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![[Post New]](/s/i/i.gif) 2013/07/27 05:00:35
Subject: Competetive GK Idea for 1850
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Trustworthy Shas'vre
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Here is a thought I had for a competetive GK List focused around AV14. Tactics are simple Driago and a Solodin inside of the Land Raider, Solodins inside of each of the LRCs, SR, and Firestorm Redoubt. The goal is to make the majority of your opponent's army useless as well as capitalize on the meta shift away from copious amount of AT. Redoubt offers more AV14 and offers easy AT and can be place near an objective for late game objective grabbing.
Loadouts are meant to be capable of handling Flyers, Flying MCs, Infantry, and some AT.
Thoughts?
Driago
Paladin Halberd or Sword
Paladin Halberd or Sword
Paladin Halberd or Sword
Paladin Halberd or Sword
Paladin Halberd or Sword
Land Raider +Multimelta+Stormbolter+Psybolt
Land Raider Crusader +Multimelta+Stormbolter+Psybolt
Land Raider Crusader +Multimelta+Stormbolter+Psybolt
Storm Raven+Hurricane Bolter Sponsons+Psybolt
Firestorm Redoubt
1845pts
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![[Post New]](/s/i/i.gif) 2013/07/27 07:29:15
Subject: Competetive GK Idea for 1850
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Trigger-Happy Baal Predator Pilot
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It looks interesting, to say the least. Anyone not packing serious melta will have lots of issues trying to gun you down. I'm not sure how competitive putting 11 models down in 1850 points is going to be though.
I don't know where to go to look for rules for the Firestorm Redoubt, so I couldn't say how useful that will be =\
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![[Post New]](/s/i/i.gif) 2013/07/27 07:54:37
Subject: Competetive GK Idea for 1850
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Homicidal Veteran Blood Angel Assault Marine
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I honestly thing it's too lean on the models. Any of your models that run out will have a high probability of getting destroyed very quickly, and in a scoring game you'll have a hard time taking objectives.
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![[Post New]](/s/i/i.gif) 2013/07/27 11:03:04
Subject: Competetive GK Idea for 1850
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Devestating Grey Knight Dreadknight
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Two problems; (a) the meta has not moved away from anti-tank weapons in the slightest, and (b) it's not enough to survive your opponent you need to be able to deal with them. Those Land Raiders don't put out much firepower collectively, and you still suffer severely from RPS match-ups.
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![[Post New]](/s/i/i.gif) 2013/07/27 12:11:04
Subject: Competetive GK Idea for 1850
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Trustworthy Shas'vre
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Mulletdude wrote:It looks interesting, to say the least. Anyone not packing serious melta will have lots of issues trying to gun you down. I'm not sure how competitive putting 11 models down in 1850 points is going to be though.
I don't know where to go to look for rules for the Firestorm Redoubt, so I couldn't say how useful that will be =\
Thing 4 TL BS2 Automated Icarus Lascannons in a AV14 Medium Building. Automatically Appended Next Post: troa wrote:I honestly thing it's too lean on the models. Any of your models that run out will have a high probability of getting destroyed very quickly, and in a scoring game you'll have a hard time taking objectives.
The goal isn't for the scoring models to be leaving their shells unless blown out or its Turn 5. Any AT they have is likely to target the AVs so its not the easiest to ID the Paladins, and then it takes 36 BS4 S4 shots on average to kill a Paladin. Its still 5 scoring units in 1850, four of them are highly mobile. Automatically Appended Next Post: Godless-Mimicry wrote:Two problems; (a) the meta has not moved away from anti-tank weapons in the slightest, and (b) it's not enough to survive your opponent you need to be able to deal with them. Those Land Raiders don't put out much firepower collectively, and you still suffer severely from RPS match-ups.
I guess I'm mistaken, I thought the extremely high number of S6/7 spam that is hitting the tables was evidence of that. That most good AA options are S7. That armor being easier to destroy has reduced the required number of AT that armies face.
Those three landraiders put out...
