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				<title>1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ Okay, here, is attempt 3. I took a LOT of advice from you guys on dakka, and it seems like this may be my best list yet.<br /> Anyways, here we go. Still fighting a little tau, ork and Space Marine. All comers but i hope I have my ass covered.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Grandmaster -Incinerator<br /> =180<br /> <br /> TROOPS:<br /> 7 Terminators -Incinerator -Hammers/Halberds/Swords -Psybolt<br /> =300<br /> 10 Strike -2 Psycannons -1 Hammer (Justicar) -Psybolt<br /> -Rhino<br /> =290<br /> <br /> ELITE:<br /> 10 Purifiers -2 Incinerators -2 Psycannons -2 hammers -Psybolt<br /> -Rhino<br /> =325<br /> <br /> HEAVY:<br /> Dreadnaught -2 <span class="glossaryitem" onmouseover='gp(478);'>TLACs</span> with Psybolt<br /> =135<br /> Land raider Crusader (Grandmaster and terminators inside) -Multi-melta<br /> =265<br /> <br /> TOTAL=1500<br /> <br /> I am confident in this list, but advice would be greatly appreciated.]]></description>
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				<pubDate><![CDATA[Mon, 11 Jul 2011 05:00:09]]> GMT</pubDate>
				<author><![CDATA[ ShottyScotty]]></author>
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				<title>1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ I personally think adding terminators would be the best option. Mainly to add more power and to fill up the Land Raider]]></description>
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				<pubDate><![CDATA[Mon, 11 Jul 2011 18:41:47]]> GMT</pubDate>
				<author><![CDATA[ ShottyScotty]]></author>
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				<title>1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ My concerns with this list:<br /> <br /> At 1500 pts, you only have 26 troops, a dread and three transports to fit yoru whole army into. Not a bad idea, but at 1500 pts, you'll be facing down a LOT of numbers, and a LOT of Melta and lascannons or ap2 weapons by comparison to your lot. If they take out a transport, it's not biggie, but if it explodes you're gonna lose so people.<br /> <br /> My suggestion is to drop the land raider, drop the storm raven's. They just put you at such a point dissadvantage that in a small points game like 1500, you're putting yourself even further behind the 8ball.<br /> <br /> Anything below 2000, <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>, you need numbers. Every unit you have the option to run from the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> codex is quality, no matter WHAT anyone says. But you have, I can't stress this enough, HAVE to have the numbers to deal with the inevitable losses that you will suffer in a normal game.<br /> <br /> Rhinos, Razorbacks, these are AMAZING! Use them!]]></description>
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				<pubDate><![CDATA[Mon, 11 Jul 2011 19:49:29]]> GMT</pubDate>
				<author><![CDATA[ Markillius08]]></author>
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				<title>Re:1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ Cut Thawn, add more bodies.  The best upgrade you can buy for one of your men is another guy to stand next to him.  don't put psybolt ammo on Crusaders, it will bump the hurricane bolters out of defensive weapon status.  In general, if you have more than a couple special weapons or less than 10 men in the squad, don't give them psybolt ammo either.<br /> <br /> Razorbacks with psybolt ammo are very efficient. ]]></description>
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				<pubDate><![CDATA[Mon, 11 Jul 2011 19:55:57]]> GMT</pubDate>
				<author><![CDATA[ GreyHamster]]></author>
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				<title>1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ I just did a small update on the list. Got rid of Thawn, added 2 more termies.<br /> I dont know how I exactly feel about the land raider. It seems bad@$$, strong, and I feel the need to house my termies in something to avoid some of my friends bull $hit tactics.<br /> Thant and I think being on the receiving end of it would be terrifying ]]></description>
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				<pubDate><![CDATA[Mon, 11 Jul 2011 20:34:52]]> GMT</pubDate>
				<author><![CDATA[ ShottyScotty]]></author>
