunks of armor out there while our other units take on the medium range game. In combat, most of our units can pull off some nasty moves via a few miracles here and there with Faith. Our Brother-Captain provides some easy long range action while remaining rather invulnerable himself as an independent character. Pushing forward with the force, we simply lead up to the dropping of the Grey Knights behind the force to seal the deal.



Grey Knight Daemonhunters with Witch Hunter Ally; 1,500 points

Preface

Finally at the 1,500 point level, we can add more flavorful units and spread out a bit between the forces of the Grey Knights (who should be dominant in the list, but cannot be due to points) and the Sisters of Battle.

Army List

Headquarter Selection I: 261 points
  • Grey Knight Hero Brother Captain
  • War Gear: Targeter
  • Retinue: Grey Knight Terminators x 4
  • Weapons: Incinerator x 1
  • Special Rules: Deep Strike
The Grey Knight Terminators lead the pack with the Brother-Captain. They show up later with all the power of the Knights or they can be transported in the Land Raider.
Elite Selection I: 201 points
  • Allied Celestians x 6
  • Character: Veteran Sister Superior
  • War Gear: Eviscerator
  • Weapons: Multi-melta
  • Transport: Immolator; Extra Armor; Smoke Launchers
Our Celestians play an important roll in adding faith, adding mobility, adding firepower, adding anti-tank and adding close combat. They're an all-round best seller when it comes to the Sisters.
Troop Selection I: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection II: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
The Storm Troopers were taken to afford compulsory without skimping on the Troops. Storm Troopers in plentiful supply with good medium range weaponry for anti-transport action are always welcome to the list.
Troop Selection III: 201 points
  • Allied Sisters of Battle x 16
  • Character: Veteran Sister Superior
  • War Gear: Book of St. Lucius
  • Weapons: Flamer x 1
The sisters are brought to the scene with just bolters and faith. Our Veteran however, supplies unmodified leadership 9 to all the units surrounding her for moral checks making our storm troopers even more stable in the face of danger while remaining pretty resilient themselves with so much power armor out there.
Fast Attack Selection I: 235 points
  • Grey Knights x 8
  • Character: Justicar
  • Weapons: Incinerator x 1
  • Special Rules: Deep Strike
Our Grey Knights come in fashion with the Fast Attack as they can deep strike and avoid that long walk to no-where.
Heavy Support Selection I: 145 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon
  • Options: Upgraded Missile Launcher; Extra Armor
Dreadnoughts are the only way to quickly get anti-tank support in a pure Grey Knight army, and in our case we are maximizing on our firing strength as we will most likely never see combat with these heavies. Each turn we have high odds of hitting and really hurting a vehicle so these two dreadnoughts should be focusing their fire together to take off each high priority armored target off the board at a time. Once the heavy armor is removed, we can focus on transports (though psycannons can blast through most transports easily).
Heavy Support Selection II: 255 points
  • Grey Knights Land Raider
  • Options: Extra Armor
This beast of armor is meant to add a serious fire magnet as well as anti-tank capability to the list while giving us more Grey Knight action as we can mount any squad in here, including Grey Knights or other units for getting up close and personal. This is perfect for using as a taxi to get those foot squads closer, as they take full cover from behind this metal beast.

Tactical Application

Our moblie units and heavy weapons are ideal for taking out the tanks early, which is what we need to do. All the while, we have a massive group of sisters and some storm troopers to head front and center either alongside or inside a Land Raider, supported by the Dreadnought. Our immolator crew should also come in fast and hard to bust some armor and then crack some heads. Our terminators and grey knights show up later on to pick up the fight and start the carnage.



Grey Knight Daemonhunters with Witch Hunter Ally; 1,850 points

Preface

At this level of the list, we're entering tournament size games and competitions perhaps. It will be important to have plenty of units to score with but also to have speed and balance under our arms.

