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Made in us
Water-Caste Negotiator





Hello again all - I've been having trouble finding responses for my Grey Knight / Farsight Enclave lists (mostly I guess because of purist or maybe people don't know what to say about it - which is fine) but luckily lately I've received quite a boon to my army from a good friend who I've traded some Tau units with for a good chunk of a Grey Knight force (including a Storm Raven - Good friend)

Now I'm not sure about it but I think the theory is to be in my enemies face from turn one...I do have an issue though as I'm running a bit of a null deployment (however the NSF and perhaps WL trait could help this)

I've included inquisitorial and assassinorum elements because my friend was nice enough to include a few of these units for me to use and I think they should help out with a few issues that GK has.

Here's my list I will detail their use (although it should be fairly cut and dry)

Nemesis Strike Force - Grey Knights

Libriarian - Nemesis Daemon Hammer, ML3, Storm Bolter, Domina Liber Daemonica (Generally rolling on Divination for potential 2+ rerollable/4++ for unit)

Purifiers(10x) - KotF; 2x Falchions & Melta Bomb, 2 Daemon Hammers, 5 Swords, 2 Incinerators
Terminators(5x) - 4x Falchions(2 members), 1 Daemon Hammer, 2 Halberds (1 w/ Psy Cannon)
Terminators(5x) - 4x Falchions(2 members), 1 Daemon Hammer, 2 Halberds (1 w/ Psy Cannon)
Terminators(5x) - 4x Falchions(2 members), 1 Daemon Hammer, 2 Halberds (1 w/ Psy Cannon)

Stormraven Gunship - TL MM, TL LC

Nemesis Dreadknight - Personal Teleporter, Heavy Incinerator, Heavy Psycannon, Greatsword
Nemesis Dreadknight - Personal Teleporter, Heavy Incinerator, Heavy Psycannon, Greatsword

Inquisition
Ordo Malleus Inquisitor - Terminator Armor(Daemon Hammer, Storm Bolter) ML1(rolling on Diviniation?) 3x Servo Skulls

Assassinorum
Vindicare Assassin - Blind Grenades, CCW, Exitus Pistol/Rifle, etc

So the run down is this, Libby and all Terminators await in DS reserve hopefully to come in on turn one to cause havoc for my opponents - The Inquisitor will ride with the Paladins to give them an extra hammer attack and run in one of the combat squads in the storm raven to drop in (hopefully - turn 2/3) to cast cleansing flames and whatever extra psychic support my Inquisitor brings. Upgraded to terminator armor so he won't be as easy to kill and a potential 2+ rerollable could be a nice tank for the unit. The assassin will hide in cover and take long range shots at targets that usually cause issues for the Knights - never used him before but I love the model and special rules he has so I think he'll be fun to use. In the future I might want to add in a Tech marine to bolster a building so he can gain a potential 2+ cover save. I have a theory of using the Dreadknights borrowed from my Tau that one monstrous creature is scary but not impossible to remove in a turn - so it's about threat overloading more than anything - I hated it when I only ran one and he got focused down in a turn losing me a lot of my hitting power.

Any thoughts? Suggestions - I'd love to hear them - I haven't had great luck with Knights yet but I think this force could be aggressive enough to take on a fair selection of opponents.

This message was edited 2 times. Last update was at 2014/11/15 18:01:31


 
   
 
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