1) The point of this army is to provide mobility to my GKs so they can get into their dreaded 24" range as quickly as possible. Additionally, the lascannons on the LR and 2 Razorbacks will provide some much needed anti-tank fire.
2) Crowe will ride in the LR with his Purifiers and their 3 Incinerators!!! This unit is really designed to be more versatile than a simple assault unit. I expect the unit to fare against MEQs as well as horde units. 3 incinerators backed up by storm bolter fire will soften up any unit, and my halberd guys will insure I'm able to whittle away at the enemy unit even more before most enemies will be able to strike back.. then the regular and falchion attacks will go, followed by a hard hitting deamonhammer.... oh and Crowe is in there somewhere doing his thing. (Some people have said Crowe is gimped but I want as many scoring units as possible and can't do without at least one unit of purifiers (plus i think Crowe is pretty awesome myself)).
3) The two 6 man Strike squad units with psycannons inside the lascannon toting Razorbacks will provide support to my LR unit and add some more maneuverability for claiming objectives. Their main jobs are claiming objectives and supporting the Purifiers through either their firepower or melee strength. As stated earlier, the Razorbacks will provide anti-tank support.
4) The 5 man terminator squad with psycannon is really just there because I have the models and feel like I should have some terminators. I envision them deep striking. However, I envision this occurring early enough in the game to matter, but this is not guaranteed so... I am a little unsure what to do with these guys other than walk them across the field with my NDK or pray to the deep strike gods - any thoughts?
5) The Nemesis Dread Knight is there to provide some mobile fire support with that template he can law down. Additionally, while not a close combat god, he can hold his own. I see this guy supporting the LR across the field - providing an alternate target for enemy anti-tank fire while laying down his own fire, and should they both reach the enemy line the big guy will add some decent melee support.
6) In Conclusion, I see the general idea of this list being a strong punch with flexible support units covering flanks and helping claim objectives. The strong punch will be from the Purifier/Crowe laden LR and Dread Knight (and possibly walking terminators). The flank support, objective claiming, and general flexibility role will be fulfilled by the PAGK squads mounted in Razorbacks (and possibly the terminators if deep striking).
HQs:
#1
Castellan Crowe - [150]
Troops:
#1
5 man Grey Knight Terminator Squad - [225]
--1 Psycannon, 2 Daemonhammers, and 3 Halberds
**Deep Strike "maybe," depends on scenario/enemy army**
#2
9 man Grey Knight Purifier Squad - [234]
--3 incinerators, 1 Daemonhammer, 1 pair of falchions, 4 halberds
*In Land Raider* (points not added)
#3
6 man Grey Knight Strike Squad - [225]
--1 Psycannon
+ Razorback w/ Twin-linked Lascannon, extra armor (points added above)
#4
6 man Grey Knight Strike Squad - [225]
--1 Psycannon
+ Razorback w/ Twin-linked Lascannon, extra armor (points added above)
Heavy Support:
#1
Land Raider (normal) - [270]
--2 Twin-linked Lascannons, 1 Twin-linked Heavy Bolter, Extra Armor
#2
Nemesis Dead Knight - [170]
--Heavy Psycannon
Total Points: 1499
Objective Holding Units: 4
Model Count: 38 (including NDK)
Vehicle Count: 3 (1 LR, 2 Razors)
**I had an alternate idea to drop the termies, add an interceptor squad, and find some points and slap a teleporter on the NDK - imagine a whole squad of GKs AND a NDK just popping up at exactly the weakest part of your line... adds flexibility, surprise, distraction, and some real possibilities to do some damage. However, dropping the termies alone cannot afford a complete Interceptor squad AND a personal teleporter for the NDK. I am addicted to mechanizing as much of my army as possible as it just fits my play style - plus maneuverability in such a small army cannot be understated.**
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