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Made in us
Monster-Slaying Daemonhunter






Dimmamar

Nemesis Strike Force
HQ
Librarian, PML3 – 135
Librarian, PML3 – 135
TROOPS
GKSS, 5x – 110
ELITE
Purfs, 5x, – 125
FAST
GKI, 5x, incin – 135
HEAVY
DKnight, Incin, Psycan, Ham, Teleport – 220
DKnight, Incin, Psycan, Sword, Teleport – 225
FORT
VSG, 3Shields – 100

Firebase Formation
ELITE
Riptide, IonAcc, TL Fusion, EWO, Stim – 225
HEAVY
Broadsides, 3x, Shas’vre, HYMP, SMS, EWO – 220
Broadsides, 3x, Shas’vre, HYMP, SMS, EWO – 220

Total: 1850

What do people think of this? The GK is really pared down, since the Firebase costs ~700pts.
I'm hoping for 1-2 Invisibilities to give to the DKnights, which will patrol around the VSG. The Purfs will also provide anti-cc for the Broadsides, and EWO/Cleansing Flame will hopefully scare off Drop Pod alphas.
I'm not sure I'll be mobile enough to take Maelstrom objectives.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in gb
Been Around the Block





I actually really like this look of this list.
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Any critiques, anyone?

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





How are the Purifiers getting into range? Or are they purely for DS protection? If the later surely an entirely intercepting FBSC should do the job and against DP armies you could also start the Dreadknights on the table as counter assault.

Where do the Libbies go?

Not convinced the Shas'vre is worth it in the Broadsides you'll rarely take Ld tests before the squad is dead.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

I was planning on keeping the Purfs in the backfield, in the area of the Tau. Extra WC is good, and they'll kill most things that aren't 2+.

I don't know what a FBSC is....

I do plan on putting everything on the table, except for the GKSS. Depending on what powers I roll, one of the Libbys might go with the GKSS into DS Reserve.

If I dropped the Shas'vres, I'd have points for some weapons upgrades on the PAGK, which would be good.

Updated:

Nemesis Strike Force
HQ
Librarian, PML3 – 135
Librarian, PML3 – 135
TROOPS
GKSS, 5x, 2halb – 114
ELITE
Purfs, 5x, ham – 135
FAST
GKI, 5x, incin – 135
HEAVY
DKnight, Incin, Psycan, Sword, Teleport – 225
DKnight, Incin, Psycan, Sword, Teleport – 225
FORT
VSG, 3Shields – 100

Firebase Formation
ELITE
Riptide, IonAcc, TL Fusion, EWO, Stim – 225
HEAVY
Broadsides, 3x, HYMP, SMS, EWO – 210
Broadsides, 3x, HYMP, SMS, EWO – 210

Total: 1849

This message was edited 1 time. Last update was at 2015/03/05 17:47:17


LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Firebase Support Cadre (the Tau formation you're running) = FBSC

I don't really see the value in the NSF if you're not using reserves. You're gaining nothing from the command benefit and the FBSC still gets its benefits if you go unbound so why not just do that?

As I say 90% of the list looks brilliant but I'm just not sure on the Strikes or Purifiers. I would be tempted to go all 2+ saves as so much of the list already is, thus nerfing any expensive Ap3 options your opponent has taken (battle cannons, flamestorms/baleflamers, sternguard, power weapons etc).

You could drop all the PAGKs and get a Terminator squad (for the libbies to hide in) and a 3rd Dreadknight. 3 DKs and a Riptide gives you 4 mobile MCs to grab objectives, Terminators and libbies to hold mid ground and the Missilesides to blot out the sun with missiles from backfield.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

 FlingitNow wrote:

I would be tempted to go all 2+ saves as so much of the list already is, thus nerfing any expensive Ap3 options your opponent has taken (battle cannons, flamestorms/baleflamers, sternguard, power weapons etc).


I've shied away from Termies for some time now, since AP2 has become so abundant in the game. But this is a convincing argument to use them. When I play Daemons, I do indeed take an AP3 blast on my Grinder. And as a GK, I do have lots of AP3 melee, which Termies nerf.

I am worried about my ability to capture maelstrom objectives. Having more units means it's easier to do that, and switching to Termies will significantly lower my already-low model count.

As to the Unbound, I still try to fit into Battle-Forged. This list, in particular, is for a LVO-style tournament, so I need to stay Forged.

I think one of the big benefits to the Nemesis Detachment is the 1 Troop requirement. Since all my fun stuff is in other slots, I don't have to pay as much of a troop tax to get at it.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





I've shied away from Termies for some time now, since AP2 has become so abundant in the game. But this is a convincing argument to use them. When I play Daemons, I do indeed take an AP3 blast on my Grinder. And as a GK, I do have lots of AP3 melee, which Termies nerf.


