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Made in ca
Torch-Wielding Lunatic






Hey guys a little heads up with the meta I usually play with fields 0-1 air and I usually ignore them or hit them with Rifledreads if necessary. I tried to stick with fluff with both lists and keep them TAC but I would love some input on them so quickly down to business...

List One: Red Rain -1500pts
Grey Knights -635pts
HQ -40pts
Ordo Xenos Inquisitor w/ rad grenades
Troops -460pts
10man Strike Squad: GK w/ daemon hammer; 2 psycannons
10man Strike Squad: GK w/ daemon hammer; 2 psycannons
Heavy Support -135pts
Rifledread

Allies-Exorcists (Black Templars) -865pts
HQ -475pts
High Marshal Helbrecht
9man Honour Guard: HG w/ banner, 7 swords, 2 axes; drop pod
Troops -390pts
10man Crusader Squad: Sgt w/ combi-melta, melta bombs; 10Initiates CC w/ flamer; drop pod
10man Crusader Squad: Sgt w/ combi-melta, melta bombs; 10Initiates CC w/ flamer; drop pod

Exorcists Drop in Crusaders first then HG to cripple the enemy while Knights hold objectives pretty simple stuff.


List Two: Knight Guard -1500pts
Exorcists (Black Templars) -1125pts
HQ -480pts
High Marshal Helbrecht
10man Honour Guard: HG w/ 8 swords, 2 axes; rhino w/ stormbolter
Troops -435pts
20man Crusader Squad: Sword Brother w/ lightning claw; 9Initiates CC w/ power sword, flamer; 10Neophytes CC
10man Tac Squad: SM w/ multi-melta
Heavy Support -220pts
10man Dev Squad: SM w/ 4 lascannons

Allied-Grey Knights -365pts
HQ -180pts
Inquisitor w/ psyker ML1, force sword
5man Henchmen Warband: 3 Servitors w/ plasma cannons; 2 boltgun acolytes; chimera
Troops -185pts
6man Strike Squad: Justicar w/ halberd; GK w/ daemon hammer; razorback w/ psybolt

Inquisitor goes with the Warband and buffs the Servos in the Chimera with Divination and together act as a fire base. The Grey Knights with the Razorback support the main assault blob which consists of 20man Crusader Squad and Helbrecht. The Tac Squad is there to claim any stray objective while the Dev Squad snipes any Monsterous Creatures or Vehicles.

Which list would work better?

1500 - never get where I'm going
2500 - roll more than binary
1000 - never bring enough bodies 
   
 
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