17201
Post by: Jamora
So, I am having 0 success with my Grey Knights. Last night, went up against my buddies Dark Eldar army. My other buddy who plays daemons was there as well, so we thought for fun, we'd make it a 1v1v1 where the daemons would come in randomly and just kill anyone. We played 1500pts for me and the DE player, and 1000pts for the Daemons. What it turned out to be was the Daemons and me vs the Dark Eldar, and he destroyed me. In fact, I probably would have been tabled by turn 3 if it wasn't for the Daemons speed bump he ran over.
I was running
Brotherhood Champ
Coateaz
2x Jokearo + 3 melta warriors in Chimera
10 x Death cult assasins in Stormraven
Venerable dread with 2 x Autocannons
Regular dread with 2 x Autocannons
5x Grey Knights w/ psycannon in Psyback
5x Grey Knights w/ psycannon in Psyback
He blew up my vehicles right away, and just picked off my guys. I guess luck was on his side to with always having a 5++ on his vehicles and always making it.
My biggest problem is, I have no clue how to play this army. Do I sit back and shoot? Do I charge up and attack? What do I do :S
Edit. I've had a lot of helpful replies. If you're going to reply, please read the other replies first so I don't have to keep repeating myself
Thank you.
45795
Post by: RatWolf
I dont play GK, but i can tell you ... you need more troops ... Death Cult assassins? Seriously man
17201
Post by: Jamora
Yea DCA's. 20 (30 on the charge) S4 I6 power weapon attacks. For 150 points. And I had 4 troop choices for a 1500 pt list.
45795
Post by: RatWolf
Well, you were playing DE, so, these guys move fast, dont really hit that hard physically, do a fiar few attacks, and only start to get ''stay-alive-able'' after they've killed their first target.
For a start, your storm bolters would go through allll their standard armour, so, more Grey Knights would be good.
Power Weapons vs DE are only going to come into play if they get thier first pain token, aside from that, i'd just unload a ton of storm bolter then assault them.
Your Autocannons SHOULD have been able to drop any of their trasports, so good call there . . .
Tbh, ive played against Coteaz, and in my honest opinion ... he's not THAT good.
As for the monkeys, what do they do?
40133
Post by: jacetms87
It largely depends on what type of DE army he brought as you only have 6 vehicles in this army, and only 3 being transports. I know id I played you with my DE I would pop all of theose transports, use wyches to tie up the dreads and stay out of your 24in threat range.
34328
Post by: l0k1
Grey knights is a mid range shooting army with strong counter attack capabilities. Your strategy should be to get your PA knights to within 24 inches and hose his things down. Dark eldar help with that because they bring the fight straight to you. Looking at your list I can't say much for the inquisition guys cuz i haven't used them, but strike squads are crap. Change your brotherhood champion to Crowe and take 2 squads of purifiers. They get more attacks, more psycannons, cleansing flame and cheaper upgrades. As for psybacks, I prefer base rhinos. They are cheaper and your two purifiers with psycannons can fire out of the ports. Dreads look good. Try to keep them in the back and in cover.
23433
Post by: schadenfreude
Jamora wrote:So, I am having 0 success with my Grey Knights. Last night, went up against my buddies Dark Eldar army. My other buddy who plays daemons was there as well, so we thought for fun, we'd make it a 1v1v1 where the daemons would come in randomly and just kill anyone. We played 1500pts for me and the DE player, and 1000pts for the Daemons. What it turned out to be was the Daemons and me vs the Dark Eldar, and he destroyed me. In fact, I probably would have been tabled by turn 3 if it wasn't for the Daemons speed bump he ran over.
I was running
Brotherhood Champ
Coateaz
2x Jokearo + 3 melta warriors in Chimera
10 x Death cult assasins in Stormraven
Venerable dread with 2 x Autocannons
Regular dread with 2 x Autocannons
5x Grey Knights w/ psycannon in Psyback
5x Grey Knights w/ psycannon in Psyback
He blew up my vehicles right away, and just picked off my guys. I guess luck was on his side to with always having a 5++ on his vehicles and always making it.
My biggest problem is, I have no clue how to play this army. Do I sit back and shoot? Do I charge up and attack? What do I do :S
Most players would go with a 3 crusader/7dca mix
Storm ravens are a difficult unit to master
If you really want to play with a monkey go with 1 squad of servitors with a monkey and coteaz attached to prevent servo lock. Try to stick with just 1. Monkey per unit, they are expensive.
Dump the vendread for a 3rd regular dread.
Play more games, gk is actually not a user friendly meq army. It is a powerful dex, but aside from the psylfmen its not user friendly.
40918
Post by: bedeporter
strike squads are not crap. Crowe on the other hand, is pretty crap. Unless you base your list around him then he's going to be a free kill point. Psybacks also have a place in grey knight armies, namely decent fire above 24 inches.
I do agree that grey knights are a mid range shooty army. The best way to combat dark eldar is by adding in longer range fire that can de-mech them as soon as possible, so your psyflemen and the psybacks are both good choices.
The main benefits of death cult assassins are that they will generally strike before their opponents and negate armour, but against dark eldar, this isn't going to be that much help because their combat units will strike before you and they have poor amour, so running into them with the death cult isn't the best idea. Using them as a counter attack unit is more likely to bring you success.
Back to strike squads, consider getting 2 full strike squad units with psycannons and psybolt ammo with psybacks. These come in around 500 but provide excellent firepower for a relatively cheap unit.
Hiding grey knights in vehicles plays against the strength of the codex, ie. lots of assault weapons, so grey knights do not play the same way that other mech-marine armies play.
Sorry about this post, it is not very coherant but i have tried to get a few points in.
If you are interested, I know of several resources for grey knights tactica that you might find useful. Just let me know and I'll link them.
17201
Post by: Jamora
I'd love those links Bedeporter. Anything to make me a better player
43512
Post by: Slayersan
Jamora 1 note that know one seems to have caught is you are devalueing DCA.
DCA have 2 attacks base + 2 powers weapons, this means with 10 x DCA they have 30 attacks and 40 on the charge. not the 20/30 you said you were playing them as.
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Post by: l0k1
Bedeporter you can't stuff 10 guys in psybacks because of troop capacity limits. Psybacks are something that's been debated since the codex was released. I personally prefer rhinos because I can stick 2 psycannons out and get 4 shots on the move plus I don't like putting a lot of points into troop transports that could be popped first turn. As for Crowe, nobody really likes him but he can still be good. Have him hug the back of rhino and stroll forward and use him as an independent character/ monstrous creature killer. I'd trade my Crowe for a hive tyrant or something equally destructive any day. Heck even a tarpit model. I've read battle reports where people charge him into a unit just to use his ability to re roll saves and keep a unit locked in combat and Crowe stilled lived! Purifiers cleansing flame ability can even make up for low model count.
