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![[Post New]](/s/i/i.gif) 2011/07/29 00:18:45
Subject: Kill Team Tournament - Grey Knights (200pts)
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Fresh-Faced New User
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So, there's a Kill-Team Tournament coming up at my local store.
I'm excited, because I feel like my GKs are going to clean up in small-scale skirmishes.
The Tournament also specifies that three models get USR's which I've noted as well
Here's my "Army:"
5 x Purifiers
-- Nemesis Daemon Hammer (*Feel No Pain USR)
-- 1 Psycannon (*Relentless USR)
-- 1 Nemesis Falchions (*Furious Charge USR)
-- 2 Nemesis Halberds
Razorback Transport (Carrying Hammer Knight)
-- TL. Heavy Bolter
-- Storm Bolter
-- Searchlight (I had 1 point left to spend  )
Any and all feedback would be greatly appreciated, thanks.
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![[Post New]](/s/i/i.gif) 2011/07/29 04:51:00
Subject: Kill Team Tournament - Grey Knights (200pts)
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Longtime Dakkanaut
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I don't know if I would give hammer FNP..I might give him fleet instead. Make him have a bigger threat range. Most would go after him with PW's anyways. ( I know I would)
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![[Post New]](/s/i/i.gif) 2011/07/29 05:28:31
Subject: Kill Team Tournament - Grey Knights (200pts)
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Fresh-Faced New User
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That's actually a great idea! I'm going to do just that! Thanks for the advice.
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![[Post New]](/s/i/i.gif) 2011/07/29 17:46:11
Subject: Kill Team Tournament - Grey Knights (200pts)
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Perfect Shot Dark Angels Predator Pilot
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Yeah fleet on the hammer would be nice. Very low body count, you might have problems with long range armies. If somebody sits against their edge and plinks you down for 2 turns, you might be testing before you can even get close.
That and low body count mean less dice rolled. Meaning if you are like me, your luck will cause you to miss for entire turns at a time.
EDIT: I would move feel no pain to the guy with furious charge. Feel no pain is too useful not to include, as there is not many guns in kill team which ignore it. Have that guy be your "shot absorber" Running right down the middle to make the other guy have to shoot a lot of things at him to make him stop, saving the other guys some shots.
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This message was edited 1 time. Last update was at 2011/07/29 18:02:44
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![[Post New]](/s/i/i.gif) 2011/07/29 17:59:09
Subject: Re:Kill Team Tournament - Grey Knights (200pts)
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Hauptmann
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Very low body count, you might have problems with long range armies. If somebody sits against their edge and plinks you down for 2 turns, you might be testing before you can even get close.
My thoughts exactly. I'm not sure how to bring the model count up though
On a slightly unrelated note, where are the rules for kill teams? I've wanted to play for awhile, but have never seen the rules
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Just my 2 cents
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![[Post New]](/s/i/i.gif) 2011/07/29 18:04:28
Subject: Kill Team Tournament - Grey Knights (200pts)
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Perfect Shot Dark Angels Predator Pilot
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Battle mission book. I've seen a pdf of them around... can't find it now though, sorry.
Best way to get the body count up is to drop the razor. I'm not sure on the specifics to grey knights, but freeing up those points might be able to give you some more bodies.
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![[Post New]](/s/i/i.gif) 2011/07/29 18:43:36
Subject: Kill Team Tournament - Grey Knights (200pts)
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Fresh-Faced New User
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So I guess the real question is how effective are vehicles in Kill Teams?
If I drop the Razorback I can squeeze in another Psycannon and two more bodies. The Sans-Razorback Kill Team would look like this:
7 x Purifiers
-- 1 NF Daemon Hammer
-- 1 NF Falchions (*Feel No Pain USR)
-- 1 NF Halberd
-- 1 Psycannon (*Relentless USR)
-- 1 Psycannon (*Slow and Purposeful USR)
-- 2 NF Swords
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![[Post New]](/s/i/i.gif) 2011/07/29 21:57:40
Subject: Kill Team Tournament - Grey Knights (200pts)
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Perfect Shot Dark Angels Predator Pilot
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Hmm, only net-ting one more unit. I didn't realize how expensive GK were heh. But you do need to lose 4 now instead of 3 to test.
I find vehicles are pretty weak in kill teams because the people I play with always come prepared with one or two str6+ guns. Plasma has the benefit of negating saves as well as being a threat to armor. Same with melta. That way it works for them to bring one of those guns, an insurance against armor and good at killing people in the open too. But its a trade off because if you have room to drive your razor around in, you can hide people behind it blocking LOS and its impervious to 9/10s of the enemy firepower. It might be worth it in your first list honestly, I though you would be able to get more than 2 guys with the pionts.
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![[Post New]](/s/i/i.gif) 2011/07/30 00:56:22
Subject: Kill Team Tournament - Grey Knights (200pts)
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Fresh-Faced New User
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I think I'm going to take a hybrid of the two lists. I like the Vehicle-based cover idea, but I also like the idea of taking two psycannons (especially because in Kill Teams, because I can make both of them run-n-gunning Psycannons). So I think my options are going to be either:
Kill Team Alpha (plenty of room for the Razorback)
5 x Purifiers
-- 1 Nemesis Daemon Hammer
-- 1 Psycannon (*Slow and Purposeful)
-- 1 Psycannon (*Relentless USR)
-- 1 Nemesis Falchions (*Feel No Pain USR)
-- 1 Nemesis Halberd
Razorback Transport (Carrying Hammer Knight)
-- TL. Heavy Bolter
-- Searchlight
Kill Team Beta (Too much terrain for the Razorback)
7 x Purifiers
-- 1 Nemesis Daemon Hammer
-- 1 Psycannon (*Slow and Purposeful)
-- 1 Psycannon (*Relentless USR)
-- 1 Nemesis Falchions (*Feel No Pain USR)
-- 1 Nemesis Halberd
-- 2 NF Swords
I'll probably bring all both lists and make a decision once I see the tables. The problem with GK kill teams is the same problem with regular GK armies, you just don't have very many bodies on field. Even if I took my purifiers as-is from the codex, with no war gear, I'd still only be able to put 8 on the field at 200 points.
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This message was edited 4 times. Last update was at 2011/07/30 23:35:04
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