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![[Post New]](/s/i/i.gif) 2013/07/04 19:00:09
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Quick-fingered Warlord Moderatus
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Played a variant of the list I posted earlier, except this time with a Bastion in it, with good results. I posted this in the "Why no love for the bastion?" thread:
I got around to playing my Bastion-included GK+Tau list today. I saw 3 Broadsides in it with Pathfinders on the roof while Coteaz took another squad and sat in Techmarine-buffed ruins with a Servitor/Jokaero squad.
Needless to say, I had neigh-on-unkillable shooting platforms. My Bastion was only destroyed after two Melta shots on Turn 4 when his Stormraven finally got in range. By that point in time my Bastion, which allowed me to better position my Broadsides and Pathfinders, had wiped out my opponent's GKSS, GKT, Dreadknight, and Purgation squads. The Broadsides took 1 wound despite suffering 2d6 and then 4d6 Str 6 hits, and after disembarking, promptly shot down the offending Stormraven.
All this firepower going into the Bastion basically left Coteaz's squad free to drop multiple Servoskull-buffed, Prescience'd Plasma Cannons and Lascannon shots on the rest of his army. I also had 2 Dreadknights and 1 Riptide advancing up his front. The devastating alpha-strike by my Broadsides made them such a credible threat that he just tried to focus them down while ignoring my other units.
Needlesstosay, target saturation ALWAYS works.
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Click here for my Swap Shop post - I'm buying stuff!
DR:90-S++G++M+B++I+Pw40kPbfg99#+D++A++/eWDR++T(T)DM+
Black Legion/Iron Warriors/Night Lords Inquisitorial Friends & Co. (Inq, GK, Elysians, Assassins) Elysian Droptroops, soon-to-add Armored Battlegroup Adeptus Mechanicus Forge World Lucius
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![[Post New]](/s/i/i.gif) 2013/07/05 00:18:54
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Psychic Novitiate selected by a Gatherer
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So I'm going to bring my grey knights again for another local tournament. But this time it's 1850. Still high points but now I have to bring less toys. I'm going to try my shunt and punt list again the list is as followed.
Hq
Coteaz
Troop
3 psybacks with 4 warriors in each
4 man monkey squad with 5 warriors
Fast
2 ten man interceptors psybolt and 2 psycannon
Heavy
3 dreadknight Teleporter flamer
And the defence line with lascannon
It's a simple list take the interceptors and dread knights and shunt them up while the psybacks and monkey squad support fire. I really want to try the monkey squad hope they can help with that long range support that grey knights lack.
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![[Post New]](/s/i/i.gif) 2013/07/05 14:32:12
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Devestating Grey Knight Dreadknight
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looks interesting but why 4 monkies? You won't get any of their buffs in that case. Needs a bit more counter-air possibly but I guess that will depend on your local meta.
We have min of 2 fliers each side now a days unless one side brings Tau which usually means just one side has 2-3 fliers and other has 0 -1
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+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2013/07/05 15:08:55
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Psychic Novitiate selected by a Gatherer
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With 4 monkeys I can get. 4-5-6 on the roll for the buff yea it's not the best but I'm using them to bust up anything with 2+ or wave serpents since 5 lascannon will at least glance it to death. Yeah I do lack some AA. 1 intercept lascannon is ok. But I play 3 dread knight for max carnage and fear tactics. Dreadnought are getting better but I like playing aggressive lists and the dreadnought fills a long ranged support role.