Army List

Headquarter Selection I: 307 points
  • Grey Knight Hero Brother Captain
  • War Gear: Targeter
  • Retinue: Grey Knight Terminators x 5
  • Weapons: Incinerator x 1
  • Special Rules: Deep Strike
The Grey Knight Terminators lead the pack with the Brother-Captain. They show up later with all the power of the Knights or they can be transported in the Land Raider.
Elite Selection I: 201 points
  • Allied Celestians x 6
  • Character: Veteran Sister Superior
  • War Gear: Eviscerator
  • Weapons: Multi-melta
  • Transport: Immolator; Extra Armor; Smoke Launchers
Our Celestians play an important roll in adding faith, adding mobility, adding firepower, adding anti-tank and adding close combat. They're an all-round best seller when it comes to the Sisters.
Troop Selection I: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection II: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
The Storm Troopers were taken to afford compulsory without skimping on the Troops. Storm Troopers in plentiful supply with good medium range weaponry for anti-transport action are always welcome to the list.
Troop Selection III: 247 points
  • Allied Sisters of Battle x 20
  • Character: Veteran Sister Superior
  • War Gear: Book of St. Lucius; Ausepx
  • Weapons: Flamer x 1
The sisters are brought to the scene with just bolters and faith. Our Veteran however, supplies unmodified leadership 9 to all the units surrounding her for moral checks making our storm troopers even more stable in the face of danger while remaining pretty resilient themselves with so much power armor out there.
Fast Attack Selection I: 245 points
  • Grey Knights x 8
  • Character: Justicar
  • Weapons: Incinerator x 2
  • Special Rules: Deep Strike
Fast Attack Selection II: 245 points
  • Grey Knights x 8
  • Character: Justicar
  • Weapons: Incinerator x 2
  • Special Rules: Deep Strike
Our Grey Knights come in fashion with the Fast Attack as they can deep strike and avoid that long walk to no-where. In our case, they come down with thunder in the form of a template.
Heavy Support Selection I: 145 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon
  • Options: Upgraded Missile Launcher; Extra Armor
Our dreadnought still plays an anti-armor roll in our case as he will take less notice than most other units in the army from a covered position and can still spray anti-tank at our enemy.
Heavy Support Selection II: 260 points
  • Grey Knights Land Raider
  • Options: Extra Armor; Dozer Blades
This beast of armor is meant to add a serious fire magnet as well as anti-tank capability to the list while giving us more Grey Knight action as we can mount any squad in here, including Grey Knights or other units for getting up close and personal. This is perfect for using as a taxi to get those foot squads closer, as they take full cover from behind this metal beast.

Tactical Application

Our units are big and we come down like thunder with lots of nasty template attacks. Mainly, the armored components will be pressing forward while our Dreadnought take cover and our Storm Troopers and Ground Sisters will press forward in the cover of the vehicles tracks. From here, we can branch out to saturate our enemy while we wait for the Grey Knights to arrive for the combat carnage. This game, it is very important to take down vital enemy armor early on, so focus that fire right away to make sure it's gone, or we may lose our anti-tank capabilities that are more reliable and be forced to use much less reliable forms. Once we have the anti-tank game finished, we're pretty much home free as we probably will be in combat, where we want to be.



Grey Knight Daemonhunters with Witch Hunter Ally; 2,000 points

Preface

The 2,000 level with Grey Knights isn't difficult to achieve, but in our case, it is probably and end-game result of building our list up. At this point, we should have pretty much everything we want and have the points to field it, however, even at this level it's still possible to break those barriers with the cost of the Grey Knights.

Army List

Headquarter Selection I: 307 points
  • Grey Knight Hero Brother Captain
  • War Gear: Targeter
  • Retinue: Grey Knight Terminators x 5
  • Weapons: Incinerator x 1
  • Special Rules: Deep Strike
The Grey Knight Terminators lead the pack with the Brother-Captain. They show up later with all the power of the Knights or they can be transported in the Land Raider.
Elite Selection I: 206 points
  • Allied Celestians x 6
  • Character: Veteran Sister Superior
  • War Gear: Eviscerator
  • Weapons: Multi-melta
  • Transport: Immolator; Extra Armor; Smoke Launchers; Dozer Blades
Our Celestians play an important roll in adding faith, adding mobility, adding firepower, adding anti-tank and adding close combat. They're an all-round best seller when it comes to the Sisters.
Troop Selection I: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
Troop Selection II: 100 points
  • Inquisitorial Storm Troopers x 8
  • Weapons: Grenade Launchers x 2
The Storm Troopers were taken to afford compulsory without skimping on the Troops. Storm Troopers in plentiful supply with good medium range weaponry for anti-transport action are always welcome to the list.
Troop Selection III: 247 points
  • Allied Sisters of Battle x 20
  • Character: Veteran Sister Superior
  • War Gear: Book of St. Lucius; Ausepx
  • Weapons: Flamer x 1
The sisters are brought to the scene with just bolters and faith. Our Veteran however, supplies unmodified leadership 9 to all the units surrounding her for moral checks making our storm troopers even more stable in the face of danger while remaining pretty resilient themselves with so much power armor out there.
Fast Attack Selection I: 245 points
  • Grey Knights x 8
  • Character: Justicar
  • Weapons: Incinerator x 2
  • Special Rules: Deep Strike
Fast Attack Selection II: 245 points
  • Grey Knights x 8
  • Character: Justicar
  • Weapons: Incinerator x 2
  • Special Rules: Deep Strike
Our Grey Knights come in fashion with the Fast Attack as they can deep strike and avoid that long walk to no-where. In our case, they come down with thunder in the form of a template.
Heavy Support Selection I: 145 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon
  • Options: Upgraded Missile Launcher; Extra Armor
Heavy Support Selection II: 145 points
  • Grey Knights Dreadnought
  • Weapons: Twin-linked Lascannon
  • Options: Upgraded Missile Launcher; Extra Armor
Two dreadnoughts working together to form cross fire paths from covered positions are great ways to bring anti-tank to this list and they hit very often.
Heavy Support Selection III: 260 points
  • Grey Knights Land Raider
  • Options: Extra Armor; Dozer Blades
This beast of armor is meant to add a serious fire magnet as well as anti-tank capability to the list while giving us more Grey Knight action as we can mount any squad in here, including Grey Knights or other units for getting up close and personal. This is perfect for using as a taxi to get those foot squads closer, as they take full cover from behind this metal beast.

