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![[Post New]](/s/i/i.gif) 2013/11/21 22:51:49
Subject: I want to build a GK Shunt List....... Help Please
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Growlin' Guntrukk Driver with Killacannon
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Hi all been wanting to build a shunt list for a long time and now I think I will. My thoughts are to take a GM so I can make Interceptors and Dredknights scoring. For my troops I was going to take minium Strike Squads with Psycannons and deep strike them in. I can use the GM to get them in faster or slower depending on what I want to do in the mission. He can also help to stop enemy flyers from arriving and ruining my day.
So questions are how do I tool up the GM. I'm thinking of just giving him an Orbital Bombarment and keeping in the back field. For the Dredknights what the best load out I want to atleast run them with Heavy Incinerators. The Interceptors I want to give Psycannons and psybolt ammo and keep them at a distance of 19-24" from the enemy to keep out of rapod fire range. Does any one have any good in put to help me out. I usually play games at 1850pts
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This message was edited 1 time. Last update was at 2013/11/22 01:09:42
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![[Post New]](/s/i/i.gif) 2013/11/22 03:49:36
Subject: Re:I want to build a GK Shunt List....... Help Please
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Grey Knight Psionic Stormraven Pilot
California
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Hey Sinji
I run a shunt list myself and believe I can help you well with this. The purpose of a shunt list is to be in your opponents face with so much stuff that they can't bear to be able to handle it all. The initial strike is generally not to devastating but the turn after should be. Something slips through and begins to cause havoc in hand to hand combat.
Now as for what you want shunt list to consist of are pretty much interceptors, dread knights, storm ravens, and possibly some allied detachments with drop pods, eldar bikers, of some kind, flyers of some-kind. you want to have henchmen as a cheap source of troops to grab objectives(Coteaz is pretty much a must bringer to make them troops) as delving into strikes and terminators only starts costing you points and you want as much speed as you can possible get.
The Grandmaster
don't take him simple as that... in a shunt list, the units you are shunting hardly ever make it to end game to grab objectives. They are either dead or locked in combat somewhere hopefully having taken down or tied up a good portion of their army. In addition as the grandmaster is a foot sloggers 175 pts worth he will be left behind.
Coteaz
He's ur man. cheap source of henchmen for troops can give out psychic powers as he rides around in a transport or sits on an objective.
Paladins
they are the absolute opposite of what you are looking for here.... they are cumbersome slow... and not that though anymore due to the massive str6+, rending, poison, str8, ap2 3 Firepower and MC's out there. At that they can't even score without draigo so these guys are pretty much worthless to you in a shunt list other than protecting coteaz although I'd advise termis over paladins for protecting coteaz if you decide on some kind of 2+ save variant... as at least termis are scoring...they cost much less... and will be practically just as affective as pallies.
Purifiers
No.... Just NO... unless your looking rhino spam in which case.. you wouldn't be running a shunt list anymore
Termis
went over above
Strikes
No... just no... you want interceptors as your base not strike squads.... I wouldn't even take these guys with 1-200 points to spare...psyback spam henchmen squads to present more targets, get more long ranged fire, grab multiple objectives, and cause grounding checks on MC'S/ take out flyers would be a much better point investment.
Interceptors
These are your 1 of the 2 primary units you will be using for this force... You dont want them 19"-24" shooting... they cost more than strikes... have the same survivability when shooting from afar. They have more increased survivability of strike squads in that they can get into combat and take much less wounds from shooting and really put ther t4 3+ armor saves to work against all these geq and meq armies. you can outfit them with 2x psycannons or 2x incinerators... just know that an interceptor squad outisde of combat usually doesn't last too long... you want them in hand to hand almost anytime you get the chance. I go for incinerators as everything in this edition wants cover saves.. and moreover commonly find myself out numbererd 70-45ish models on the field. generally those extra 25 or so models are cheap infantry so I take flamers on everything I could to be able to put out as many wounds with no armor saves as possible and try and get those armies to start taking moral test. Moral test are so important this edition as many armies castle up and are right there to run off the board edge so a failed moral test might be difference in a win or a loss. Gotta live and love those moments where you send 15+ guardsman, tau, nid, or guardian units off the table. you should generally have at least 1 or 2 of these
Storm Raven
perfect for shunt list. They provide plenty of fire power if completed out with the MM, AC, hurricane bolters and psybolts 255 pt shubang. They make a nice tank hunter and anti-flyer support as well.
1 or 2 of these if you want though they come after dread knights and interceptors.
Dreadknights
probably the most important units in a shunt list. These guys are what put on the pressure as just one of these guys getting free could result in a win, in that the dreadknight goes bouncing off units sweeping them up hopefully on your opponents turn and providing you with a str 6 ap4 flamer template that can be place within 12" of you. all shunt list should compose of at least 2 of these.
generally the average list just filling up the basic components is like
coteaz 100
2x 5 henchmen w bolters in psybacks 150
or you could go 3 with nothing although if the psyback explodes 5 has a much better chance of having a couple survive to scurry on to an objective than 3
1 x10 interceptors 300
2x incinerators
2x dreadknights 470
PT, HI
Point Total
1020
so that's about the bare bones minimum after that it it totally up to you how go about getting the rest of your stuff. 3- 5 psybacks is generally the best safe zone for core troop numbers. 4 recommended 3 if you plan on taking allies and 5 if your going for more a spam henchmen type list.
best ally choices
necs for sythes
eldar for bikes
ig for numbers and acess to vendettas and tanks
sw for rune preist and GH
Hope this helps you get the general notion on Shunt List
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This message was edited 5 times. Last update was at 2013/11/22 03:55:43
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![[Post New]](/s/i/i.gif) 2013/11/22 04:36:34
Subject: I want to build a GK Shunt List....... Help Please
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Growlin' Guntrukk Driver with Killacannon
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Well I certianly had my heart set on running 3 Dredknights is this over kill? What about also running 2 Interceptor Squads? I actually own quite a large Imperial Guard Army so I have pleany of guardsman which can become henchmen easy enough. I also own a lot of Chimeras so I can use a few of those until I get some Psybacks. I can see how they would be more useful.