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Post by: Wildstorm
It looks like you are trying to be both ranged and close combat at the same time. I've found that you need to be either strong ranged with a countercharge unit, or strong close combat with just enough ranged weapons to bring down fast transports... like Dark Eldar have.
Thinking this way, GK bring their own countercharge as it is... power weapons, psy powers, etc. So I'd drop the Brother Champ (don't need 2 HQ at 1.5k) the DCA's and the Stormraven. Add in more Melta-Chimeras, Knights with Razorbacks, and Riflemen.
Don't forget that against Dark Eldar, range is your friend. Line up at the board edge and use your Riflemen range to force him to come to you if the terrain is open. Don't just charge ahead and let his anti-armor toys rip you open.
11
Post by: ph34r
Bro champs are not so good. Jokearo are not a good combo with melta warriors. Jokearo are a good combo with servitors, if you stick an inquisitor with them. Melta warriors are good by themselves or with DCA/crusaders. DCA are better when they have some crusaders with them. Those autocannon dreads had better have psyammunition.
31466
Post by: svendrex
I think that you could re-arrange your transports and a have a more effective army.
1) Coteaz + Jokaero unit in a Chimera works well for me. Keep it.
2) Henchmen Assault Squads. They come in 2 forms.
a) The "Henchstar", 5 DCA + 5 Crusaders + Rad-Hammer Character (either Xeno Inq or Techmarine)
Deadly in combat, durable, and probably the best way to go for a large squad
You will probably want a Storm Raven or Land Raider for a squad like this. The issue is that SR and LR have HUGE target priority issues if you only take one of them.
b) The "one and done" squad. 5-6 DCA + Razorback. (Probably Heavy Bolter+Psybolt Ammo)
this gives you shooting at range, and 5 DCA are very cheap and are enough to kill most of a unit of marines on the charge. They only need to kill one unit to be worth while.
3) Strike Squad: I think these guys work best in 10 man units in a Rhino. 2 Psycannons, and Psybolt Ammo as a maybel. With that they are durable, and they have enough attack in close combat to start to be a threat as well. Shoot first, kill a bunch of dudes, then attack and finish stuff off.
I think that the Bro-Champ is just not good. Take a Xeno Inquisitor for close combat buffs instead.
A good second HQ is a Librarian. He can ride in the Chimera with Coteaz and the Jokaero
Quicksilver is great for Strike Squads, as they do not need halberds to hit first.
Might of Titan is death incarnate to vehicles.
Sanctuary is great as well (but you already have it with coteaz)
Shrouding is good so all of your tanks can get a 5+ Cover save. (maybe even a 3+ if you use smoke)
Summoning is worth thinking about as you can combine it with a mystic so you do not scatter.
That being said, the Librarian in not needed in a list like this.
Here is what I think your list could look like instead. (rough Estimate, not exact points or anything)
Coteaz + Jokaero unit + Chimera
5 DCA + Razorback
5 DCA + Razorback
10 Strikers + Rhino
10 Strikers + Rhino
Add Psy-rifle Dreads to taste. Consider a Librarian
Essentially you have a shooting list with the Strikers, Dreads, Jokearo, and transports.
The DCA are counter charge units, taking out whatever makes it to your lines. Sanctuary (from coteaz) helps to protect against Massed assaults as well
17201
Post by: Jamora
Why is it a 5++ with the libby? I thought you only got a 6++ out in the open?
7075
Post by: chaos0xomega
Why would you take a venerable rifleman dread if you have open slots for other regular dreads? Thats really my only comment...
9345
Post by: Lukus83
Because Ven Dreads are better.
7075
Post by: chaos0xomega
Lukus83 wrote:Because Ven Dreads are better.
But you're not really getting any benefit for the extra cost if your only weapons are 2 twin-linked autocannons...
43972
Post by: GreyHamster
Venerable means much greater resilience against damaging hits. You decrease the probability of getting destroyed results, turning them into shaken/stunned sometimes, which you can shake off. Longer survival means more damage out. The increased reliability on ballistic skill is icing on the Venerable cake.
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Post by: Dorksim
chaos0xomega wrote:Lukus83 wrote:Because Ven Dreads are better.
But you're not really getting any benefit for the extra cost if your only weapons are 2 twin-linked autocannons...
It makes them that much more difficult to stop shooting at you.
9345
Post by: Lukus83
Not only that, but a damaged Ven Dread on an objective can still claim it if you have taken a GKGM and it's also not a KP until you get rid of it...much harder to do than with a regular Dread. For a 60pt increase in points you get 3x the survivability.
11
Post by: ph34r
Lukus83 wrote:Not only that, but a damaged Ven Dread on an objective can still claim it if you have taken a GKGM and it's also not a KP until you get rid of it...much harder to do than with a regular Dread. For a 60pt increase in points you get 3x the survivability.
Three times the survivability? Any numbers to back that up, because that seems blatantly wrong.
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Post by: GreyHamster
If, on penetrating hits, you only venerable away 'destroyed' results, you are 1/3 as likely to take a destroyed result on a Vendread.
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Post by: omerakk
Venerables are amazing, but at 1500pts, it's rather difficult to justify the cost. Not to say it can't be done, some people have had much success with them... but for the majority of players, as well as someone who is brand new and struggling with his army, I think it would benefit you to drop him in favor of a regular dread and using the spare points to boost the rest of your forces
17201
Post by: Jamora
I had 50 points to blow, so I put it on my dread. Just testing it out.
Why is shrouding a 5++?
9345
Post by: Lukus83
A wrecked or explodes result is 1 in 3. Now if you get a re-roll you reduce the chance to 1 in 9. Of course you could rack up some damage results but until it's wrecked it's not a KP and if it's on an objective it can still score (if you take a GKGM).
11
Post by: ph34r
Lukus83 wrote:A wrecked or explodes result is 1 in 3. Now if you get a re-roll you reduce the chance to 1 in 9. Of course you could rack up some damage results but until it's wrecked it's not a KP and if it's on an objective it can still score (if you take a GKGM).
You still suffer fully on glances and your penetrating destroyed results are likely to become weapon destroyed or immobilized. I'd say twice as survivable is a fair statement, but then again you cost 50% more points for an extremely minor amount of increased firepower. Venerables are viable in some builds, like if they are your only dreads/vehicles.
