So I have begun building a GK Army. i like Crowe, and in 2000 points i have a few Storm Ravens. 2 10man purifiers, 5 Halberds, Hammer and 4 psycannons, taking a Razorback with twin las.
Combat Squading most the time. Putting 4 psy and halberd in cover, sit and fire. The other 5 stay in transport and go fight, capture objectives or whatever.
The list of 2000 also has a 8 man purifier Squad to jump in a storm raven, 2 incins, rest halberds, 1 hammer. So i have troop choices covered.
I have some decent points left over, but for the most part i look at the entry of the Grand Marshal.
I know the Grand strategy is not that reliable, but that on top of Rad and Psy grenades, plus some other wonky stuff. I really think about soaking the 220-240 into this second HQ slot.
Mostly i think about GS, and making a scout move or 2 pre game. This would allow my Psy cannon 5 man squads to hopefully be set up by turn 1. The Marshal could then boost the 8 man squad for CC, Rad Grenades and another Psyker. On the other hand, if my psy cannon squads do have to spend a turn walking to position they still get assault 2 per gun.
Also for the same points of a Grand Master or a tad more, i could field 5 termies with psy.
How important is that Grand Strategy and the other goodness that comes with a Grand Marshal? In a Crowe list specifically..
Thanks
|