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		<title><![CDATA[Latest posts for the thread "My Future Grey Knights Army, 1k"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/14.page</link>
		<description><![CDATA[Latest messages posted in the thread "My Future Grey Knights Army, 1k"]]></description>
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				<title>My Future Grey Knights Army, 1k</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 /> I really want to include a Nemesis Daemon Hammer in each <span class="glossaryitem" onmouseover='gp(523);'>GKSS</span> but I simply don't have 20 points to free up, I should probably take another Psydread instead of the Knight but that's no fun. <br /> <br /> Critique welcome]]></description>
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				<pubDate><![CDATA[Mon, 12 Aug 2013 14:11:23]]> GMT</pubDate>
				<author><![CDATA[ Aijec]]></author>
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