Would it be worh giving the Dreadknights any other kit?
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![[Post New]](/s/i/i.gif) 2013/11/22 05:05:29
Subject: Re:I want to build a GK Shunt List....... Help Please
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Grey Knight Psionic Stormraven Pilot
California
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In all honesty Sinji after you hit the bare bones minimum it is totally up to you on how you want to kit out the rest of your army.
No 3 shunting Dreadknights is not overkill many people do it actually. 3 shunting dread knights as well as 2 shunting interceptor squads definitely makes for a brutal force.
Your opponent has to react immdediately to the threat or be utterly destroyed by MC's. Every list has its setbacks as well so make sure you get know them.
You'll have trouble against a strong venon spam Dark eldar army player that knows how to to space out units. as massed str poision fire only needing 4+to wound on your dreadknights will certainly be a set back if you're made to roll alot of saves.
Tau and eldar may also cause you problem if you cant take out enough of the troops/ units laying out rending and ap2/3 firepower.
ofcourse with strategy you can definitely get around this the list you describe is quite solid. As long as you come to learn how play your army correctly through practice and most importantly; come to like how the army plays you will do well and enjoy playing.
edt*
and as for another kit on the dread. not if your in a shunting list. if not in a shunting list you could play the dreadknight more as a shooty bunker unit giving it the heacy incinerator and gatling silencer
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This message was edited 1 time. Last update was at 2013/11/22 05:06:43
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![[Post New]](/s/i/i.gif) 2013/11/22 05:23:49
Subject: I want to build a GK Shunt List....... Help Please
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Growlin' Guntrukk Driver with Killacannon
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Nice was thinking Heavy Incinerator and Gatling Psylincer on the Shunty dread.
If the Interceptors are going to be hitting things in combat is it worth giving them any CC weapons eg Hammers, Halbreds etc. Would they be worth combat Squadding?
Is the Nemisis Greatsword worth taking on the Dreadknights I use to like running Warp time on my Daemon Princes in the old Chaos Dex and I see the Greatsword basicly doing the same thing only without the need for Psychic Tests. Automatically Appended Next Post: Ok first attempt. Here goes
1850pts Grey Knights
HQ- Cotaez
100pts
T- Henchmen
5x Henchmen bolters, Razorback Psybolt Ammo
110pts
T- Henchmen
5x Henchmen bolters, Razorback Psybolt Ammo
110pts
T- Henchmen
5x Henchmen bolters, Razorback Psybolt Ammo
110pts
T- Henchmen
5x Henchmen bolters, Razorback Psybolt Ammo
110pts
FA- GK Interceptor Squad
10x Interceptors, 2x Psycannons, Psybolt Ammo
300pts
FA- GK Interceptor Squad
10x Interceptors, 2x Psycannons, Psybolt Ammo
300pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator
235pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator
235pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator
235pts
Total 1845pts Automatically Appended Next Post: Would consider dropping a henchmen squad for some more weapons on either the Interceptors or Dreadknights.
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This message was edited 2 times. Last update was at 2013/11/22 07:07:38
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![[Post New]](/s/i/i.gif) 2013/11/22 08:13:42
Subject: Re:I want to build a GK Shunt List....... Help Please
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Grey Knight Psionic Stormraven Pilot
California
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Pretty Darn solid list mate.
I got good news for you too. You payed way too much for you henchmen squads in razorbacks
the cost of that should 75 not 110 so 35*4= 140 extra points for you to play around with.
As for Nemesis Greatswords on, They tend to be overlooked as they are pretty costly, but really it comes to that of how helpful one finds them.
re-rollable everything can very much go a long way, and on a str 10 MC it almost seems like why wouldn't you take it. All in All totally up to you.
Try out some games with them and try out some games without them and see how they do.
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![[Post New]](/s/i/i.gif) 2013/11/22 08:20:10
Subject: I want to build a GK Shunt List....... Help Please
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Growlin' Guntrukk Driver with Killacannon
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Woops. Razorbacks had Assault Cannons as well forgot to type them in. I will run these as my troops to start with Instead as I already have the models
T- Henchmen
3x Warriors Plasma Guns, 2x Warriors Bolters, Chimera Multi-Laser & Heavy Flamer
107pts
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![[Post New]](/s/i/i.gif) 2013/11/22 08:36:21
Subject: Re:I want to build a GK Shunt List....... Help Please
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Grey Knight Psionic Stormraven Pilot
California
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Yea that works too. I personally don't use assault cannons on razorbacks as they seem to be quite expensive and razorbacks are pretty damn good unit but nowhere near imperviousso I try and keep them cheap in preperation for them being easily glanced to death or exploded, but I see no better place to put those points as of the moment in your list so by all means go on ahead.
