It actually performed pretty well over the weekend at Nova. I DO really need more practice with it though.
Still, after you get some games in, the tweaking starts up.
This is what I took to nova...
HQ
Coteaz
Libby w/Halberd, Shrouding,
MoT, Warp Rift, 3xServo Skull
ELITE
Ven Psyfleman
Ven Psyfleman
Ven Psyfleman
TROOPS
5xStrike w/Psycannon, Psybolt Razor
5xStrike w/Psycannon, Psybolt Razor
3xAcolyte w/2xMelta Chimera w/
ML HF
3xAcolyte w/2xMelta Chimera w/
ML HF
6xDCA w/Chimera w/
ML,
HB
3xServitor w/
MM, Chimera w/
ML,
HB
HEAVY
Psyfleman
Psyfleman
Psyfleman
-1999
I like the list...but some things just don't fit and/or seem symetrical about the list to me.
DCA are rather unweildy..you have to protect them within the Chimera but it's tough to get them into combat w/o an assault ramp. Don't get me wrong...when they work, THEY WORK. Especially with the Libby joining them for combat. (they're sick) but they really just don't seem to fit.
Warp Quake was unneeded as were the Servo Skulls. It seems that there just isnt enough that will really threaten this army deepstriking or scouting wise in tourney lists. Granted that this was only one tournament, but, Warp Quake almost seems like it's unreliable...I fail the check so often it would'nt matter if you've got drop pods anyway.... I'm also a bit disappointed in the emergency utility of the Strike's
cc ability. I had one instance where a full squad of five couldnt break a 5 man
Dev squad off of an objective over 3 turns of fighting....Basically, if it's not the
DCA's in combat, forget it.
I also rather found that Shrouding was essentially unneccessary. There is so much split firepower here im not really worried about protecting my dreads behind a wall of tanks for a cover save. Instead I found it much more important to jockey for position and good shots. Range itself was enough of a defense. I may have went 5wins 3 losses...but I was NEVER outshot. I even outshot another grey knight list with 3 psyflemen, some razorback support,and something on the order of 12-14 psycannons within purifier/strike units.
So, I was fooling around online today and here at work with my codex and I started from scratch with 6 henchman squads ommitting the Strikes and leaving the second
HQ out for a time to see how many points I could have left over. I was hoping for a full interceptor squad for some mobility and some moderate
CC ability. They're so expensive that I couldnt do it, not a full squad and 6 Troop choices. Anyway, I'm scratching my head to see what will work and I came up eventually with this....
HQ
Coteaz
Mordrak w/4xGhost Knights w/Halberds
ELITE
Ven Psyfleman
Ven Psyfleman
Ven Psyfleman
TROOPS
8xPsyker in Rhino
8xPsyker in Rhino
3xAcolyte w/Boltgun in Chimera w/
ML,
HF
3xAcolyte w/Boltgun in Chimera w/
ML,
HF
3xServitor w/
MM in Chimera w/
ML,
HB
3xServitor w/
HB in Chimera w/
ML,
HB
HEAVY
Psyfleman
Psyfleman
Psyfleman
-2000 even
So, with the 6 Troops choices and the elites and Heavies filled up, I don't have a lot of
FOC room to add a good solid unit. Then I'm online today and note that someone complains that Mordrak doesnt seem to fit into any sort of list....
He actually fits great here.
He gives me a terminator squad where there is no slot availiable for one otherwise.
He can make my Dreads scoring.
After losing the
DCA's I've still got a solid
CC unit, this one can just stand around in cover (stealthed) waiting to move in on whatever is threatening my gunline.
I also added the second servitor squad which will give Coteaz a little more versatility as far as his "bodyguard" squad and how well it can contribute.
One of the big problems I had at nova was with a Blood Angel player who hid his 40+ jump troopers from my army all game only to move out on the final turns and claim quarters. With the Psyker squads...I don't think you want to be bunching up anywhere.
I just thought it was interesting that Mordrak seems to find a nice home in a Coteaz/henchman list of all things.
Suggestions/gripes for the list?