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				<title>1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ And it would be. I mean, a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> is a <span class="glossaryitem" onmouseover='gp(87);'>LR</span>. 14 all around and just tunnels across the damn field. It's brutal.<br /> <br /> Honestly though, If it were me, I'd run the land raider and NOT put the termies in it. It's a little underhanded, but if they don't ask, then don't tell. Keep them in reserve, start witht he <span class="glossaryitem" onmouseover='gp(87);'>LR</span> in game, then Deepstrike the Termies into combat.<br /> <br /> That's why I'm opposed to runnin <span class="glossaryitem" onmouseover='gp(87);'>LR</span>'s in general. They are Amazing, no question. But they are just targets. You put one on the field, and instantly it's going to be shot the hell up. It may survive it, it's WHAT THEY DO, but still, it's a fire magnet and once it's gone, POOF, one shot and you're 2++ points just went up in flames. <br /> <br /> The other thing is, Termies are wonderful in melee, but they're biggest asset is the psycannons. YES are expensive, and YES, they don't fit every situation, but they can move and shoot with the heavy 4 profile thanks to the terminator armor. Put 2 in, that's 8 shots of rage while you're trekkin across the field, or after you drop in from deepstrike.<br /> <br /> Thawn is only good with Karamazov <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> <span class="glossaryitem" onmouseover='gp(17);'>btw</span>, so drop him cause he sucks up much needed points, so good job takin him out.<br /> <br /> Also, look at it this way, by dropping the <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, you can run a minimum of 5 more termies. That's pretty much worth it right there. <br /> <br /> Termies are best to keep on objectives or force them down the opponents throats. Deepstrike them where they don't want them, or deepstrike them in onto an objective when the games on the line. <br /> <br /> That's all I have to say. Don't try to run the Raven's or Raiders. OR atleast try, then try lists without them and see the difference. I believe you'll prefer to go without them.]]></description>
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				<pubDate><![CDATA[Mon, 11 Jul 2011 20:46:29]]> GMT</pubDate>
				<author><![CDATA[ Markillius08]]></author>
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				<title>Re:1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ Woah woah woah. Hold up. Terminators can fire heavy weapons while moving? THAT WOULD HAVE BEEN NICE <span class="glossaryitem" onmouseover='gp(421);'>TO</span> KNOW. Ugh, hate my friends..... Tellin me otherwise<br /> <br /> Anyways, if I drop the <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, I could throw in a Purge squad with a tele homer and add/upgrade my termies<br /> (Mainly afraid of deepstrike mishaps, so I feel the need to have some sort of tele homer or servo skull)<br /> though I DO like my list as is, and <span class="glossaryitem" onmouseover='gp(87);'>LRs</span> are bad @$$]]></description>
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				<pubDate><![CDATA[Mon, 11 Jul 2011 21:06:38]]> GMT</pubDate>
				<author><![CDATA[ ShottyScotty]]></author>
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				<title>1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ First off, Servo Skulls TRUMP Homers. They affect templates, and prevent opponents deepstriking or infiltrating into the area. You can actually utilize them to limit your opponents deployment zone to half of what they would normally have if you use them right. and they're DIRT CHEAP and MULTIPLE <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s and ELITES can run them. A+++  choice <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>. Also, the teleport homers are only great if you run a LOT of them and a LOT of deepstrike.<br /> <br /> Also, the deepstrike misshap table is only a minor problem. I have never had it happen to me, in either <span class="glossaryitem" onmouseover='gp(305);'>GK</span>, <span class="glossaryitem" onmouseover='gp(124);'>SW</span>, Nids. Don't worry about it. If it happens, you deal with it. You just have to play smart and try to place them smarter!<br /> <br /> <br /> Okay, just for the record, TERMIES CAN FIRE HEAVY WEAPONS REGARDLESS OF IF THEY WERE MOVING OR NOT. It's part of the whole "tactical dreadnought armor" aka terminator armor. That's what makes them oh so much sexier to run.<br /> <br /> If you want my honest suggestion, drop the purifiers. They are great in melee, but they are suppose to run heavier weapons since the upgrade is cheaper for them.<br /> <br /> Run 10 man <span class="glossaryitem" onmouseover='gp(221);'>SS</span>'s with <span class="glossaryitem" onmouseover='gp(30);'>DH</span>, psybolt, and 2 x psycannons in a Rhino w/ <span class="glossaryitem" onmouseover='gp(55);'>HK</span>.<br /> <br /> Why you may ask? <br /> <br /> a) Can fire 2 models from Rhino. So your 2 psycannons, and they benefit from it whether it moves or stands still. They <span class="glossaryitem" onmouseover='gp(30);'>DH</span> because you may have to take care of higher toughness or armor, and put it on the justicar to benefit from the 2 attacks. Psybolt because you're other 8 models will need it as they are a shooting platform with close combat abilities.<br /> <br /> b) Total cost of the unit like that would equal 300 pts even.