You are trading out a razorback for that chimera unit I presume?
I definitely like the set up you have for that unit possible even more than I like the set up for razorbacks with AC,
might even consider dropping 1 more in exchange and just going ahead and having an even 2 and 2
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![[Post New]](/s/i/i.gif) 2013/11/22 08:49:51
Subject: I want to build a GK Shunt List....... Help Please
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Growlin' Guntrukk Driver with Killacannon
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I was just thinking the same thing about the Assault Cannons here is the new list. I added in the Greatsword's as well but I intend to magnatise the hands when I get the models to swap around as I see fit.
#1850pts Grey Knights
HQ- Cotaez
100pts
T- Henchmen
5x Henchmen bolters, Razorback Psybolt Ammo
75pts
T- Henchmen
5x Henchmen bolters, Razorback Psybolt Ammo
75pts
T- Henchmen
5x Henchmen bolters, Razorback Psybolt Ammo
75pts
T- Henchmen
5x Henchmen bolters, Razorback Psybolt Ammo
75pts
T- Henchmen
4x Henchmen bolters, Razorback Psybolt Ammo
70pts
FA- GK Interceptor Squad
10x Interceptors, 2x Psycannons, Psybolt Ammo
300pts
FA- GK Interceptor Squad
10x Interceptors, 2x Psycannons, Psybolt Ammo
300pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator, Greatsword
260pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator, Greatsword
260pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator, Greatsword
260pts
Total 1850pts Automatically Appended Next Post: Quick question. Is it worth Combat Squading the Interceptors?
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This message was edited 1 time. Last update was at 2013/11/22 08:53:34
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![[Post New]](/s/i/i.gif) 2013/11/22 09:07:05
Subject: Re:I want to build a GK Shunt List....... Help Please
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Grey Knight Psionic Stormraven Pilot
California
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List definitely looks good... and uhh as for combating any marine army... it all comes down to circumstance. If you are playing against an army such as tau or for-say eldar you want to minimize the amount of casualties you can take by them shooting at one squad and making them have to shoot more of their army in order to completely wipe out squads. if you're fighting against as for-say another SM player or CSM who generally are in the same boat as you... not too many units then having bulk may suffice more. Knowing when and when not to combat squads really comes with experience of playing your army and seeing opportunities to capatalize on advantages that your opponents army naturally gives you.
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![[Post New]](/s/i/i.gif) 2013/11/22 09:15:41
Subject: I want to build a GK Shunt List....... Help Please
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Growlin' Guntrukk Driver with Killacannon
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Thanks for all the great advice. I will be picking up my first Dreadknight this weekend and getting started. I will probley run a few practice games with an allied GK detachment consisting of the Dredknight and the Interceptors (I have 5 just need 5 more. I've already broken a teleporter off 1 of them as well grrrr) I have Coteaz painted and ready to play as well so another plus and I could probley proxie a couple of chaos rhinos as razorbacks until I pick up a few. Thanks again.
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![[Post New]](/s/i/i.gif) 2013/11/22 16:40:46
Subject: Re:I want to build a GK Shunt List....... Help Please
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Grey Knight Psionic Stormraven Pilot
California
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Anytime Sinji
glad I could help you out
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![[Post New]](/s/i/i.gif) 2013/11/22 18:44:44
Subject: I want to build a GK Shunt List....... Help Please
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Monster-Slaying Daemonhunter
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I take a different approach to the Shunt List. My theory is to get everything into assault by T2. HQ: Mordrak+5Ghosts, 400pts Psyker Malleus Inq, Termie, Psycan, Skull, 113 Troop: 10xGKSS, 2psycan, Psybolts, 240 10xGKSS, 2psycan, Psybolts, 240 Heavy: DKnight, Incinerator, Teleporter, Sword, 260 DKnight, Incinerator, Teleporter, Sword, 260 DKnight, Incinerator, Teleporter, 235 Total: 1748 Mordrak makes DKnights scoring. You want to make the non-sword unit scoring first--that way the opponent will have to choose whether swords or scoring is scarier. The Inquisitor adds a bit of punch to Mordrak's unit, which will have a 3+ cover save when you DS into Ruins. Making Termies re-roll hits in combat means your opponent cannot ignore this unit. Since you don't have too many units, the skull will help a bit against pesky Infiltrators. GKSS can either DS or babysit your objectives (or both), depending on scenario. On T1, you'll have 7 Termies and 3 DK in the enemy lines, ready to assault on T2. And THEY CAN'T KILL ALL OF THEM. If you go up to 2000pts, add in a GKI unit, with incinerators, for even more burning. (Subtract Psybolts and Knightswords to gain some extra points).
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This message was edited 1 time. Last update was at 2013/11/22 18:45:40
LVO 2017 - Best GK Player
The Grimdark Future 8500 1500  6000 2000 5000
"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 |
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![[Post New]](/s/i/i.gif) 2013/11/22 20:11:27
Subject: Re:I want to build a GK Shunt List....... Help Please
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Grey Knight Psionic Stormraven Pilot
California
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@Elric
I definitely understand what you're getting at trying to deepstrike strike squads as opposed to shunting interceptors.
