Good evening guys time for me to show you all a list I’ve been pondering over for a while now and I’ve decided to build. Now don’t get me wrong I love my Draigowing and it is tactically efficient and one of the hardest armies to beat but like I said in the previous Draigowing Tactics post it is only affective at 1750pts upwards and so I want to mix things up a bit not only so I have the option to run a different army but also I’ve noticed recently that there have been a lot more escalation based tournaments and campaigns popping up and (hopefully) this list will give me the ability to compete in these types of campaigns more effectively than what the Draigowing will be able to…

So the new list is pretty much the classic Space Marine ‘Rhino Rush’ (favoured by quite a few Space Wolves players at the moment) with a Grey Knights twist…also to be competitive in escalation campaigns it has the ability to be played in games of 1000 points upwards and can have units independently ‘bolted on’ to build up to each subsequent point level…

Grey Knights Rhino Rush at 1000pts:

HQ 1:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand

HQ 2:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand

Troop 1:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.

Troop 2:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.

Troop 3:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.

Total: 936pts

So at 1000pts 2 squads will be joined by the 2 Malleus Inquisitors, by doing this I’m hoping to rush the enemy and get stuck as quickly as possible, by boosting the initiative 6 attacks of the squad by double stacking the Hammerhand ability while the Psycannons just take some pot shots out of the top of the rhinos en route and the Hammers are prepared for the unlikely event that anything that may prove a little tough to crack.

Grey Knights Rhino Rush at 1500pts:
HQ 1:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand
HQ 2:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand
Troop 1:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport. 
Troop 2:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.
Troop 3:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.
Heavy Support 1:
5 man Grey Knights Purgation Squad with 4 Psycannons and Razorback dedicated transport with Assault Cannon and Psybolt Ammunition.

Heavy Support 2:
5 man Grey Knights Purgation Squad with 4 Psycannons and Razorback dedicated transport with Assault Cannon and Psybolt Ammunition.
Total:1466pts

Ok 1500pts, as before the Rhinos are going to be rushing at the enemy but by adding in some of those all important big guns here in the form of 2 fully kitted out Grey Knights Purgation Squads and the Psyback pattern Razorback… bolstering the close combat ability of the 1000pt list the extra 10 Psycannons (2 of which are twin linked!!!) will form a firing line hopefully splitting the enemy’s firepower between the awesome power of the Purgation Squads and the mass of initiative 6 Grey Knights charging you…

Grey Knights Rhino Rush at 2000pts:

HQ 1:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand
HQ 2:
Malleus Inquisitor with Power Armour, Psyker Mastery Level 1 with Hammerhand
Troop 1:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport. 
Troop 2:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.
Troop 3:
8 man Grey Knight Strike Squad with 6 Nemesis Force Halberds, 1 Psycannon, 1 Nemesis Daemonhammer, Psybolt Ammunition, Rhino Dedicated Transport.
Troop 4:
8 man Grey Knight Strike Squad with 7 Nemesis Force Halberds, 1 Psycannon, Psybolt Ammunition, Rhino Dedicated Transport.
Heavy Support 1:
5 man Grey Knights Purgation Squad with 4 Psycannons and Razorback dedicated transport with Assault Cannon and Psybolt Ammunition.
Heavy Support 2:
5 man Grey Knights Purgation Squad with 4 Psycannons and Razorback dedicated transport with Assault Cannon and Psybolt Ammunition.

Heavy Support 3:
5 man Grey Knights Purgation Squad with 4 Psycannons and Razorback dedicated transport with Assault Cannon and Psybolt Ammunition.

Total: 1996

Finally 2000pts, as you can see adding in the final Grey Knights Purgation Squad just to further bolster the Psycannon numbers and adding a further squad minus an extra hammer, the idea behind this list is that the Strike Squads will run together totally decimating whatever they charge while the Purgation Squads and Psybacks move up alternately as they run out of targets chasing down anyone left in the wake of the might of the Inquisition.