40918
Post by: bedeporter
l0k1 wrote:Bedeporter you can't stuff 10 guys in psybacks because of troop capacity limits. Psybacks are something that's been debated since the codex was released. I personally prefer rhinos because I can stick 2 psycannons out and get 4 shots on the move plus I don't like putting a lot of points into troop transports that could be popped first turn. As for Crowe, nobody really likes him but he can still be good. Have him hug the back of rhino and stroll forward and use him as an independent character/ monstrous creature killer. I'd trade my Crowe for a hive tyrant or something equally destructive any day. Heck even a tarpit model. I've read battle reports where people charge him into a unit just to use his ability to re roll saves and keep a unit locked in combat and Crowe stilled lived! Purifiers cleansing flame ability can even make up for low model count.
I know you can't, but like I said, putting grey knights in their transports plays against the strengths of the codex. Other marine armies hide in their transports because they've generally got nothing better to be doing and can shoot the weapons that hurt out of fire points. With Grey Knights, every model has a weapon that can hurt, so hiding them away is counter productive. With an extra low model count, maximising your offensive output is the most important thing because you need to level the playing field with your opponent. 8, strenth 5 storm bolters, 2 psycannons and a strength 6 heavy bolter is more dangerous than 2 psycannons and one storm bolter with a cost difference of only 30 points.
Giving the unit a transport adds extra utility. firstly, it allows a combat squad to hide inside for extra movement and secondly provides your opponent with target priority issues.
i agree that tarpitting/character deterrent is the most useful way for crowe to be used, but the character himself does not provide synergy with the list. He requires baby sitting and therefore is a distraction for one of your units. This is all my personal opinion of course.
Chaos, with regards to venerable dreads, they are incredibly survivable. Normal ven dreads are survivable, but GK vens provide a platform that is very hard to destroy and almost impossible to stop shooting without psychic defenses. This forces you opponent to shoot more of his firepower at that dread which in turn increases the time that other vehicles will survive. So ven dreads do more for the army than just shoot more accurately, which is why people choose ven dreads.
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Post by: svendrex
Jamora wrote:
Why is shrouding a 5++?
I thought that the 6+ Cover + Stealth would make a 5+
BUT
It would seem that I am wrong after a careful re-read of the spell.
17201
Post by: Jamora
Its unfortunate that this thread became a Venerable Vs Non Venerable dread debate. I already know that Ven dreads are more effective then non Vens.
As for the Henchstar unit ( 5x DCA + 5x Cru ), I wrote it into my main list but switched it out for 2 reasons.
1, I have no models for it and don't feel like making them.
2, I understand making them more survivable, but I would be using them for what they are. Cheap Assassins. I would point them at the unit I want dead, and have them killed.
Svendrex, I studied your article on Henchmen in 5th for a good 5 hours or so (flight to and from work camp), and really enjoyed it. I use it as a basis for all my lists. Both my 10 x DCA and Jokaero units were derived from it. So any advice you have will be taken to heart. I just love thinking outside the norm.
Bedeporter, I'm enjoying reading your advice. It's making me re-think my lists a bit. And I was considering adding crowe to my list anyways. The brotherhood champ was a bust. He was absolutely terrible. Took him 3 rounds to kill a single DE biker. I'm going to do some point break downs and some list building to see how many Purifiers or Strike Squads I can get in my list while still fitting at least 2 dreads, 2 stormravens and as many vehicles as possible.
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Post by: unityvybe
Drop the Stormraven. You need a more reliable transport like a Land Raider to get those Assassins where you need them. Also fill out your heavy slots with Psyflemen Dreads. I would also recommend you take Servitors w/meltas instead of warriors. You can make a pretty nasty unit if you combine Corteaz with 1 monkey, 3 Servitors w/meltas. I would also recommend the techmarine too. With the techmarines ability to carry various grenades you can enhance your Corteaz retinue. I would also drop the Bro Champion from you list. I personally like the Bro Champion but in your list he is just sucking up points. Dropping him would allow you to give your DCA a LRC after you dump the StormRaven.
17201
Post by: Jamora
Well, I will definitely not be dropping the Stormraven. My lists will be tailored for 1850 or 2000 points. However, I may consider adding a LR to the army instead of my 2nd Stormraven. Plus, If I take a LR, my HS slots ARE already filled with Dreads with the 2 I currently have.
The techmarine is a good point. I've been mulling that over in my head for awhile. Statistically however, 2 jokaero's in a unit is your best option of getting the most out of the monkeys, not having a single one.
The bro champ was a one time thing. Wanted to try him out, and he blew it horribly.
I'm not sure what the servitors have over the warriors besides being more costly and having to be babysat by my inquisitor.
36809
Post by: loota boy
Your list doens't really have a focus. Your trying to do a henchman/strike hybrid, which is fine, but you don't have much from either. Your henchman are further divided by one being assaulty and the other being shooty.
44704
Post by: Lord of Caliban
.
46864
Post by: Deadshot
bedeporter wrote:strike squads are not crap. Crowe on the other hand, is pretty crap. Unless you base your list around him then he's going to be a free kill point
put him in a transport,preferably a LR or SR and drive pell mell at a powerful 1 man unitt like greater deamons and hive tyrants,disembark,assault.if you win,repeat.if you die use last stand thing and hit on 3+ usually.bye bye warlord class battle titan!
17201
Post by: Jamora
ChaosLordSam wrote:No, you are not, you just need more troops.
As I said before, 4 troop choices at 1500pts. Not that bad.
My Regular list for 1850 and 2000 are:
Sons Of Leonidas
1850
Cotaez - 100pts
Brotherhood Champion - 100pts
5 x Crusaders + 5 x DCA (mounted in Stormraven) - 150
2 x Jokaero's + 3 Melta Warriors in Chimera - 167
2 x Jokaero's + 3 Melta Warriors in Chimera - 167
6 Man Strike Squad w/Halberds + 1 Psycannon in Psyback - 215
5 Man Strike Squad w/Halberds + 1 Psycannon in Psyback - 195
Stormraven w/ Melta and Side Sponsons - 235
Stormraven w/ Melta and Side Sponsons - 235
Dreadnought w/ 2x Autocannons + Psybolt - 135
Dreadnought w/ 2x Autocannons + Psybolt - 135
Total: 1834
Sons Of Leonidas
2000
Cotaez - 100pts
Brotherhood Champion - 100pts
5 x Crusaders + 5 x DCA (mounted in Stormraven) - 150
2 x Jokaero's + 3 Melta Warriors in Chimera - 167
2 x Jokaero's + 3 Melta Warriors in Chimera - 167
6 Man Strike Squad w/Halberds + 1 Psycannon in Psyback - 215
6 Man Strike Squad w/Halberds + 1 Psycannon in Psyback - 215
Stormraven w/ Melta and Side Sponsons - 235
Stormraven w/ Melta and Side Sponsons - 235
Dreadnought w/ 2x Autocannons + Psybolt - 135
Dreadnought w/ 2x Autocannons + Psybolt - 135
Dreadnought w/ 2x Autocannons + Psybolt - 135
Total: 1989
So this game was like tryin out some of the units on a smaller scale.