I actually tried something pretty similiar before but ran into 3 major problems when it comes to deepstriking strikes
1. they can at the very least be assaulting only in t3.
turn 1 there off the table... turn 2 they are on the table but cant assault....turn 3 if they are close enough now they can assault
2. Mishaps
a 10 man unit is a pretty big unit to try and drop down on the field... and if there is a decent amount of terrain you might seriously find yourself in a pickle
3. they are all in a circle in which case one large blast from a riptide/ sw plasma cannon/ bale flamer heldrake/ Doom of Malantai/ demolisher cannon blast from a leman russ or defiler
will see you losing the entire squad in an instant. at least with drop pod assualt you can space out your units within 6" of the drop pod.
Grand Master
I definitely had the same thoughts as you givin everything scoring for late turn objectives but... because how the dreadknights are used to soak of fire and generally do a bulk of the work... don't find themselves
making it to end game but hey if they can take out a large portion of your opponents army or distract them long enough for troops to capture objectives then they've established what they needed to do
By throwing intercpetors in addition to deepstriking mordak and shunting dreadknights I believe the list you have would be much more scarier... i mean 3 NDK a termi squad and 2- 4 if combat squaded interceptor squads all on your opponents grill, with psybacks full of henchmen popping light armored vehicles from afar with only 1 turn to react to all of that... now that's tough.
At the end of the day I'm not saying your list doesn't work... I'm sure you have plenty of experience playing it and know how to use it... I just prefer interceptors
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![[Post New]](/s/i/i.gif) 2013/11/23 00:07:12
Subject: Re:I want to build a GK Shunt List....... Help Please
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Monster-Slaying Daemonhunter
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Dezstiny wrote:@Elric I definitely understand what you're getting at trying to deepstrike strike squads as opposed to shunting interceptors. I actually tried something pretty similiar before but ran into 3 major problems when it comes to deepstriking strikes 1. they can at the very least be assaulting only in t3. turn 1 there off the table... turn 2 they are on the table but cant assault....turn 3 if they are close enough now they can assault 2. Mishaps a 10 man unit is a pretty big unit to try and drop down on the field... and if there is a decent amount of terrain you might seriously find yourself in a pickle 3. they are all in a circle in which case one large blast from a riptide/ sw plasma cannon/ bale flamer heldrake/ Doom of Malantai/ demolisher cannon blast from a leman russ or defiler will see you losing the entire squad in an instant. at least with drop pod assualt you can space out your units within 6" of the drop pod. You...don't DS very often, do you? Obviously you would combat squad each unit, DS'ing the 2psycans and leaving the other five on foot. If all your GKSS are in reserve, then you're not using Warp Quake. (I have Drop Pods, Deathwing, and Mawlocs in my local scene, so Warp Quake is my friend.) By throwing intercpetors in addition to deepstriking mordak and shunting dreadknights I believe the list you have would be much more scarier... i mean 3 NDK a termi squad and 2- 4 if combat squaded interceptor squads all on your opponents grill, with psybacks full of henchmen popping light armored vehicles from afar with only 1 turn to react to all of that... now that's tough. At the end of the day I'm not saying your list doesn't work... I'm sure you have plenty of experience playing it and know how to use it... I just prefer interceptors The main problem with GKI is their survivability compared to NDK. Ten T4 3+ wounds is a hecka easier to kill than four T6 2+/5++ wounds. And while the Knight is fully functional after losing three wounds, the GKI become less and less effective for each wound taken. The NDK has the added benefit of a torrent flamer, meaning he can get cover behind a hill/ruin for a 4+ cover, while the GKI have to be right up in the enemy's face to utilise their flamer(s). Additionally, you have positioning problems with GKI: you want to put your flamers in front, to maxmize hits, but you don't want them to die first to return fire. So you end up with non-optimal positioning of models after the shunt move; NDK doesn't deal with that. Vehicles have become better and worse in 6e. Fortitude makes our vehicles more effective than most...but what with the proliferation of S7 shooting, AV11 just isn't survivable. Expect your Razors to be dead pretty quick. And let's face it, 3 S6 shots isn't that great for anti-armour, even TL. It shreds Xenos infantry, but against Tau/Eldar Skimmers, any Necron vehicle, heavy SM vehicles.... Basically, the only vehicles Bolter Razors are good against is other Rhinos/Razors. Against AV12 you can only glance, and you're useless against AV13-14. And unless you're REALLY lucky, you'll need three Razors to kill one Devilfish, BEFORE he gets his ridiculous cover saves.
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This message was edited 1 time. Last update was at 2013/11/23 00:09:14
LVO 2017 - Best GK Player
The Grimdark Future 8500 1500  6000 2000 5000
"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 |
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![[Post New]](/s/i/i.gif) 2013/11/23 01:01:30
Subject: I want to build a GK Shunt List....... Help Please
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Growlin' Guntrukk Driver with Killacannon
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Ok I have been thinking about the Mordrak Bomb and I feel I can make it really expensive but also really broken. Here goes
HQ- Grandmaster Mordrak, 1x Ghostknight Broterhood banner, 4x Ghostknights Halbreds
425pts
HQ- Ordo Malleus Inquisitor, Terminator Armour, Psycannon, Psyker
110pts
-Allied Codex Inquisition-
HQ- Ordo Malleus Inquisitor, Terminator Armour, Psycannon
80pts
HQ- Ordo Malleus Inquisitor, Terminator Armour, Psycannon
80pts
695pts for 9 dudes with Prescience, 3x Psycannons an auto arrive from deep strike turn 1 without scatter and guys that can appear from nowhere. Not the most cost effective way doingthings but the Inquisitors are the cheepest way of getting Psycannon shots in the dex at 20pts per shot. Automatically Appended Next Post: Ok how about this for a gymick list. The Warriors go in the Ravens. Really low on scoring units but who cares should be fun to play. Got a fair bit shooting power with some combat punch to back up later.