Tactical Application

At this level, we're doing the same thing as before, only we have more anti-tank to help make our life easier. We simply must press forward with our armor until we're in close range or combat. Avoiding the shooting phase too often is a good thing, so taking cover from our transports and land raider will help greatly against those low-ap forces. Mainly we're just going to present the fight and hold out until the Grey Knights arrive, and when they do, all attention will probably be diverted to them giving us the freedom to go on about our business. One noticeable thing is that we lack a lot of points sitting in our troop selections, but that is a common problem with specialized army lists such as Grey Knights and Sisters of Battle when it comes to pulling them together to work as a single list.



Inquisitorial Daemonhunters; Kill-Team 160 points

Preface

Inquisitorial Daemonhunters in the Kill-Team are probably the best all around choice to go with. In our case, it will be Storm Troopers, though using a feel of Inquisitorial creed to drive them to such a suicidal mission, we can be more creative with how we work our points though they're still just Storm Troopers in the end.

Army List

  • Inquisitorial Storm Trooper Squad x 10
  • Character: Veteran
  • War Gear: Thunderhammer; Bolt Pistol; Targeter; Auspex
  • Weapons: Plasma Gun x 1; Grenade Launcher x 1
Our Kill-Team is simple, but if we spend some time to name all the models with a theme and model them very specifically, we can have a very rich and small unit to have fun games with. The thunder hammer was chosen because it is a very signature weapon in the hands of a Daemonhunter force, and our Veteran can act as an Inquisitorial agent operating directly under a Lord. Our war gear simply reflects it's usefulness and fluff for the battles and our weaponry is taken as a means to cover any brute squad we come across.

Tactical Application

Use your targeters each turn to take the best shots possible. Small squads are ripped to shreds with rapidfire, but keeping your distance is always preferable in Kill-Team. However, if you want your theme of Daemonhunters to hold more true, it is in close combat that we would be as we smash brute skulls with a mighty Hammer. May the Emperor guide your decisions after that!



Grey Knight Daemonhunters; Kill-Team 160 points

Preface

Grey Knight Daemonhunters are probably the most fluffy Kill-Team we can field from the Daemonhunter codex simply because they fit the bill of what a Kill-Team is: a small elite force meant to accomplish suicidal missions in secrecy.

Army List

  • Grey Knights Squad x 5
  • Character: Justicar
  • Weapons: Incinerator
The Grey Knights are a small group, but they pack a real mean punch with a long range assault weapon with multiple shots as the Storm Bolter reigns supreme in this match. Our Incinerator is there for a little burning action for up-close encounters if we alert too many squads. Once in combat, the Grey Knights will pretty much rock everything as they will outnumber brutes and very much out-match them in terms of combat abilities--however, Grey Knights themselves can be greatly damaged should they lose a single model after model. We could jump points and drop the Incinerator to afford a Targeter to make better use of our Storm Bolters, but it's too fluffy to have the Incinerator after all and far more fun.

Tactical Application

There isn't much to this squad other than a fluffy run of some elite Grey Knights taking to the field in a suicidal mission. Keeping your distance may be preferable, but for more action packed games, the combat phase will be more fun. Shoot, attack, accomplish the mission--it's really that simple in Kill-Team.




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