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![[Post New]](/s/i/i.gif) 2013/07/05 18:15:59
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Stalwart Strike Squad Grey Knight
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Any comments for the following list?? (I am against Eldar and for AA I 'll have to deal with one flyer all in all)... As for your previous conversation about allies I believe that the Inquisition is in our codex for that reason (Just my opinion though I'm still a noob in this game  )
Hq:
Coteaz 100 (2x Divination powers -->1. Prescience + 2. random)
Ordo Malleus Inq w/ Terminator armor + Psycannon + mastery lvl 1 (Prescience) + 2x Servo skulls 116
Elites:
1x Vindicare Assassin 145
1x Techmarine w/ Power axe + Rad grenades 100
7x Purifier Squad w/ 5x NFH + 2x Incinerators + Rhino w/ Searchlight 219
Troops:
1x Henchmen Squad --> 3x servitor w/ 3x plasma cannons + 1x Jakaero + 8x warrior acolytes w/ 3x plasma guns these have carapace armor and 5x storm bolters these flack armor 184
10x Terminator Squad w/ 2x Psycannons + 8x NFH (Justicar included) + 2x TH 450
Fast Atk:
10x Interceptor Squad w/ 8x swords + 2x Incinerators + Psy ammo 320
Heavy Support:
ND w/ Incinerator + Personal Teleporter 235
Dreadnought w/ Heavy Flamer + DCCW with build in Heavy flamer + Psyflame ammo + Searchlight 131
Coteaz + Henchmen into a ruin witch previously the Techmarine has bolster for a 3+ cover save , Terminator Squad is going to combat squad with 2x Psycannons + 3x Halberds joining the Ordo Malleus Inq walking and shooting and the rest (3x Halberds + 2 TH ) DP near a servo skull if possible) ,Vindicare into a ruin for a 2+ cover (I 'll probably infiltrate him), Teckmarine joins the Purifier Squad intto the Rhino (maybe they 'll come from reserve depending deployment) , Interceptor + ND maybe "jump" first round or trying to reach enemy with Jump packs in order bake any infantry unit or anything (their role depends on what the Eldar list includes, they are here to give mobility to the list + they are solid units IMHO) finally the Flamernaught is there to walk trying to survive providing reinforced aegis + it's powerful atks and Heavy flamers-Incinarators...
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![[Post New]](/s/i/i.gif) 2013/07/05 20:22:42
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Psychic Novitiate selected by a Gatherer
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Well for a fun game and testing out what works in your list its good. But if your going for at least semi competitive you have to stream line your list dreadnoughts 99% of the time is 2 cannons with psybolt best long ranged shooting and psychic defence we got. As far as the henchmen try not to mix close combat units with ranged units like monkeys and arco. Again your list will give you an idea what is worth keeping and what is not. Trial and error.
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![[Post New]](/s/i/i.gif) 2013/07/05 21:13:20
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Stalwart Strike Squad Grey Knight
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First and foremost thanks for your reply !
Now I can't understand which of my henchmen you consider as close combat?? the servitors+ monkey are my heavy guns the 3x plasma guns are there for the extra plasma that GK can't bring in their game and the rest warrior acolytes are there for soak dmg (I just thought that 10 extra points for their storm bolters are worth it for extra shooting power) .. I firstly thought of running this list with 3x Psyflemen and a full GKSS but then I decide that I 'll include the DK and the Interceptor Squad instead , in order to give mobility to my list ..for the extra 130 points I could include a 5 man GKSS with a Psycannon and take some extras (like Psy ammo for the Terminators) but then I considered the Flamernought (which I expected everyone to vote agaist him actually) as I think it has more survivability than 5x marines and I 'll walk him providing my Terminators the Reinforced Aegis ..I don't expect it to survive but it's better to take some hits instead of my DK or the Terminators..
I don't know if this strategy is going to work actually ..theoretically it will but I ask you in order to take some feedback ..Anyway thank you again for your reply
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![[Post New]](/s/i/i.gif) 2013/07/05 21:14:47
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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I think he may have mixed up warrior acolytes with crusaders.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2013/07/05 21:29:29
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Stalwart Strike Squad Grey Knight
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Yes probably
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![[Post New]](/s/i/i.gif) 2013/07/05 23:20:55
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Psychic Novitiate selected by a Gatherer
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Yea sorry was just a slight mixup I was at work and just skimmed through it. But it seems like a solid list. I used a list a while ago where I was using necron/grey knight and only used 1 dread knight. I have to say that that dreadknight was the MVP 5 out of the 6 games. Just keep in mind not to go all in on the first turn since your list is not made for that. It's just better to hold back the shunts for later in the game.