Anyway guys there is the plan and the tactics I’m going to be trying to use, however as always I need to get this built and I have a few little conversion ideas not to mention some magnetising tutorials all in the pipeline, apologies for the slow post week this week and normal service I guarantee has now been restored so stay tuned for more here on Titan.


Getting that classic Grey Knights colour scheme of a blue glow over a glorious shiny silver armour has always been daunting for some people but you really shouldn’t convince yourself you’re not skilled enough to attempt such a scheme…Agravain here and my first post for Grey Knights of Titan is going to show you that everyone has the ability to paint like the pros.

Now since the release of the new Grey Knights codex there have been a lot of alternative colour schemes popping up for the Grey Knights but I’ve got to admit I’ve always loved that traditional silver blue glow on my power armour, well today I’m going to show you a great way to paint that classic scheme we’ve all come to love from the Grey Knights

1 – To start with paint all the metal areas with Boltgun metal

2 – paint all the armour with Asurmen Blue wash which shouldn’t be water down, this helps to create a better sense of depth

3 – Once this has dried paint over all the raised areas with bolt gun metal, leaving the wash showing around the edges of bolts and in all the gaps

4 – Start highlighting by mixing a small amount of mithril silver with boltgun metal approximately a 2:1 mix painting along of the edges of the armour, if you look at the picture you will hardly see a difference.

5 – Continue the highlighting process by adding a little more Mithril Silver to the mix each time, for the highlights themselves concentrate on your corners, paint a little less of the corner each time and repeat this process 4 times before moving on to a final stage of pure Mithril silver

6 – Finally I paint over all the armour with a very heavily watered down Asurmen Blue (basically more water than ink), I have found its best not to just walk off and leave it to dry otherwise it can go abit streaky, if it does its not a major issue, you can simply paint over the effected area with boltgun metal and redo the wash if you wish.

So there you go guys…perhaps not the simplest of schemes but give it a try for that little bit of extra effort you put in will pay out dividends…stay tuned soon for some more tutorials including getting those you power armour to have glowing eyes and how to paint your Nemesis Force Weapons to help make your Grey Knights above the average tabletop standard…until next time Agravain out


Grey Knights Draigowing vs the Dark Angels Deathwing…not a bad way to start our battle reports here on Grey Knights of Titan! So let’s get straight into seeing how 1750 points of Lord Kaldor Draigo’s finest warriors fared in battle against James’ mighty Deathwing, lets take a look at the lists…

Grey Knights Draigowing:
HQ:
Supreme Grand Master Kaldor Draigo.
Troop 1:
Paladin with Banner.
Paladin Apothecary.
Paladin with Halberd.
Paladin with Master Crafted Halberd.
Paladin with Psycannon and Halberd.
Paladin with Psycannon and Sword.
2 Paladins with Swords.
Paladin with Daemonhammer.
Paladin with Daemonhammer and Psycannon.
Troop 2:
Paladin with Banner.
Paladin Apothecary.
Paladin with Halberd.
Paladin with Master Crafted Halberd.
Paladin with Psycannon and Halberd.
Paladin with Psycannon and Sword.
2 Paladins with Swords.
Paladin with Daemonhammer.
Paladin with Daemonhammer and Psycannon.

Dark Angels Deathwing:

HQ:
Belial The Grand Master of the Deathwing.
HQ 2:

Librarian Grand Master Ezekial.

Troop 1:
3 Deathwing Terminators with Thunder Hammer & Storm Shield
Deathwing Terminator with Banner, Thunder Hammer & Storm Shield.
Deathwing Terminator Apothecary with Thunder Hammer & Storm Shield.

Troop 2:
4 Deathwing Terminators with Power Fist.
Deathwing Terminator with Power Fist & Cyclone missile launcher.