<br /> <br /> If you want to run purigation squad, only run a 5 man and put them in a <span class="glossaryitem" onmouseover='gp(51);'>HB</span> Razoback w/ psybolt. Then, 2 flamers and 2 Psycannons are a good base. They benefit from the astral aim for the psycannons, and even the flamers in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> can be hillarious with it, as you just hide behind a rock and suddenly flame wraps around it into your opponents forces.<br /> <br /> But I'll just be blunt with you friend. <br /> <br /> In 1500 pts or less, every point counts. That means you have to look at the list objectively. See what is going to perform and what is a risk. Personally, the <span class="glossaryitem" onmouseover='gp(524);'>GM</span> is amazing, but at 180 pts, you get termi saves, and 3 wounds plus their grand strategy plan, which is a luck of the die roll.<br /> <br /> For that 180, I'll take a librarian with the shrouding, might of titan, and 2 servo skulls for 170. Or, I'll take an Ordo Maellus Inquisitor w/ <span class="glossaryitem" onmouseover='gp(333);'>PA</span> and 3 servo skulls for 42 points, and still have 138 points to put toward another squad. HELL, that's almost enough to get a 5 man purigation squad and a razorback.<br /> <br /> Take it from me, I know where you're coming from cause I was the same way with <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s at first. But this is the thing. You DON'T NEED to run an army of nothing but <span class="glossaryitem" onmouseover='gp(10);'>BA</span> mega hardcore units and vehicles, because <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s are Hardcore <span class="glossaryitem" onmouseover='gp(400);'>AS</span> IS.<br /> <br /> YOU GET TERMINATORS <span class="glossaryitem" onmouseover='gp(400);'>AS</span> TROOPS DEFAULT. THAT IS HUGE!!!<br /> <br /> Please, I'm beggin you man, trust me on this. DON'T take the most expensive stuff, don't take the stuff that sounds great but isn't a guarantee that it will work out the way you want it to.<br /> <br /> And you can ALWAYS try your ideas out, in fact I URGE you to. Trial by fire is the only way to learn. And you have to lose horribly, unmercifully to grow as a wargammer and strategist.<br /> <br /> Shakespeare had it right when he said, "See first that the design is wise and just; that ascertained, pursue it resolutely."]]></description>
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				<pubDate><![CDATA[Mon, 11 Jul 2011 21:27:08]]> GMT</pubDate>
				<author><![CDATA[ Markillius08]]></author>
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				<title>1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ Okay, I believe you. I will plan a new list tonight without the Land Raider, but as for the purifiers, I feel the urge to keep them. One of my friends plays ork, and cleansing flame ALONE will wipe the whole unit. I was always contemplating the choice of using an Inquisitor, but <span class="glossaryitem" onmouseover='gp(123);'>Str</span> (number between 2 and 4) Tough (number between 2 and 4) is a deterrent for me. I could always, deamon hammer him to have double strength in combat.  But anyways, I could sport him with Power Armour,  hammer hand, a hammer in his hand for 78 points! That's 100 points less than my Grand master and almost as effective]]></description>
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				<pubDate><![CDATA[Mon, 11 Jul 2011 22:01:15]]> GMT</pubDate>
				<author><![CDATA[ ShottyScotty]]></author>
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				<title>1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ I still HIGHLY suggest the servo skulls. And the beautiful thing about the inquisitors, as I see them, is that they serve to give the <span class="glossaryitem" onmouseover='gp(305);'>Gk</span>'s what they need.<br /> <br /> A cheap <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, that you can speck to do something really well, or just take them as is to free up a TON of points.<br /> <br /> But that's just my opinion. I look forward to seeing the new list! Just remember, make EVERY point count, and don't make a try to beat everything army. Make an army that you can play effectively to your style. If you can do that, you can deal with all comers regardless.]]></description>
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				<pubDate><![CDATA[Mon, 11 Jul 2011 22:14:02]]> GMT</pubDate>
				<author><![CDATA[ Markillius08]]></author>
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				<title>1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ Last thing is that without the <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, I feel like I am lacking <span class="glossaryitem" onmouseover='gp(482);'>AT</span> (unless I assault the damn things). I dont feel like Strength 7 from psycannons would do much (but then again, psyflemen could glance a <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, so they may be my only hope)<br /> EDIT: <span class="glossaryitem" onmouseover='gp(442);'>Ps</span>, I dont need a henchman squad if I have an Inquisitor, right? I could just let him group up with someone else, in lets say a razorback, yes?]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 00:37:04]]> GMT</pubDate>
