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![[Post New]](/s/i/i.gif) 2013/08/06 16:20:51
Subject: 2k Points GK, Named Character Required, C+C pls
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Dakka Veteran
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Hey everyone! The FLGS is holding a special tournament that requires I take no allies and a named character. This is exciting for me because I get to make sure my old GK collection gets to use a lot of what I would field the last edition.
Please point out any glaring weaknesses in this list:
GM Kaldor Draigo (the nigh-unkillable, either attaches to the Paladins if I want them to last, or to the GK SS in the LR if I want him to assault; also uses Grand Strategy to make the NDK and Ven Dread scoring)
4x Paladins (as troops choice), Apothecary w/ Sword, 2x Psycannon, 2x Demonhammer (1 with a psycannon model)
5x GK Terminators, Incinerator, 2x Demonhammer, 2x Halberds, Justicar w/ Halberd (rides in LR)
10x GK Strike Squadders, 2x Psycannons, 3x Swords, 4x Halberds, Justicar w/ Halberd (usually combat squads, all Halberd GK w/ Justicar ride in other LR, 5 remaining do their best at fire-support)
Venerable Dreadnaught w/ 2 Psybolt ACs
Godhammer-Pattern Land Raider w/ Psybolt Ammo
Godhammer-Pattern Land Raider w/ Psybolt Ammo
Nemesis Dreadknight w/ Heavy Incinerator, Greatsword
SO; 13 T4 Terminator wounds, 4 T5 Terminator Wounds w/ EW, 4 T6 Terminator Wounds from the Dreadknight, 10 MEQ wounds, 8 AV 14 HP and 3 AV 12 HP w/ re-rolls.
The list is split just about down the middle. The 2+ saves are nearly ubiquitous, causing my opponent to have to choose between shooting his lascannons/demolishers/railguns at my LRs or my Termis, but not both with any useful results. The Paladins get FNP which is neat, but they can still be downed by instant death, unless I stick Draigo in there to absorb those nasty wounds.
It seems to me that the only glaring weaknesses of this list would be horde armies. Luckily, I haven't seen a one in my meta (orks load up on custom Nobs, reducing their numbers. IG tend to take lots of tanks and vendettas, with the same impact on model count). Lots of fliers with AT attacks might end my LRs, but have about an equal chance at failing miserably at really doing anything to that AV14. If the LRs survive the turn 2 flier salvo, they deliver their cargo and munch the opponent's scoring units.
My real concerns: Holding my DZ objectives may be difficult. I really only have 1 combat squadded GK unit to do this, and a paladin unit. Given 24" range, I will end up running back to my DZ in turn 5 to claim objectives.
Should I run 10 more GK instead of the assault squad of regular GK Termis? I hesitate to put 20 wounds of vanilla GK on the field due to baleflamers and their general lack of punch in melee. They are one of the least point-efficient units in the book, but they do come with those tasty tasty stormbolters. What would you pick?
Should I drop the Ven dread? If I do it frees up nearly 200 points to put into either a librarian (can't take Coteaz, 1 named char only), or into an interceptor or purifier squad. I hesitate to use purifiers because they might not be a scoring unit if I roll 1 on a D3.
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This message was edited 2 times. Last update was at 2013/08/06 16:32:52
Ba-zziiing!
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![[Post New]](/s/i/i.gif) 2013/08/06 17:40:47
Subject: 2k Points GK, Named Character Required, C+C pls
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Stealthy Warhound Titan Princeps
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Paladins need units of 5 before they can start taking psycannons (otherwise everybody would be taking psycannon wielding soloing), and an apothecary may not be worth it on only a 4 man squad. I also think that a dreadknight that only moves 6" a turn is more a liability than a threat.
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![[Post New]](/s/i/i.gif) 2013/08/06 17:59:21
Subject: 2k Points GK, Named Character Required, C+C pls
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Dakka Veteran
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Crap you are right, thanks for pointing that out!!!
That means I am short a terminator model. I wonder if I should take Coteaz as my HQ instead...hmmm...
I will post revised lists soon...
EDIT:
Okay, here is another go at it. I am trying to maximize mobile scoring units and still pack some good punch. It turns out I haven't seen any Helldrakes, so baleflamers aren't such a concern as I said before.
I could easily drop 4 of the Warriors w/ Hot Shot Las and give the NDK a PT. I am not sold on putting another 30 points into the NDK, though, since it will have 3 vehicle hulls to hide behind while it advances...
NDK w/o PT goes 6"+3" run turn 1, then 6" + 4" run turn 2, with Move Through Cover, that's a very high likelihood (still) of getting a turn 2 charge, guaranteed turn 3 if the HI kills so much that he is out of assault range...
Coteaz
3x Plasma Servitor, 2x Jokaero, 7x Hot-Shot Las Warriors
3x Melta Gun Warriors + 7x Boltgun Warriors, Mounted in a Rhino w/ Search Light
Land Raider Psybolt Ammo, Search Light
Land Raider Psybolt Ammo, Search Light
Nemesis Dreadknight w/ Heavy Incinerator, Greatsword
10 x GK Strike Squad, 10x Halberd, Psybolt Ammo
6x GK, 1x Psycannon, Justicar w/ Halberd
6x GK, 1x Psycannon, Justicar w/ Halberd
5x Paladins, 2x Psycannon/Demonhammer, 2x Storm Bolter/Halberd, 1x Storm Bolter/Brotherhood Banner
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This message was edited 2 times. Last update was at 2013/08/06 18:39:16
Ba-zziiing!
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