To begin with, I appreciate your response citadel97501.
I could really care less about composition scores now that I've seen the new GT composition scoring format. Since now all that really matters is whether or not the models are based, painted, and legal rather than the previous 'how does this make you feel?' format.
As for show casing the Grey Knights, I appreciate their combat value for the price as well as the special abilities they bring that complement my force. Having more Grey Knights reduces the overall force effectiveness in terms of long game mobility and ranged firepower. They, in effect, become expensive infantry that are easily avoided after teleporting in. One unit of GK terminators are more s effective than Vanilla Terminators versus demons and large units of MEQs in close combat, but at ranged combat the Vanilla Terminators' Assault cannons excel at providing ample short ranged anti-everything firepower for those pesky troops and tanks that don't want to break off a piece of that termi' action.
Now the suggestion to replace the assault marines with Grey Knight Terminators does add more omph! to when they hit. But this reduces my manuver elements and forces me to rely more heavily on the vagaries of deep strike. (Yes, the teleport homer will help but this tends to force me to focus my troops into a relatively small area. The more troops teleporting into that area the juicier the target for my opfor's pie plates.) This also signifcantly reduces the number of wounds in the unit (by 1/2) and reduces the number of attacks (by 1/2) that can be dished out. While the attacks may not be as deadly, numbers may turn the tide against large enemy units. Especially since if I have two units of assault marines I can reliably double up on large enemy units.
This draws out another point, you'll notice that most of my units have a twin. This is both to simplfy the rules and to increase the odds of at least one unit of the type surviving enemy fire by forcing opfor to choose between equally valuable targets. I'm a diehard Imperial Guard player and that spills over into how I build my marines. You can see that by the stable and redundant base of fire from my infantry. The only unique unit are the scouts. Whose role beyond providing a focus for safe teleportation is to spoil enemy infiltrators.
The basic doctrine of this force is to use their superior mobility to engage the enemy on my terms. Infantry provide long range anti-armor firepower... GK and terminators provide a mid-game center of gravity to break up enemy formations and go head hunting... Assault troops and Tornadoes may use a mock refused flank to wrong foot the enemy or act as the bull's horns in a pincer move... The scouts are meant to spoil the enemy deployment of infiltrators, provide light anti personnel fire power, and provide a safe focus for teleportation.
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