46864
Post by: Deadshot
looks good,where you get the name Leonidas from,itsd a good one i might nick it off you.im glad to see you didnt leave PAs with swords
25911
Post by: Norsehawk
The thing I see that is glaring to me, is that you put Jokero, who can hang back and shoot lascannons at range in with models that only work at short range, so, if you are trucking up the field to melta something, the Jokero are wasted points, and if you are hanging back and plinking at tanks with the lascannons, the melta guys are wasted points unless I am missing something.
Also possibly dropping the champion and taking a techmarine with a rad grenade to ride along with the DCA to make them extra nasty would probably help as well.
As far as halberds on strike squads, except for the Justicar, I really can't justify to myself the cost of putting them there when for a single point more, you can get purifiers that have the extra attack on them base plus the ability to light your enemies on fire before combat, plus take twice the amount of psycannons. Generally, I also take a MC hammer on the Justicar of any squad just in case I run into a big ugly or a tank that needs killing
I'm still trying to find a great list that I like for Grey Knights, but I know that my old metal knights all toting halberds are going to be almost all purifiers. Just before I start building a list there is about 700ish points of stuff I want to toss in every list just because it's useful:
Librarian (utility out the wazoo)
Vindicare (4d6 ap1 armor penetration)
Techmarine with Rad Grenade (give vindy 2+ cover save, add extra punch to a melee squad and cheaper servo skulls)
and 2 Psiflemen.
I'm also a fan of 10 man squads with a psiberback, depending on what your opponent is bringing to the battle, combat squad or not, one group can go up the field, the other can stay around midfield and shoot the psicannons, and the razor can either tote around the advancing force, or provide mobile fire support/cover
17201
Post by: Jamora
Norsehawk wrote:The thing I see that is glaring to me, is that you put Jokero, who can hang back and shoot lascannons at range in with models that only work at short range, so, if you are trucking up the field to melta something, the Jokero are wasted points, and if you are hanging back and plinking at tanks with the lascannons, the melta guys are wasted points unless I am missing something.
Also possibly dropping the champion and taking a techmarine with a rad grenade to ride along with the DCA to make them extra nasty would probably help as well.
As far as halberds on strike squads, except for the Justicar, I really can't justify to myself the cost of putting them there when for a single point more, you can get purifiers that have the extra attack on them base plus the ability to light your enemies on fire before combat, plus take twice the amount of psycannons. Generally, I also take a MC hammer on the Justicar of any squad just in case I run into a big ugly or a tank that needs killing
I'm still trying to find a great list that I like for Grey Knights, but I know that my old metal knights all toting halberds are going to be almost all purifiers. Just before I start building a list there is about 700ish points of stuff I want to toss in every list just because it's useful:
Librarian (utility out the wazoo)
Vindicare (4d6 ap1 armor penetration)
Techmarine with Rad Grenade (give vindy 2+ cover save, add extra punch to a melee squad and cheaper servo skulls)
and 2 Psiflemen.
I'm also a fan of 10 man squads with a psiberback, depending on what your opponent is bringing to the battle, combat squad or not, one group can go up the field, the other can stay around midfield and shoot the psicannons, and the razor can either tote around the advancing force, or provide mobile fire support/cover
The reason I threw Melta's in with the Jokaero's is for when things get in my face. Most of the game they were useless, but when he turbo boosted right next to em to unload his guys on my objective, they melta's the transport, blew it up and killed half his guys.
I tried the Vindicare in my list before. He was good, but my dreads out performed him hardcore. Granted, whatever he pointed at died, but it was the same for my dreads (that game). Just felt like over kill. Plus he was really squishy.
46864
Post by: Deadshot
what i do is take a real cheap IC and jointhe assassin,and allocate on the IC so the assassin can survive
37720
Post by: Bruteboss
I run coteaz henchmen spam so I know where you're coming from but your units are really all over the place. I run *almost* the exact same DCA+crusader unit (difference is 6 assassins and 4 cursaders) out of a stormraven as well, and they are typically my mvps in most games, so I think that's fine.
The problem with your jokearo is that they don't mix well. Servitors are fine, because everyone has heavy weapons, but warriors not so much. The one and only buff that aids melta warriors is the range increase, and you can't rely on getting that more than once every couple of games. Other than that, those 2 really don't work well together, because 1 is a short range assault weapon that needs to be up close, and the other is long range and needs to stand still in order to shoot. Jokaero buffs also don't apply to ICs that you attach to the unit, so keep that in mind. The monkeys are rather difficult to work with and it takes careful planning to make them fit in.
As to your strike squads, I have sorry news for you. Building an identical unit of 6 purifiers with razorback would cost you 206, which is not only cheaper but superior in close combat thanks to +1 attack and cleansing flame. Strike squads are not built to assault, they are designed as mid range fire support that is very dangerous to assault. And no grey knight unit should ever, ever, be without a psycannon. SS do exactly 2 things well: fire support and warp quake. Use them for anything else and you will be disappointed.
If you are really desperate to make a close combat theme army, make those strike squads into purifiers. If you want to keep them as basic troops, drop the halberds and give them a cannon instead.
36809
Post by: loota boy
Drop the brotherhood champ too. He adds nothing at all to the army. People take GMs and libbys for a reason, because GMs can grand strat stuff and libbys buff up your units.
43718
Post by: Nuclear_Bomb
I would take at least one Vindicare assasin, or 2  , and stick him in a nice sniper spot.
