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				<title>[1850] Mixed GK/Inquisition Tournament List</title>
				<description><![CDATA[ I've been playing a deep-striking list with lots of Strikes, Termies, and Interceptors since the current <span class="glossaryitem" onmouseover='gp(305);'>GK</span> codex came out. It was fun, but I've done that. I have a tournament coming up, and I wanted to do something different. Also, I have a ton of old tanks I got for my old-codex <span class="glossaryitem" onmouseover='gp(305);'>GK</span>, and it seems a shame to watch them collect dust. So I made this list. My goals are, in order of importance: 1) resilience, 2) tactically-flexibility, 3) offensive firepower, 4) reactionary close combat.<br /> <br /> :<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <b>Coteaz:</b><br /> <br /> :Elite:<br /> <b>Vindicare:<br /> Venerable Dreadnought:</b> Linked Autocannon, <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span>, Psybolts<br /> <b>Venerable Dreadnought:</b> Linked Autocannon, <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span>, Psybolts<br /> <br /> :Troops:<br /> <b>5 Terminators:</b> Psycannon, Hammer, Sword, 3 Halberds<br /> <b>3 Henchmen:</b> Warriors<br /> <b>---Razorback:</b> Psybolts<br /> <b>3 Henchmen:</b> Warriors<br /> <b>---Chimera</b> Multi-Laser, Heavy Flamer, Searchlight<br /> <b>3 Henchmen:</b> Warriors<br /> <b>---Chimera</b> Multi-Laser, Heavy Flamer, Searchlight<br /> <b>3 Henchmen:</b> Warriors<br /> <b>7 Henchmen:</b> 5 <span class="glossaryitem" onmouseover='gp(521);'>DCAs</span>, Crusader, Warrior (Flamer)<br /> <br /> :<span class="glossaryitem" onmouseover='gp(57);'>HS</span>:<br /> <b>Dreadknight:</b> Incinerator<br /> <b>Land Raider:</b> Psybolts<br /> <b>Land Raider Crusader:</b> Multi-Melta, Searchlight<br /> <br /> <b><u>Total:</b> 1850pts, 34 models, 54.412 pts/model, 6 Scoring, 16 <span class="glossaryitem" onmouseover='gp(316);'>KPs</span></u><br /> <br /> <br /> Coteaz and the beefy henchmen squad go in the crusader, which stays at 24" range until I need a reactionary <span class="glossaryitem" onmouseover='gp(19);'>CC</span> push. The rest of the henchmen just make my tanks Scoring. Vindicare does his thing, working mostly as anti-tank, apart from the occasional sgt or icon snipe. Terminators and Dreadknight will probably deep-strike most games, going for a far-away objective, or taking pot shots at rear armour. I want to keep the <span class="glossaryitem" onmouseover='gp(571);'>DCCWs</span> on the ven dreads because I have so little <span class="glossaryitem" onmouseover='gp(19);'>CC</span> elsewhere, and ven dreads are actually pretty good in combat.<br /> <br /> So what are your thoughts? I know it has elements from some cookie-cutter net lists, but that's honestly not why I made it this way. All this (except the termies and dreadknight) were painted before the current codex was released, and this is honestly pretty close to the way I ran my old <span class="glossaryitem" onmouseover='gp(305);'>GKs</span>. As for effectiveness, it's lighter on anti-infantry than I'm used to, but it's also much better at surviving and at Scoring. Are there any changes you would make? Any advice for how to use the list? Any enemy lists that would give me a lot of trouble?<br /> <br /> Thanks!]]></description>
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				<pubDate><![CDATA[Mon, 28 May 2012 16:14:47]]> GMT</pubDate>
				<author><![CDATA[ Aidoneus]]></author>
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				<title>[1850] Mixed GK/Inquisition Tournament List</title>
				<description><![CDATA[ 1) I'd change chimera's into psybacks<br /> 2) drop the 3 man acolytes without transport, just throw the termies in a raider<br /> 3) give the ven dreads 2 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> autocannons (if you want more <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, add more termies, purifiers, or more <span class="glossaryitem" onmouseover='gp(521);'>DCA</span>)<br /> 4) if possible, give dreadknight a teleporter<br /> 5) drop the flamer from the <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> squad, and add more crusaders (or bare acolytes for guys to suck up wounds)]]></description>
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				<pubDate><![CDATA[Mon, 28 May 2012 16:27:47]]> GMT</pubDate>
				<author><![CDATA[ BewareOfTom]]></author>
