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![[Post New]](/s/i/i.gif) 2015/01/15 21:14:50
Subject: [200] - Grey Knights - Kill team finalisation
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Adolescent Youth with Potential
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Got a small kill team tourney coming up in my local GW , and am just finalizing my kill team!
We all randomized what faction we got and I ended up with GK. Mostly just want to see what peoples opinions were before I finished the last couple of models - I think this is about as good as we can get!
Five Man Purifier Squad [125]
2 * Psycannons [30]
Sarge with Falchions [4]
Rhino [35]
This comes in at 194 points. I think I have two final choices to make - Either a second Storm bolter on the Rhino for [5], or a pair of Force Halberds on the two blank Purifiers.
I am leaning towards the second storm bolter. In such a small force I feel that two extra 24 inch bolter sholts will kill more over the course of the game, especially on my most surviable unit, compared to +1 strength in combat with two guys.
The broad plan is to Psycanon out of the back of the Rhino at anything threatening, and cast cleansing flame against any hordes I can find! (( 9 Inch Nova STR 5 AP 4 Ignores cover, will demolish most kill teams if they let me get a single Purifier close! ))
Opinions?
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![[Post New]](/s/i/i.gif) 2015/01/15 21:30:56
Subject: [200] - Grey Knights - Kill team finalisation
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Rampaging Carnifex
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If I remember the rules for Kill Team correctly, each model will be treated as an individual unit. So does that mean you have 10 warp dice and can cast cleansing flame with each model? This seems pretty good.
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This message was edited 1 time. Last update was at 2015/01/15 21:31:07
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![[Post New]](/s/i/i.gif) 2015/01/15 21:38:25
Subject: [200] - Grey Knights - Kill team finalisation
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Adolescent Youth with Potential
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That was brought up, but no! I cant remember if the KT rules or we all agreed otherwise, but we are still running it as two dice for the unit and one can cast it. Even so, I only lose the two dice when all are dead, and I can pick which one fires the blast any given turn. Still super strong in KT.
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![[Post New]](/s/i/i.gif) 2015/01/15 21:44:35
Subject: [200] - Grey Knights - Kill team finalisation
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Rampaging Carnifex
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I'd give the Rhino dozer blades so you can gain cover in terrain without risking immobilizing yourself or offensively to barrel thru the enemy's cover and cast a cleansing flame.
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This message was edited 1 time. Last update was at 2015/01/15 21:45:21
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![[Post New]](/s/i/i.gif) 2015/01/15 22:06:13
Subject: [200] - Grey Knights - Kill team finalisation
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Adolescent Youth with Potential
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That was something I had considered, but not too deeply.
Actually the cover save could be rather useful. Halving the chance of taking damage on my firebase could be the best option, let alone being able to safely barrel up the board.
The main reason not to do it is, my Psycannons will be in the Rhino. If I start going that fast I will lose a lot of firepower to snapshots, but the flexibility could be best in the bigger picture.
The only other reason not to is finding a dozer blade to attach!
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![[Post New]](/s/i/i.gif) 2015/01/15 22:19:24
Subject: [200] - Grey Knights - Kill team finalisation
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Rampaging Carnifex
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Heh, yeah I always found the dozer blades that come with the Rhino sprues to be a bit... small. Forgeworld has good dozer blade attachments.
You'll lose the offensive potential of the psycannons by moving but the cleansing flame will operate just fine at full speed, even if you decide to move in the shooting phase or pop smoke. Driving thru ruins is a great way to evade melee threats or to block line of sight from ranged threats  .
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