17201
Post by: Jamora
Well, still working on it, but here's what I have:
Sons Of Leonidas
1850
Crowe - 150
Inquisitor - 25
2x Jokaero + 3x Heavy Bolter Servitors in Chimera - 155
5x Purifier - 3x Halberds + 2 Psycannons in Psyback - 196
5x Purifier - 3x Halberds + 2 Psycannons in Psyback - 196
5x Purifier - 3x Halberds + 2 Psycannons in Psyback - 196
5x Purifier - 3x Halberds + 2 Psycannons - 146
Stormraven w/ Melta and Side Sponsons - 235
Dreadnought w/ 2x Autocannons + Psybolt - 135
Dreadnought w/ 2x Autocannons + Psybolt - 135
Landraider Crusader w/Psybolt ammo - 260
Total: 1829
Trying to follow all the rules of list building, while still keeping my flavor. What I'm learning however is, I can't do what I wanted to do at all. Doing a 1/2 inquisitor 1/2 knight army just will not work for me.
What I need to keep to at least enjoy my army are the vehicles. The more the better. I also want to keep at least 1 Stormraven (already bought it, why waste it.) and possibly 1 more Stormraven or the land raider. I also wanted to work in 1 chimera and 3 Psibacks because I already have the models for them. But that seems to be tough.
I think the worst part is the lack of troops. I know a list of 3 squads of 6 Purifiers would get shut down due to not enough troops. But I DO NOT want to do a Purifier spam list.
Coming on here is kind of a damned if I do, damned if I don't situation. 70% of people tell me the same cut and past answers they read somewhere else which is just the generic list building boring crap. Luckily, 30% of the replies are new and inventive, forcing me to think and re-evaluate my list. I want to become a better player, not just throw down a generic internet spam list.
I hope none of that comes off as rude. I'm grateful for the people who are truly trying to help me evolve my game and my army.
Automatically Appended Next Post:
loota boy wrote:Drop the brotherhood champ too. He adds nothing at all to the army. People take GMs and libbys for a reason, because GMs can grand strat stuff and libbys buff up your units.
Already said I was dropping the champ.
I used to have a libby in my list. I acctually dropped it because of the point cost. Felt like I couldn't fit in enough goodies with the amount of points he soaked up. Dropped him, added a dread. The GM may help me out though with the lack of troop choices. I guess I'm resisting this because I want my list to stand out as non generic. However, maybe that's why I'm getting my butt handed to me :S
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Post by: Bruteboss
Librarian with a couple of powers is cheaper than GKGM. Far superior army boosting powers as well, if you ask me. Especially if you're want to do vehicle spam. A turboboosting raven with a librarian, or a mech line covered by smoke and shrouding is insanely tough to kill.
I still don't like that henchmen unit you made. What exactly are heavy bolters good for other than being cheap? Again, you are clearly relying on getting rending from the jokearo to get anything out of them, else you will be sorely disappointed with their effectiveness. Jokearo weapons and bolters don't mix unless your in flamer range, in which case you probably moved so the big guns can't shoot. Monkeys are fun and can be useful, but you really need to plan around using them, as I said before.
Here is a unit I would run with jokearo, as an example:
5 warriors with stormbolters, 2 jokaero in a chimera with flamer for 150 points. The unit can stand and shoot monkey lasers from afar if it had to, or charge forward and unload bolter and heavy flamers into enemy ranks. If you get the range or rending boost from the monkeys? So much the better because now your weapons are more powerful. But you don't have to rely on getting it to make good use of the unit
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Post by: Jamora
Ok, This will be my last post in here. I'll be making an Article. I'm going to challenge myself to play 15 games before the tournament I want to enter in September. But the army list I'm at now (Which is completely different than where I began) is:
Sons Of Leonidas
2000
Grey Knight Grand Master w/ Halberd +2 Servo Skulls, psychotroke grenade - 205
Crowe - 150
5x Purifier - 3x Halberds + 2 Psycannons in Psyback - 196
5x Purifier - 3x Halberds + 2 Psycannons in Psyback - 196
5x Purifier - 3x Halberds + 2 Psycannons in Psyback - 196
10x Purifier - 3x Halberds + 2 Psycannons, 5x Falchions (combat squaded in LR with Grand Master) - 291
Stormraven w/ Melta and Side Sponsons - 235
Dreadnought w/ 2x Autocannons + Psybolt - 135
Dreadnought w/ 2x Autocannons + Psybolt - 135
Landraider Crusader w/Psybolt ammo - 260
Total: 1999
It's a 2000 point tournament.
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Post by: loota boy
So, does the ten-man squad combat squad, and 5 go in storm raven and the other 5 in land raider? Also, I would keep the GM with a sword, because it increases his Iron Halo invul sv, so it gives him, essentially, a storm shield in cc. Also, don't take psybolt on the crusador, because it makes the hurricane bolters non-defensive weapons, so you can't fire them all on the move.
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Post by: Jamora
hmmmm, that is something I was unaware of. I was trying to think the big picture of upping the assault cannon to str 7, but that makes a lot of sense.
And yes, 5 in SR 5 in LR. I went with the Halberd because with it, I'll strike before pretty much everyone I go up against, including DE characters with Init 7. But definitely something to consider.
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Post by: Deadshot
with a halberd,a GM strikes simultaneously with broodlords,Deathleaper,Lelith(i think),pheonix lords,and before anything else,not including modifiers such as halberds and FC
as far as im aware,only the keeper of secrets has base I higher than 7,being 10.
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Post by: Kirjava
In reply to Deadshot, Lelith Hesperax actually has an initiative value of 9, and both the Succubus and Asdrubael Vect have Initiative 8. Both Drahzar and the Archon have Initiative 7 and everyone else is 6 or less.
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Post by: omerakk
I'm liking your new list. It may not be exactly what you wanted, but it stays somewhat close while not being the total cookie cutter. It has much more synergy this way.
I still think you would be better off with a libby than a gm though. I think the libbys utility and increased survivability for your land raider unit would be a huge bonus. And make sure you try a few games where you keep that purifier group as 10 and a few as combat squaded to see which you prefer
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Post by: Jamora
omerakk wrote:I'm liking your new list. It may not be exactly what you wanted, but it stays somewhat close while not being the total cookie cutter. It has much more synergy this way.
I still think you would be better off with a libby than a gm though. I think the libbys utility and increased survivability for your land raider unit would be a huge bonus. And make sure you try a few games where you keep that purifier group as 10 and a few as combat squaded to see which you prefer
Thank you.
