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![[Post New]](/s/i/i.gif) 2012/12/15 17:19:39
Subject: 1750 GK comp *updated list last post*
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Regular Dakkanaut
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Hey guys after some games been leaning towards a list like this..
Inquisitor Coteaz
Ordo Inquisitor
Psyker: prescience, power armour, demon hammer
10 Terminators
3x sword, 4x halberd, 2x hammer, 2x psycannon, psybolts, banner
10 GkSS
Halberd, hammer, 2 psycannon, psybolts
10 Inquisitorial Henchmen
2× Crusader; 3× Inquisitorial Servitor (3× plasma cannon); 5× Warrior Acolyte.
Stormraven
hurricane bolters; psybolts, assault cannon, MM
Dreadknight
heavy incinerator; personal teleporter.
Dreadknight
heavy incinerator; personal teleporter.
Tactics:
Coteaz with henchmen home objective, crusaders stand in front to take fire as the guys like to get shot at a lot.
Ordo with the GKSS
Terminators deep strike as a 10 man team. I haven't tried combat squading them yet
DK for early game pressure. I'd like to include swords on the DK but don't have the points at this level
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This message was edited 1 time. Last update was at 2012/12/16 14:01:46
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![[Post New]](/s/i/i.gif) 2012/12/16 00:09:11
Subject: 1750 GK comp
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Death-Dealing Ultramarine Devastator
Bay Point CA
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Deep striking ten termies is dangerous they take up a lot of space and a mishap with ten of them can be game over. I have lost ten paladins deep striking it hurt really bad. Split them into two squads of five and load one of them into that Raven. Deep strike the other five where ever you want. This will also give you another scoring squad too which is always nice. The Dreadknights can be a good screen too for your Strike Squad and Henchmen if you ever want to move them up the board. Also if you drop the psyker power on the ordo inquisitor you can get a malleus inquisitor in termi armor who can either deep strike in with your five man termie squad or ride the Raven.
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1850 Points NovaMarines
200 Point Kill Team
200 Point Possessed Kill Team |
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![[Post New]](/s/i/i.gif) 2012/12/16 08:09:07
Subject: Re:1750 GK comp
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Regular Dakkanaut
San Francisco, CA
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A few suggestions.
The Thawn upgrade for Terminators is a great purchase, basically provides an extra scoring unit once he dies and separates from the unit. More hammers for the termies. Psybolt only if you have spare points which you rarely should with henchmen armies.
The Stormraven is very expensive, suggest you consider dropping that for an ADL w/ Icarus for Coteaz's squad. Just remember that opponents must declare Jink before you roll for penetration, you are looking to neutralize fliers versus destroy them. Then drop the crusaders and add in plasma gun acolytes. That squad will do more damage to infantry than the Raven. Twin linked plasma cannons do horrible things to infantry, and if he rolls the ignore cover psychic ability. *Shudder*
The second inquisitor just doesn't make sense. All the upgrades selected there are Meh. A dual daemon weapon loadout is more interesting for close combat or the crazy grenades. You don't really have another shooty unit that his prescience can optimally buff. I don't see you getting away with not combat squading those terminators, otherwise at 1750 you just don't have enough scoring.
Don't deepstrike, just don't. There are so many ROI reasons it's bad. The only time it pays off is when you can suicide a unit for a more expensive one (not likely with terminators) or you really really need to close some distance for a close combat squad.
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![[Post New]](/s/i/i.gif) 2012/12/16 12:47:51
Subject: Re:1750 GK comp
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Willing Inquisitorial Excruciator
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Coteaz is a better inquisitor to join a shorter range unit. He has the 2+ save, which gives him a decent chance in close combat with a hammer.
Trade out the hammer and PA or the other inquisitor for a Hellrifle and have him sit with the Servitor squad. Then he can give them the re-roll to hit and contribute some directed AP3 hits as well.
In the servitor squad, trade the 2 crusaders for more bodies. 3++ INV in great in combat, but you should be getting a 4++ cover save with that unit. More bodies is better.
Do not deep strike the terminators. It is a really big risk for them as they have a huge footprint.
Do NOT put terminators in the Storm Raven. It will explode, they will die and you will be sad.
GK terminators (like all GK units) are a shooting unit first. You want them to start on the board where they can be shooting as much as possible.
You are a little thin on troops for 1750, but you can combat squad if you have to. Overall the list looks fine, just a few things to tweak I would say.
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40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1 |
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![[Post New]](/s/i/i.gif) 2012/12/16 14:01:17
Subject: Re:1750 GK comp
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Regular Dakkanaut
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Okay here's the change up.
Inquisitor Coteaz
10 Terminators
4x halberd, 3x sword, 2x hammer, 2x psycannon, banner, psybolts
10 GKSS
Halberd, hammer, 2x psycannon, psyammo
10 GKSS
Halberd, hammer, 2x psycannon, psyammo
10 Henchmen
3x Plasma Cannon servitor, 7x acolytes
Nemesis Dreadknight
heavy incinerator; personal teleporter.
Nemesis Dreadknight
heavy incinerator; personal teleporter.
ADL w/ Icarus
I had a few ideas of dropping the teleporters for another DK or a rifledread.. Or somehow fitting in the great swords for the dK. Also the banner on the terminators is taken because the only person I play right now is tyranid. Until I get painted up to play at a store, ill probably keep the banner.
