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Made in ca
Stalwart Strike Squad Grey Knight




Canada

Trying to create a somewhat competitive list for a local tournament that is taking place in a few weeks. I understand that this list isn't super competitive, but I would like to possibly win some matches.

The rules for the tournament state that you can take a main detachment and one allied detachment. Let me know what you think of the list and if there are any changes that could potentially make it better.


1850

HQ

Tigirius 165

Troop

5x tactical marines ML 85

5x tactical marines ML 85

Elite

Dreadnought TLAC x2 120

Dreadnought TLACx2 120

Dreadnought TLACx2 120

Heavy

Tri-las pred 140

Dev squad 4x ML 130

Dev squad 4x Lascannon 150


Allies

HQ

Librarian Liber Daemonica, halberd, stormbolter 165

Troops

5 GKT with 3x halberd, sword, Daemonhammer and psycannon 201

Elite

5 Paladins 5x hammer, 2x psycannon 365


Total 1846


I should add that the paladin squad is meant to take on anything in close combat (which is why I have the 5 hammers for possible strength 10 ap2) as well as provide ranged support. They will be supported in the squad by Tigirius and the GK librarian hopefully rolling endurance from Tigirius for EW and 4+ feel no pain and invisibility from either Tigirius or the GK librarian.

The plan is to have the paladins and terminators move forward to take objectives and engage within a 24 inch area, while the rest of the army supports with a ton of heavy fire from long range.



2000 Grey Knights

Ultramarines 1500

 
   
Made in us
Stalwart Ultramarine Tactical Marine





I am a huge fan of grey knights and ultramarines, (I run them myself) Your first problem is defending tiggy. I don't see a single place where you could put him where he is going to survive a round of shooting. Ultramarines are strong with as little vehicles as possible. Also instead of going UM primamry why not make them your allies? You can still take one devastator squad (the lascannons) Make it a 10 man squad which you can combat squad for more scoring units if you want and give tiggy 6 disposable marine bodies to protect him. You can still take the three dreads in the detachment (2 in GK and 1 in UM) Or take a dreadnought out, as well as the tri-las predator and get something useful like devastator centurions. Also lose the missile launchers on the tac squads, and if you can turn them into bare minimum scouts.

If you dont have a lot of model flexibility then all I can say is this. Make grey knights your primary detachment for that turn 1 deep strike. Your marines don't bring a whole lot to the table except tiggy and some scoring units.


 
   
Made in ca
Stalwart Strike Squad Grey Knight




Canada

Well, thank you for the input; however, I think that Tigirius will be quite safe in the squad of paladins, especially if those paladins have endurance and/or invisibility. Secondly, the reason why I am taking the UM as the main detachment is so I can still field a very powerful GK unit (the paladins), while still being able to deal with things from far range, which I think GK generally have a problem with.

I played a game with a very similar list that I had against a Belakor list and the paladins were able to deal with Belakor rather easily in CC and then go on to take out more CSM/daemons. The paladins were also virtually unharmed for most of the game and were hard for the opponent to deal with. I was able to roll invis with the GK libby and endurance with Tigurius.

Also, my GK allies are almost nearly half the list in points so I am trying to utilize GK's mid range strength while still being able to deal with anti-tank etc., anti-horde (from ML's) etc. from range, which is where the UM's come in.

So in regards to Tiggy not being defended, I don't see how that is an issue considering he has probably one of the best bodyguard squads possible (the paladins with five hammers and possibly endurance/invis), able to handle almost anything in CC; also as previously stated, with invis/endurance the squad is extremely resilient so I can imagine Tiggy wouldn't be harmed all game in a variety of matches, unless they were to focus everything on the squad for the first few turns, which means they are ignoring the other threats.

Lastly, there is also a 66.66% chance that (if I chose to roll on sanctic), that the GK libby could get gate for mobility issues with the paladins.

Thanks for your input thus far hyozanman, what do you think after I explained my strategy a bit more?

This message was edited 2 times. Last update was at 2014/09/30 22:28:42


2000 Grey Knights

Ultramarines 1500

 
   
Made in gb
Regular Dakkanaut




Can I ask why your not taking an apothecary with the paladins? Feel no pain on two wound terminators is just nasty
   
Made in ca
Stalwart Strike Squad Grey Knight




Canada

The reason why I am not taking the apothecary upgrade is because I am planning on rolling on Biomancy with Tigirius for endurance with about 75% chance of getting it which provides a Eternal Warrior and a 4+ feel no pain rather than a 5+, so it just seemed like wasted points.

Although it would be nice to have a guaranteed 5+ feel no pain without having to roll for it, I just think given my strategy it is not likely required because I also want endurance for the Eternal warrior part of it just as much as the FNP because preventing ID on 2 wound terminators is really nice. Secondly I don't like that the apothecary becomes a character and is able to be singled out for challenges, I prefer for all of them to be getting their attacks normally.

2000 Grey Knights

Ultramarines 1500

 
   
 
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