My main reason for going with the GM is versitility. In games where scoring isin't as important, giving 1-3 units re-roll 1's to wound will be awesome. +1 to bring my SR from deepstrike will help out a lot, and he just seems fitting to lead a "Leonidas" like army. I'll throw him with my falchions, and have 20 init 4 Str 6 (double hammerhand) armor ignoring attacks rerolling 1's to wound, and 4 init 7 str 6 (same deal) armor ignoring attacks rerolling on 1's. Seems like a good unit to kill things. Might not throw em up against the toughest DE unit though
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Post by: Deadshot
Kirjava wrote:In reply to Deadshot, Lelith Hesperax actually has an initiative value of 9, and both the Succubus and Asdrubael Vect have Initiative 8. Both Drahzar and the Archon have Initiative 7 and everyone else is 6 or less.
sorry.am only going by the old stats at back of BRB.thought they would be same or almost same. Automatically Appended Next Post: Jamora wrote:omerakk wrote:double hammerhand
what you mean?
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Post by: Jamora
According to the Grey Knights FAQ, Hammerhand can be stacked, so with the unit casting Hammerhand (benefiting the Grand Master) and the Grand Master casting Hammerhand (benefiting the unit) they get a cumulative +2 Str Bonus.
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Post by: Deadshot
but in assault they are seperate so the bonus wouldnt stack.but if its faq'd then...
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Post by: bedeporter
It was FAQ'd that psychic powers stack, unless specified otherwise. The grey knights codex states that hammerhand affects the unit and any attached independent characters. So you can stack hammerhand as many times as you like, bearing in mind that each unit or independent character can only attempt to cast any power once.
So a squad of paladins with draigo and a techmarine attached could get a possible +3 strength from hammerhand. Draigo can cast two powers a turn, but if he fails his test he cannot try to cast it again. This rule was part of the BRB FAQ.
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Post by: Jamora
Thanks for adding that Bedeporter. I was panicking a little last night when going through the GK FAQ and couldn't find the rule. I knew it existed
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Post by: pdawg517
Not a huge fan of the last list you posted mainly because of only 1 stormraven. I'm a believer in running multiples them. 1 dies like nothing. 2 can be difficult to handle. 3 can be stupidly hard to shoot down especially with a libby giving them a 3+ save. I run a list with 3 Stormravens and they seem to like staying alive (at least until I have delivered the cargo).
Also I have found through playing against purifier spam that they can be very underwhelming. With strike squads I tabled a guy at a tournament running purifier spam. Why not drop crowe and 2 purifier units (not the big one) and replace them with 2 strikes in psybacks or rhinos. Use the GM to make the other purifiers scoring and then pick up either a vindicaire, another psyrifle dread, or a librarian.
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Post by: Jamora
pdawg517 wrote:Not a huge fan of the last list you posted mainly because of only 1 stormraven. I'm a believer in running multiples them. 1 dies like nothing. 2 can be difficult to handle. 3 can be stupidly hard to shoot down especially with a libby giving them a 3+ save. I run a list with 3 Stormravens and they seem to like staying alive (at least until I have delivered the cargo).
Also I have found through playing against purifier spam that they can be very underwhelming. With strike squads I tabled a guy at a tournament running purifier spam. Why not drop crowe and 2 purifier units (not the big one) and replace them with 2 strikes in psybacks or rhinos. Use the GM to make the other purifiers scoring and then pick up either a vindicaire, another psyrifle dread, or a librarian.
You know, for awhile I was flip flopping back and forth between a 2nd Stormraven and a Landraider. If I was rolling with a libby, I can see how the Raven could be better. But to be honest, I just love the look and feel of a Landraider. It seems like they add a psychological factor. Like, " Oh man, I better use all these guns on the Raider, because they're the only one's that can crack it."
As for the purifiers, I hate the idea of purifier spam. I know that's what I'm somewhat doing, and it drives me nuts. But any way I look at it, purifiers are superior. Strike squads aren't as shooty, can't perform how I want them in combat, and cost more to field. I fell in love with my interceptors with falchions when I first got my models. Then, after assembling them realized that they were over priced crap. Now, after trimming down their jump packs, I have purifiers with falchions that way out perform my interceptors. They just fit for me
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Post by: pdawg517
Tell my stikes that purifiers are superior  . They have shot up and chopped up many purifiers! I don't see how they are more expensive to field, unless you are just arming them to the teeth in which case I'll say just go with the purifiers. But for a basic unit strikes are pretty good. I look at them as the "tactical" marine of the GK's. Pretty good at shooting and pretty decent at assaulting. You just have to make wise decisions. Now I'm not saying that purifiers are crap! I think they are really good but I feel like 2 units of purifiers is enough to handle anything. Warp quake is really nice to have  .
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Post by: Jamora
Yea, I always armed them with halberds, which made them more expensive then Purifiers with halberds.
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Post by: nectarprime
Hey guys, I just wanna say thanks for this thread. I've started on my GK and this thread has really helped me figure out what direction I want to take my army
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Post by: happygolucky
from what I have seen personally go for the... TERMINATORS!!!! other than space puppies they can have them for troops and with the many weapons you can give them there probbably worth it. stormraven defo and that is it, really add what you like to it as long as you out gun them they will be fine (you dont want DE in combat from what i have heard).
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Post by: Jamora
nectarprime wrote:Hey guys, I just wanna say thanks for this thread. I've started on my GK and this thread has really helped me figure out what direction I want to take my army 
I'm glad.
It helped me out a lot too. Made me realize I had a lot to learn, but I at least knew the basics
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Post by: Jamora
Played my first game with this list. Check out my battle report here!
http://www.dakkadakka.com/dakkaforum/posts/list/388826.page
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Post by: l0k1
This list has helped me as well. Lots of great strategy here.
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Post by: Jamora
I will add one thing as this seems to be my strategy seeking thread. My stormraven has been the biggest waste of points every game I've run it. It is frustrating! I don't know if I'm running it wrong or what, but it is just sucking the big one for me when it comes to points / effectiveness. Atleast when the raider is on the table, it can take some of the shots pointed at it. The raven just blows up the first time anyone aims at it. Maybe it's bad luck, but its been my weakest link.
HOWEVER, my MVP's for the game are the Falchion purifiers. Holy man did they just mow through stuff. 4 attacks each on the charge ignoring armor! I can't wait to throw them up against some marines (maybe not ss/ th termies  )
The other MVP's are the dreads. For anyone looking to put models in their army, don't leave home without the dreads. Nothing downed is vehicles more reliably than 4 twin-linked s8 shots.
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Post by: Lukus83
Stormravens and Landraiders have a huge weakness. They are fire magnets. With the amount of melta, lance and S8 weaponry around these days they seem like unwise investments.
When using GK's I go for quantity over quality...henchmen all the way.