Agreed Ap2 prevalence hurts Termies though at least they are reasonably pointed in the GK Codex. Though you're pit committed on 2+ saves already so you may as well go all in.

As to the Unbound, I still try to fit into Battle-Forged. This list, in particular, is for a LVO-style tournament, so I need to stay Forged. 

I think one of the big benefits to the Nemesis Detachment is the 1 Troop requirement. Since all my fun stuff is in other slots, I don't have to pay as much of a troop tax to get at it.


1 troop is only a benefit if you're wanting to stay battleforged (i.e. you're not playing 7th Ed). As you're not wanting to go Unbound then keep the NSF. Use your MCs as mobile scoring.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Thought I'd give a BatRep here.

Opponent: Harlequins (it was his first game)
Solitare
3 Troupes, each with a PML2 Seer, a Master, and a transport (Starweaver?)
3 Death Jesters in one unit
2 3-man bike squads, bolos
Squadron of 3 Voidweavers

Primary: Purge
Secondary: Modified Maelstrom, 3 objectives (one at center, one in my zone, one in his)
Deployment: Vanguard

I rolled all on Telepathy, and on two PML3 Libbys did NOT get Telepathy I suppose it's to be expected, from time to time.
He rolled all on Phantasmology (or whatever it's called), and got a variety of powers, none of which were ever useful.

He got first turn, and set up aggressively on his line. One Troupe sat in a far-back forest, ready to pounce on an objective. Jesters next to empty transport ready to hitch a ride. Bikes were on flanks.
I placed the Broadsides flanking the VSG, and the Riptide astride it. DKs front and center, in range of VSG, with Interceptors directly behind. Purfs were up the side, ready to swing around and take out a bike squad. GKSS and both Libbys were in DS.

T1 Top
Harlies surge forward. Troupe in back gets Veiled. Solitare takes center objective. All three VSG get busted. A single wound on one DK from the Jesters, who had embarked.

T1 Bottom
Libbys DS inside a ruin, scatter 9" (in the only 45d arc that was bad) onto a bike unit, and...die That takes me from playing an even game to playing 1500 vs 1850, with none of the Psychic Shrieks I was planning on. Both DKs fail Sanctuary (I did not roll a single 4+ on 6d6). DK jumps forward and contests the objective the Solitare was on, taking a hull point from the Void Squad. Other DK jumps and flames the Jesters, wrecking the transport. Purfs move toward bikes and lob off a few shots, causing one wound. Interceptors move forward and flame a Weaver, kiling two harlies and taking a hull point. Missilesides dismantle both Troupe Weavers. Riptide kills two bikes with his S8 blast. Troupe in front of Interceptors are pinned, making me choose between charging and ignoring this turn.
I go for glory: Interceptors charge unit, losing 3/5 and killing the rest of the troupe. DK charges Jesters, taking another wound to OW, but killing two of them and causing the final one to fall back. One VSG flickers back into existence.
I've scored quite a few KPs by this point, as well as both my Maelstrom ones. He did get FB, Warlord, and 3KP from my disastrous deep strike....

T2 Top
With much of his glass "hammer" decimated, my opponent begins to move his remaining forces forward. The Solitare sidesteps the DK and goes for the two GKI left. The Troupe that recently fled their burning wreck of a Weaver moves up toward Broadsides, as does a jetbike pack; the pack is out of range of bolos, but does score a few hits on Broadsides, failing to harm the heavily-armoured suits. The Troupe in the back scoots forward to claim either his objective or the center objective, depending on what's needed (it's also Veiled, so I ignore it). Jester rallies and aims at a DK, whiffing. The lonely jetbike blasts away the VSG, but does nothing else. Voids murder the wounded DK.
In Assault, the Solitare mops up two Marines. The Troupe aimed at the Broadsides needs a 7" to charge...but overwatch kills 5/7 of the unit, leaving the Master and the Seer, who fail their now 11" charge. (If I had deployed smartly, Supporting Fire would've finished off this unit.)

T2 Bottom
Purfs move up on the lonely jetbike, setting up a charge. Broadsides SMS the Voids, causing 3HP, and then unload 12 HYMP shots into the last Void, causing it to explode dramatically. (The mask on its front probably flew off, spinning slowly, right into the camera frame.) The Riptide dithers forward and shoots at the Jester, but it makes its saves. DK moves backward, to threaten both the Solitare and the Master/Seer duo, and kills two of the jetbike pack, again leaving one with a wound on the field. Broadsides wipe out the Solitare, leaving the duo unmolested. (After having seen what happens in OW, I'm not worried about being charged....)
In Assault, the Purfs handily finish the lonely jetbike, and move toward the Jester. The DK sits around, babysitting centerpoint. I regen another shield.

