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				<title>2k GK Modrak List - Need 270 pts filled</title>
				<description><![CDATA[ Hey all, I've been playing with a Modrak-based army for a little while, wanted to get some opinions on rounding out a list.  I understand that it's probably not the most competitive build out there, but it's fun.<br /> <br /> Right now I've got:<br /> Modrak+4 ghost knights<br /> Librarian (warp rift, quicksilver, teleport homer)<br /> <br /> 3x 5 Terminators (2 warding staves, 1 psycannon & 1 incinerator between them)<br /> <br /> 2x Dreadknight (teleport, greatsword, incinerator)<br /> <br /> Now, as it is I've got 270 pts left to get to 2000, and would appreciate some opinions on what would fill that best.  Options I've considered are:<br /> <br /> 1) More terminators.  I could increase my bodies in the enemy deployment zone and give out some more special weapons.  I would take The Summoning on the libby so I could meet my minimum "on-the-table" requirements for reserves.  Major con is that I still have only 3 units to take fire on turn 1.<br /> <br /> 2) Another Dreadknight.  Another flamer template is another pathfinder/firewarrior squad down, it's also another target for mass pulse rifle fire.  I feel like 3 might be too many, but it would be another threat turn 1.<br /> <br /> 3) Interceptors.  I actually haven't really liked these guys, though I could skim some other stuff and get them an incinerator they are very expensive targets.  A dreadknight has T6 to deal with bolter fire, interceptors do not.  I'm just not sure they can make their points back as bullet magnets or offensively.  I just personally have not had much luck with these guys.<br /> <br /> 4) Land Raider.  I would embark one of the terminator squads on board, for a turn 2 charge.  This gives me another unit I can charge with on the second turn, and a big target to draw lascannon/melta/railgun fire (and attached small arms) away from my dreadknights.  I can shrug off stunned/shaken results (Fortitude), and depending on the loadout the tank can be a threat in it's own right.<br /> <br /> Thoughts?]]></description>
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				<pubDate><![CDATA[Tue, 12 Nov 2013 03:09:50]]> GMT</pubDate>
				<author><![CDATA[ greyknight12]]></author>
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				<title>2k GK Modrak List - Need 270 pts filled</title>
				<description><![CDATA[ Due to grand strategy and the tons of 2+ armor you already have, I would go with another dreadknight. Interceptors are fast, but dreadknight is better for the job as you said. Terminators are ok, and don't be afraid to start your knights on the table...I would do this most games.<br /> <br /> Drop the warding staves from your terminators, just take 2 swords, 2 halbreds and 1 hammer for damage. Also, take psycannons on each squad, maybe an incinerator on one squad. Spend the points to boost your libby. Take sanctuary and shrouding if you plan on keeping codex powers...if not, having lots of powers means lots of rolls on the book tables, almost certain to get some good stuff. Not sure why you have the teleport homer unless you plan to deep strike all the knights...but I would not. Dropping it gets you shroud, sanctuary and might of titan. All good things to have. ]]></description>
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				<pubDate><![CDATA[Tue, 12 Nov 2013 03:43:54]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>Re:2k GK Modrak List - Need 270 pts filled</title>
				<description><![CDATA[ The plan is to drop all the knights, with Modrak's turn 1 deepstrike (no scatter) and Grand Strategy I'll hopefully have my entire army inside my opponent's deployment zone by turn 2.  The option does exist to start everyone on the table if I'm facing certain opponents.  As far as the warding staves go, I personally have found them very helpful against enemy <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> and <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> but you're right, they might not be necessary.  Thanks for the input!]]></description>
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				<pubDate><![CDATA[Tue, 12 Nov 2013 04:22:48]]> GMT</pubDate>
				<author><![CDATA[ greyknight12]]></author>
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				<title>Re:2k GK Modrak List - Need 270 pts filled</title>
				<description><![CDATA[ I'll agree with Dr. Serling's weapon loadout on the Termies.<br /> <br /> As to the Libby, if you're using <span class="glossaryitem" onmouseover='gp(305);'>GK</span> powers, throw in another shooty power like Smite or Vortex of Doom.  I believe they are still 1 warp charge in the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> book, but others in the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span> would have to use 2 points to use them.  Also, Might of Titan and Sanctuary are my recommendations.<br /> <br /> I'd opt for a dakka stormraven to fill out your points.  Asscannon, multi-melta, hurricane bolters and psybolt ammo.  Mordrak can make sure it comes in turn 2.  With the prevalence of Psykers in competitive lists thanks to Eldar and Demons, as well as the up and coming Nid release, your Mindstrike Missiles will be fantastic.<br /> <br /> Hope this helps!]]></description>
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				<pubDate><![CDATA[Tue, 12 Nov 2013 04:23:23]]> GMT</pubDate>
				<author><![CDATA[ Homeskillet]]></author>
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				<title>2k GK Modrak List - Need 270 pts filled</title>