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Post by: Jamora
Yea, I thought of going the henchmen way (as you can see from page 1 to 2), but it just wasn't right for me. I may end up dropping the raven. I'm actually kinda hoping that somebody will come out with some gem to make me keep it
I know some people love it, and against other marines it will probably do well ( as a land raider killer probably). Just DE's are a tough army to test against due to all the lances and bullcheese they have to blow up my vehicles.
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Post by: pdawg517
The problem is that you are running 1 Stormraven. Either multiples or none.
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Post by: Deadshot
That's not strictly true.I run one,it dies everytime but not before reeking havoc.If you arm it with LC and MM and Hurricaine bolters it's great.Load it up with a dread and 5 paladins or 10 Interceptors and 1 GM/BC.If running paladins.Fly 12",disembark the squad close to the enemy and offload the LC and Hurricaines into the target squad and the MM against a vehicle.Fire your missiles early on against psykers,or if he doesn't have one,just fire them against hordes or the target of the LC.
If running the Interceptors,flat out over to a vehicle while passing over an enemy squad.SS the squad and fire them at the target.Use the MM againstn the vehcle you are now beside.
In both cases uase the dread to tackle the nasties like tanks and other dreads.
Always works.
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Post by: l0k1
Jamora wrote:
HOWEVER, my MVP's for the game are the Falchion purifiers. Holy man did they just mow through stuff. 4 attacks each on the charge ignoring armor! I can't wait to throw them up against some marines (maybe not ss/ th termies 
I noticed this last night when looking through my dex, and maybe I'm wrong but Nemesis Falchions don't look to be Force weapons. Nemesis Force Sword and Nemesis Force Halberd are, but Falchions are just listed as Nemesis Falchions. Can anyone confirm?
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Post by: loota boy
You confirmed it yourself. They are called NEMISIS falchions, and therefor have the nemisis rules, which therefor make them force weapons.
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Post by: Jamora
Directly from the Wargear section (pg 54)
Force Weapons: All Nemesis weapons are Force weapons.
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Post by: l0k1
Yep there it is, but why would they call them Nemesis Falchions instead of Nemesis Force Falchions? GW bugs me with the way they word things.
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Post by: Jamora
pdawg517 wrote:The problem is that you are running 1 Stormraven. Either multiples or none.
This actually has me thinking of dropping my raider (which sucks! huge waste of money there :( ) and picking up a 2nd SR. Then maybe switching from a Grand Master to a Libby, and dropping 1 squad of purifiers for another dread. Or maybe just 5 of the 10 in the one squad.
Deadshot wrote:That's not strictly true.I run one,it dies everytime but not before reeking havoc.If you arm it with LC and MM and Hurricaine bolters it's great.Load it up with a dread and 5 paladins or 10 Interceptors and 1 GM/BC.If running paladins.Fly 12",disembark the squad close to the enemy and offload the LC and Hurricaines into the target squad and the MM against a vehicle.Fire your missiles early on against psykers,or if he doesn't have one,just fire them against hordes or the target of the LC.
If running the Interceptors,flat out over to a vehicle while passing over an enemy squad.SS the squad and fire them at the target.Use the MM againstn the vehcle you are now beside.
In both cases uase the dread to tackle the nasties like tanks and other dreads.
Always works.
This wouldn't work for me unfortunatly. I don't take a CC dread, and Interceptors are a bit of a waste of points. Automatically Appended Next Post: l0k1 wrote:Yep there it is, but why would they call them Nemesis Falchions instead of Nemesis Force Falchions? GW bugs me with the way they word things.
I'm not sure really. But if you look, only 2 of the 7 Force weapons actually have force in the name
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Post by: Deadshot
Then use the paladins.Don't need a CC dread to use this either.Use the GM's Grand statergy and fly him onto the objective.Or just get him in range quicker.
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Post by: Jamora
pdawg517 wrote:The problem is that you are running 1 Stormraven. Either multiples or none.
Alright, you inspired me to change up my list a bit.
Sons Of Leonidas
2000
Librarian w/ might of titans, Quicksilver, Sanctuary, Shrouding and Smite - 175
Crowe - 150
5x Purifier - 3x Halberds + 2 Psycannons in Psyback - 196
5x Purifier - 3x Halberds + 2 Psycannons in Psyback - 196
5x Purifier - 3x Halberds + 2 Psycannons in Psyback - 196
5x Purifier - 3x Halberds + 2 Psycannons in Psyback - 196
5x Purifier - 5x Falchions - 145
LC Stormraven w/ Melta and Side Sponsons - 235
LC Stormraven w/ Melta and Side Sponsons - 235
Dreadnought w/ 2x Autocannons + Psybolt - 135
Dreadnought w/ 2x Autocannons + Psybolt - 135
Total 1994
I'm also considering dropping one squad of purifiers in psyback for another dread, but I'm not sure. I would run my Ravens within 6" of each other to gain shrouding on both of them. Hopefully that would give me the added survivability I've desperately needed on my Ravens. This option also helps me add 1 Psyback to the list, freeing up a transport for Crowe, and adding some firepower which will help with the abundance of light transports that are always on the field. I guess my fear now is non light transports. All those str 6 shots are good vs DE with their AV 10 transports, but melta vets will wreck my face. They won't do too badly vs Rhino's and Trukks, but I don't know if that's enough.
I'm now going to register for 2 tournaments. The first may only have 10 players or so from my local area, but the other will have 70 or so, so I have to be prepared for everything. It makes me actually want to consider taking a vindicare, but I don't know what I would get rid of (or WANT to get rid of) to take it.
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Post by: loota boy
What goes in the 2nd stormraven?
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Post by: Bruteboss
Whoa whoa whoa, smite, are you serious?
Unless you are trying to make it easier on your opponents when you shoot them, use warp rift.
Seriously, for the same cost you get a shooting attack that is probably twice as effective. More importantly, it auto-penetrates vehicles it hits, and doesn't allow cover saves. You already plan on fighting at close range with this army from the looks of, so you will not be disappointed with warp rift I promise you.
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Post by: Jamora
The plan is to put crowe in the 2nd Stormraven and deliver him into combat with whatever unit gets hit by my falchions.
And yes smite. Warp rift is a template based on an initiative test. So against lets say, DE or other GK with Halberds, they take a wound on a 6 and get their save. But I smoke em with smite, they take a wound on 4 for GK, 3 for DE and no saves for either. Unless I'm missing something, that seems way better.
And the libby will be in a SR. Any unit he's going to assault with the falchions will not be in a vehicle anymore, so I don't care about the auto pen really. Yea it could be handy, but str 4 AP 2 seems better to soften up a unit before my charge.
