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		<title><![CDATA[Latest posts for the thread "2k Points GK, Named Character Required, C+C pls"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "2k Points GK, Named Character Required, C+C pls"]]></description>
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				<title>2k Points GK, Named Character Required, C+C pls</title>
				<description><![CDATA[ Hey everyone! The <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> 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 <span class="glossaryitem" onmouseover='gp(305);'>GK</span> collection gets to use a lot of what I would field the last edition.<br /> <br /> Please point out any glaring weaknesses in this list:<br /> <br /> <span class="glossaryitem" onmouseover='gp(524);'>GM</span> Kaldor Draigo (the nigh-unkillable, either attaches to the Paladins if I want them to last, or to the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> <span class="glossaryitem" onmouseover='gp(221);'>SS</span> in the <span class="glossaryitem" onmouseover='gp(87);'>LR</span> if I want him to assault; also uses Grand Strategy to make the NDK and Ven Dread scoring)<br /> <br /> 4x Paladins (as troops choice), Apothecary w/ Sword, 2x Psycannon, 2x Demonhammer (1 with a psycannon model)<br /> <br /> 5x <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Terminators, Incinerator, 2x Demonhammer, 2x Halberds, Justicar w/ Halberd (rides in <span class="glossaryitem" onmouseover='gp(87);'>LR</span>)<br /> <br /> 10x <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Strike Squadders, 2x Psycannons, 3x Swords, 4x Halberds, Justicar w/ Halberd (usually combat squads, all Halberd <span class="glossaryitem" onmouseover='gp(305);'>GK</span> w/ Justicar ride in other <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, 5 remaining do their best at fire-support)<br /> <br /> Venerable Dreadnaught w/ 2 Psybolt <span class="glossaryitem" onmouseover='gp(5);'>ACs</span><br /> <br /> Godhammer-Pattern Land Raider w/ Psybolt Ammo<br /> <br /> Godhammer-Pattern Land Raider w/ Psybolt Ammo<br /> <br /> Nemesis Dreadknight w/ Heavy Incinerator, Greatsword<br /> <br /> SO; 13 T4 Terminator wounds, 4 T5 Terminator Wounds w/ <span class="glossaryitem" onmouseover='gp(468);'>EW</span>, 4 T6 Terminator Wounds from the Dreadknight, 10 <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> wounds, 8 <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> and 3 <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 12 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> w/ re-rolls.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(87);'>LRs</span> or my Termis, but not both with any useful results. The Paladins get <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> which is neat, but they can still be downed by instant death, unless I stick Draigo in there to absorb those nasty wounds. <br /> <br /> 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. <span class="glossaryitem" onmouseover='gp(69);'>IG</span> tend to take lots of tanks and vendettas, with the same impact on model count). Lots of fliers with <span class="glossaryitem" onmouseover='gp(482);'>AT</span> attacks might end my <span class="glossaryitem" onmouseover='gp(87);'>LRs</span>, but have about an equal chance at failing miserably at really doing anything to that AV14. If the <span class="glossaryitem" onmouseover='gp(87);'>LRs</span> survive the turn 2 flier salvo, they deliver their cargo and munch the opponent's scoring units.<br /> <br /> My real concerns: Holding my DZ objectives may be difficult. I really only have 1 combat squadded <span class="glossaryitem" onmouseover='gp(305);'>GK</span> 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. <br /> <br /> Should I run 10 more <span class="glossaryitem" onmouseover='gp(305);'>GK</span> instead of the assault squad of regular <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Termis? I hesitate to put 20 wounds of vanilla <span class="glossaryitem" onmouseover='gp(305);'>GK</span> 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?<br /> <br /> 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.]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 16:20:51]]> GMT</pubDate>
				<author><![CDATA[ ColonelEllios]]></author>
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				<title>2k Points GK, Named Character Required, C+C pls</title>
				<description><![CDATA[ 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.]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 17:40:47]]> GMT</pubDate>
				<author><![CDATA[ Rihgu]]></author>
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				<title>2k Points GK, Named Character Required, C+C pls</title>
				<description><![CDATA[ Crap you are right, thanks for pointing that out!!!<br /> <br /> That means I am short a terminator model. I wonder if I should take Coteaz as my <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> instead...hmmm...<br /> <br /> I will post revised lists soon...<br /> <br /> EDIT:<br /> <br /> 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.<br /> <br /> 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...<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(604);'>HI</span> kills so much that he is out of assault range...<br /> <br /> Coteaz 		<br /> 3x Plasma Servitor, 2x Jokaero, 7x Hot-Shot Las Warriors			<br /> 3x Melta Gun Warriors + 7x Boltgun Warriors, Mounted in a Rhino w/ Search Light	<br /> Land Raider Psybolt Ammo, Search Light					<br /> Land Raider Psybolt Ammo, Search Light					<br /> Nemesis Dreadknight w/ Heavy Incinerator, Greatsword					<br /> 10 x <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Strike Squad, 10x Halberd, Psybolt Ammo					<br /> 6x <span class="glossaryitem" onmouseover='gp(305);'>GK</span>, 1x Psycannon, Justicar w/ Halberd						<br /> 6x <span class="glossaryitem" onmouseover='gp(305);'>GK</span>, 1x Psycannon, Justicar w/ Halberd						<br /> 5x Paladins, 2x Psycannon/Demonhammer, 2x Storm Bolter/Halberd, 1x Storm Bolter/Brotherhood Banner											<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 6 Aug 2013 17:59:21]]> GMT</pubDate>
				<author><![CDATA[ ColonelEllios]]></author>
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