Grand Master Mordrak 280
2x Ghost Knights
Libby 230
Mastery
lvl 3
Teleport Homer
Warp Rift, Shrouding, Summoning
10x Grey Knight Strike Squad 240
2x Halberds
2x Psycannon
1x Demon Hammer-Justicar
10x Grey Knight Strike Squad 240
2x Halberds
2x Psycannon
1x Demon Hammer-Justicar
3x Paladins 165
w/ either Demon Hammer or Halberd
2x Rhino's 90
2x Warp Stabilization Field
Stormraven Gunship 240
Hurricane Bolter's
Warp Stabilization Field
1485
So the game plan. Turn one Mordrak
DS w/ ghost knights and libby. Librarian drops homer and uses summoning to tele Raven filled with pallies and a rhino transport full of
GKSS. Rhino pops smoke and both Stormraven and Rhino block line of sight. Opponents shooting phase comes around and Librarian activates shrouding giving Stormraven and Rhino 3+ cover save. Hopefully *crosses fingers and prays to dice gods* vehicles survive big dakka dakka at point blank range. Turn two, unload pallies and let loose......
So yeah I have 15 points left....I was thinking of putting it into the libby for 3 Servo Skull's to sorta prevent a first turn alpha strike in my zone not sure though. Also the list gives several possibilities ranging from two 5 man combat squads, turning the 2
GKSS into scouts for outflank w/ rhinos, can turn allow pallies to hold objective turn two, and finally alpha- strikes in general are devastating.
Constructive criticism would be awesome
btw
-FIRST POST WOOT