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![[Post New]](/s/i/i.gif) 2013/04/29 20:02:36
Subject: Starting GK, is this too OP?
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Longtime Dakkanaut
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Hi Dakka,
So, I accidentally chose Necrons (I had just watched the terminator series - what can you do?) and really like them, particularly because I can make so many different types of lists. But....I need a change so decided to pick an army from the space marines stable. (Mainly because I suck at painting - I'd like to play nids, but the thought of painting all those models makes me shudder.)
In the house we already have DA, SM and SW armies, so GK seemed a good choice because:
a) I really like the dreadknight model
b) Autocannons. Just. Autocannons
Planning on buying models tomorrow, but have a very important question. Is the below list too OP and will it make me TFG? I want a list that is competitive but not insanely overpowered so that the games are fun (for example, I never play a full CronAir or wraithwing list....unless the opponent deserves it/gets some warning/knows what they are doing)
Because of a + b, I'm thinking:
Dreadknight - HI, PT (235)
Dreadknight - HI, GS (185)
Dreadknight - HP, GS (195)
3 x Venerable Dred - Two TL Autocannons, Psybolt ammo (570)
Total of 1185. To fill out the list, Librarian for HQ, and 2 squads of GKSS to get to 1500
However, from reading Dakka and the interweb, it seems that might be more than a touch OP
I was hoping that the fact that I had only 2 troops would even up the game a bit.
I'm looking forward to digging into the codex a bit more, just keen to get something on the table soon!
Thanks Dakka
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![[Post New]](/s/i/i.gif) 2013/04/29 22:09:00
Subject: Re:Starting GK, is this too OP?
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Chalice-Wielding Sanguinary High Priest
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Erk. This is definitely spammy I'm afraid. Dreadknights and Autocannon Dreads are some of the best units in the Codex - it looks like you've gone for a bare minimum FOC completion then taken the units the Internet told you to (though I realise you've picked the models you like, that's not how it'll look to others).
Start out with one Dreadknight and one or two Dreadnoughts, and take more Troops. See how you go from there and if your group seems to be up to the job, add another Dreadknight in. I wouldn't take 3 at anything less than 2000 points.
Also, try looking at some of the more esoteric psychic options the book has. It seems like you've not given much thought to these but the interplay of Hammerhand on every other unit, combined with Grand Master, Champion and Librarian powers make for some neat tricks. See what you can come up with there.
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"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch |
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![[Post New]](/s/i/i.gif) 2013/04/29 22:18:28
Subject: Re:Starting GK, is this too OP?
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Douglas Bader
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Your list is fine. If anything it's probably a bit too weak, your awful troops are going to be a huge liability in objective games and you've got most of your points invested in glass cannon units that can die really quickly if your opponent has appropriate counters. But hey, you love the model and you're willing to sacrifice winning to get a fun/fluffy list, so enjoy it.
Super Ready wrote:Erk. This is definitely spammy I'm afraid. Dreadknights and Autocannon Dreads are some of the best units in the Codex - it looks like you've gone for a bare minimum FOC completion then taken the units the Internet told you to (though I realise you've picked the models you like, that's not how it'll look to others).
Spammy =/= overpowered.
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2013/04/30 04:50:34
Subject: Re:Starting GK, is this too OP?
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Longtime Dakkanaut
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Super Ready wrote:Erk. This is definitely spammy I'm afraid. Dreadknights and Autocannon Dreads are some of the best units in the Codex - it looks like you've gone for a bare minimum FOC completion then taken the units the Internet told you to (though I realise you've picked the models you like, that's not how it'll look to others).
Start out with one Dreadknight and one or two Dreadnoughts, and take more Troops. See how you go from there and if your group seems to be up to the job, add another Dreadknight in. I wouldn't take 3 at anything less than 2000 points.
Also, try looking at some of the more esoteric psychic options the book has. It seems like you've not given much thought to these but the interplay of Hammerhand on every other unit, combined with Grand Master, Champion and Librarian powers make for some neat tricks. See what you can come up with there.
