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		<title><![CDATA[Latest posts for the thread "1500 GK Coteaz Build"]]></title>
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				<title>1500 GK Coteaz Build</title>
				<description><![CDATA[ Looking for feedback on the following <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Coteaz build<br /> <br /> 1500 point army, pretty spammy, my club is mostly comprised of space marine players who bring tacticals, land raiders, land speeders, and vindicators.<br /> <br /> Coteaz<br /> Six 6 person meltagun hench squads inside 6 psybolt <span class="glossaryitem" onmouseover='gp(51);'>HB</span> razorbacks (36 hench total)<br /> Two psyrifle dreads<br /> One stormraven (las and melta) with 7 <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> and 1 crusader (for last minute capture and harrasment)<br /> <br /> Looking to use this army build as a deterrent, and to inspire a much needed change in the army builds.]]></description>
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				<pubDate><![CDATA[Tue, 24 Sep 2013 22:49:27]]> GMT</pubDate>
				<author><![CDATA[ Adrxzero]]></author>
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				<title>1500 GK Coteaz Build</title>
				<description><![CDATA[ I'm not sure I understand your henchmen squads. Is it 6 henchmen with 6 meltas (which is illegal), or 6 henchmen with the appropriate number of meltas? ]]></description>
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				<pubDate><![CDATA[Wed, 25 Sep 2013 08:17:38]]> GMT</pubDate>
				<author><![CDATA[ FinkleLord]]></author>
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				<title>1500 GK Coteaz Build</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/1da72974f41cb980ede876166106b1ac.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/554193/6084438.page"><b>FinkleLord wrote:</b></a><br/>I'm not sure I understand your henchmen squads. Is it 6 henchmen with 6 meltas (which is illegal), or 6 henchmen with the appropriate number of meltas? </div></blockquote><br /> <br /> Thank you for catching that!, it is 6 hench with the appropriate number of meltas and the rest with stormbolters. My mistake.]]></description>
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				<pubDate><![CDATA[Wed, 25 Sep 2013 08:23:47]]> GMT</pubDate>
				<author><![CDATA[ Adrxzero]]></author>
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				<title>1500 GK Coteaz Build</title>
				<description><![CDATA[ It looks like an interesting build, your razorbacks could give away an easy first blood point though. ]]></description>
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				<pubDate><![CDATA[Wed, 25 Sep 2013 08:25:27]]> GMT</pubDate>
				<author><![CDATA[ SuperBerzerker12]]></author>
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				<title>1500 GK Coteaz Build</title>
				<description><![CDATA[ A couple of  remarks :<br /> - Where does Coteaz go (as the razorbacks will be full)? With the Stormraven?<br /> - you should probably switch out 2 <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> for more crusaders (for better survivability) i think.<br /> - Why keep all the henchmen with melta? i think a mix would likely be better (say 2 units with plasma)<br /> <br /> <br /> Otherwise look like a fun list, you will likely give first blood (unless you go first and he has a fragile unit) but you should be very mobile with some nice short range firepower.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 25 Sep 2013 11:30:29]]> GMT</pubDate>
				<author><![CDATA[ sleekid]]></author>
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				<title>Re:1500 GK Coteaz Build</title>
				<description><![CDATA[ I believe your list is Illegal.  You have 7 troops choices.  Coteaz Henchmen ARE troops, and they do take a <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> slot.  I think you loose the "Henchmen do not take an <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> slot" when you take Coteaz.<br /> <br /> <br /> ------<br /> Razorspam henchmen have gone down a lot in power with the changes to 6th edition.<br /> <br /> <br /> Psybolt Razorbacks are very efficient firepower, but they were best in 5th at killing other razorbacks for cheaper than they could kill you back.  6th edition has moved much more to larger more durable infantry units, which the 3 S6 shots are fine against, but not great.<br /> <br /> <br /> Meltaguns have also gone out of favor as well.  They are poor against flyers and poor against infantry.  The Meltas are good against Land Raiders, but only as close range, where whatever is inside the land raider can counter attack.  Consider running more plasma guns as they are good against more types of targets.  They also combine very well with inquisitors with Divination re-rolls to hit.<br /> <br /> Storm bolters are not worth the points in a meltagun unit.  Either you are shooting at infantry at 24" where your meltas are out of range, or you are shooting at a tank where the <span class="glossaryitem" onmouseover='gp(213);'>SB</span> are usless.  If you are in range to shoot infantry with meltaguns, you can use bolters just as well and storm bolters.  Shooting and then assaulting is not something this unit will do.  Save the points and take bolters.<br /> <br /> <br /> Psy-dreads are fine, but much like the razorbacks, they are best against enemy <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 11 or 12, which there is less of in 6th edition.  They are reasonable against flyers, but not great.<br /> <br /> <br /> The Storm Raven is good.  Consider this build as an alternative: <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, Assault Cannon, Hurricane Bolters, Psybolt Ammo.  