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![[Post New]](/s/i/i.gif) 2013/07/06 11:56:19
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Devestating Grey Knight Dreadknight
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Conflagration wrote:With 4 monkeys I can get. 4-5-6 on the roll for the buff yea it's not the best but I'm using them to bust up anything with 2+ or wave serpents since 5 lascannon will at least glance it to death. Yeah I do lack some AA. 1 intercept lascannon is ok. But I play 3 dread knight for max carnage and fear tactics. Dreadnought are getting better but I like playing aggressive lists and the dreadnought fills a long ranged support role.
with the chance to get 4-5 6 in this case does nothing. The 4 gets you rending lascannons which to be honest probably doesn't do anything at all. The bolter henchmen gets some rending bolters which have been of dubious use with how few there are. The monkies already come with a 5+ invul so you really just get rending las cannons. I think 2 is the best but I can see why you'd want 4 in one squad since you don't have that much divination to go around possibly perhaps.
5 lascannons will actually take quite a while to glance one to death. hitting 3-4 hits on average with divination, pen/glance 3+ so 2ish pens/glances and then get one jink (4+), to 1 pen/glance which will most likely get converted to just one glance.
It'll take you around 3 turns to glance one to death with very average rolling (possibly 2 if you get lucky). Probably not what you want to have in mind I guess.
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+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2013/07/06 14:28:29
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Stalwart Strike Squad Grey Knight
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Ok for the above list I've posted I did some math and thought of some improvements:
take out the Purifier Squad (178 points) + the Search light from rhino (1)  and take out the Flamernought (131) leaving me 310 points ..
I 'll add another DK (235) plus another Henchmen squad of 5x Deathcult assassins w/ 5x power swords + 5x power axes (75) joining the Techmarine in that rhino..
Don't you think it's better ?? the problem is that I don't know if I have to include 2-3 Crusaders with the Deathcult assasins in order to withstand some dmg from shooting as they can't assault the turn they disembark from rhino ...
Actually what I can't decide is if 215 points in a CC unit + a rhino worth it ??
Any ideas???
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![[Post New]](/s/i/i.gif) 2013/07/06 15:48:44
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Quick-fingered Warlord Moderatus
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First of all, why are you kitting out Coteaz's squad that much? They're going to walk into a ruin and sit there and shoot... You don't need Carapace Plasma Gunners and Stormbolter acolytes. If you're walking, you're snap-shotting everything else, meaning your 3 PC servitors can't fire. If you're sitting in ruins and shooting, you can be assured that you will rarely ever get an opponent within 24", much less 12", in which case you should be more worried about them charging you. Also remember that Coteaz is not Eternal Warrior and does not have an invul save. Give him normal Bolter acolytes and a Crusader or two to tank Heldrakes and other Ignore Cover stuff, and sit him in the ruin permanently. If you want plasma gunners, put them in a Chimera. As was mentioned, 4 Jokaero in a squad is either overkill, or too ineffective. Especially with Prescience, it's not worth it.
Give your Techmarine Psychotroke Grenades, and have him take the Servo Skulls instead, I believe his are 2pts cheaper than the GM's, and use that to take a 3rd servo skull. In a 3'x2' table, 3 gives you optimal placement either for reducing your scatters or preventing Ravenwing Scout move deployments. Give your Terminator Squad Psybolt Ammo.
Give your DCAs a few Crusaders, and take more vehicles if you're planning to drive them across the board. Otherwise, expect that Rhino to turn into an easy 1st blood for your opponent's anti-tank weapons leaving your CC henchmen squad stuck either in your deployment or halfway across the board.
Save your DK's Jump for the middle or end of the game. Doing it first turn exposes it to all the gunfire from your opponent and their potentially scary CC units. Most armies have a mix of a firebase in their DZ and an "attack" element that marches up towards you. Exploit this by giving them the tough choice of whether to turn around and save their firebase from your teleporting DK, or to continue on and lose their firebase.
