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		<title><![CDATA[Latest posts for the thread "GK Drop list starting point"]]></title>
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				<title>GK Drop list starting point</title>
				<description><![CDATA[ I intend to make a Grey Knight <img src="/s/i/a/00cbe36d505091ca80e5bf4d81c5b6b2.gif" border="0"> list where the majority of the army deep strikes into battle.  A large amount of strike squads and terminators with the support of a Dreadknight and some walk-on psyfilemen.<br /> <br /> To make it a bit fluffy and to add a tactical advantage, I want to start an Inquisitor on the table with Psychic Communion.  Now I just need a cheap and durable unit for him to bunker down with until everyone else arrives.  Being the only target on the board, the unit needs to be durable.  I already have a rhino, so that seems a good place to start to give the unit some cheap protection.  <br /> <br /> Now I just need to decide on the unit itself.  A strike squad is always an option, they are resilient and have warp quake, but for the same points I could get a pretty durable henchman unit.  I'm thinking about 7 Warrior Acolytes and 2 Monkeys.  The Acolytes are cheap bodies and the Monkeys can attempt to shoot something when the rhino isn't popping smoke.  They also give the unit a chance for an armor upgrade, which could potentially be very powerful.  I know this isn't the most efficient choice of army, but I like the idea of an inquisitor riding to meet a xenos enemy with just his disciples, before calling in an entire army of Grey Knights to suddenly appear on the battlefield.<br /> <br /> What are your ideas for the henchmen squad?  I'm also playing with the idea of just getting two of everything in the unit to make a veritable freakshow.    <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 28 Dec 2011 15:07:42]]> GMT</pubDate>
				<author><![CDATA[ Dunwich]]></author>
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				<title>GK Drop list starting point</title>
				<description><![CDATA[ Well, deep striking is risky these days. First, the army will eventually arrive in pieces (allowing the enemy to deal with part of it before the remainding units show up) and second, scattering can be risky due to the mishap table.]]></description>
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				<pubDate><![CDATA[Wed, 28 Dec 2011 15:21:11]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>GK Drop list starting point</title>
				<description><![CDATA[ Well i'd have a mystic for the psychic beacon ability. Deep striking within 6" with no scatter. Other then that depends if you want a ranged or combat warband<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> If you want to continue the deep strike to target idea you can also get the same effect with purgation squad5 man squad wirh incinerators (4) razorback with psybolt and tele homer 155]]></description>
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				<pubDate><![CDATA[Wed, 28 Dec 2011 16:14:15]]> GMT</pubDate>
				<author><![CDATA[ Brother Malleus]]></author>
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				<title>Re:GK Drop list starting point</title>
				<description><![CDATA[ You could also go another way...<br /> <br /> Grand Master with 3 servo skulls - 220?<br /> <br /> 10x Terminators (x2 Psycannons, x2 Hammers, x6 Halberds) 475<br /> 10x Terminators (x2 Psycannons, x2 Hammers, x6 Halberds) 475<br /> 10x Strike Squad - Sorry dont know the point cost<br /> 10x Strike Squad - <br /> x1 Dreadknight _Personal Teleporter, Heavy Incinerator) 235<br /> <br /> You have Pyshic Communion with the Grand Master, you also have Master Strat, which you can do all kinds of fun stuff, Scout, reroll 1's on wound(pretty much makes your hammers always wound), counterattack or making models scoring.<br /> <br /> But you an combat squad the terminators and have 4 terminator 5 man units to <span class="glossaryitem" onmouseover='gp(471);'>DS</span>, 2 10 man stikes to <span class="glossaryitem" onmouseover='gp(471);'>DS</span> and a Dreadknight.  If you have decent placement toward objectives, not nessesary used to stop the enemy from scouting, you can scatter only 1D6 within ''6 of your 3 servo skulls.  Makes it much easier to get your stuff on the table.<br /> <br /> I have been playing this list below, and LOVE <span class="glossaryitem" onmouseover='gp(484);'>IT</span>.  Currently 6-2-2 record with it with friendly games.<br /> <br /> Mordrak<br /> Ghost Knight (Daemon Hammer)<br /> Ghost Knight (Halberd)<br /> Ghost Knight (Halberd)<br /> Ghost Knight (Halberd)<br /> <br /> Libarian (Warding Staff, x3 Servo Skulls, Teleport Homer) - Might of Titan, The Summoning, The Shrouding, Warp Rift<br /> <br /> 10x Terminators (x2 Psycannons, x2 Hammers, x6 Halberds) - Pysbolt Ammo 475<br /> 10x Terminators (x2 Psycannons, x2 Hammers, x6 Halberds) - Pysbolt Ammo 475<br /> <br /> x1 Dreadknights (Personal Teleporter, Heavy Incinerator) 235<br /> x1 Dreadknights (Personal Teleporter, Heavy Incinerator) 235<br /> <br /> Mordrak is the 2nd beefyist <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> we have behind Drago.  And his gimics for the Ghost are fun.<br /> Libarian is a beast when he is in a unit that can protect him out of close combat.<br /> Most of the time I have given reroll 1's to wound to my terminators with Grad Strat and also to either Mordraks Ghosts or one of the Knights.<br /> Combat Squad them so I have 4 scoring units, but even with splitting them I am only giving up 8 kill points.<br /> But it also is putting 26 Terminator bodies on the table and 2 monstours creatures.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 29 Dec 2011 18:15:03]]> GMT</pubDate>
				<author><![CDATA[ Roguejm11]]></author>
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