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Post by: pdawg517
Another big thing with Stormravens is practice. It took me a while to figure out how to use them effectively. I am not a fan of the side sponsons. The list has plenty of anti infantry. Thats a good 60 points you are saving! If you can pull it off you may be able to get most if not all of your vehicles a 3+ save from shrouding.
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Post by: Deadshot
WR is the bane of orks.The don't have the speed to escape,are mostly opentopped vehicles so +1 damage,ignores cover,and they are clustered so it hits a lot.Also good vs IG hordes,and nids,but nid hordes are quicker than others.
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Post by: Bruteboss
The initiative test is taken on base statline. So int 4 for GK and other marines, meaning you have a very good chance of getting rid of them.
Unless the majority of armies you face are DE, you are going to get more use out of warp rift, considering that most armies have int of 3-5.
Most of the armies I play are GK, marine variants and IG, and warp rift is far more useful against those armies than smite. If you are facing paladins or th/ss terminators, they will laugh in the face of your smite attacks, but can get wiped out completely by a good warp rift shot.
Rift has nearly the same range as smite, and works against tanks and infantry alike. Its just a far more versatile power. Using a storm raven, I have gotten rear armor shots on 2 tanks at once with my librarian, and taken both of them out.
Again the only army smite might outperform rift is DE, and thats if there are no skimmers to shoot at. An open topped skimmer that just moved flatout has almost no chance of survival against a template that ignores cover and auto pens.
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Post by: Jamora
Bruteboss wrote:The initiative test is taken on base statline. So int 4 for GK and other marines, meaning you have a very good chance of getting rid of them.
Unless the majority of armies you face are DE, you are going to get more use out of warp rift, considering that most armies have int of 3-5.
Most of the armies I play are GK, marine variants and IG, and warp rift is far more useful against those armies than smite. If you are facing paladins or th/ss terminators, they will laugh in the face of your smite attacks, but can get wiped out completely by a good warp rift shot.
Rift has nearly the same range as smite, and works against tanks and infantry alike. Its just a far more versatile power. Using a storm raven, I have gotten rear armor shots on 2 tanks at once with my librarian, and taken both of them out.
Again the only army smite might outperform rift is DE, and thats if there are no skimmers to shoot at. An open topped skimmer that just moved flatout has almost no chance of survival against a template that ignores cover and auto pens.
Where did you see it was on base initiative?
I guess thats a good point. The smite would ignore their armor, but not their inv, where as the rift would just kill them outright. And I just re read it, and it too ignores armor. When it comes to range though, smite wins. its effective from 1" to 12", where as rift is effective at what, 1" to 6"?
Something to consider I guess.
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Post by: pdawg517
The flame template is about 8" so its not bad. I have used warp rift before against some DW terminators. I killed 3 and hit 9. Dead on statistics. They get no save because the test doesn't cause wounds. It just says fail an initiative check and get pulled from the table.
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Post by: jcd386
I like your latest list, though i would advise being very careful with the 5 man falchion unit, as it is fairly fragile once it finishes destroying that first unit it wipes out (since it probably will wipe it out with 40 attacks on the charge, lol). I could see it killing one thing, then dying to focused fire on the next turn if there are not enough other threats in the enemy's face.
The razorbacks are fine. All you have to do is glance a rhino to shut it down for a turn (anything but a wep destroyed is generally good enough) If you run into chimeras (the only real non AV11 transport worth anything) then you can try for side armor, or open them up with the psycannons / dreads, and use the heavy bolters for anti-infantry.
Having a 3rd dread would be nice, but i don't think i'd want to have any less troops than you do now. 5 units is cutting it close as it is IMO.
As for powers, QS and might of titans are going to be the main powers you use on the assault, and shrouding and sanc on the other person's turn, so i'm not sure you need smite or warp rift at all, so i don't think it's worth arguing about. Neither power is that good, since they are both fairly situational.
Anyway, good luck with the list.
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Post by: Jamora
It's only 20 attacks on the charge, but yea it does wipe out pretty much everything  I'll just have to be very smart about where and how I charge units.
I chose the extra power for 2 reasons. 1, I had a few extra points. Not enough to buy something good, so why not. 2, there's a good chance I'll be shooting before I charge, so may as well do something good instead of using a crappy gun.
I kinda wish I could have fit in a nemesis staff for the 2++ in CC though.
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Post by: omerakk
Hmm, well, you could always drop back to 4 rhinos instead of the pysbacks. You would be able to fire a pyscannon out of them and that would free up 40 points. Depends how bad you're wanting that staff or more purifiers
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Post by: Jamora
I may actually consider that. I read a good thread on Rhino's vs Razobacks.
Going to suck modifying all my razorbacks back to Rhino's though :(
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Post by: Lukus83
Proxy them first to see if you like it.
To be honest I'm not a huge fan of ravens. I guess it depends on playstyle but I would like to see more dreads in your list. It could work having the added mobility, just a preference on my part.
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Post by: l0k1
I used to think that maybe the psyriflemen dread thing was just a craze, but I played with 3 dreads n 2 ven dreads last weekend and 20 TL str 8 shots def did a constant number on my buddie's BA. First turn weapon destroyed and shaken on a baal predator, immobilized his storm raven and mowed down a bunch of infantry.
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Post by: Jamora
Alright, so I have a couple games coming up this week against DE again. The list I'm going to roll with is:
Sons Of Leonidas
2000
Librarian w/ Nemesis Warding Staff + might of titans, Quicksilver, Sanctuary, Shrouding and Warprift - 210
Crowe - 150
5x Purifier - 3x Halberds + 2 Psycannons in Psyback - 196
5x Purifier - 3x Halberds + 2 Psycannons in Psyback - 196
5x Purifier - 3x Halberds + 2 Psycannons in Psyback - 196
5x Purifier - 3x Halberds + 2 Psycannons in Psyback - 196
5x Purifier - 5x Falchions - 145
LC Stormraven w/ Melta and Side Sponsons - 235
LC Stormraven w/ Melta - 205
Dreadnought w/ 2x Autocannons + Psybolt - 135
Dreadnought w/ 2x Autocannons + Psybolt - 135
Total 1999
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Post by: Sethorly
Rhinos make sense when you consider 2 Psycannons and 2 firing points, until you actually field Razorbacks. The twin-linking BS4 means you're extremely likely to get 3 S5 hits per 50 pt Razor, which is awesome. I guess it depends whether you're a defensive or aggressive player. I'm from the "Best Defence is to kill your enemy" school of thought!
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