T3 Top
My opponent has one Jester, one full Troupe, a jetbike, and the duo remaining on the table. Troupe moves in on the DK, failing to wound with bladestorm pistols. The Jester kills a Purf, planting a shuriken in his eye. The duo sets up a charge against the Broadsides again, but they look very tired. The jetbike also moves against the 'sides.
In Assault, the duo dies to OW, and the jetbike does not make his charge. The Troupe loses two to incinerator OW, and also fails the charge.

T3 Bottom
DK flames the Troupe, killing 5/7 (again leaving Master/Seer), and finishes the two T3 characters with a S7 psycannon. Purfs and Riptide fire on the Jester, killing it. Broadsides kill the last jetbike. And that's game. Didn't finish three full turns.

End Score
Him: First Blood, Warlord, 5KP, 0MP. But he's also tabelled, so this is moot.
Me: Linebreaker, Warlord, 10KP (at least--6 more if the Seers and Masters are ICs), 6MP.

Thoughts:
From the start of my T1, I was down 350pts. It was pretty demoralizing that I lost that much before I even got to do anything. However, my abundance of missiles really turned the tide, as did my DKs: one soaked up all the scary shooting, and the other scored several VPs while controlling center table.
He only killed two units (since he wasn't technically responsible for the DS mishap), and did not score a single MP. (I gave him 5/7 of his VP because of the mishap.)
The VSG may have prevented him from killing a Broadside or two, but it didn't really have a major role. Against a gunline I'm sure it would do better.
I also didn't ever get to use my EWOs, which I was a little sad about.
It seems like quite a few of my cooler options (Psychic powers, EWOs, Nemesis Deep Strike, Supporting Fire, Void Shields) never came into play, and I still tabelled him, at -350pts, in three turns. That makes me think this is a solid list. But it was my opponent's first game with Harlies, and I'm sure that had a large impact on how he played.

Lessons Learned....
Put the Broadsides next to each other. Supporting Fire would've been MAJOR overkill this game, but in a different situation it's a very powerful rule that shouldn't be missed out on.
Put the Broadsides further up on the field. The only reason they did so well was because my opponent surged forward rather than hang out of range.
Pray that I don't mishap like that again It was unbelievable. Also pray that I get Invisibility, because missing that was also statistically unlikely.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





FYI Death jesters and Seers are ICs, troupe masters aren't (but do get a 2+ LoS). I'm wondering how you didn't kill the Death jesters with the flame on turn 1, its S6 so all he'd have got was a 5++ otherwise each is dead on 2+ (due to T3). So you got 15KPs in total.

Yeah ignores cover and LoS weapons practically auto beat Harlequins, even from your brief over view he seemed like he made a number of mistakes (putting DJs together, not blitzing a DK off the face of the planet turn 2) and Harlequins are a very weak codex. But you can only beat what you play and tabling in 3 turns is about as good as you could hope particularly considering you were effectively using 1500 vs 1850.

Did you enjoy playing it? What units surprised you by being more or less effective than you expected? Did you remember tank hunters on the Missilesides because 3 HPs from the SMS seems fairly below average (you should average exactly 5).

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

The flamer only does d6 hits, I got 3 I think, and then he made one of his saves. (Looks like I forgot to include that above.)

I remembered TH. One of the 'sides was out of range for SMS, so it was a decent roll with 8 missiles.

It was a fun game. I feel like I responded correctly to the threats presented, for the most part applying appropriate target priority.
Now that I have one game with this list under my belt, I'm excited to see how it does against other more competitive lists. One of my friends has a SW list with three Dreads, 7 Thunderwolves, and a Devastator unit that did very well against me in the last game we played. My list was nothing like this one, so I'd like to see how that rematch goes.

I'm particularly interested in fighting Tyranids, since I don't have any skyfire, and they can pretty easily get inside the PVS. Hoping the 'sides TL missiles will fill that role.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Thought I'd give a brief batrep of my next two games here, which I played last night.

1850, Dawn of War, Emperor's Will+Modified Maelstrom
Opponent:
HQ - two Flyrants, one with Devourers, one with some CC goodies, both PML2
Troops - two 10xGenestealers, each with a Broodlord
Fast - two 4xShrikes (the flying Warriors from Leviathan, I think?)
Heavy - 3xCarnifexes, with big guns and FnP

I went second. In the end, I had lost a DK, and my GKSS+Libbys. Bottom of T3, I had tabelled him.
We played another game immediately after, with his replacing the Shrikes with Mawlocs. I went first, and when I killed both his Flyrants on T2, he rage-quit.

My first game, I tabelled Harlequins on T3. My second game, I tabelled Nids on T3. My third game, Nids quit on top of T2, demoralized by such a horrific opening volley on my part.

I'll chalk up the Harlies to a player with a brand-new book (it may have been his first game, even). The Nids may have just been a non-competitive list, but my opponent was quite confident with his build before we started playing.

I don't know whether it was luck or if I do have a pretty good build, but I've been steam-rolling so far.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
 
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