samuele999 wrote:Hi, I have come up with this list as a semi competitive list, I need it cutting from 2254 to 2000 pts.
HQ coteaz =100
grandmaster : hammer, rad grenades, blind grenades =200
I like both of your
hq's. coteaz is very powerful. Grand masters are a great way to add scoring units.
One thing I would change. I would consider a Sword on the
GM. He has High INT, so going down to INT 1 is a bigger deal. Also haveing a 3+
INV in combat is rather good as well.
Hide the Hammers in the unit, where they are safe from challenges. But the High INT and Defensive options on your characters to win challenges.
Troops
10 man grey knight strike squad: 2x pyscannon pysbolt ammunition =240
rhino= 40
Great unit here as well.
It looks like you are going for a mech list. You get a lot of advantages. Protection from small arms, mobility. The best thing to do is to make all of your units mechanized for target saturation.
Also, you will be more likely to give up first blood, there is not much you can do about it.
henchman squad : 3 servitor 2x plasma cannon 1multi melta, jokaero weapon smith 7x henchman with storm bolters. =134
chimera =55
henchman squad :11 henchman with storm bolters + jokaero weaponsmith =112
chimera =55
Few things to think about.
1) What is the purpose for these units? Is it to sit back and shoot (Plasma Cannons, Jokaero Lascannons) or is it to be mobile and shoot at close range (Storm bolters, Jokaero Heavy flamers, Chimera)
2) Infantry Multi-meltas are really bad. You can only snap fire if you move. Meltaguns are way better and work way better with the jokaero range upgrade as well.
3) Jokaero are very expensive for their guns. I would put both of them in a single unit. That way both of them benefit from Coteaz's re-roll to hit from his divination spells.
4) Consider regular bolters. They are there to be cheap wounds. Keep them cheap
5) Jokaero work really well in a long range unit, but also in a short range unit as well. Heavy Flamers are very powerful. The defensive upgrades (Armor or
INV) are great in a close range firefight (less likely to have cover). The Range upgrade is very powerful on short range guns (meltaguns especially, but also plasma as well). Rending is very powerful on massed bolters at close range.
People see Jokaero and go "LASCANNONS". In a lot of ways I feel they are almost better in a close range unit. Consider something like Coteaz, 2 Jokaero, 3 Melta or Plasma, 6 Bolters.
henchman squad : 12 henchman with storm bolters =84
henchman squad : 12 henchman with storm bolters =84
What is the purpose of these units? They are your only infantry units in an Mech list. That menas they will die fast. They are only T3 with a 5+ save. That means they will disappear instantly.
On the first turn, the enemy will see a lot of Tanks and 2 units of infantry. All of the anti-infantry guns will be shooting at these 2 units. They will go away very fast.
Instead consider the Hechmen Razorbacks. 3 dudes in a Cheap razorback. Adds more firepower, adds more target saturation.
Elites
10 purifiers 4x pyscannon, deamon hammer 5 x halberds = 295
rhino =40
This unit is fine. Make sure the Hammer is not on the sarge. You want a Halberd for Challenging.
paladin squad brotherhood banner 2x pyscannon =340
The Bro banner is ONLY for 10 man units. You are loosing 2-3 force weapon attacks in order to gain 4. that is not worth the points you are paying for it.
Fast attack
storm raven multimelta and assualt cannon = 205
Consider taking the Hurricane and Psybolt ammo. S5 sotrm bolters can glance
AV 11 flyers.
Heavy support
landraider crusader pysbolt ammunition multimelta =270
personally I am not a fan of Land Raiders in general and especially not for
GK units.
In General, I find that land raiders are not really as durable as you think they would be. Sometimes it is simply impossible for the enemy to kill. However, if the enemy has any weapon that can hurt it, it will die rather fast.
Lance and Melta Weapons kill Land Raiders just as fast on the damage table as they did in 5th edition.
Gauss and Haywire weapons wreck Land Raiders due to hull points.
4 hull points is not a significant enough increase over the 3 of a Rhino, and it is significantly more expensive.
AV 14 does protect you from some weapons, but does little or nothing to protect you from other weapons.
A Land Raider is not really bad as much as it is inconsistent. It depends on the enemy list. Did they bring anti-
AV 14 stuff? well then the
LR is dead on turn 1-2. Did they trade all of their meltas for plasma? Then your
LR is an indestructible brick.
For
GK specifically.
GK units are not close combat units. They are shooting units with above average combat ability. Because of this they are rather expensive. To make the most of
GKs you need to make use of their power in both the shooting and the assault phase.
GK Paladins are great as they can move and shoot at 24" very well. Lots of Storm bolters and the Psycannon is one of the best guns in all of
40k.
GK units (any of them really) want to be on the board from turn 1 shooting away. Then on turn 5-7 they look for opportunities to assault weakened units or to take objectives.
GK Paladins in a Land Raider are not able to make use of their power in the shooting phase. For their points, they are not all that great in the assault phase. Compare them to
TH/
SS terminators and see how much less combat power they have for their points. By putting
GK units in a
LR, you are forcing them to only use their assault power. They have okay assault power, but it is a little weak for their points.
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Possible Crazy Idea.
Step 1:
Drop the 2 units of Storm bolter dudes.
Replace with 3 henchmen with melta/plasma in a razorback and 3 henchmen with melta/plasma in a Chimera.
Step 2
Trade the Land Raider for a Second Storm Raven.
The 2x3 henchmen with melta/plasma ride in the ravens. They can
DS out the back and take out something important or take an objective.
Step 3
The Chimera and Raorback start on the board. Paladins are deployed behind it ready to get in on the first turn.
Paladins can ride in the Chimera. This gives them a transport with Firepoints. You can ride around shooting you 2 psycannons.
Paladins are durable enough that they can stand around for a turn before they assault.
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What the crazy idea list might look like [just a suggestion, take it or leave it if you want]
HQ Coteaz 100
Grand Master: Sword, Rad, Blind 195
Elite
5 Paladins: 2 psycannons, 2 hammers and 3 swords. 315
10 Purifiers with 2 psycannons and 7 Halberds 274
Rhino 40
Troops
Henchmen: 3 Acolytes with Meltas 42
Razorback: Heavy Bolter and Psybolt 50
Henchmen: 3 Acolytes with Plamsa 42
Chimera:
ML and
HB 55
Henchmen: 2 Jokaero, 3 Acolytes with Plamsa, 6 Acolytes with Bolters 142
Chimera:
ML and
HB 55
10 man Strike Squad: 2 psycannons, Psybolt ammo.240
Rhino 40
Fast Attack
Storm Raven:
MM and
AC 205
Storm Raven:
MM and
AC 205
2000 points on the dot.