The S5 Storm Bolters are good against the other <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 11 flyers around.  More points, but gives you far more anti-infantry power, but less range.<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(521);'>DCA</span>- Crusader units should be mostly a 50%-50% mix.  4-5 <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> will kill enough marines to win you a combat.  You NEED several crusaders to take overwatch hits and to tank hits if you assault through <span class="glossaryitem" onmouseover='gp(458);'>DT</span> and must hit last due to your lack of grenades.  A Crusader should take a Power Ax.  A <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> can go for Ax and Sword (best against marines) or Ax and Mace (best against non-marines)<br /> <br /> -------<br /> <br /> <br /> Overall, you list looks like it was made more for what I saw in 5th edition than what I have been seeing in 6th edition.  Maybe you face more tanks and such than I do.<br /> <br /> <br /> I think you will have major issues scoring.  You can't score from inside your tanks, and 6 T3 5+ save bodies will not survive return firepower well.  The <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> unit will perform okay at taking an objective, but without more crusaders, it can die to shooting rather easily, especially from a flank.<br /> <br /> <br /> I think that if you want to go with Mass Mech Henchmen, then Chimeras might be a better option.  Example of a possible unit to spam:<br /> <br /> 3 Acolytes with Plamsa (Maybe 1-2 units in the list with melta, but mostly plasma)<br /> As many Acolytes with bolters as you want. Maybe 5-7<br /> 1 psyker<br /> Chimera with <span class="glossaryitem" onmouseover='gp(328);'>ML</span> and either <span class="glossaryitem" onmouseover='gp(51);'>HB</span> or <span class="glossaryitem" onmouseover='gp(336);'>HF</span><br /> <br /> You still have some 36" firepower from the <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 vs AP6 does not matter against Marines, Terminators, or Tanks.<br /> You have some AP2 firpower at 24" to take out the <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>/<span class="glossaryitem" onmouseover='gp(652);'>TEQs</span><br /> <br /> The single psyker in multiple units gives you a good answer to horde units or infantry in cover.  As it is a blast weapon if you are shooting it at a tank, you can position it to hit nearby infantry, so you are not wasting the shot.  As a blast weapon it can hit models out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> to finish off that last derp in the unit on an objective.  10 points for another wound and mobile 36" shooting is not bad.<br /> <br /> You now have a ~10 man unit that has a chance to get out of the tank and survive long enough to hold an objective.  You have more flexible firepower, so your shooting is better against more types of targets.<br /> <br /> <br /> A Storm Raven <span class="glossaryitem" onmouseover='gp(330);'>MM</span> is very good against Land Raiders.  I would not worry about them as much, if you want to the storm raven in the list.  You can feel safe to have more plasma to kill the stuff in the Land Raider, and less things to kill the Land raider.<br /> <br /> <br /> <br /> Lastly, Inquisitors with Divination are very very good.  An Inquisitor with Terminator Armor and a Psycannon can ride in a Chimera, and add his S7 firepower to the plasmaguns, He can give the plasmaguns a re-roll to hit so they overheat less, and do more damage.  He adds a reasonable amount of combat presence with a 2+ save, 3 wounds, and a Hammer.  He can even stand in the front of the unit to tank hits on his 3 wounds and 2+ save, though this is VERY risky.<br /> <br /> <br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span><img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">R  The list is not bad, but it looks built for a 5th edition metagame.  If that is what you face it is fine, but you could change a few things to give you better shooting against more types of targets.  You can check the articles in may signature for info on henchmen<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 25 Sep 2013 13:39:35]]> GMT</pubDate>
				<author><![CDATA[ svendrex]]></author>
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				<title>Re:1500 GK Coteaz Build</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/2059c51ff22fb8419fc519dc7904b427.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/554193/6084988.page"><b>svendrex wrote:</b></a><br/>I believe your list is Illegal.  You have 7 troops choices.  Coteaz Henchmen ARE troops, and they do take a <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> slot.  I think you loose the "Henchmen do not take an <span class="glossaryitem" onmouseover='gp(187);'>FOC</span> slot" when you take Coteaz.<br /> <br /> <br /> ------<br /> Razorspam henchmen have gone down a lot in power with the changes to 6th edition.<br /> <br /> <br /> Psybolt Razorbacks are very efficient firepower, but they were best in 5th at killing other razorbacks for cheaper than they could kill you back.  6th edition has moved much more to larger more durable infantry units, which the 3 S6 shots are fine against, but not great.<br /> <br /> <br /> Meltaguns have also gone out of favor as well.  They are poor against flyers and poor against infantry.  The Meltas are good against Land Raiders, but only as close range, where whatever is inside the land raider can counter attack.  Consider running more plasma guns as they are good against more types of targets.  They also combine very well with inquisitors with Divination re-rolls to hit.<br /> <br /> Storm bolters are not worth the points in a meltagun unit.  