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Made in gb
Fresh-Faced New User




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

[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

Inquisitorial Henchmen - 4 crusaders and 8 Psykers - 140

Inquisitorial Henchmen - 4 crusaders and 8 Arco-Flagellants - 200

5 man GK squad with Psycannon - 110

Elites - 290

2 Vindicare assassins

Fast Attack - 255

Stormraven, Hurricane bolter sponsons & Psybolt ammo

Heavy Support - 195

Dreadknight with Heavy Psycannon & Greatsword
   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

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.

40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1  
   
Made in us
Major




Fortress of Solitude

The points are horribly miscosted. A ten man squad is 550 pts MINIMUM before upgrades.

Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General 
   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

 ImotekhTheStormlord wrote:
The points are horribly miscosted. A ten man squad is 550 pts MINIMUM before upgrades.


I usually try to use a spreadsheet to make my lists to avoid this problem. Maybe that would help you as well.



40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1  
   
Made in gb
Fresh-Faced New User




Thanks to you both for your feedback.

Apologies for the 3 glaring mistakes making the army illegal (2 x Vindicares, under costed Palladin unit and 5 heavy weapons).

A lot to ponder there otherwise and all seems like sage advice.

One question - why take an Acolyte with the Psyker's? I have seen this before on other lists on here but can't quite see what the point is. Why not take 8 Pskers on their own?


Automatically Appended Next Post:
Actually I have a couple more questions.

Where does it say that "DCA have AP3 INT6 or AP2 INT1 attacks [your choice each round of combat with Sword and Ax one in each hand]"?

Not that I don't believe you (as you clearly know what you are talking about) but I can't find this in the 'dex.

Also, so are you saying take a 8 man DCA + 4 Crusaders?

This message was edited 1 time. Last update was at 2012/11/25 20:53:49


 
   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

On the Psykers:

If you roll 1,1 or 6,6 on their psychic test, you will get a perils of the warp.

For Psyker henchmen, this will cause all of them to die with no saves allowed.
Any other henchmen in the unit will remain however.

By having one acolyte in the squad, if [when] the psykers get a perils of the warp, you will still have one model in the unit remaining.
This one model is still a troops unit so it can hold objectives and you deny a kill point until that last model is killed.




On the Death Cult Assassins [rules for this are mostly in the 6th main rulebook]

In 6th edition, any model wielding a power weapon has the choice of taking a power Sword, Ax, Mace or Lance

Death Cult Assassins have 2 power Weapons

one of them can be Power Sword
One of them can be a Power Ax
[there are other combinations, but I feel that this is the best]

Since neither weapon is Specialist you can choose one of them to be the primary weapon [gives you your stats for combat] and the other to be an addition weapon [gives you an extra attack for 2 weapons]

With the Sword as your primary weapon the DCA have AP 3 attacks at their normal Strength [Str 4] and Intiative [Int 6]

With the Ax as your primary weapon the DCA have AP 2 attacks at Strength+1 [Str 5] but they are Unwieldy causing you to strike at Int 1


[NOTE: some tournaments have rules that since the official GW models for DCA come with 2 swords, that they can only be equipped with 2 swords. If you are at a tournament, ask about this before you get started to save you some trouble. In most friendly games, people usually go by the above explanation]





Usually when I run Death Cult Assassin units they look something like this

3-4 Crusaders [power weapon=AX]
5-6 Death Cult Assains [Power Weapons= Sword and AX]

Techmarine (rad greandes) OR Xenos Inquisitor (Rad Grenades, Psyker Lv1-Divination signature spell)

You can run fewer of the DCA when you have a Character that adds strength (Rad grenades, Hammerhand) and/or a re-roll to hit (Divination re-roll to hit spell)
Adding more DCA is not needed, as 5-6 buffed by a character will kill most targets. More would be unneeded power.





If you want, I have an article in my signature that goes into a lot more detail about Henchmen in the GK codex.

40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1  
   
 
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