Troop 3:
4 Deathwing Terminators with Power Fist.
Deathwing Terminator with Power Fist & Cyclone missile launcher.
Troop 4:
4 Deathwing Terminators with Power Fist.
Deathwing Terminator with Power Fist & Cyclone missile launcher.
Troop 5:
4 Deathwing Terminators with Power Fist.
Deathwing Terminator with Power Fist & Cyclone missile launcher.
Troop 6:
4 Deathwing Terminators with Power Fist.
Deathwing Terminator with Power Fist & Cyclone missile launcher.

So those are the army lists, lets move onto setup…The mission was Annihilation and deployment was Spear Head, James’ rolling unusually let him down and I won the roll off and elected to go first placing my Draigowing as close as I could to the centre of the table, James joins Belial and Ezekial together to lead the Thunder Hammer & Storm Shield squad and proceeds to craftily set his army up just over 30″ away to prevent my strong mid ranged firepower from shooting him down first turn…James’ attempt to seize the initiative failed and so the game begins…

Draigowing turn 1:
So my first turn would be spent rousing my men into a light jog towards the enemy lines in preparation for the coming battle…no problem the Lord Draigo and his men who weren’t in cover and rolled a 4 for their run move, however squad 2 must have been frozen by the heroic aura of the Supreme Grand Master and proceeded to roll a 2 for difficult terrain and a 2 for their run move.

Deathwing turn 1:
my aggressive jog towards the Deathwing lines must have left James stunned and rather than advancing towards me he wheeled his entire army south leaving 2 of his squads out of Storm Bolter range, however James still had his Cyclone missile launchers and remaining Storm Bolters to fire and fire them he did unleashing everything in range at Lord Dragio’s squad causing me to lose 1 Grey Knight Paladin.

Draigowing Kill Points: 0
Deathwing Kill Points: 0














Draigowing turn 2:
A cry goes out for their fallen comrade and onward the squads march towards the heretics readying their weapons Lord Draigo’s squad fires upon belial’s Thunder Hammer Storm Shield squad and inflicts a good number of wounds but sadly no rends on this salvo and the psychic rounds ricochet of the bone coloured armour as James saves everything. Squad 2 follow their brother’s lead and proceed do the same, unleashing Psycannon fury upon the same squad causing a decent number of wounds again and 4 rends! but the 3+ save of the Storm Shield comes to the rescue and at the end of firing only Belial has taken a wound.

Deathwing turn 2:
My inability to wound James’ army gives him renewed confidence in his army’s ability and he marches straight towards my lines this time nothing will be out of range, his army take aim and each squad begin firing directly into Lord Draigo’s squad I watch as each squad hits and wounds a disgusting number of times and keep telling myself this is insane as I pick up my dice in return and roll my saves…I have always said that 40k is 90% skill and 10% luck but I hold my hands up and say that the Emperor was smiling upon me as Krak missiles and Storm Bolter shells bounce from my armour until only 1 wound is caused on a Paladin from Storm Bolter fire.

Draigowing Kill Points: 0
Deathwing Kill Points: 0


Draigowing turn 3:

This vile heresy will be tolerated no further and James’ knew from the smile on my face the Grey Knights were about to unleash Hell on Earth upon his precious Deathwing…Lord Draigo’s squad wheel to the left manoeuvring the tank traps into the way of the advancing Deathwing lines and open fire with their blessed Psycannons into Belial & Ezekials squad causing multiple wounds and rends causing 2 Thunder Hammer & Storm Shield equipped Terminators to drop and Librarian Ezekial to take a wound from Storm Bolter fire, squad 2 then open fire on the same squad…I pray their aim is as true as their brother’s and roll the dice…again I cause mass wounds upon the Thunder Hammer, Storm Shield Terminators and drop the final 3 of the squad leaving a battered Librarian and Grand Master on their own on the battlefield.

Deathwing turn 3:
Immediately James moves his squads up to allow Ezekial and Belial to join the next nearest squad and then unleashes his own vengeance upon me in the form of a hail of Krak and Bolter shells this time my saving was not so lucky as the mighty Lord Kaldor Draigo loses his first wound taking a Krak missile to the chest along with losing another Paladin to a Krak missile and take a Storm Bolter wound to another…God how I love wound allocation or that could’ve meant I’d be taking a Leadership test.