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				<title>[1850] Mixed GK/Inquisition Tournament List</title>
				<description><![CDATA[ <blockquote><div><cite>BewareOfTom wrote:</cite>1) I'd change chimera's into psybacks<br /> 2) drop the 3 man acolytes without transport, just throw the termies in a raider<br /> 3) give the ven dreads 2 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> autocannons (if you want more <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, add more termies, purifiers, or more <span class="glossaryitem" onmouseover='gp(521);'>DCA</span>)<br /> 4) if possible, give dreadknight a teleporter<br /> 5) drop the flamer from the <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> squad, and add more crusaders (or bare acolytes for guys to suck up wounds)</div></blockquote><br /> Thanks for the tips.<br /> <br /> 1) Hadn't considered that, but you are obviously right. Unfortunately, I don't have any more psybacks at the moment. This'll give me something to build towards in the future though.<br /> <br /> 2) I feel like hiding 225pts of terminators in a tank just to make it Scoring is a waste of 213pts. Why not spend the 12pts for a Scoring land raider, and then have my beefy termy squad deep-strike elsewhere to provide flanking support or take another objective?<br /> <br /> 3) This is something I'm still wrestling over. I'm going to try it both ways. I have lots of experience with 135pt <span class="glossaryitem" onmouseover='gp(57);'>HS</span> riflemen, and I love them dearly. But in this list I often use my other tanks for cover, meaning I can only peek one arm out around the side anyway. And with the termies and dreadknight deep-striking elsewhere, I really do like having the S10 power weapons around to babysit my raiders. In my one test game so far, one of the ven dreads killed a Lash Prince. Anyway, as I said, I'll test it both ways and see how it works.<br /> <br /> 4) I have always felt that 75pts is way too much for a jump pack, even on a dreadknight. To pay for that, I would have to take out an entire Troop unit, including transport. I use my dreadknight either to protect against enemy deep-strikers (in which case, they're close enough that I don't need the extra movement), or to assist my termies by deep-striking in the enemy's backfield (and the dreadknight can already deep-strike).<br /> <br /> 5) Yeah, the flamer is kind of the odd duckling in the squad. I originally had 2 meltas in there as well, but had to drop them for points. I do worry about my list a little bit against hordes, say of Orks or outflanking Genestealers, which is why I wanted the flamer. But you may be right that it isn't worth the points in an assault unit. I think I'll try to get in a game or three against hordes to see if the flamer helps. If not, I'll probably swap it out for a couple more basic warriors for wound-allocation.]]></description>
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				<pubDate><![CDATA[Tue, 29 May 2012 16:56:58]]> GMT</pubDate>
				<author><![CDATA[ Aidoneus]]></author>
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				<title>[1850] Mixed GK/Inquisition Tournament List</title>
				<description><![CDATA[ well, terminators are not hidin in the raider to make it scoring, they are using it as a transport <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> and the 75pts for a teleporter is some of the best points I'd ever spent <img src="/s/i/a/ef7b97610a8bf5b2bd5df8209dc08ff3.gif" border="0">, made his points back much faster (then took out even more!)<br /> <br /> as for the dread thng, I guess you can stay with the <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span> but I always like the extra firepower <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 29 May 2012 17:54:03]]> GMT</pubDate>
				<author><![CDATA[ BewareOfTom]]></author>
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				<title>[1850] Mixed GK/Inquisition Tournament List</title>