				<description><![CDATA[ Well, I'd take an Inquisitor w/ psycannon, termie armor instead of the Librarian. He's only 80 points and could do some damage when Mordrak alpha-strikes.<br /> You're a bit light on troops with three small Termie units. I'd take a Stormraven, mount some Termies in there, and add a <span class="glossaryitem" onmouseover='gp(523);'>GKSS</span> unit.]]></description>
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				<pubDate><![CDATA[Tue, 12 Nov 2013 08:15:59]]> GMT</pubDate>
				<author><![CDATA[ wuestenfux]]></author>
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				<title>2k GK Modrak List - Need 270 pts filled</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c14e8660ad786a7f74b46168ba33aec.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/562693/6241559.page"><b>greyknight12 wrote:</b></a><br/><br /> 3) Interceptors.  I actually haven't really liked these guys, though I could skim some other stuff and get them an incinerator they are very expensive targets.  A dreadknight has T6 to deal with bolter fire, interceptors do not.  I'm just not sure they can make their points back as bullet magnets or offensively.  I just personally have not had much luck with these guys.<br /> </div></blockquote><br /> <br /> I heartily disagree with taking incinerators on Interceptors. I believe the best use for these guys is Mobile Psybolter fire.  If you plan on splitting them then half a squad with 2 psycannons and half with a single hammer is decent as well.<br /> <br /> In general though you have a 36" threat range with 20 S5 Stormbolter shots...that allows you to devastate a large amount of the current infantry heavy meta lists. It also means you get to shoot fire warriors before they get to shoot you.<br /> <br /> Shunting those shots into Rear Armor has also been quite effective for me. Should be 4 Glances I think?<br /> <br /> I like have the hammer in there for those times you need to pop something and get their with expediency.<br /> <br /> And Grand strategy can make these guys scoring...my favorite use of grand strategy.]]></description>
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				<pubDate><![CDATA[Tue, 12 Nov 2013 15:52:22]]> GMT</pubDate>
				<author><![CDATA[ ductvader]]></author>
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				<title>2k GK Modrak List - Need 270 pts filled</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/907384cdd6e55447221a4729cc4653f1.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/562693/6242013.page"><b>wuestenfux wrote:</b></a><br/>Well, I'd take an Inquisitor w/ psycannon, termie armor instead of the Librarian. He's only 80 points and could do some damage when Mordrak alpha-strikes.</div></blockquote><br /> <br /> The Librarian can actually do more damage on the alpha strike with warp rift (flamer template, pass initiative test or die/vehicles take penetrating hit) and the teleport homer is important to accurately bring in reserves for a turn 3 charge.  If I was double-force org I'd do it for prescience but alot of the games in my area are single org/1999.<br /> <br /> <blockquote><div><cite>ductvader wrote:</cite>In general though you have a 36" threat range with 20 S5 Stormbolter shots...that allows you to devastate a large amount of the current infantry heavy meta lists. It also means you get to shoot fire warriors before they get to shoot you.</div></blockquote><br /> For me, the ability to ignore 4+ armor and all cover (<span class="glossaryitem" onmouseover='gp(637);'>ADL</span>?) makes the incinerator seem attractive for an alpha strike, especially with a 30" shunt.  For the price of making their bolters S5, I can buy a weapon that will kill 5/6 of the firewarriors it touches.  I like you perspective though, they can offer a large volume of fire and with psycannons could do some damage to vehicles.]]></description>
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				<pubDate><![CDATA[Tue, 12 Nov 2013 21:10:53]]> GMT</pubDate>
				<author><![CDATA[ greyknight12]]></author>
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				<title>2k GK Modrak List - Need 270 pts filled</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/9c14e8660ad786a7f74b46168ba33aec.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/562693/6243803.page"><b>greyknight12 wrote:</b></a><br/><blockquote><div><cite>ductvader wrote:</cite>In general though you have a 36" threat range with 20 S5 Stormbolter shots...that allows you to devastate a large amount of the current infantry heavy meta lists. It also means you get to shoot fire warriors before they get to shoot you.</div></blockquote><br /> For me, the ability to ignore 4+ armor and all cover (<span class="glossaryitem" onmouseover='gp(637);'>ADL</span>?) makes the incinerator seem attractive for an alpha strike, especially with a 30" shunt.  For the price of making their bolters S5, I can buy a weapon that will kill 5/6 of the firewarriors it touches.  I like you perspective though, they can offer a large volume of fire and with psycannons could do some damage to vehicles.</div></blockquote><br /> <br /> Ah...I use my shunt late game 90% of the time.<br /> <br /> I like to get as many turns of use out of my Interceptors as possible.<br /> <br /> I see your point though.]]></description>
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				<pubDate><![CDATA[Tue, 12 Nov 2013 21:16:53]]> GMT</pubDate>
				<author><![CDATA[ ductvader]]></author>
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