So, nothing really beats playtesting and having had my head handed to my by an eldar player testing out his new codex (mental note: don't try to trim a 1K list to 750 then add back 150 so the eldar chap can fit in all the toys he wants but leaving myself with a less than optimized list for the PV), and those space elves definitely have some fun toys (I fear the rending weapons

)
But (since it was my first game of 6th Ed w/ the
GK) I did learn some valuable lessons (and in one case confirmed something I'd suspected ... see tactical notes at the end of the list).
Also note: For short-term purposes, I'm pretty limited by the number of models I have (and local opponents have been very good about letting me proxy), but suggestions for changes will be welcomed for the medium-term as I build out the force.
HQ -- 225 -- :Librarian
TDA
Nemesis staff
Digital Weapons (swap-able for Master Crafting on the staff)
3x servo skulls
Codex Psychic powers
(Smite, Shrouding, Summoning, Warp Rift)
Troop -- 360 -- Grey Knight Strike Squad
Psybolt Ammo
Justicar w/ Halberd
2x Psycannon
1x Daemonhammer & Storm bolter
6x Sword & Storm bolter
Razorback w/
TL Assault cannon, Psybolt,
HK missile, storm bolter
(note, the
SB is the upgrade I'm most willing to drop on the R-back)
Troop -- 205 -- Terminator Squad (5 models)
Justicar with Falchions &
SB
Incinerator & Nemesis sword
SB & Hammer
SB & Halberd
SB & Sword
(note -- the falchions could go on the sword termie @ the same points and make him immune to challenges)
Fast -- 205 -- Interceptor Squad
Justicar w/ falchions &
SB
Incinerator
Hammer &
SB
Halberd &
SB
Falchion &
SB
The general plan is to combat squad the
SS into one of five with 2x psycannon, justicar, hammer, halberd in 1 group and the 5 sword/
SB in the other and deploy the 5x sword &
SB SS and the interceptors (and RBack)... while keeping the other combat squad, termies and librarian in reserve to teleport in (hopefully near the Servo Skulls for less scatter
The Strike's with just sword &
SB camp in my deployment zone on an objective (hopefully/if there is cover) with the r-back moving fwd to get into 24" range ... the interceptors use their 30" shunt move to get in incinerator distance of an enemy unit (this contributed to my sole
VP in the eldar game, getting first blood

)
I'm about 95 percent convinced that during deployment starting the interceptors on the board is almost always the best option, because they can shunt 30" w/o worrying about scatter like they would with
DS... they can't assault in that turn, but getting a heavy flamer + a batch of
SB shots against an enemy's troops on T1 and a likely assault (with
HoW) on T2 does not seem bad.
The other strike squad
DS'es allowing me to put to Assault 2 psycannons w/in shooting range of an enemy, ditto the Terminators (if I can free up 20 points elsewhere, I'm tending to think I'd like to swap the incinerator for a psycannon on the termies too). And the Librarian with summoning can call reinforcements to his side from anywhere on the board (barring the r-back).
An alternative build drops the
SS to 5 models (1 psycannon justicar w/ falchions & Daemonhammer still with the r-back) to fit in a dreadnought (assault cannon +
TL Autocannon + Psybolt) and 70 points to spare (probably putting extra models in the
SS & interceptors... though theoretically I could also take a paladin or add another termie w/ Brotherhood banner)... note that this is a medium term option as I don't yet have the Dread (though that is my first purchase moving forward).
Thoughts welcome, especially in re: short and medium term... what can I do with limited models (25-ish
tac marines, more than 5 but less than 10 assault marines) 5 terminators and 1 rhino/r-back kit
Automatically Appended Next Post:
Edit:
The alt version (also 1K points)
Librarian (drop digital weapons (or 1 coxex psych power))
Dread (as above alt option)
Terminators with Psycannon
Gk Strike Squad (5 -- psybolt, justicar with falchions, 1 psycannon, 1 hammer, 1 halberd, 1 sword)
Razorback (
TL Assault cannon psybolt)