Thx, I'm planning on going through the codex in detail over the coming months and trying out some different combos. I figured it looked a bit OP and also worked out how fast my Necrons could kill the list so changed it a bit. I posted a list for comment here - I'd really appreciate a comment if you have time.
http://www.dakkadakka.com/dakkaforum/posts/list/0/524043.page#5560714
The Vindicare Assassin looks fun so I tried that.
Peregrine wrote:Your list is fine. If anything it's probably a bit too weak, your awful troops are going to be a huge liability in objective games and you've got most of your points invested in glass cannon units that can die really quickly if your opponent has appropriate counters. But hey, you love the model and you're willing to sacrifice winning to get a fun/fluffy list, so enjoy it.
Coming from Necrons, the GKSS don't seem to be "awful troops"  Be nice to have a troop unit that can actually win a combat! Bummer that they don't seem to be able to take a banner though.
From a building perspective, I was planning on building the GKSS as purifiers - I assume that is what GW intended.
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![[Post New]](/s/i/i.gif) 2013/04/30 05:38:51
Subject: Re:Starting GK, is this too OP?
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Been Around the Block
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Depends on your meta dude. For tourney play it's fine.
For pick up games against baby seals, not so much.....
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![[Post New]](/s/i/i.gif) 2013/04/30 05:38:55
Subject: Re:Starting GK, is this too OP?
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Douglas Bader
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MarkCron wrote:Coming from Necrons, the GKSS don't seem to be "awful troops"  Be nice to have a troop unit that can actually win a combat! Bummer that they don't seem to be able to take a banner though.
What I mean is you've only got two ten-man MEQ squads for scoring units. That's a big liability since it doesn't matter how many big guns you've brought if your troops are all dead. Because of this weakness your list is not a very good one, and you shouldn't worry about it being too overpowered. If anything you'll need to revise it once you start losing a lot of games.
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2013/04/30 05:41:51
Subject: Starting GK, is this too OP?
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Been Around the Block
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I would defiinetely get 4 boxes of Terminators, so you can run Draigo Wing in multiple configurations. It is a very fun army to play, is strong, and easy to transport.
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![[Post New]](/s/i/i.gif) 2013/04/30 06:07:24
Subject: Starting GK, is this too OP?
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Mutilatin' Mad Dok
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Yeah, I think you're gonna want more boots on the ground. Strike Squads are probably the better troop choice. My recommendation would be to push the squads to 10 men each (I'm assuming since you're min-maxing for dreads that those were going to be 5-man squads) as a bare minimum. The advantage of doing so is that you can combat squad them depending on the mission. The Librarian is a solid choice, but if you're serious about economizing on points a naked Inquisitor is absolutely dirt cheap.
Here's a list I just dashed off with a similar flavor that I think will be a bit more useful:
HQ
Librarian, Force Halberd
Elites
2x Ven Dread, 2xTLAC, psybolt
Troops
2x GKSSx10, 2xpsycannon, 1xDH
HS
Dreadknight, HI, GS, teleporter (if you're using both teleporter and GS, they should really be on the same one)
Dreadknight, HI, teleporter
1500 exactly.
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![[Post New]](/s/i/i.gif) 2013/04/30 06:43:19
Subject: Re:Starting GK, is this too OP?
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Longtime Dakkanaut
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Peregrine wrote:MarkCron wrote:Coming from Necrons, the GKSS don't seem to be "awful troops"  Be nice to have a troop unit that can actually win a combat! Bummer that they don't seem to be able to take a banner though.
What I mean is you've only got two ten-man MEQ squads for scoring units. That's a big liability since it doesn't matter how many big guns you've brought if your troops are all dead. Because of this weakness your list is not a very good one, and you shouldn't worry about it being too overpowered. If anything you'll need to revise it once you start losing a lot of games.