				<author><![CDATA[ ShottyScotty]]></author>
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				<title>1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ Yeah, the henchman are an option unlocked by the Inquisitor, not a requirement.<br /> <br /> And that's the only other thing I was going to say. <span class="glossaryitem" onmouseover='gp(126);'>TL</span> A/C Psyfleman dreads are WAAAAAY OVERUSED. I hated the idea of running them. But BELIEVE ME, there's a reason they are broken.<br /> <br /> You run a minimum of 2 of those in 1500, and right there you have your long range firebase. They can pop tanks easy as pie. Rhino's w/ <span class="glossaryitem" onmouseover='gp(35);'>FA</span> and <span class="glossaryitem" onmouseover='gp(434);'>SA</span> 11, you have a 50% chance of glancing.<br /> <br /> Other thing is, you can always just run standard <span class="glossaryitem" onmouseover='gp(87);'>LR</span> dreads if you wanted to (Lascannon and <span class="glossaryitem" onmouseover='gp(328);'>ML</span>) though the <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(5);'>AC</span> Psyfleman dreads pan out and just work better all around. Also, with more shots and the option to reroll missed hits, you stand a higher chance of popping not just tanks but squads too.<br /> <br /> And that's what they <span class="glossaryitem" onmouseover='gp(30);'>DH</span>'s are for as well. 2 <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 10 his (<span class="glossaryitem" onmouseover='gp(123);'>Str</span> 4 base, w/ hammerhand then the <span class="glossaryitem" onmouseover='gp(30);'>DH</span> is applied for a grand total of 10str) you can easily EASILY smack the piss out of some vehicels.<br /> <br /> EDIT: HOWEVER, if you are worried about anti tank, you could put a couple multimelta servitors in a Rhino with your Inquisitor for fairly cheap, and then you have 2 multimelta's with 24'' of tank killing power!]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 00:48:13]]> GMT</pubDate>
				<author><![CDATA[ Markillius08]]></author>
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				<title>1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ I personally dont know about servitors (had bad experiences with metal) but I may take warrior acolytes]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 01:06:37]]> GMT</pubDate>
				<author><![CDATA[ ShottyScotty]]></author>
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				<title>1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ Even if you just use <span class="glossaryitem" onmouseover='gp(69);'>IG</span> and give them Multimelta's, or proxy something else. It's just an option. But the dreads and deepstriking termies will give you plenty of offensive capabilities against armor.]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 01:10:37]]> GMT</pubDate>
				<author><![CDATA[ Markillius08]]></author>
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				<title>1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ I may just buy a squad of SMurfs and just modding them from there (Including Inquisitor). Does anyone how many meltas come in any of the boxes?]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 01:26:45]]> GMT</pubDate>
				<author><![CDATA[ ShottyScotty]]></author>
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				<title>1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(84);'>Lol</span> no worries, if you need some standard melta's i got a ton. Also have a couple of the multimelta devestator packs.]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 01:45:11]]> GMT</pubDate>
				<author><![CDATA[ Markillius08]]></author>
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				<title>1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ <blockquote><div><cite>ShottyScotty wrote:</cite>Okay, here, is attempt 3. I took a LOT of advice from you guys on dakka, and it seems like this may be my best list yet.<br /> Anyways, here we go. Still fighting a little tau, ork and Space Marine. All comers but i hope I have my ass covered.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Grandmaster -Incinerator<br /> =180<br /> <br /> TROOPS:<br /> 7 Terminators -Incinerator -Hammers/Halberds/Swords -Psybolt<br /> =300<br /> 10 Strike -2 Psycannons -1 Hammer (Justicar) -Psybolt<br /> -Rhino<br /> =290<br /> <br /> ELITE:<br /> 10 Purifiers -2 Incinerators -2 Psycannons -2 hammers -Psybolt<br /> -Rhino<br /> =325<br /> <br /> HEAVY:<br /> Dreadnaught -2 <span class="glossaryitem" onmouseover='gp(478);'>TLACs</span> with Psybolt<br /> =135<br /> Land raider Crusader (Grandmaster and terminators inside) -Multi-melta<br /> =265<br /> <br /> TOTAL=1500<br /> <br /> I am confident in this list, but advice would be greatly appreciated.