2 TL BS4 S9/AP2 shots
3 BS4 S8/AP1shots
8 TL S7/AP4 Rending shots
3 TL BS4 S6/AP4 shots
24 TL BS4 S5/AP5 shots
6 BS4 S5/AP5 shots
per turn...
Adding in the the Firestorm Redoubt...
4 TL BS4 S9/AP2 Intercepter/Skyfire shots
Adding in the Stormraven...
4 TL BS4 S7/AP4 Rending shots
3 TL BS4 S6/AP4 shots
12 TL BS4 S5/AP5 shots
more shots per turn...
I agree, there are some RPS matchups, but find me an army that doesn't suffer from them in some respects. There are also many armies that just can't deal with this much AV, or doing so is extremely difficult. With target priority you can target their AT and scoring units and watch as many opponents struggle to deal with your transports.
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This message was edited 2 times. Last update was at 2013/07/27 12:27:30
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![[Post New]](/s/i/i.gif) 2013/07/27 17:15:24
Subject: Re:Competetive GK Idea for 1850
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Fresh-Faced New User
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I agree with Troa, the list looks very lean (common problem for the GK). I play against a GK player in our group who has a similar LRC build and it works o.k. if we play "Purge the Alien", but he can never get to more than one objective if its any other game type. So is the plan to just try and table the opponent? this GK list certainly looks like it will kill 1 unit a turn, but I'm not sure it would win in an objective based game (so 5 of 6 game types this list might struggle).
I would try more base marines, bodies on the table is usually a better bet than super elite troops, and then Dread Knight with a personal teleporter and flamers with a great sword, the 30' move on turn one plus torrent flame really forces the enemy to focus on that unit and free's up you troops to grab objectives. I might also drop the LRC's. Vehicles in 6th took a serious hit, and it wont last long (in my experience). And to top it off I would take a Vindicare Assassin, their the most broken unit in the game and is a must for any GK army, kills HQ's and vehicles every turn.
Just my opinion. good luck gaming
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This message was edited 1 time. Last update was at 2013/07/27 17:16:08
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![[Post New]](/s/i/i.gif) 2013/07/27 17:55:13
Subject: Competetive GK Idea for 1850
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Ultramarine Chaplain with Hate to Spare
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I actually quite like was thinking something similar for marines (see my list elsewhere on the forum). Basically you deny most of the most competitive units in the game a viable target. Helkdrakes do nothing, Missilesides and Riptides become redundant, Longstrike will struggle to do anything, warp spiders cry, Wave Serpents bounce off, Nightscythes fly on do nothing fly off, annihilation barges do nothing.
The biggest issue for this list would be FMC. As they'll kill the LRs and laugh at the Solodins...
What's your plan against a MC heavy list? Also what happens if the game goes to turn 6 or 7.
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![[Post New]](/s/i/i.gif) 2013/07/27 18:09:02
Subject: Re:Competetive GK Idea for 1850
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Trustworthy Shas'vre
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jfreakind wrote:I agree with Troa, the list looks very lean (common problem for the GK). I play against a GK player in our group who has a similar LRC build and it works o.k. if we play "Purge the Alien", but he can never get to more than one objective if its any other game type. So is the plan to just try and table the opponent? this GK list certainly looks like it will kill 1 unit a turn, but I'm not sure it would win in an objective based game (so 5 of 6 game types this list might struggle).
I would try more base marines, bodies on the table is usually a better bet than super elite troops, and then Dread Knight with a personal teleporter and flamers with a great sword, the 30' move on turn one plus torrent flame really forces the enemy to focus on that unit and free's up you troops to grab objectives. I might also drop the LRC's. Vehicles in 6th took a serious hit, and it wont last long (in my experience). And to top it off I would take a Vindicare Assassin, their the most broken unit in the game and is a must for any GK army, kills HQ's and vehicles every turn.