Ahh, thanks. I figured to compensate for the Dreds and Knights I had to do something - seems like I went a bit overboard
Bludbaff wrote:Yeah, I think you're gonna want more boots on the ground. Strike Squads are probably the better troop choice. My recommendation would be to push the squads to 10 men each (I'm assuming since you're min-maxing for dreads that those were going to be 5-man squads) as a bare minimum. The advantage of doing so is that you can combat squad them depending on the mission. The Librarian is a solid choice, but if you're serious about economizing on points a naked Inquisitor is absolutely dirt cheap.
Here's a list I just dashed off with a similar flavor that I think will be a bit more useful:
HQ
Librarian, Force Halberd
Elites
2x Ven Dread, 2xTLAC, psybolt
Troops
2x GKSSx10, 2xpsycannon, 1xDH
HS
Dreadknight, HI, GS, teleporter (if you're using both teleporter and GS, they should really be on the same one)
Dreadknight, HI, teleporter
1500 exactly.
Excellent, thanks for this. Looks great!
Noob question - why the GS and Teleporter on the same one? Also, isn't having all three ( HI, GS, teleporter) "bad"  (Not concerned for this list, but if I wanted to make a competitive list?)
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![[Post New]](/s/i/i.gif) 2013/04/30 07:46:27
Subject: Starting GK, is this too OP?
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Ladies Love the Vibro-Cannon Operator
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Dreadknight - HI, PT (235)
Dreadknight - HI, GS (185)
Dreadknight - HP, GS (195)
3 x Venerable Dred - Two TL Autocannons, Psybolt ammo (570)
Definitely a good ''core''. In our RTTs it wouldn't be overpowered.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2013/04/30 07:50:34
Subject: Starting GK, is this too OP?
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Junior Officer with Laspistol
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When you're bringing practically no scoring units, this list won't even be close to over-powered unless you're playing Kill Points. I'd personally flesh out the scoring units and drop some stuff to bring Draigo. He can make the Dreadknights scoring, not to mention Paladins are tough.
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This message was edited 1 time. Last update was at 2013/04/30 07:50:46
Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
FAQs |
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![[Post New]](/s/i/i.gif) 2013/04/30 07:54:50
Subject: Starting GK, is this too OP?
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Longtime Dakkanaut
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Griddlelol wrote:When you're bringing practically no scoring units, this list won't even be close to over-powered unless you're playing Kill Points.
I'd personally flesh out the scoring units and drop some stuff to bring Draigo. He can make the Dreadknights scoring, not to mention Paladins are tough.
Scoring dreadknight!
<off to check codex>
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![[Post New]](/s/i/i.gif) 2013/04/30 08:11:17
Subject: Starting GK, is this too OP?
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Terrifying Treeman
The Fallen Realm of Umbar
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MarkCron wrote: Griddlelol wrote:When you're bringing practically no scoring units, this list won't even be close to over-powered unless you're playing Kill Points.
I'd personally flesh out the scoring units and drop some stuff to bring Draigo. He can make the Dreadknights scoring, not to mention Paladins are tough.
Scoring dreadknight!
<off to check codex>
Draigo has grand strategy like all other grand masters.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2013/04/30 08:23:21
Subject: Starting GK, is this too OP?
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Ladies Love the Vibro-Cannon Operator
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Krellnus wrote:MarkCron wrote: Griddlelol wrote:When you're bringing practically no scoring units, this list won't even be close to over-powered unless you're playing Kill Points.
I'd personally flesh out the scoring units and drop some stuff to bring Draigo. He can make the Dreadknights scoring, not to mention Paladins are tough.
Scoring dreadknight!
<off to check codex>
Draigo has grand strategy like all other grand masters.
If you plan to use grand strategy for scoring purposes, the minimum of two troop units will suffice. But it will definitely limit your tactical options. Scout is very useful if you field teleporting Dreadnights.
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This message was edited 1 time. Last update was at 2013/04/30 08:24:02
Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2013/04/30 08:37:17
Subject: Starting GK, is this too OP?