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This message was edited 1 time. Last update was at 2013/07/06 15:49:34
Click here for my Swap Shop post - I'm buying stuff!
DR:90-S++G++M+B++I+Pw40kPbfg99#+D++A++/eWDR++T(T)DM+
Black Legion/Iron Warriors/Night Lords Inquisitorial Friends & Co. (Inq, GK, Elysians, Assassins) Elysian Droptroops, soon-to-add Armored Battlegroup Adeptus Mechanicus Forge World Lucius
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![[Post New]](/s/i/i.gif) 2013/07/14 13:58:34
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Devestating Grey Knight Dreadknight
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Well, got a look at the Apoc book and I gotta say it looks so pretty!
Baneblades everywhere. GK's got a few special power units but in my personal case I gotta get 1-2 more DK's and 1 more SR lol. The crowe lead purifier helstorm template looks "interesting" but I seriously wonder how well so many expensive power armored bodies will survive with all the craziness out there to get my template stronger than str 2 AP6 lol.
For those w/o the book - it's 3 DK formation buffing eachother, Crowe and units of purifiers shooting a helstorm template, and a DK marking things for 3 storm ravens that can't miss the target marked and mindstrike/psybolt do more damage
I dunno, the necrons seem to be the stars of the show and of course IG for being the most powerful looking things on APOC, The Khorne mower is actually pretty good on paper if it can get into close combat. I'm actually very upset somehow that only the battle sisters didn't get any super formations. I've got over 600 bucks of sisters (And way too many hours painting them) and I don't want them to go the way of the squats. I'm hoping that it was just a major oversight instead of reading too much into things.
edit: woot! 2000th post! Automatically Appended Next Post: Apparently we'll also be getting this thing. Could be fun. Not very survivable without a lot of things to suck up fire but could be fun.
Assassinorum Murder Squad (GK)
1 of each type of assassin
3 wounds apiece, 5+ FNP
Eversor gets +2D6 attacks instead of 1D6
Vindicare's weapons gain Soul Blaze
Callidus' Neural Shredder is S9
Cullexus' Speculum is S6
I'm thinking I'll be running this for LOL's and depend on D weapons (i.e. GK titan scratch build rawr! Or volcano cannons or maybe the scratch build turbo laser destroyer GK thunderhawk with psycannons) I dunno if I can take apoc seriously enough to actually come up with tactics for the thing.
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This message was edited 2 times. Last update was at 2013/07/14 22:03:20
+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2013/07/15 00:42:04
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Quick-fingered Warlord Moderatus
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From the Enter the Citadel event, I learned that GK will be getting more datasheets with Chaos in the Pandorax Warzone. Phil Kelly was heavily involved in writing it.
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Click here for my Swap Shop post - I'm buying stuff!
DR:90-S++G++M+B++I+Pw40kPbfg99#+D++A++/eWDR++T(T)DM+
Black Legion/Iron Warriors/Night Lords Inquisitorial Friends & Co. (Inq, GK, Elysians, Assassins) Elysian Droptroops, soon-to-add Armored Battlegroup Adeptus Mechanicus Forge World Lucius
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![[Post New]](/s/i/i.gif) 2013/07/15 12:12:53
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Blood-Raging Khorne Berserker
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I looked at the Apoc book and I feel 2 GK formations are worthless. The Purifier Formation? So I thought sweet crowe can join a massive unit. Than I read the formation rules and the cheese still stands alone. Getting insta gibbed by bolter fire still.
The second; the DK formation. Shred? Really? It's an Apoc game, I'm sure those DKs are already toting a sword, teleporter, flamer and cannon/lancer.
