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		<title><![CDATA[Latest posts for the thread "Competitive 1k Grey Knights List, finished. Critique welcome"]]></title>
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				<title>Competitive 1k Grey Knights List, finished. Critique welcome</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - Coteaz rolling on divination 100 - Warlord<br /> <br /> Ordo Xeno's Inquisitor, <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>, Psyker level 1 rolling on Divination 50<br /> <br /> Troops - 3x Servitor's /w Plasma Cannon's 60<br /> <br /> Strike Squad x10 250<br /> 2x Psycannon's <br /> Psybolt Ammo <br /> Inquisitor /w  Master Crafted Halberd<br /> <br /> Strike Squad x10 245<br /> 2x Psycannon's <br /> Psybolt Ammo <br /> Inquisitor /w Halberd <br /> <br /> Heavy- <br /> <br /> Dreadnought /w 2x Twin linked Autocannons and Psybolt Ammo 135<br /> <br /> Dreadknight /w Nemesis Greatsword 155<br /> <br /> 1000<br /> <br /> <br /> Coteaz will join a <span class="glossaryitem" onmouseover='gp(523);'>GKSS</span> group and control the mid-field with Warp Quake and his special abilities, taking full advantage of prescience and other divi powers. (forewarning will get insane giving the troop squad a 3+ invul in combat)<br /> <br /> Dreadnought stays far back in cover, shooting flier's/heavy armor.<br /> <br /> Ordo Malleus Inquisitor stays back with the henchmen slamming their cannons into whatever they please.<br /> <br /> Dreadknight plays a flexible role, either gunning for the opponent's ap3 battle cannon right away or tying up whatever assault unit tries to advance forward. Either way he soaks up a lot of firepower.<br /> <br /> I'm happy with the mix of anti-air, <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> and <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> killing power in the army. Just the amount of consistent shooting allows me to blow away horde armies, even in combat the strike's will destroy most who lurk too close. <br /> <br /> Weaknesses? Hard to say,tough to flank this army with any deepstriking what so ever, outflanking with a group of <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> would cause some problems for me. A mech list would fair alright vs this but would have to be very dedicated in order to weather the high strng firepower. Long ranged infantry would give it some trouble, making the warband rely on Henchmen/Psydread for 2 turns.<br /> <br /> <br /> Critique welcome<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 10 Aug 2013 14:42:00]]> GMT</pubDate>
				<author><![CDATA[ Aijec]]></author>
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				<title>Competitive 1k Grey Knights List, finished. Critique welcome</title>
				<description><![CDATA[ Can't go 1001 with searchlights... That's just illegal.<br /> <br /> Digital weapons upgrade in the inquisitor is worthless.<br /> <br /> I think an aegis with Quadgun and more henchmen in the Servitors unit is a stronger play than a Dreadknight.  I might be wrong.  The Dreadknight doesn't help you do anything you can't already do.  Maybe you can also find points for a Daemonhammer in both the strike squads too.<br /> <br /> Absolutely standard list, no risky picks. Should do fine.<br /> <br /> With the Dreadknight points you might be able to ger a razorback with assault cannon and Psybolt for the henchmen.  A sort of mini-dreadnought that would really round out the list.]]></description>
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				<pubDate><![CDATA[Sat, 10 Aug 2013 17:01:19]]> GMT</pubDate>
				<author><![CDATA[ Bigfashizzel]]></author>
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				<title>Competitive 1k Grey Knights List, finished. Critique welcome</title>
				<description><![CDATA[ Second dropping digital weapons, and drop a searchlight to be legal.<br /> <br /> I would forgo the second inquisitor altogether for more boost to your henchman squad. You could get a chimp and a couple bullet sponge acolytes.<br /> <br /> The Dreadknight is slow without the teleporter, and not that scary without the flamer. ]]></description>
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				<pubDate><![CDATA[Sat, 10 Aug 2013 20:48:56]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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