Either you are shooting at infantry at 24" where your meltas are out of range, or you are shooting at a tank where the <span class="glossaryitem" onmouseover='gp(213);'>SB</span> are usless.  If you are in range to shoot infantry with meltaguns, you can use bolters just as well and storm bolters.  Shooting and then assaulting is not something this unit will do.  Save the points and take bolters.<br /> <br /> <br /> Psy-dreads are fine, but much like the razorbacks, they are best against enemy <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 11 or 12, which there is less of in 6th edition.  They are reasonable against flyers, but not great.<br /> <br /> <br /> The Storm Raven is good.  Consider this build as an alternative: <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, Assault Cannon, Hurricane Bolters, Psybolt Ammo.  The S5 Storm Bolters are good against the other <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 11 flyers around.  More points, but gives you far more anti-infantry power, but less range.<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(521);'>DCA</span>- Crusader units should be mostly a 50%-50% mix.  4-5 <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> will kill enough marines to win you a combat.  You NEED several crusaders to take overwatch hits and to tank hits if you assault through <span class="glossaryitem" onmouseover='gp(458);'>DT</span> and must hit last due to your lack of grenades.  A Crusader should take a Power Ax.  A <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> can go for Ax and Sword (best against marines) or Ax and Mace (best against non-marines)<br /> <br /> -------<br /> <br /> <br /> Overall, you list looks like it was made more for what I saw in 5th edition than what I have been seeing in 6th edition.  Maybe you face more tanks and such than I do.<br /> <br /> <br /> I think you will have major issues scoring.  You can't score from inside your tanks, and 6 T3 5+ save bodies will not survive return firepower well.  The <span class="glossaryitem" onmouseover='gp(521);'>DCA</span> unit will perform okay at taking an objective, but without more crusaders, it can die to shooting rather easily, especially from a flank.<br /> <br /> <br /> I think that if you want to go with Mass Mech Henchmen, then Chimeras might be a better option.  Example of a possible unit to spam:<br /> <br /> 3 Acolytes with Plamsa (Maybe 1-2 units in the list with melta, but mostly plasma)<br /> As many Acolytes with bolters as you want. Maybe 5-7<br /> 1 psyker<br /> Chimera with <span class="glossaryitem" onmouseover='gp(328);'>ML</span> and either <span class="glossaryitem" onmouseover='gp(51);'>HB</span> or <span class="glossaryitem" onmouseover='gp(336);'>HF</span><br /> <br /> You still have some 36" firepower from the <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, and <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 vs AP6 does not matter against Marines, Terminators, or Tanks.<br /> You have some AP2 firpower at 24" to take out the <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>/<span class="glossaryitem" onmouseover='gp(652);'>TEQs</span><br /> <br /> The single psyker in multiple units gives you a good answer to horde units or infantry in cover.  As it is a blast weapon if you are shooting it at a tank, you can position it to hit nearby infantry, so you are not wasting the shot.  As a blast weapon it can hit models out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> to finish off that last derp in the unit on an objective.  10 points for another wound and mobile 36" shooting is not bad.<br /> <br /> You now have a ~10 man unit that has a chance to get out of the tank and survive long enough to hold an objective.  You have more flexible firepower, so your shooting is better against more types of targets.<br /> <br /> <br /> A Storm Raven <span class="glossaryitem" onmouseover='gp(330);'>MM</span> is very good against Land Raiders.  I would not worry about them as much, if you want to the storm raven in the list.  You can feel safe to have more plasma to kill the stuff in the Land Raider, and less things to kill the Land raider.<br /> <br /> <br /> <br /> Lastly, Inquisitors with Divination are very very good.  An Inquisitor with Terminator Armor and a Psycannon can ride in a Chimera, and add his S7 firepower to the plasmaguns, He can give the plasmaguns a re-roll to hit so they overheat less, and do more damage.  He adds a reasonable amount of combat presence with a 2+ save, 3 wounds, and a Hammer.  He can even stand in the front of the unit to tank hits on his 3 wounds and 2+ save, though this is VERY risky.<br /> <br /> <br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span><img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">R  The list is not bad, but it looks built for a 5th edition metagame.  If that is what you face it is fine, but you could change a few things to give you better shooting against more types of targets.  You can check the articles in may signature for info on henchmen<br /> </div></blockquote><br /> <br /> Brilliant, thank you svendrex! <img src="/s/i/a/c614b4720f1b7225b0523f616ac30b2f.gif" border="0">  Loved the in depth detail on the hench mechanics, the psyker addition is very interesting and has sparked my imagination.<br /> <br /> I used to think the stormbolter was essential, but needed to better utilize the cheaper bolter to save on points. Also the inquisitor addition is something I plan on playing with and your comments gave me some ideas.<br /> <br /> Thank you for the articles posted on your signature, I will read them and take advice from them. <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 25 Sep 2013 18:51:59]]> GMT</pubDate>
				<author><![CDATA[ Adrxzero]]></author>
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