Loken's_cheesey_feet wrote:Hello all. I have decided to make a 2000pt
GK army and was hoping for a bit of feedback. I have already bought the stuff in bold.
[
b]HQ - 375[/b]
Draigo
Coteaz
This is a good combinaton of
HQ's. You get a big durable troops unit, then lots of cheaper supporting troops units.
[b]Troops[/b]
10 man Paladin squad - 455
Psicannon & Daemon Hammer
Psicannon & Nemisis Daemon Hammer
Bolter & Nemisis Force Halberd
Psilencer & Nemisis Force Halberd
Bolter & Nemisis Force Sword
Bolter & Warding Stave
Psilencer & Nemisis Daemon Hammer
Psicannon & Nemisis Force Halberd
Apothecary
Bolter & Nemisis Daemon Hammer
Bolter & Brotherhood Banner
1) You can only ever have 4 upgraded shooting weapons in the squad. [you have 5] They should always be psycannons.
Psilencers are less useful then S5 storm bolters [psybolt ammo]. They were simply a bad idea and should not be used.
Incinerators are okay, but too short ranged to really be useful
The psycannon is one of the best guns in the game. You can penetrate all vehicles (even up to AV14) you get a lot of shots for horde killing, rending shots for taking out 2+ or 3+ save dudes. The
GK codex is all out the psycannon.
Just use your Psilencer models as Psycannons instead.
2) What do Paladins fear? S8+ AP2
Does the apothecary help against that? Not really. It is 75 points that is making you more durable against the things you are already durable against
Do Halberds help against that? Not Really. Most AP2 weapons are INT 1 in combat. You still hit first with INT 4 swords, and you get a 4++
INV save against those weapons.
Inquisitorial Henchmen - 4 crusaders and 8 Psykers - 140
Try this instead maybe?
8 psykers, 1 acolyte
Rhino
124 points,
Instead of paying 60 points for a few 3++
inv saves, you pay 40 points and get the protection and mobility of a rhino instead.
Inquisitorial Henchmen - 4 crusaders and 8 Arco-Flagellants - 200
Arco falgellents are super cool. I ran them all the time in 5th edition with a Librarian [might of titan] as a super tank killing assault unit.
HOWEVER
The new rules for tanks and assault have make these guys really bad in 6th edition
Basically with S4 attacks you can glance a tank to death and do not need the extra
STR or Atacks that the Arcos bring.
Against infantry, the
DCA are just always better.
DCA have AP3 INT6 or AP2 INT1 attacks [your choice each round of combat with Sword and Ax one in each hand]
INT6 means you can kill stuff before they hit you back. Arcos are INT3 so you may loose some before they swing.
AP2 attacks means you can always hurt what you assault. Arcos are more attack and more strength, but they are
AP-.
The 5++
INV save the
DCA have is just better than the Feel No Pain that the Arcos have in combat.
5 man GK squad with Psycannon - 110
This is a decent unit, but it is a little small to walk. Consider taking a Razorback for them
Elites - 290
2 Vindicare assassins
I am very sorry that you bought 2 of these guys. The are Unique and you can only run one of them in your list. EVEN with the double Force Organization Chart at 2k. Sorry.
I would replace one of them with a Techmarine with Rad Grenades. he will go with your
DCA unit in the Raven.
He adds Rad grenades and Hammer hand to the unit making them super deadly in assault.
He bolsters a ruin for your Vindicare, giving him a 2+ cover save, making him more durable.
Fast Attack - 255
Stormraven, Hurricane bolter sponsons & Psybolt ammo
This is fine. Make sure you have the assault cannon on top for maximum value from the Psybolt Ammo.
Heavy Support - 195
Dreadknight with Heavy Psycannon & Greatsword
I Run heavy psycannons on my dreads, but for a very specific reason.
My list is based off of servo skull spam. I have a large number of blast weapons, and then run many servo skulls so the blast weapons are super accurate.
If you are not running many Sero Skulls, then the Heavy Incinerator is a better weapon. Less strength, BUT it ignores cover and does not scatter.