I think plasma guns in the adl group is kind of silly considering they are just bombing guys with plasma cannons.. But I'm still brand new! How's it look now?
OR
Inquisitor Coteaz (100)
10 Terminators
4x Halberd, 3x sword, 2x hammer, 2x psycannon, banner, psybolts
10 GKSS
Halberd, Hammer, 2x psycannon, psybolts
10 Henchmen
3x Plasma Cannon Servitor, 7x acolytes
3x Henchmen
• Razorback: psybolt ammunition.
3x Henchmen
• Razorback: psybolt ammunition.
Nemesis Dreadknight
heavy incinerator; personal teleporter.
Nemesis Dreadknight
heavy incinerator; personal teleporter.
PsyDreadnought
ADL W/ icarus
I guess here the psybacks can help with the flying MC and the dread with some long range anti-tank or cover fire for the Dk
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This message was edited 2 times. Last update was at 2012/12/16 14:13:36
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![[Post New]](/s/i/i.gif) 2012/12/16 20:13:59
Subject: Re:1750 GK comp *updated list last post*
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Regular Dakkanaut
San Francisco, CA
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Ah you if you are optimizing for Tyrandis with FMC my opinion on the storm-raven is very different. Though I think the first list is effective. The second list is ok against Tyranids since they have such poor anti-vehicle, but against most armies those razorbacks are gifting first blood.
Also I agree you may not need the plasma gun acolytes, however believe me, units will get within 24" of those guys or more and the extra plasma shots make a difference, but less so against Tyranids. For Tyrandis I'd experiment at some point by upgrading the regular acolytes with bolters.
Here is why the plasma guns on a all comers list. 3x Reroll to hit Plasma cannons will deliver around 9 or so hits. That will give a 10 man squad a bad day. The 3x plasma guns with the icarus will up that to about 12 to 14 hits depending on range, that will typically either eliminate or disable most anything in the game in one round of shooting.
With the new initiative step rules and 3" versus 6" consolidates/pile ins there is a very real penalty for spacing out units. A dreadknight can very easily kill every model capable of striking him in the first round of combat when charging a spread out unit that. It will almost certainly succeed if it has the sword btw.
One unit you should consider against Nids are Purifiers btw. But that will probably send you back to the drawing board on list planning here.
If those DK's don't have the sword make sure they stay well away from fearless units of Gaunts. They'll be tied up all game otherwise with just one or two bad rolls.
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![[Post New]](/s/i/i.gif) 2012/12/16 20:37:18
Subject: Re:1750 GK comp *updated list last post*
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Regular Dakkanaut
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I want to be competitive in all matches not to build my list against my buddy.
Coteaz
Ordo w/psychic 1
10 terminators (same as above)
10 GKSS
2x psycannon, psybolts, halberd, hammer
10 Henchmen
3x plasma cannon, 3x plasma gun, 4x acolytes
10 Henchmen
3x plasma cannon, 3x plasma gun, 4x acolytes
DK with teleporter, incinerator, sword
DK with teleporter, incinerator, sword
ADL w/ Icarus
This seems pretty nasty
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This message was edited 2 times. Last update was at 2012/12/16 20:50:35
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![[Post New]](/s/i/i.gif) 2012/12/17 01:05:53
Subject: 1750 GK comp *updated list last post*
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Ghastly Grave Guard
Uk
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I would still say in a comp list 10 termies is just TO risky, if they don't arrive on time you have a very weak army. I would downsize termies to 5 and wack in some knights for stability.
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![[Post New]](/s/i/i.gif) 2012/12/17 01:14:21
Subject: Re:1750 GK comp *updated list last post*
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Regular Dakkanaut
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Thanks for the reply.
No one will be deep striking anymore.
Tactics
Front field and shooty/ CC units:
Terminators
Dreadknights
Midfield objective and shooting
GKSS
Back field objective and support shooting
Henchmen and inquisitors
How's about that? The terms are some of my fav models and I'm already sacrificing other things I like to make this competitive by adding those 20 henchmen. Are 10 terms that bad? Was thinking blob them for murdering squads or squading them for a more defensive role. I still think they should be my aggressive unit with the dreads.
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![[Post New]](/s/i/i.gif) 2012/12/17 06:35:14
Subject: 1750 GK comp *updated list last post*
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Bounding Assault Marine
Layton, Utah
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Looking good!
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Hopefully one day i'll have an army! |
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![[Post New]](/s/i/i.gif) 2012/12/17 20:18:42
Subject: 1750 GK comp *updated list last post*
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Ghastly Grave Guard
Uk
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Yeah I agree that looks quite a bit more solid and reliable
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![[Post New]](/s/i/i.gif) 2012/12/17 21:41:57
Subject: 1750 GK comp *updated list last post*
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Regular Dakkanaut
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Thanks boys!
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![[Post New]](/s/i/i.gif) 2012/12/18 01:55:23
Subject: 1750 GK comp *updated list last post*
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Death-Dealing Ultramarine Devastator
Bay Point CA
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Anyway to fit Crusaders into those henchman squads. They absorb a heck of a lot of fire with their storm shields.
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1850 Points NovaMarines
200 Point Kill Team
200 Point Possessed Kill Team |
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