Just my opinion. good luck gaming
I'm quite familiar with GK, hell was a winner at Ard Boyz with them in 5th running Driago, Paladins, and Dreadknights, 25 models in the first two rounds, dropped to 23 models for the finals. You seem to believe the Solodins are outside of the transports, this is a really really bad idea until turn 5. Only Driago leaves before that under certain circumstances as he can tarpit or take out many scary units himself. Your advice simply gives targets for most of the enemies units, something this list attempts to deny.
Objectives, wait until turn 5, snatch them up, hope the games ends soon and there is late game night fight. Solodins aren't necessarily easy to kill in one turn. Automatically Appended Next Post: FlingitNow wrote:I actually quite like was thinking something similar for marines (see my list elsewhere on the forum). Basically you deny most of the most competitive units in the game a viable target. Helkdrakes do nothing, Missilesides and Riptides become redundant, Longstrike will struggle to do anything, warp spiders cry, Wave Serpents bounce off, Nightscythes fly on do nothing fly off, annihilation barges do nothing.
The biggest issue for this list would be FMC. As they'll kill the LRs and laugh at the Solodins...
What's your plan against a MC heavy list? Also what happens if the game goes to turn 6 or 7.
We seem to be on the same page. The whole goal is to make all of that lovely S5-7 that fills half of the lists you see now a days, hell some Tau lists only field one Railgun at this level and a couple of Fusion guns.
FMCs are scary, they are the paper to this rock, but we aren't without hope. The Firestorm Redoubt, mass amounts of Mid to high Str TL weapons, and the Storm Raven arriving Turn 2-3 are our best hope. Also, the have to Glide to hurt AV14(and even that's not a guarentee), if they do this army will have no issues taking it out the following turn. If GK gets first turn they can put the hurt on an FMC since it has to start in Glide Mode, If they go first the SR likely gets to nuke one before they get to assault. And if one Glides, gotta make sure Driago's is the closes LR, or at least that he will get off a charge against the FMC the next turn.
3-5 FMC at 1850 is a serious threat to this army, but the tools are there to at least make a fight of it.
If the game goes to 6 or 7, its still not "easy" to remove that many solodins, especially if one objective was placed behind the Firestorm Redoubt, then its up to Driago and the other solodins and any Tank Shocks remaining to move the enemies off of the remaining objectives.
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This message was edited 1 time. Last update was at 2013/07/27 18:21:40
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![[Post New]](/s/i/i.gif) 2013/07/27 18:58:34
Subject: Competetive GK Idea for 1850
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Stubborn Hammerer
Weston-super-mare
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Firestorm Redoubt in my opinion is overcosted for what it brings i would rather spend the points on maybe beefing up 1 squad of paladins or even putting coteaz with some death cult assasins in the stormraven.
This would also help with getting 1st turn against the fmc.
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![[Post New]](/s/i/i.gif) 2013/07/27 20:28:25
Subject: Competetive GK Idea for 1850
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Ultramarine Chaplain with Hate to Spare
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I'd be interested to see how the list does. As stated FMC spam is your biggest threat, possibly tied with the Farsight bomb (the only thing that takes lots of melta). Also potential bad match ups are Manticores and Vulkan lists.
But most of the top end meta has little to no anti-AV14 assuming Necrons to mean no one will take any...
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![[Post New]](/s/i/i.gif) 2013/07/27 20:57:50
Subject: Re:Competetive GK Idea for 1850
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Fixture of Dakka
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This reminds me of a list I took to a tournament recently:
1750 Game Kastle RTT Tournament, June 30 - Space Wolves!
I brought a 4 LR list (with Forgeworld). Probably one of the most RPS anti-meta lists currently, either your opponent will have the tools to handle it or they won't. The bigger the tourney, the more likely you will come up against a counter-list. Otherwise, this list can actually dominate.
I was actually thinking of running Draigowing in LR's, though without the SR. It's a very unbalanced list, but it's probably got more staying power:
Draigo
5x Paladins - 2x Psycannons - 315
5x Paladins - 2x Psycannons - 315
Soladin - Hammer
Soladin - Hammer
GKLR - Multi-melta, Searchlights - 266
GKLR - Multi-melta, Searchlights - 266
GKLRC - Multi-melta, Psybolt - 270
1817
One of the weaknesses of LR-spam GK is against FMC Chaos. Well, with full 5-man paladin units inside, worry no more. Dare them to assault your LR's so that your paladins can wipe them out on the counter-charge.