1750pts Grey Knights
HQ- Cotaez
100pts
T- 3x Warriors Bolters
15pts
T- 3x Warriors Bolters
15pts
FA- Stormraven Gunship, TL- Multi-Melta, TL- Assault Cannon, Hurricane Bolters, Psybolt Ammo
255pts
FA- Stormraven Gunship, TL- Multi-Melta, TL- Assault Cannon, Hurricane Bolters, Psybolt Ammo
255pts
FA- GK Interceptor Squad
10x Interceptors, 2x Psycannons, Psybolt Ammo
300pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator, Gatling Psilencer
270pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator, Gatling Psilencer
270pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator, Gatling Psilencer
270pts
Total 1750pts
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This message was edited 1 time. Last update was at 2013/11/23 01:45:07
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![[Post New]](/s/i/i.gif) 2013/11/23 02:54:01
Subject: Re:I want to build a GK Shunt List....... Help Please
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Grey Knight Psionic Stormraven Pilot
California
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You...don't DS very often, do you? Obviously you would combat squad each unit, DS'ing the 2psycans and leaving the other five on foot. If all your GKSS are in reserve, then you're not using Warp Quake. (I have Drop Pods, Deathwing, and Mawlocs in my local scene, so Warp Quake is my friend.)
I was just giving you my reasons for not taking them personally. Combating squads generally comes in that of the case of seeing opportunity to do so, and I did have some insight that you would probably combat squad and only drop half of them. The extra information on your current meta I wouldn't know about so combat squading for you would probably be most prevailant in that of trying to get off warp quakes so it would've been nice to have that information, I do apologize if I offended you in any manner of that of critiquing your route to take on strikes over interceptors.
At the end of the day I'm not saying your list doesn't work... I'm sure you have plenty of experience playing it and know how to use it... I just prefer interceptors
The main problem with GKI is their survivability compared to NDK. Ten T4 3+ wounds is a hecka easier to kill than four T6 2+/5++ wounds. And while the Knight is fully functional after losing three wounds, the GKI become less and less effective for each wound taken. The NDK has the added benefit of a torrent flamer, meaning he can get cover behind a hill/ruin for a 4+ cover, while the GKI have to be right up in the enemy's face to utilise their flamer(s). Additionally, you have positioning problems with GKI: you want to put your flamers in front, to maxmize hits, but you don't want them to die first to return fire. So you end up with non-optimal positioning of models after the shunt move; NDK doesn't deal with that.
Interceptors while they are reduced in number and lose efficiency, can do things that the NDK cannot. They can provide much more shooting with bolter fire, put out a larger number of attacks, and get into positions where the Nemesis Dreadknight would not be able to as of how big the base is. There is strength and a weakness for all units and interceptors at least to me, provide me with extra tactical abilities and options that the NDK could not do. Don't get me wrong you do bring up a good points here... but every list is not without its setbacks. For my interceptors, having to be up close and losing incinerators as a result of having them in the front would be mine.
Vehicles have become better and worse in 6e. Fortitude makes our vehicles more effective than most...but what with the proliferation of S7 shooting, AV11 just isn't survivable. Expect your Razors to be dead pretty quick. And let's face it, 3 S6 shots isn't that great for anti-armour, even TL. It shreds Xenos infantry, but against Tau/Eldar Skimmers, any Necron vehicle, heavy SM vehicles.... Basically, the only vehicles Bolter Razors are good against is other Rhinos/Razors. Against AV12 you can only glance, and you're useless against AV13-14. And unless you're REALLY lucky, you'll need three Razors to kill one Devilfish, BEFORE he gets his ridiculous cover saves.
Agree with you here that Razorbacks are not the most sturdy of vehicles and 3 str 6 shots isn't all that amazing but at the end of the day, they still provide for a chance to get first blood, still prove to begood LoS blocking units, still act as a good carrier for your henchmen, and still provide for a nice cheap way of having to make you opponents FMC's taking grounding checks. I just try my best to have all my units supporting each other in that of a manner of... are you gonna shoot out the razorbacks in the back shooting pop shots at your light transports or shoot at the shunting interceptors and dreadknights? Do you want to take out the razorback sooner or later? as they still have troops in them capable of capturing objectives so I need at least 2 units to completely wipe the transport and the units inside. So that's really just my take on razorbacks and interceptors.
I'm not saying your wrong for taking strikes, I'm just saying that I prefer Interceptors
Ok how about this for a gymick list. The Warriors go in the Ravens. Really low on scoring units but who cares should be fun to play. Got a fair bit shooting power with some combat punch to back up later.