Draigowing Kill Points: 1
Deathwing Kill Points: 0 
Draigowing turn 4:
I take advantage of James being on the back foot and Lord Draio’s squad open fire upon the new Belial & Ezekial squad again they decimate the progressively shrinking Deathwing lines by killing 2 more Terminators and killing Librarian Ezekial when he succumbs to the mental anguish of seeing his squad slaughtered around him and suffers Perils of the Warp, squad 2 open fire on the squad behind killing another 2 Terminators in a bid to begin breaking the Deathwing lines further apart.
Deathwing turn 4:
James moves in preparation for a charge on Draigo’s unit firing into the squad with everything yet again, dealing a single wound to an already wounded Paladin and killing 1 more, I roll my leadership test, pass and await the coming assault…
The 3 remaining Terminators and Belial charge bolstered by the remaining 3 from the squad behind, I roll to cast Hammerhand and succeed and so the fighting begins…my Halberds, swords and Lord Draigo slash at the enemy managing to kill Belial and a further Terminator before they get to strike, however when it comes to James’ attacks he elects to attack Lord Draigo and instead targets the squad dealing mass damage and killing 3 of my Paladins, my nerve holds as I roll a Leadership test and luckily the squad stand firm to fight on
Draigowing Kill Points: 3
Deathwing Kill Points:0

Draigowing turn 5:
I decide avoiding Powerfists to be a pertinent tactic in this scenario and move squad 2 away from the bulk of James’ army whilst firing into the rear squads to try to thin the numbers and thus stop him from re-enforcing the combat with Lord Draigo’s squad…my Psycannons and Storm Bolters strike true completely eliminating an entire squad, meanwhile in the combat I manage to kill another Terminator from Belial’s former squad while Lord Draigo takes a single wound, the combat a draw we fight on.
Deathwing turn 5:
James realises that the only way he can win this game is to completely crush my army and so makes a beeline for squad 2 firing all weapons…I fail 2 Storm Bolter saves on 2 separate Paladins. 
I the close combat I fail to wound any Deathwing and I fail to cast Hammerhand, in return James kills my already wounded Paladin and 1 other, I pass my Leadership test again and we prepare to fight on.
Draigowing Kill Points: 4
Deathwing Kill Points: 0

At this stage Adam rolls the dice to see if the game continues, I know I’ve got at least 1 turn where I can simply stand and shoot before having to even consider falling back thanks to the manoeuvring of the squads around the tank traps cutting James army off from a simple march into my forces, thankfully though the game ends with a crushing victory for Lord Draigo’s Paladins.
Conclusion:
My only major mistake was allowing my Grey Knights to get in to close combat with the Deathwing, however this was their first outing against an all Terminator army and I wanted to see how much of a pounding they could take…
My personal opinion is to keep these guys shooting at all costs as they can quickly loose their effectiveness against hard hitting close combat armies such as this making their 2 wounds practically worthless. 

Greetings all just a quick update and apology regarding last nights Grey Knights Draigowing vs Deathwing battle report… I’m myself not 100% sure what happened but all I can say is Blogger cut a fart and I’m going to rectify this as soon as possible…so stay tuned in the next 24 hours for the full battle report rather than just the little teaser you got.

On a happier note we now have a Facebook and Twitter feed up and running so I’d love you guys to take a look and (hopefully) use them as a stomping ground to tell us all what you’re up to in the world of 40k from telling us how your armies are shaping up to any conversions you may be contemplating…

I’m also hoping to welcome some new members to the team very soon and I just know you guys are going to love their work and give them a great welcome to the blog! However we’re always on the lookout for fresh talent so if you’re a budding 40k artist or would like to write an article for the blog I’d love to hear from you so please get in touch with a sample of your work or ideas on the Grey Knights of Titan e-mail.

Finally I would just like to say I hope you are all pleased with how the blog is shaping up and would love any feedback on how you guys think the site can be improved…