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Longtime Dakkanaut
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Yeah, take a normal grand master over draigo, it's cheaper point's wise, and you can give him a psycannon too ( HQ with a +1 strength autocannon seems your style xD )
Your list is not in any way, shape, or form, overpowered. It's just flavoured differently to other GK armies. Rather than focussing on super-elite survivable units like draigowing, or focussing on henchmen, you chose to focus on heavy firepower, in an elite army. I'd call your army a glass cannon, it hit's incredibly hard, but if it get's hit back hard, that's it's weakness.
It's a good army though, and nowhere near as cheezy as draigowing, coateaz, or a bunch of other combo's.
Ps, grand strategy makes d3 non vehicles in your army scoring, so 1-3 of your dreadknight's will be able to hold objectives
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![[Post New]](/s/i/i.gif) 2013/04/30 08:47:49
Subject: Starting GK, is this too OP?
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Ladies Love the Vibro-Cannon Operator
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Evileyes wrote:Yeah, take a normal grand master over draigo, it's cheaper point's wise, and you can give him a psycannon too ( HQ with a +1 strength autocannon seems your style xD )
Your list is not in any way, shape, or form, overpowered. It's just flavoured differently to other GK armies. Rather than focussing on super-elite survivable units like draigowing, or focussing on henchmen, you chose to focus on heavy firepower, in an elite army. I'd call your army a glass cannon, it hit's incredibly hard, but if it get's hit back hard, that's it's weakness.
It's a good army though, and nowhere near as cheezy as draigowing, coateaz, or a bunch of other combo's.
Ps, grand strategy makes d3 non vehicles in your army scoring, so 1-3 of your dreadknight's will be able to hold objectives 
Even vehicles (Dreads) can score with grand strategy, but they cannot deny an objective.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2013/04/30 09:03:37
Subject: Starting GK, is this too OP?
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Longtime Dakkanaut
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wuestenfux wrote: Evileyes wrote:Yeah, take a normal grand master over draigo, it's cheaper point's wise, and you can give him a psycannon too ( HQ with a +1 strength autocannon seems your style xD )
Your list is not in any way, shape, or form, overpowered. It's just flavoured differently to other GK armies. Rather than focussing on super-elite survivable units like draigowing, or focussing on henchmen, you chose to focus on heavy firepower, in an elite army. I'd call your army a glass cannon, it hit's incredibly hard, but if it get's hit back hard, that's it's weakness.
It's a good army though, and nowhere near as cheezy as draigowing, coateaz, or a bunch of other combo's.
Ps, grand strategy makes d3 non vehicles in your army scoring, so 1-3 of your dreadknight's will be able to hold objectives 
Even vehicles (Dreads) can score with grand strategy, but they cannot deny an objective.
Oh yeah, my bad. No vehicles except walkers. But for this army, better to use the dreadknights for scoring.
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![[Post New]](/s/i/i.gif) 2013/04/30 09:11:18
Subject: Starting GK, is this too OP?
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Longtime Dakkanaut
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Thanks everyone, I'm going to post a list incorporating all the feedback soonish!
Automatically Appended Next Post:
Ok, I've come up with this. (thanks to @bludbaff for the base)
HQ
Grandmaster 205 (Warding stave,incinerator)
Elite
Ven Dread 195 2x TL Autocannon, psybolt
Ven Dread 195
Troop
5xGKSS 140 Psycannon, Psybolt, Hammer
5xGKSS 140 Psycannon, Psybolt, Hammer
Heavy support
Dreadknight 235 HI, PT
Dreadknight 195 Heavy Psycannon, Greatsword
Dreadknight 195 Heavy Psycannon, Greatsword
Total 1500
Theory is precisely the glass cannon! I can use the grandmaster to camp/contest an objective, warding stave will make it difficult to get him off. Two GKSS small squads to contest /hold objectives.
Three scoring dreadknights (I figure a couple will be able to clear off an objective then hold it.)
Not sure about the loadout of the DK. I was tempted to have 2 with HI, PT but didn't have the points and besides, what's the model without the huge sword?
Any feedback welcome and thanks for the comments so far!
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This message was edited 2 times. Last update was at 2013/04/30 09:39:03
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![[Post New]](/s/i/i.gif) 2013/04/30 15:16:51
Subject: Starting GK, is this too OP?