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I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2013/07/16 02:50:41
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Devestating Grey Knight Dreadknight
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I really don't feel too excited about apoc from GK perspective so far and with how much our guys cost along with so many ignore cover AP2/3 things, I may just end up with a bunch of brother captains in henchmen chimeras lobbing orbital bombardments all over the place. Should hit something! All in all, Apoc has been about fun so I don't really expect too much competitive games or at least anything to base a competition over anyway. It's definitely the fun beer and pretzles kind of 9 hr long game
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+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2013/07/18 04:20:41
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Devestating Grey Knight Dreadknight
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Those formations sound pretty lame :|
Shred on DKs, really?
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![[Post New]](/s/i/i.gif) 2013/07/18 04:35:22
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Is it ranged attacks too?
If so that could be worth it. Heavy Psycannon and/or Incinerator that rerolls to wound.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2013/07/18 10:04:12
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Veteran Inquisitorial Tyranid Xenokiller
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Let the start of the 5 Orbital strike relay list begin. At least that's my plan. Accompanied by SRs and DKs.
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Inquisitor Jex wrote:Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote:So the solution is to lie and pretend that certain options are effective so people will feel better? |
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![[Post New]](/s/i/i.gif) 2013/07/18 10:08:54
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Devestating Grey Knight Dreadknight
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Coyote81 wrote:Let the start of the 5 Orbital strike relay list begin. At least that's my plan. Accompanied by SRs and DKs.
Need to have some chimeras for the terminator knight captains to ride into battle though. Worth it for the protection. Forget the 5 orbitals, go with 15 of them!
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+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2013/07/18 12:37:33
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Fixture of Dakka
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Grey Templar wrote:Is it ranged attacks too?
If so that could be worth it. Heavy Psycannon and/or Incinerator that rerolls to wound.
Nope. Only CC.
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![[Post New]](/s/i/i.gif) 2013/07/18 12:40:45
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Devestating Grey Knight Dreadknight
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Hey welcome back JY2. when we gonna see some GK action
Good crons vs mechdar fight though. I liked it. Kept forgetting that the farseer was T4 due to jetbike XD
GK vs serpent spam is pretty bad. Give it a shot and see if you can beat it down. It'll really test your generalship as it's a pretty lousy for GK fight.
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+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2013/07/18 13:10:58
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Fixture of Dakka
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I actually have a match coming up tonight against GTKA666 and I'm going to bring my Greyzilla list. I've changed it a lot from earlier in these posts. It's not a balanced build, but it looks like a heck of a fun build to play.
The 2K list that I will be using:
Draigo
Laughingseer - farseer on jetbike w/Mantle of the Laughing God
3x Hammerdins (separate squads)
5x Dire Avengers in a Wave Serpent
3x Guardian Jetbikes w/Shuri-cannon
3x Dreadknights - Teleporters, Heavy Incinerator
Wraithknight
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![[Post New]](/s/i/i.gif) 2013/07/19 17:28:22
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Fixture of Dakka
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![[Post New]](/s/i/i.gif) 2013/07/20 09:06:42
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Devestating Grey Knight Dreadknight
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jy2 wrote:I actually have a match coming up tonight against GTKA666 and I'm going to bring my Greyzilla list. I've changed it a lot from earlier in these posts. It's not a balanced build, but it looks like a heck of a fun build to play.
The 2K list that I will be using:
Draigo
Laughingseer - farseer on jetbike w/Mantle of the Laughing God
3x Hammerdins (separate squads)
5x Dire Avengers in a Wave Serpent
3x Guardian Jetbikes w/Shuri-cannon
3x Dreadknights - Teleporters, Heavy Incinerator
Wraithknight
This is literally the most insane, awesome list I have ever seen.
This really makes me want a Wraithknight, and another Dreadknight.
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![[Post New]](/s/i/i.gif) 2013/07/21 09:52:47
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Judgemental Grey Knight Justicar
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hey guys, going to a doubles tournie with a mate who is playing tau, its 1000+250 points per team, the 250 being a single unit that can either start on the board or in a special reserve.
He is going to take triple riptides and I was planning on triple dreadknights, so yes 6 monstrous creatures
If I take one knight as the bonus unit, how would you build a 1000 point list with 2 knights in it? Also only need 1HQ 1 troop compulsory.
