Hero Hammer – A Soup of Tournament Kind

If you’re going to go for soup might as well go for full fun!

  • SupCom of Adeptus Custodes bikes
  • SupCom of
    • Celestine
    • Greyfax
    • Lord Hector Rex
    • An Assassin
  • Brig or Battalion of something fun!

This gives some fast moving glass hammers, a smattering of psyker defenses, and something random from there. That core gives us about half the points of the army at 965.

So what do we take to back this up?


Another hero has joined the fight! There’s enough space for Cawl in a Battalion with some decent range support.

Alternatively a couple Priests can take his spot in a Stygies Battalion, making Dragoons another fast moving hammer that’s not entirely made of glass in the shooting phase.

Grey Knights

Strike Squads for days! Because we wanted more psychic defense, really…


We require more men…no, really…

Space Marines

Scouts. No really, scouts give a ton of battlefield control and actually make this probably the best tactical pairing.

Grey Knights – A Guarding List In The Making

This year I’m taking the plunge back in to wonderful world of Warhammer 40k Tournaments! More on that later, in the mean time- what to play and why.
Because I’m a glutton for punishment I’ll be playing Grey Knights- I’m not looking to make it to the final rounds or anything, just to go have a good time and good games. To that end I have a few goals:
  • Work in a theme or story
  • Have allies that work with the story
  • Use competitive units
  • Have units that will get people to enjoy seeing them
  • As few “conversions” as possible
At this point I’ve decided on a small narrative called, “The Return to Armageddon” for this year. That means Steel Legion allies with as many Grey Knight power armor suits as possible using the Guard Armageddon Regiment. This doesn’t shore up the Grey Knights lack of high power shots as much as other regiments may be able to, but it does give a nice buffer and access to some slightly more durable vehicles (as points allow).

Core units

  • 2 GMNDK
  • 2 Squads of Paladins with an Apothecary
  • 3 Strike Squads
  • 2 Battalions of Guard

Concluding the matter

With very specific guidelines that doesn’t leave a lot of room for anything else, but it does make for a rather defensive core to get to later rounds on. As long as both sides play fast enough, that’s full point allocations!