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Lieutenant Colonel
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3 DK's and 3 venerables wouldnt scare my list at all,
you have two 5 man squads as troops, any game that wasnt straight up kill points you would aretty much auto lose (at least against any of my TAC tourny lists(i have orks, guard, and grey knights), or any of my friends TAC lists"
you have 10 MEQ wounds for the enemy to kill, and you cant capture much, even with the grand master bonus on some DK's or something
BTW heavy psycannons on the DK's I find are worse then incinerators, I have never been impressed with how they perform for their points, ignores cover is going to help more and in more situations,
just trust me on this
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This message was edited 1 time. Last update was at 2013/04/30 15:17:30
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![[Post New]](/s/i/i.gif) 2013/04/30 19:51:58
Subject: Starting GK, is this too OP?
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Mutilatin' Mad Dok
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Looks good. There are a couple tweaks I'd suggest though.
1. I hadn't really thought about a GM making your stuff scoring, but that is definitely the way to go. I'd recommend a tweak to his gear though. The warding stave is a bit overpriced, considering it only grants the invuln in close combat and there are very few things that can chew through armor 2+ before initiative 1. I recommend giving him a halberd instead, as it allows him to get his licks in first against almost anything, and with force weapon he can usually kill it before it even gets to swing. Also, consider grenades. GMs get access to some really cool unique grenade types.
2. Again, I insist that if you're running both greatswords and teleporters, they should be on the same DK. I think it just makes sense to make your utter melee beatstick able to cover more ground and thus have better choice of targets. Granted, it does put an awful lot of eggs in one basket, but you're already using DKs so egg/basket ratios don't seem to worry you all that much. I also agree with easysauce that HI beats HP in pretty much any situation. Torrent weapons are incredibly powerful because they don't scatter and can thus inflict large numbers of hits precisely where you want them.
3. I tend to think psybolt ammo on 5-man squads is not a good buy. It costs the same no matter the size of the unit, so I tend to use it when fielding a 10-man squad.
I'd probably drop the stave, the psybolt, and the heavy psycannons to field one DK with an incinerator and two kitted out with incinerator, greatsword, and teleporter.
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This message was edited 1 time. Last update was at 2013/04/30 19:52:39
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![[Post New]](/s/i/i.gif) 2013/04/30 20:48:53
Subject: Starting GK, is this too OP?
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Longtime Dakkanaut
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@easysauce, @bludbaff, thanks for the comments - some of those grenades are cool! Revised list below.
HQ
Grandmaster 200 (halberd, melta, psychotroke grenades, incinerator)
Elite
Ven Dread 195 2x TL Autocannon, psybolt
Ven Dread 195 2x TL Autocannon, psybolt
Troop
5xGKSS 110 Psycannon,
5xGKSS 120 Psycannon, Hammer
Heavy support
Dreadknight 160 HI, PT
Dreadknight 260 HI, Greatsword, Teleporter
Dreadknight 260 HI, Greatsword, teleporter
Total 1500
I've been going through the codex in a bit more detail - what do you think about
-swapping a venerable dred for the Vindicare assassin and an ADL (no quad cannon). I was thinking that might provide some protection for the troops.
-ditching the teleporters and using the points to bump up a GKSS squad to 10, add another psycannon, give the 10 man squad psybolts, put the hammer back, and take 2 servo skulls to DS onto?
If I do both of these, I get
Grandmaster 210 (halberd, melta, psychotroke grenades, incinerator)
(2 Servo skulls)
Elite
Ven Dread 195 2x TL Autocannon, psybolt
Vindicare Assassin 145
Troop
10xGKSS 250 Psycannon, psybolt, Hammer
5xGKSS 120 Psycannon
Heavy support
Dreadknight 160 HI,
Dreadknight 185 HI, Greatsword
Dreadknight 185 HI, Greatsword
ADL 50
Total 1500
Re the heavy psycannon, I'll probably play a couple of games with each and see which I like best. Pie plates aren't something I used often with my necrons!
edit : correct spelling and inserted the list changes.