BTW, for your soladins, give them all hammers. That makes them a threat to anything.
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This message was edited 1 time. Last update was at 2013/07/27 21:02:33
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![[Post New]](/s/i/i.gif) 2013/07/28 02:04:42
Subject: Competetive GK Idea for 1850
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Trustworthy Shas'vre
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bennyboy6189 wrote:Firestorm Redoubt in my opinion is overcosted for what it brings i would rather spend the points on maybe beefing up 1 squad of paladins or even putting coteaz with some death cult assasins in the stormraven.
This would also help with getting 1st turn against the fmc.
Problem with dropping the Firestorm Redoubt in favor of more paladins or coteaz and deathcult assassins is multifacited. Firstly neither have a great impact on combating FMCs, which are arguably the biggest challenge facing this list, secondly they remove another source of AV14 which is objective camping, thirdly it removes a solid source of AA/AFMC firepower.
It may be expensive, but in this list its just what the doctor ordered. Automatically Appended Next Post: FlingitNow wrote:I'd be interested to see how the list does. As stated FMC spam is your biggest threat, possibly tied with the Farsight bomb (the only thing that takes lots of melta). Also potential bad match ups are Manticores and Vulkan lists.
But most of the top end meta has little to no anti-AV14 assuming Necrons to mean no one will take any...
I'm curious too, I have almost all of the required models, just one LR short(Though they may not all be grey!) and I'll have to put it on the table and see what happens.
Farsight bomb is tough, though that truly depends on the squad loadout. Most aren't overloading it on Fusion guns, but they are bound to have a couple. Necon glances won't be fun either....
Doesn't have the solution for everything, but its a decent counter to at least some of the current Meta. Automatically Appended Next Post: jy2 wrote:This reminds me of a list I took to a tournament recently:
1750 Game Kastle RTT Tournament, June 30 - Space Wolves!
I brought a 4 LR list (with Forgeworld). Probably one of the most RPS anti-meta lists currently, either your opponent will have the tools to handle it or they won't. The bigger the tourney, the more likely you will come up against a counter-list. Otherwise, this list can actually dominate.
I was actually thinking of running Draigowing in LR's, though without the SR. It's a very unbalanced list, but it's probably got more staying power:
Draigo
5x Paladins - 2x Psycannons - 315
5x Paladins - 2x Psycannons - 315
Soladin - Hammer
Soladin - Hammer
GKLR - Multi-melta, Searchlights - 266
GKLR - Multi-melta, Searchlights - 266
GKLRC - Multi-melta, Psybolt - 270
1817
One of the weaknesses of LR-spam GK is against FMC Chaos. Well, with full 5-man paladin units inside, worry no more. Dare them to assault your LR's so that your paladins can wipe them out on the counter-charge.
BTW, for your soladins, give them all hammers. That makes them a threat to anything.
Interesting list and very interesting batrep. When I got to your third opponent, I thought you had the tournament in the bag, and wow, was I suprised at how that went. Though, it stands as a proof of concept, either your opponenet has the tools to take your list, or they won't, but even then, there are no guarentees.
Thanks for stopping in jy2
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This message was edited 2 times. Last update was at 2013/07/28 02:27:31
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![[Post New]](/s/i/i.gif) 2013/07/28 14:40:02
Subject: Competetive GK Idea for 1850
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Fixture of Dakka
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No prob.
Too bad GK's can't take most of the Forgeworld LR's. While it doesn't matter in most cases, several of the larger West Coast tournaments - the Bay Area Open GT, the Las Vegas Open GT, Golden Throne GT, TSHFT, etc. - do allow Forgeworld. Forgeworld LR's are more balanced IMO because they can deal with a wider range of armies.
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