				<description><![CDATA[ <blockquote><div><cite>BewareOfTom wrote:</cite>well, terminators are not hidin in the raider to make it scoring, they are using it as a transport <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> and the 75pts for a teleporter is some of the best points I'd ever spent <img src="/s/i/a/ef7b97610a8bf5b2bd5df8209dc08ff3.gif" border="0">, made his points back much faster (then took out even more!)<br /> <br /> as for the dread thng, I guess you can stay with the <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span> but I always like the extra firepower <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"></div></blockquote><br /> I have a feeling you play your <span class="glossaryitem" onmouseover='gp(305);'>GK</span> more aggressively than I'm planning to do with this list. I honestly want to use the Land Raiders as battle tanks, and the 12pt unit inside is just there so my battle tanks can hold objectives. Especially with the godhammer raider, I really do not plan on rushing around with it. And with nothing else rushing forward, the PT on the dreadknight becomes less useful as well. Not that those ideas won't work in other lists, but I think they probably don't fit too well with this one.<br /> <br /> On the other hand, I managed to convert up a second psyback, and I'm glad I did. I have another unprimed Rhino hull (abortive attempt at making a Sisters army means lots of rhino chassis lying around), so I'm currently seeing if my friends have more heavy bolters to convert the last chimera to a third psyback.<br /> <br /> Played a couple games with the list so far. Well... sort of.<br /> <br /> First, I played a test game against myself, using my 1850 chaos list. <br /> <br /> 2 Winged Lash Princes<br /> Greater Daemon<br /> 4 Termies: 3 combi-melta, heavy flamer, fist<br /> 2 Dreads: extra <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span>, missile, heavy flamer<br /> 6 <span class="glossaryitem" onmouseover='gp(634);'>PMs</span> with 2 melta, bare champ in Rhino<br /> 5 <span class="glossaryitem" onmouseover='gp(634);'>PMs</span> with 2 melta in Rhino<br /> 9 Berzerkers with champ (fist) in Rhino<br /> 2 Defilers<br /> Vindicator with Daemonic Possession<br /> <br /> The missione was 4 objectives that ends up being spread out into the corners, with pitched battle deployment. <span class="glossaryitem" onmouseover='gp(305);'>GK</span> deployed everything but the termies and dreadknight, who both deep-struck. Chaos went first, but coudn't crack the armour. <span class="glossaryitem" onmouseover='gp(305);'>GK</span> did pretty mediocre offensively, but the toughness of hiding in transports, all of which had cover from the AV14 raiders, was excellent. The Chaos right flank was weak from the start, and both deep-striking units ended up there to take the objective. Chaos never went near the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> objective on that side, and although they made it up to the other <span class="glossaryitem" onmouseover='gp(305);'>GK</span> objective, a ven dread killed the lash prince in combat, and Coteaz and friends mopped up the greater daemon and the few berzerkers who made it. The tough part was shifting the other <span class="glossaryitem" onmouseover='gp(634);'>PM</span> squad off the 4th objective, but the game ran to 7 turns, and eventually the <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> tabled the chaos (except for one immobilized, weaponless dreadnought who had been facing a solid wall for 5 turns).<br /> <br /> What I learned from that game: the list concept is solid, the defense is great if the enemy doesn't have excessive anti-tank, and my units give me a decent amount of flexibility to play to the mission (although still not as much as I'm used to). What I didn't learn was how my army would do against lots of anti-tank, or against another player.<br /> <br /> This afternoon I played against Eldar. Unfortunately for me, he only had 1325pts, so I had to cut out the chimera unit, the termies, the dreadknight, and reduce one dreadnought to non-venerable. Unfortunately for him, he had only a few things that could crack <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14 (although he did have plenty of missiles and anti-infantry). He wanted to play annihilation, and we rolled and got pitched battle deployment. I went first. Everything set up in cover near my back lines, except the Vindicare who infiltrated aggressively to get a turn 1 shot on his falcon with fire dragons. Of course, the vindicare missed turn 1, falcon made its cover save turn 2, and then the vindicare got assaulted by howling banshees. Apart from that, a missile took out one razorback, his lone bright lance managed to kill my crusader, and both dreadnoughts eventually got immobilized. But I shot down his falcon and lone war walker, and then just whittled away 4 infantry units (dire avengers, pathfinders, fire dragons, howling banshees).<br /> <br /> What I learned from this game: it's not fair to play tournament lists (even pared down) against someone who is literally fielding every model he owns. Granted, the guy played about as well as he could've, but he just didn't have the units to crack my armour. Between that, and the lowered point limit, I didn't learn a whole lot. I just get more practice maneuvering around my tanks though, and estimating 36" (I'm more used to 24" and 48"), so I guess that was nice.<br /> <br /> Any thoughts?]]></description>