1750pts Grey Knights
HQ- Cotaez
100pts
T- 3x Warriors Bolters
15pts
T- 3x Warriors Bolters
15pts
FA- Stormraven Gunship, TL- Multi-Melta, TL- Assault Cannon, Hurricane Bolters, Psybolt Ammo
255pts
FA- Stormraven Gunship, TL- Multi-Melta, TL- Assault Cannon, Hurricane Bolters, Psybolt Ammo
255pts
FA- GK Interceptor Squad
10x Interceptors, 2x Psycannons, Psybolt Ammo
300pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator, Gatling Psilencer
270pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator, Gatling Psilencer
270pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator, Gatling Psilencer
270pts
T he only problem with this list is that you don't have enought troops, You'd have to drop a NDK and put some more henchmen in the first 2 troop units so they have a chance of surving be shot off an objective... after that depending on how many points you have left, you would want to consider how you want to outfit those 2 henchmen units in the stormravens, or what I'd think to be a better idea; putting out a chimera unit for coteaz to hold up in... so jea that's just my 2sense on this list
Ok I have been thinking about the Mordrak Bomb and I feel I can make it really expensive but also really broken. Here goes
HQ- Grandmaster Mordrak, 1x Ghostknight Broterhood banner, 4x Ghostknights Halbreds
425pts
HQ- Ordo Malleus Inquisitor, Terminator Armour, Psycannon, Psyker
110pts
-Allied Codex Inquisition-
HQ- Ordo Malleus Inquisitor, Terminator Armour, Psycannon
80pts
HQ- Ordo Malleus Inquisitor, Terminator Armour, Psycannon
80pts
I love the creativity here but this wouldn't be viable. You jst sank 695 pts into 8 models in which only 3 have psycannons.
In addition to that, the inquisitors only have T3 so they can be easily insta killed. Getting for sure Deepstrikes on T2 isn't worth 700 of your points.
It's kind of like you're running a paladin squad without a psycannon and missing 2 models. I mean you can deffnitely play around with it but I wouldn't reccomend this for a compettitive list
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This message was edited 3 times. Last update was at 2013/11/23 02:59:52
2500pts 2000 |
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![[Post New]](/s/i/i.gif) 2013/11/23 02:57:06
Subject: I want to build a GK Shunt List....... Help Please
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Pauper with Promise
Antigo, WI
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My $0.02,
The Gatling Psilencer should be swapped out for the Greatsword on the NDKs. The NDKs THRIVE in assault. The Heavy Incinerator is an amazing weapon, and will get it's pts back. The Gatling Psilencer is just a bunch of Str4 shots, in an army that has buckets of them all ready.
Cheers
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Sucess isn't permanent, and failure isn't fatal. Da Coach |
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![[Post New]](/s/i/i.gif) 2013/11/23 03:02:55
Subject: Re:I want to build a GK Shunt List....... Help Please
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Grey Knight Psionic Stormraven Pilot
California
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My $0.02,
The Gatling Psilencer should be swapped out for the Greatsword on the NDKs. The NDKs THRIVE in assault. The Heavy Incinerator is an amazing weapon, and will get it's pts back. The Gatling Psilencer is just a bunch of Str4 shots, in an army that has buckets of them all ready.
Love it, the OP chose Great swords because he/she(as I don't know the gender of the op am not trying to be sexist) liked how they acted like the old chaos psychic power which allows for re-rolls on everything, but that definitely works as well
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This message was edited 1 time. Last update was at 2013/11/23 03:04:26
2500pts 2000 |
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![[Post New]](/s/i/i.gif) 2013/11/23 04:24:58
Subject: I want to build a GK Shunt List....... Help Please
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Growlin' Guntrukk Driver with Killacannon
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I actually like the Gatling Psilencer you get 12 shots for 35pts the only other place in the codex to get those same ammount of shots that points cost is with henchmen and those are just normal bolter shots. The Psilencer atleast has an added effect vs Daemons which works wonders vs they big MC's. Not to.mention the NGK has a BS of 4 not 3.
For 105pts I've given myself 36 shots as an Ork & IG player first and foremost I completly understand the value in rolling a handful of dice. Those 36 shots just may do enough damage turn 1 & 2 before I charge in at the end of T2 to keep some extra guys alive long enough to put out a bit more damage. Also the NDK gets 12 more rolls on Overwatch if he is charged.
Those additional 36 shots are like having an extra 18 Strikes helping out which is 360pts worth of additional fire power for 105pts.
Turn 1 for a shunt list needs to atleast semi-cripple my opponent so I won't get tabled during the counter attack. You need to treat the army like a drop pod army that has some added mobility after the first hit.
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![[Post New]](/s/i/i.gif) 2013/11/23 05:11:07
Subject: I want to build a GK Shunt List....... Help Please
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Pauper with Promise
Antigo, WI
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I have a link from B&C. It brings up the issues the Psilencer has.
http://www.bolterandchainsword.com/topic/282161-psilencers-on-termis/
I'm not trying to argue with you about how you want to run your list, but my buddy regrets (ran out of magnets) putting the Psilencers on his NDKs. Me, I run mine with Sword and Incinerator, and have NEVER regreted it once.
WS5 re-rolls on everything in CC is just nuts!!! Wraithanything = dead, Riptide = dead, Tanks = dead  You get my pt.
BTW, I run a really similar list. I don't use GKI, I run a Coteaz firebase instead. Lots of flyers by me, namely Drakes. I don't have scoring, but I only really want to smash my buddies "fine-tuned-all-comers-lists". I do play at 1850 though.
Cheers
Edit: Totally forgot about this list.
http://www.bolterandchainsword.com/topic/261706-warmasters-challenge/?hl=%2Bwarmaster%26%2339%3Bs+%2Bchallenge#entry3191944
DarkOne has some real good info in his batreps on his use of the NDKs.
