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2k Tri-Raider List of pure GK

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Rivan
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Post by JusticarKevin Mon Oct 12, 2009 3:12 pm

Here is my current list that I use. I'm thinking about using 3 crusaders instead of 2 godhammers and 1 crusader. Feel free to add your $.02 worth Smile

HQ
GKGM w/ MCW, psycannon, ungents and holocaust
4 GKT retinue w/ psycannon

Troops
7x PAGK
Justicar w/ targeter, melta

7x PAGK w/ 2x psycannon
Justicar w/ targeter, frag, melta

Heavy Support
GKLRC w/ search & smoke
2x GKLR w/ EA, search & smoke

Fast Attack
7x PAGK w/ 2x Incinerator
Justicar w/ artificer, refractor, frag & melta
2k Tri-Raider List of pure GK P1000242


Last edited by JusticarKevin on Mon Oct 12, 2009 11:05 pm; edited 1 time in total
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Post by Rivan Mon Oct 12, 2009 5:39 pm

First off, welcome to the forum!!!

I run a pretty similar list (2 godhammers and 1 LRC) for 2000pts.

You can try 3 LRCs and I think it would be interesting. The 2 drawbacks I can see are: 1) you're sacrificing long range AT and 2) in a way, you're limiting yourself to rushing the enemy and getting in close asap. While this is not necessarily bad (since we are awesome in CC), there's a danger that it might become a war of attrition specially if your opponent outnumbers you (which will probably be the case). Furthermore, there are a lot of stuff that can hurt our tanks up close vice more than 36" away. I feel it is sometimes nice to be able to hang back and wait for the enemy to come to you while you pound him from 48" away.

That's my $0.2 worth Very Happy
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Post by VindicareAssassin Mon Oct 12, 2009 7:10 pm

i've never really seen a tri raider list but it looks to be pretty effective aside from what Rivan said. I MUST SEE PICTURES!!!!!!!
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Post by NemesisForce Mon Oct 12, 2009 7:36 pm

Looks good though I don't know if I'd give artificer armor and refractor to a 1 wound model. You could almost get two more GK's for that which would give your squad way more punch.
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Post by Rivan Mon Oct 12, 2009 7:42 pm

Good call Brother NF. Also, Brother JK, I noticed you gave your GM unguents of warding. Any particular reason for this preference? I know it gives you ADDITIONAL protection from the effects of psychic powers aside from your Aegis, but for the same amount of points, I usually give my GM sacred incense instead. It comes in handy vs. ALL chaos models. And believe me, that -1 initiative imposed on chaos HQ's really helps.

I guess that would make my comments around $0.03 now? Razz
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Post by Aeddon Mon Oct 12, 2009 9:18 pm

Needs more Troops, especially at the 2000 point level. Switch the Fast Attack choice to a regular Troop choice and I think you'll be all set.
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Post by JusticarKevin Mon Oct 12, 2009 10:53 pm

Rivan wrote:Good call Brother NF. Also, Brother JK, I noticed you gave your GM unguents of warding. Any particular reason for this preference? I know it gives you ADDITIONAL protection from the effects of psychic powers aside from your Aegis, but for the same amount of points, I usually give my GM sacred incense instead. It comes in handy vs. ALL chaos models. And believe me, that -1 initiative imposed on chaos HQ's really helps.

I guess that would make my comments around $0.03 now? Razz

No not really, I just thought it would be a better choice against psychic attacks than a psychic hood. Also the artificer and the refractor were to take up points.
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Post by Rivan Mon Oct 12, 2009 11:01 pm

One thing to remember is our aegis and unguents only protect against psychic powers/effects that target us. Neither one will help you vs. psychic powers that don't necessarily target GKs (i.e. eldar's fortune, sorcerer's warp time, etc). Neither will it help you if a psyker uses a power that targets our vehicles or our dreads(like doombolt, etc) For this reason, I always take a psychic hood in a "take all comers" or tourney list.

The good thing about unguents though is the second layer of protection it gives your GM (and his squad) even if aegis fails.

Again, it all boils down to your preference.
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Post by NemesisForce Mon Oct 12, 2009 11:31 pm

Another good thing thing about the Hood is that you'd be using the GM's LD so GK squads will gain that extra 'pip' should they be targeted. Since we have to beat the roll that little extra can go a long way as a lot of enemy Psykers are LD 10.
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Post by MJSwasey Fri Oct 16, 2009 10:48 am

can i get a close up of what looks to be a fantastic HQ up in the front there?

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Post by JusticarKevin Fri Oct 16, 2009 6:59 pm

MJSwasey wrote:can i get a close up of what looks to be a fantastic HQ up in the front there?

There is a close up of him in my wip
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