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				<pubDate><![CDATA[Wed, 30 May 2012 00:08:46]]> GMT</pubDate>
				<author><![CDATA[ Aidoneus]]></author>
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				<title>[1850] Mixed GK/Inquisition Tournament List</title>
				<description><![CDATA[ I've played 3 more games (1 vs blood angels, 1 vs chaos, and 1 vs my own 'nids). The list wrecked 'nid face pretty easily, although the 3 units of outflanking genestealers did come on 1 at a time, and the first two came on the wrong side. Both the <span class="glossaryitem" onmouseover='gp(10);'>BA</span> and Chaos games were much closer. The chaos game felt pretty close the whole way through. I limited his mobility early, but he had lots of reserves, and did pretty well at killing most of my stuff in the middle of the board. The <span class="glossaryitem" onmouseover='gp(10);'>BA</span> I actually felt like I was losing for most of it. He had a drop pod full of combi-melta sternguard, mephiston, and a storm raven full of death company up in my face early, and I couldn't kill any of them for a couple turns. In both cases though, my resilience and mobility let me tough it out and grab enough objectives at the end to win.<br /> <br /> I've also tweaked the list. All three of those games used the new version, as follows:<br /> <br /> :<span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <b>Coteaz:</b><br /> <b>OM Inquisitor:</b> Termy, Hammer, Psycannon<br /> <br /> :Elite:<br /> <b>Venerable Dreadnought:</b> 2 Linked Autocannons, Psybolts<br /> <b>Venerable Dreadnought:</b> 2 Linked Autocannons, Psybolts<br /> <br /> :Troops:<br /> <b>5 Terminators:</b> Psycannon, Hammer, Sword, 3 Halberds<br /> <br /> <b>3 Henchmen:</b> Warriors<br /> <b>---Razorback:</b> Psybolts<br /> <br /> <b>3 Henchmen:</b> Warriors<br /> <b>---Razorback:</b> Psybolts<br /> <br /> <b>3 Henchmen:</b> Warriors<br /> <b>---Razorback:</b> Psybolts<br /> <br /> <b>3 Henchmen:</b> Warriors (Storm Bolters)<br /> <b>---Chimera</b> Multi-Laser, Heavy Flamer<br /> <br /> <b>8 Henchmen:</b> 5 <span class="glossaryitem" onmouseover='gp(521);'>DCAs</span>, Crusader, 2 Warriors (Flamer)<br /> <br /> :<span class="glossaryitem" onmouseover='gp(57);'>HS</span>:<br /> <b>Dreadknight:</b> Incinerator<br /> <b>Land Raider:</b> Psybolts<br /> <b>Land Raider Crusader:</b> Multi-Melta<br /> <br /> <b><u>Total:</b> 1850pts, 36 models, 51.389 pts/model, 6 Scoring, 17 <span class="glossaryitem" onmouseover='gp(316);'>KPs</span></u><br /> <br /> <br /> This set up lets me be fully-mounted, although I still always put the termies in reserve. That leaves the Raider for 3 warriors, and I just have an empty razorback, which lets me shuffle guys around if one tank gets blown up. The OM is a wonderful 80pt investment, for 3 wounds, a daemonhammer, a psycannon, and stubborn <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 10. I decided to put the 2nd autocannon on each dread, and after 3 games, I'm never looking back. I missed those 4 twin-linked shots. I'll just have to make do with <span class="glossaryitem" onmouseover='gp(521);'>DCAs</span> for <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. <br /> <br /> Any thoughts on the changes? More suggestions?<br /> <br /> Edit: I'm considering dropping the flamer acolyte in the <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> unit for one of the following two options. Which do you like?<br /> 1) 2 more storm bolter warriors in chimera squad<br /> 2) drop the 3 existing storm bolters, and add 2 warriors and a crusader to the <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> unit]]></description>
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				<pubDate><![CDATA[Sat, 2 Jun 2012 02:09:22]]> GMT</pubDate>
				<author><![CDATA[ Aidoneus]]></author>
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