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Made in us
Roarin' Runtherd




St Louis

Since 6th edition games take forever, I've been focusing on 1500pt games and trying to make something competitive with my GK and BA forces. We don't see many fliers around anymore because of Tau.

1500
1001pts GK primary
100pts Coteaz
240pts 10 man Strike squad, 2 psycannons, psybolt
102pts Henchmen: 9 psykers, 3 acolytes
105pts Henchmen: 3 acolytes w/Plasma, 9 acolytes w/SB
84pts Henchmen: 12 acolytes w/SB
135pts Dreadnought w/2 autocannons and Psybolt
135pts Dreadnought w/2 autocannons and Psybolt
100pts Aegis w/Quad

495pts Blood Angel allies
130pts Librarian w/jp & melta boms
215pts 10 man assault, 2 meltaguns, sgt w/melta boms
150pts 4 plasma cannon devastators, sgt

4 pts leftover

Coteaz for henchmen troops, psychic abilities, and to man the Quadgun and sit with the SB squad. The Strike Squad can deep strike if needed or advance into midfield. The pskyer henchmen mostly hide and pop one guy out so that I can cast 36" S10 AP1 large blasts for cheap. It's a huge deterrent for the enemy, with longer range than a vindicator. The plasma acolytes provide mid-range support while the dreads supply long range support.

The Blood Angels are there to drop down and melta a backfield threat (LR, Hammerhead, etc), provide counter attack, or get to an objective fast. If the librarian starts on the table, he can cast prescience on the devs, who provide fire support and additional AP2.

I don't want or plan to use Paladins or Dreadknights. Otherwise, I'm open to suggestions.

This message was edited 2 times. Last update was at 2013/09/19 15:51:48


   
 
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