</div></blockquote><br /> <br /> Couple things I want to point out from my experience playing against Ork (meta game) and <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, don't know much on TAU though, sorry.<br /> <br /> First, it seems that the strike squad and Dread are going to be your back line holding your objective and providing your heavy fire, the Terminator squad is going to be the frontal assault force. The Purifier squad is going to be the middle ground.<br /> <br /> With your strike force Terminator squad, I would recommend this. First, consider a libby, I10 S6 is awesome! Then again, you need your Purifiers scoring, so this really only help if you only play annihilation. Next, I would drop the psybolt ammo from termies and the incinerator from the <span class="glossaryitem" onmouseover='gp(524);'>GM</span>, and give them a banner. You'll get one round of shooting before you assault, riding along the rest of the way, and hopefully after that you'll pretty much stay in assault with little time to shoot. The Banner is used in every round of combat, twice a game turn, for extra <span class="glossaryitem" onmouseover='gp(486);'>PW</span> attacks! This makes it so you really only need 1 Hammer, which allows you to take 3 Halberds and 3 Swords. Rad grenades would also be very helpful for the <span class="glossaryitem" onmouseover='gp(524);'>GM</span>, but I'm not seeing the points to pull from at this point.<br /> <br /> The Purifiers without halberds kinda worry me. Granted, against Ork it doesn't matter, but against the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> it does. The Cleansing flame won't do much, but striking first will really matter with power weapons. The Incinerators also only do so much against <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, but are killer to Orks..<br /> <br /> This is where i'm not quite sure what I would do... <br /> <br /> The Hammer in the Strike squad makes sense. You have nothing in your back line to hit hard up close, and if something big gets back there you want to have the power to take them down. However, if you dropped the hammer and dropped an incinerator from the purifiers, you could have 5 halberds, which means you'll rip other <span class="glossaryitem" onmouseover='gp(119);'>SM</span> squads apart, or assault none <span class="glossaryitem" onmouseover='gp(107);'>PK</span> nobs before they can attack. You could also drop the psybolt here along with incinerator, have 5 halberds, and 10 points left. Then drop the incinerator on the terminator squad and get the rad grenades...<br /> <br /> Not sure though. Incinerators have their place, and only one left on the purifier squad you don't have many. But when the terminators assault, you're killing about 14 guys, enough for an entire <span class="glossaryitem" onmouseover='gp(119);'>SM</span> squad and enough to keep the orks locked with only maybe taking a wound to your <span class="glossaryitem" onmouseover='gp(524);'>GM</span> or loosing one termy, killing 13ish more from No Retreat leaving them with just enough to be locked and they can't shoot at you, and during their turn you finish them off so they can assault again or get into <span class="glossaryitem" onmouseover='gp(87);'>LR</span> to get to the next unit (assuming they don't assault while you're still locked, but better then getting shot at then assaulted anyway).<br /> <br /> So that's what I would look at doing. Banner instead of Psybolt/incin on termies, halberds instead of psybolt on purifiers, and rad instead of incin on <span class="glossaryitem" onmouseover='gp(524);'>GM</span>. Then again, that's my play style, assaulting strike force, middle ground to do some fire then assault, and then a back unit to provide fire and score.]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 02:59:09]]> GMT</pubDate>
				<author><![CDATA[ invisiblade]]></author>
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				<title>1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ Oh Markillius08, how would you make Servitors and such? Im trying to think of how to do it and make it not look lame. ]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 03:50:03]]> GMT</pubDate>
				<author><![CDATA[ ShottyScotty]]></author>
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				<title>1500 Point Grey Knight Army List - Hopefully Final Draft</title>
				<description><![CDATA[ New list is up at <a href="http://www.dakkadakka.com/dakkaforum/posts/list/0/382478.page#3061073" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/0/382478.page#3061073</a>]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 19:58:38]]> GMT</pubDate>
				<author><![CDATA[ ShottyScotty]]></author>
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