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This message was edited 1 time. Last update was at 2013/11/23 05:37:14
Sucess isn't permanent, and failure isn't fatal. Da Coach |
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![[Post New]](/s/i/i.gif) 2013/11/23 14:30:07
Subject: I want to build a GK Shunt List....... Help Please
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Growlin' Guntrukk Driver with Killacannon
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Ok so I've been running through some concepts in my head on how I'm going to run my GK's on the board. I do like the concept of running cotaez with some henchmen bit it feels a little too mech guard which is what I'm trying to take a break from. What I want to accomplish in the long run is an army that I can bring along anywhere and play a few games over the course of the night/day etc and not have to play the army the same way everytime. So for this reason and this reason alone I'm going to scrap the henchmen. Yes I like them and yes I will play with henchmen but I will run them will some allied mech IG to get a Vendetta and a Manticore but thats another list for another topic.
I've decided to run strike squads. The reason for this is they work like a nice little multi-tool. Yes they are just as easy to kill as normal MEQ tgey do however have a lot more damage output and they have generally decent ranged weapon. My plan with them is to decide how to run them before the game is begun.
Certian army's that want to get into combat with me might want to push up to engage me in this situation I will run them as a full 10 man squad. In certian missions I might want to combat squad them up into 2 squads & deep strike some Psycannons behind enemy lines. I might even just want a small 5 man squad to hide out and objective camp in my back field they could even wander in late game from reserve and jump on the objective. Or I just might want them to foot slog up the guts to add some fire power to tge shunting element in my force.
So as it stands this is how my list currently stands:
#1850pts Grey Knights
HQ- ???
T- GK Strike Squad
10x GK's, 2x Psycannons, Psybolt Ammo, Justicar Halbred
245pts
T- GK Strike Squad
10x GK's, 2x Psycannons, Psybolt Ammo, Justicar Halbred
245pts
FA- GK Interceptor Squad
10x Interceptors, 2x Psycannons, Psybolt Ammo, Justicar Halbred
305pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator
235pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator
235pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator
235pts
Total 1500pts
So from here I have 350pts to select a HQ from. I currently haven't chosen the Greatsword or the Gatling Psilencer for the NDK's but will throw them on with any left over points I have. Basicly the army so far can be moderatly mobile with strikes able to deep strike in if needed or foot slog if the mission permits or just camp out. For the HQ I'm considering a GM even though I was advised against it. Some of his other abilities outside of the allowing certain models to score would fit with what I'm trying to achieve with the list eg.
In the relic I can place a servo skull on the relic to prevent deep strikers, Infiltrators or scouts from making an early dash and grab but I can then give my Strikes scout to allow them a 6" head start towards the objective and then shunt all of my other units in front to make a wall of guys that need to be pushed through to get the relic. By tgen tge relic would be long gone.
In kill points missions I could give a few units the ability to re-roll 1's to.wound to add a bit of hitting power as scoring unit are useless in a kill points game.
The list goes on.
So far my idea of a solid GM is basicly a Psycannon, Rad Grenades and a few servo skulls. He is also effective because I can deep strike him if needed with the rest of my army if I choose to go down that path. So as it stands hes sitting on around 240-250pts which is a lot for a non named character. How do most people like to run there GM's or would a Libby or Terminator Inquisitor fit in better this kind of list better?
I've ranted enough looking for some quality C&C.
Thanks Mr. Sinji.
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![[Post New]](/s/i/i.gif) 2013/11/24 16:39:28
Subject: I want to build a GK Shunt List....... Help Please
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Pauper with Promise
Antigo, WI
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Maybe Mordrak for your HQ now? Playtest 1st, and see what you think.
Cheers
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Sucess isn't permanent, and failure isn't fatal. Da Coach |
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![[Post New]](/s/i/i.gif) 2013/11/24 21:32:06
Subject: I want to build a GK Shunt List....... Help Please
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Growlin' Guntrukk Driver with Killacannon
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I picked up first DK yesterday. They are a really great model to put together I don't think I will need any magnets for the hands to swap out the fist for the Great Sword. As for the guns I set up the Heavy Incinerator to be a fixed permenant fix weapon. The other can either be nothing, the Heavy Psycannon or Gatling Psilencer. Cool model can't wait to do the other 2.
MayorDaley wrote:Maybe Mordrak for your HQ now? Playtest 1st, and see what you think.
Cheers
I spent most of last night going through thing and I do agree I think Mordrak is the best bet. He is the only reliable way to get a GM upclose and into Combat quicklt and will work in nicely with a shunt list. Here is what I've come up with. I might have to drop an Interceptor squad to bolster Mordraks squad a bit. Tge lest over points can tool up the NDK's a bit. The Strikes stay in reserve and pop in later.
#1850pts Grey Knights
HQ- GM Mordrak
-Ghost Knights-
3x Ghost knights
320pts
T- GK Strike Squad
5x GK's, 1x Psycannons
110pts
T- GK Strike Squad
5x GK's, 1x Psycannon
110pts
FA- GK Interceptor Squad
10x Interceptors, 2x Psycannons, Psybolt Ammo
300pts
FA- GK Interceptor Squad
10x Interceptors, 2x Psycannons, Psybolt Ammo
300pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator
235pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator
235pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator
235pts
Total 1845pts
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This message was edited 1 time. Last update was at 2013/11/25 02:28:43
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![[Post New]](/s/i/i.gif) 2013/11/25 00:40:19
Subject: Re:I want to build a GK Shunt List....... Help Please
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Pauper with Promise
Antigo, WI
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I think that list looks really good!