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This message was edited 4 times. Last update was at 2013/04/30 21:03:06
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![[Post New]](/s/i/i.gif) 2013/04/30 21:15:45
Subject: Starting GK, is this too OP?
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Mutilatin' Mad Dok
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I haven't fielded a Vindy, but I've killed a LOT of them. He hits like a truck, but he is T4, W2. As for servo skulls, I haven't used them since right after the codex came out, but I don't recommend counting on them too much since they're so easy for an enemy to take out. I think I'd recommend building that first list and seeing how that works for you, then maybe trying out some of the elements in the second list.
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![[Post New]](/s/i/i.gif) 2013/05/01 18:09:36
Subject: Starting GK, is this too OP?
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Longtime Dakkanaut
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Will do, thanks for all the help.
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![[Post New]](/s/i/i.gif) 2013/05/01 21:24:28
Subject: Starting GK, is this too OP?
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Lieutenant Colonel
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honestly, the list is a lot more balanced now, Id maybe say you have a little too much invested in the dreads and DK's, and nto enough in the troops,
and your soring units, save for the dread knights getting the GM's bonus to score,
are slow, with an average roll, you only have 4 as well
consider this:
the grand master you are taking is 210pts, he is decent in close combat, but his main purpose is giveing d3 units scoring,
consider that for 210 pts, you can get coteaz (and his awesome special rules) and take 24 bolter acolyte henchmen
so guaranteed 2 scoring (or more, you can split the 24 dudes up into squads of minmum 3 henchmen, 15 points for a unit the enemy HAS to shoot so you dont score with is is very worth it), more shooting power, and coteaz is bringing two divination rollls to the table as well.
bolter henchmen actually perform rediculously well too... they have the shooting power of a space marine when they have precience on them.
its also 24 more wounds/bodies +3 wounds on coteaz, compared to 3 wounds on a single model.
of course you can play around with the exact type of henchmen, and their equiptment (they can be even cheaper 4 pts each, I run 3 squads of 3 bare bones henchmen just so that my opponent has to waste a turn shooting them, 12 pts to distract an enemy unit for one turn is a steal, if they ignore them, 12 pts to hold an objective is also ludicrously cheap)
this plays well to the dread knights being in the enemies face as well, as they will have a big threat from the DK's being jump, as well as from the dreadnaughts hammering them from back feild, and they will likely focus so much on killing the dk's/dreads that your troops wind up holding all the objectives at the end because they were not even shot at.
the DK's shunt at the end is still going to contest objectives most of the time anyways, so losing the ability to cap isnt that bad, and you are no longer geting d3 extra scoring, but getting at least 2, and easily 3-5 scoring units with the henchmen.
as for the vindicare, geese, I love these guys for looks/fluff and the idea of sniping characters ect..., but they tend to be one shot wonders and die in turn two after getting a shot off, if they are not in a bastion or something, I wouldnt bother.
also, rad grenades will consistantly out perform pyscho troke grenades in more situations, but if you ahve points take both.
side note, my GK list that just came 3rd overall at the last tourny (40ish players) also is a "shock and awe" kind of list, but i am finding its interceptors that really kick butt
1700pts list
coteaz
ordo xenos inquisitor: lvl 1 psyker + rad grenades
10 bolter acolytes
10 bolter acolytes
5 bolter acolytes
3 acolytes
3 acolytes
5 death cult assasins/6 crusaders
fast attack
10 interceptors, warding staff, 1 hammer, psybolts
10 interceptors, 1 hammer, psybolts
7 interceptors, 1 hammer, psybolts
heavy:
2 pysflemen 2x autocannons psybolts
1 bare bones DK
basically what happens, 1st turn I get, I cast precience on the two 10 man interceptor squads, they shunt up, get me first blood, scare the crap out of the enemy (they often get close enough to use not only the enemies aegis for cover, but to use their quad gun as well!)
the dreadnoughts stay back and open up any cans that need openeing,
the DK' runs up the middle, and invariably gets shot (keep in mind a 260pt DK with added weapons + jumppack dies as easily as a 130 pt one) but thats what he is there for.