Cheers gk players
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![[Post New]](/s/i/i.gif) 2013/07/21 20:03:03
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Stealthy Warhound Titan Princeps
Phoenix, AZ, USA
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tuiman wrote:hey guys, going to a doubles tournie with a mate who is playing tau, its 1000+250 points per team, the 250 being a single unit that can either start on the board or in a special reserve.
He is going to take triple riptides and I was planning on triple dreadknights, so yes 6 monstrous creatures
If I take one knight as the bonus unit, how would you build a 1000 point list with 2 knights in it? Also only need 1HQ 1 troop compulsory.
Cheers gk players
Draigo and a few Solodins will free up points for your NDKs.
SJ
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“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
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![[Post New]](/s/i/i.gif) 2013/07/21 21:03:21
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Fixture of Dakka
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daedalus-templarius wrote: jy2 wrote:I actually have a match coming up tonight against GTKA666 and I'm going to bring my Greyzilla list. I've changed it a lot from earlier in these posts. It's not a balanced build, but it looks like a heck of a fun build to play.
The 2K list that I will be using:
Draigo
Laughingseer - farseer on jetbike w/Mantle of the Laughing God
3x Hammerdins (separate squads)
5x Dire Avengers in a Wave Serpent
3x Guardian Jetbikes w/Shuri-cannon
3x Dreadknights - Teleporters, Heavy Incinerator
Wraithknight
This is literally the most insane, awesome list I have ever seen.
This really makes me want a Wraithknight, and another Dreadknight.
Haha. That is exactly what I did. I only had 2 DK's. I then got the WK actually for my eldar army. With 3 of the 4 MC's already, I finally got my last DK.
tuiman wrote:hey guys, going to a doubles tournie with a mate who is playing tau, its 1000+250 points per team, the 250 being a single unit that can either start on the board or in a special reserve.
He is going to take triple riptides and I was planning on triple dreadknights, so yes 6 monstrous creatures
If I take one knight as the bonus unit, how would you build a 1000 point list with 2 knights in it? Also only need 1HQ 1 troop compulsory.
Cheers gk players
Wow...that is just....evil.
There are 2 ways to play such a build.
The first is what jeffersonian suggested - Draigo and troop paladins/soladins - and deepstrike them. Such an army is very aggressive.
The second is to take Coteaz and a shooty firebase. They will be the shooty support for your dreadknights, though with 3 riptides, you've already got a lot of firepower.
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This message was edited 2 times. Last update was at 2013/07/21 21:09:38
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![[Post New]](/s/i/i.gif) 2013/07/22 00:19:53
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar)
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Judgemental Grey Knight Justicar
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tuiman wrote:hey guys, going to a doubles tournie with a mate who is playing tau, its 1000+250 points per team, the 250 being a single unit that can either start on the board or in a special reserve.
He is going to take triple riptides and I was planning on triple dreadknights, so yes 6 monstrous creatures
If I take one knight as the bonus unit, how would you build a 1000 point list with 2 knights in it? Also only need 1HQ 1 troop compulsory.
Cheers gk players
Wow...that is just....evil.
There are 2 ways to play such a build.
The first is what jeffersonian suggested - Draigo and troop paladins/soladins - and deepstrike them. Such an army is very aggressive.
The second is to take Coteaz and a shooty firebase. They will be the shooty support for your dreadknights, though with 3 riptides, you've already got a lot of firepower.
When we went to this event last year, it was our first ever tournie, and I was pretty new to both gk and 6th edition. There were a lot of real cheesy lists, and my team got the wooden spoon haha. Now Ive been playing for the past year, have a lot more experience under my belt, we will take no quarter
It should be a real fun list to play, although we came up with another one with 3 hammerheads and 3 land raiders but I think mc spam is better.
Original idea of a list is here:http://www.dakkadakka.com/dakkaforum/posts/list/541185.page
Was thinking of a gm + 6 termies as kind of a counter support for the tau gunline, but maybe draigo and lots of solodins would be better?
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