My only concern would be aircraft, but if you have your ENTIRE army in yer opponents face when they come on; it shouldn't be to bad.
It's funny how GKI are the "new black" in this edition.
Cheers
Edit: The NDK is a awesome model to build! I built my 1st one in 5th ed, and bought 2 more!  My buddies thought I was crazy back then to have NDKs and not PsyDreads, but now look who's laughing.
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This message was edited 1 time. Last update was at 2013/11/25 00:43:36
Sucess isn't permanent, and failure isn't fatal. Da Coach |
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![[Post New]](/s/i/i.gif) 2013/11/25 02:27:16
Subject: I want to build a GK Shunt List....... Help Please
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Growlin' Guntrukk Driver with Killacannon
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Lol. That is so true. My only concern is the small squad Mordrak is in he will most likely get squished when he turn up but I'll do some playing around till I find the right combo.
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![[Post New]](/s/i/i.gif) 2013/11/25 03:02:48
Subject: Re:I want to build a GK Shunt List....... Help Please
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Devestating Grey Knight Dreadknight
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I'll throw in some feedback too, I agree with Elric's philosophy of assault ASAP.
I actually don't like henchmen, I think everything needs to be focused on fighting your opponent, You're going to be sitting in rapid-fire range for a turn, and you're going to lose some units. Pitting anything but your entire army against, well, their entire army will be rough. Mordrak is essential because it gives you another unit that you can put anywhere.
I run my Mordrak bomb with a Librarian attached, with teleport homer and warp rift (psychic power). Warp rift is an awesome way to deal with Riptides and any other low initiative unit, and it's not bad against vehicles either. The teleport homer brings in your deepstriking units within easy assault range, and you don't have to hedge your mishap bets. it also gives Mordrak's squad another IC that can break off and assault turn 2.
I like the greatsword on my dreadknights, if you only have 4-5 attacks you should make them count.
I actually run terminators as my base troops, they come in on the homer. I run mine with hammers/halberds and some incinerators/psycannons. The reason why is that 1) I've always loved the models, 2) it forces my opponent to prioritize their AP 2, and 3) the weapons options are great compared to their cost on other units. I've considered strike squads, but reason #1 keeps termies in my lists.
Play around with it, trial and error will get you a list you like.
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Hope is the first step on the road to disappointment. |
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![[Post New]](/s/i/i.gif) 2013/11/25 03:56:25
Subject: I want to build a GK Shunt List....... Help Please
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Growlin' Guntrukk Driver with Killacannon
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I have considered dropping an Inteceptor squad for a Libby with Teleport Homer. I was gouing to teleport a Strike Squad over to act like a poor mans Intercepor squad. My only concern would be having them bunched up. A small squad of Termies or Pallies might be ok for this though I guess. I will keep letting the littke cogs in my brain turn around until I get to where I want to go. The more I think about Mordrak though the more I like him as atleast 1 of my HQ's. Automatically Appended Next Post: Ok I have yet another list lol. I'll get there eventually. I liked the idea of the Vortex of doom so much that I had to include it in this one. I actually bought a box of the GK Termies a few months ago so have most the models for the Mordrak including the libby. Still yet to be painted though but assembled and ready to field. I want to paint Mordrak black with red shoulder pad and brass bits and pieces here and there. So heres the new list. What does everyone think. I had to cut an Interceptor squad sadly but I think this list is better over all.
1850pts Grey Knights
HQ- GM Mordrak
-Ghost Knights-
4x Ghost knights, Halbreds
360pts
HQ- Librarian, Halbred, Teleport Homer, Might of Titan, Sanctuary, Vortex of Doom, Servo-Skull
190pts
T- GK Strike Squad
5x GK's, 1x Psycannon
110pts
T- GK Strike Squad
5x GK's, 1x Psycannon
110pts
FA- GK Interceptor Squad
10x Interceptors, 2x Psycannons, Psybolt Ammo
300pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator, Greatsword
260pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator, Greatsword
260pts
HS- Nemesis Dreadknight, Teleporter, Heavy Incinerator, Greatsword
260pts
Total 1850pts
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This message was edited 1 time. Last update was at 2013/11/25 12:09:07
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![[Post New]](/s/i/i.gif) 2013/11/25 21:01:00
Subject: Re:I want to build a GK Shunt List....... Help Please
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Devestating Grey Knight Dreadknight
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Vortex of doom is a great way to kill your entire HQ squad on the initial deepstrike, cause you can't run if you want to shoot (which I'm guessing you do). And even if you pass the psychic test, that blast template is the last thing you want scattering around next to your terminators, dreadknights, and PAGK. I think Warp Rift is safer and more reliable, but YMMV.
Remember, you can run after you deepstrike...if your enemy has nasty blast weapons it may be better to run than shoot.
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Hope is the first step on the road to disappointment. |
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![[Post New]](/s/i/i.gif) 2013/11/25 22:19:25
Subject: I want to build a GK Shunt List....... Help Please
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Growlin' Guntrukk Driver with Killacannon
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Good point. I think Warp Rift is more likely to hit also as its an auto hit and getting into position won't be a problem if not scattering from deep stike. Good way to clear out some guys with moderate armour saves.
Any other advise?
Would I be better off running the Libby in higher points games? He is a lot of points and cuts down on bodies in my already low body count army. I can see the potential he brings though however.
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