if the enemy ignores the DK, its in combat turn three, turn two if I get lucky for run rolls.
the interceptors being so close tends to make them the main target, but its actually really hard to deal with 25+ MEQ's that can basically pop up anywhere withing 30" when they shunt with no scatter, so taking advantage of cover is easy.
its also an all or nothing kind of thing, since they get into combat turn 2, killing half of them still leaves a sizable force assaulting into the enemies line turn 2. if you combat squad them for more durability, you have 5 units they have to burn through, and 5 units youcould in theory assault turn 2.
the fact that you can choose combat squads, or full squads (to benifit the most from precience) just adds a lot of tactical flexability to them.
so basically, you overload their fire priority, no matter which of the big three threats they target (dreads, DK or interceptors)
your troops are the LAST thing on their mind
also, 6 troops, 3 fast attack, 3 heavy, means I have the maximum scoring units for every single mission played.
your list would play similarly, you are just using more DK's jumpin gup instead of interceptors, which forces you to take the more expensive venerable (not worth the extra pts IMO, normal dreads are best) in an elite spot.
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![[Post New]](/s/i/i.gif) 2013/05/02 05:09:35
Subject: Starting GK, is this too OP?
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Longtime Dakkanaut
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Thanks @easysauce, appreciate the time and the great tips!
easysauce wrote:the grand master you are taking is 210pts, he is decent in close combat, but his main purpose is giveing d3 units scoring,
consider that for 210 pts, you can get coteaz (and his awesome special rules) and take 24 bolter acolyte henchmen
I haven't got around to looking at the henchmen side of the codex at all yet - I'll get there though. Any tips on the cheapest way to model henchmen? Can I do some conversions/kitbashing on a plastic pack? I think I read somewhere you can use something out of the DV box?
easysauce wrote:also, rad grenades will consistantly out perform pyscho troke grenades in more situations, but if you ahve points take both.
Ok, I'll swap them around and give them a try. Sooo many things to try!
easysauce wrote:side note, my GK list that just came 3rd overall at the last tourny (40ish players) also is a "shock and awe" kind of list, but i am finding its interceptors that really kick butt
1700pts list
coteaz
ordo xenos inquisitor: lvl 1 psyker + rad grenades
10 bolter acolytes
10 bolter acolytes
5 bolter acolytes
3 acolytes
3 acolytes
5 death cult assasins/6 crusaders
fast attack
10 interceptors, warding staff, 1 hammer, psybolts
10 interceptors, 1 hammer, psybolts
7 interceptors, 1 hammer, psybolts
heavy:
2 pysflemen 2x autocannons psybolts
1 bare bones DK
basically what happens, 1st turn I get, I cast precience on the two 10 man interceptor squads, they shunt up, get me first blood, scare the crap out of the enemy (they often get close enough to use not only the enemies aegis for cover, but to use their quad gun as well!)
the dreadnoughts stay back and open up any cans that need openeing,
the DK' runs up the middle, and invariably gets shot (keep in mind a 260pt DK with added weapons + jumppack dies as easily as a 130 pt one) but thats what he is there for.
if the enemy ignores the DK, its in combat turn three, turn two if I get lucky for run rolls.
the interceptors being so close tends to make them the main target, but its actually really hard to deal with 25+ MEQ's that can basically pop up anywhere withing 30" when they shunt with no scatter, so taking advantage of cover is easy.
its also an all or nothing kind of thing, since they get into combat turn 2, killing half of them still leaves a sizable force assaulting into the enemies line turn 2. if you combat squad them for more durability, you have 5 units they have to burn through, and 5 units youcould in theory assault turn 2.
the fact that you can choose combat squads, or full squads (to benifit the most from precience) just adds a lot of tactical flexability to them.
so basically, you overload their fire priority, no matter which of the big three threats they target (dreads, DK or interceptors)
your troops are the LAST thing on their mind
also, 6 troops, 3 fast attack, 3 heavy, means I have the maximum scoring units for every single mission played.
your list would play similarly, you are just using more DK's jumpin gup instead of interceptors, which forces you to take the more expensive venerable (not worth the extra pts IMO, normal dreads are best) in an elite spot.
That list looks fun - I like the ability to drop units in and mess around with the opponents backfield. Have to say that I thought that the GK codex was a lot simpler than it is (guess that what happens when there is too much internet reading). Now looking forward to trying different combos.
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![[Post New]](/s/i/i.gif) 2013/05/02 09:58:17
Subject: Starting GK, is this too OP?
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Servoarm Flailing Magos
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Bludbaff wrote:As for servo skulls, I haven't used them since right after the codex came out, but I don't recommend counting on them too much since they're so easy for an enemy to take out.
You're missing out on one of the biggest tactical advantages of your army.
For 9 points you can COMPLETELY mess up the tactical deployment of your enemy. It's broken how good servo skulls are. You don't use them for anything else. When the battle has started, I count them as disposed of. It's very rare that I get to deep strike next to one. Either they're in the wrong place or gone.
You take them because scouts are for women and cowards, and it's your job to make the opposing army more manly.
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This message was edited 1 time. Last update was at 2013/05/02 09:58:30
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![[Post New]](/s/i/i.gif) 2013/05/02 13:57:04
Subject: Starting GK, is this too OP?
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Lieutenant Colonel
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lol, definetly if I ever have 3, 6, or 9 pts, i take servos, but TBH last 3 tourneys i played no one else had scouts or infiltrators.
to OP: yeah codex GK can be played many different ways, and the "shock and awe" highly mobile messwith your enemy in the back feild is lots of fun! (not invincible however, some armies you will need to "kite")
on conversions: by far the easiest henchmen for basic acolytes are the plastic catachans. they come with the open hands so swapping lasguns for bolters/storm bolters/whatever is really easy. the conversion gets a bit harder with the cadians due to the hand being part of the lasgun, but still doable. In fact most of mine I slowly modded over from catachans to death korps of kreig (though it was a bit harder since DKOK has the left hand moddeled on the lasgun too) but it looks awsome in the end.
guards men are a great start for most henchmen, I am still using converted ones for crusdaers and death cult assasins, but am slowing converting them to look more badd a$$.
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![[Post New]](/s/i/i.gif) 2013/05/02 14:03:09
Subject: Re:Starting GK, is this too OP?
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Sure Space Wolves Land Raider Pilot
Eboli, Italy
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GH and LF spam in the Wolves; Razorback with Psyammo spam; Dreadnought with double twin-linked autocannon and psyammo spam; Croissant Spam in Necrons; Ehm, sorry?
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This message was edited 1 time. Last update was at 2013/05/02 14:03:37
The wolves are back! *feral howl*
"Si vis pacem para bellum" |
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![[Post New]](/s/i/i.gif) 2013/05/02 21:44:06
Subject: Starting GK, is this too OP?
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Willing Inquisitorial Excruciator
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I assume he meant stuf flike;
3 thunderfire cannons
6 tactical squads
9 land speeders
3 purgation squads
3 havoc squads
And such
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![[Post New]](/s/i/i.gif) 2013/05/02 21:56:46
Subject: Starting GK, is this too OP?
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Mutilatin' Mad Dok
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Purifier wrote:Bludbaff wrote:As for servo skulls, I haven't used them since right after the codex came out, but I don't recommend counting on them too much since they're so easy for an enemy to take out.
You're missing out on one of the biggest tactical advantages of your army.
For 9 points you can COMPLETELY mess up the tactical deployment of your enemy. It's broken how good servo skulls are. You don't use them for anything else. When the battle has started, I count them as disposed of. It's very rare that I get to deep strike next to one. Either they're in the wrong place or gone.
You take them because scouts are for women and cowards, and it's your job to make the opposing army more manly.
I've honestly never had scout/infiltration be a problem. I guess my opponents just don't play the kind of lists where that part of it is terribly relevant. But yeah, I totally forgot about that as I had never used them for that purpose.
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