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1000through2000pts

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Post by TLRieder Sun Feb 28, 2010 5:01 pm

iam trying to make at list thats a allcomers setup i know thats so hard with our army list but here my best idea (i think) yet
1000pts
HQ 236pts
Inquisitor lord
Psycannon phychic hood
2Hvy bolter servitors
1Plasma Cannon Servitor
3mystics
3familiars
2sages

Elite 120pts
Calidus assassin

Troops 1and2 250x2
1Justicar with melta bombs and 8 PAGKS

Hvy Support 138
dread TLLC extra armor smoke


1500pts same except and dropped the melta bombs

Troops 3and4 120
10man STs with two special weapons

Hvy Support 265
LRC with psycannon bolts

2000pts same except

Hvy support 138
Dread TLLC extra armor smoke

Elite Inquistor 113
3Hvy bolters
3mystics

Troop 5 250
Justicar
8 PAGK

2500pts

Drop both dreads and switch to LRC with psycannon bolts

Troop 6
10man STs
2 special weps

with a spar of 120pts now iam pretty sure my math has gone haywire somewere but this is my brand new list and id like to know what you guys think ill explain how i think it should be used with my little bit of exp

1000pts Hq sits backs and shoots people hopefully getting some deepstrikeing mothers in there
GKs doing what they do best an assassin because she is down right deadly when she gets their and the 6inch move dread for anti armor/super CC tie up

1500pts Crusader loaded with GKs rolling around hurricane bolter ppl to death and multi meltaing thier tanks GKs hope out for easy assults or fireing mop ups the STs capture objectives be meat shields and hopefully be in the right place at the right time

2000pts dread more anti armor / CC tie up Inqusitor fire support GKs doing what GKs doing

2500pts LRC rolling hurricanes and meltas STs doing what they can i have an extra 120pts not sure what to do maybe transports for STs
Please any help is appreciated iam not brand new but the learning curve is steep and before i paint an army to do tournaments i want to paint it only once so iam takeing my time and getting the best the first time
TLRieder
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Post by DarkRonin Sun Feb 28, 2010 5:08 pm

Looks nice, but you'll need a Grey Knight Hero (either a Brother-Captain or Grand Master) to be able to field a Dread or one of our two land raiders.

But you can give your Inquisitor Lord a dedicated Land Raider Transport which will give you some nice anti-tank fire power but you won't have Power of the Machine Spirit on that one unlike the Grey Knight Land Raiders.
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Post by TLRieder Sun Feb 28, 2010 6:53 pm

OK Fixed list this time did it 2500pts down to 1000pts
HQ 1 226pts
Inquisitor lord with psycannon 3 gun servitors with 2hvy bolters 1 plasma cannon(they have targeters) 3mystics 3familiars 2sages
HQ 2 111pts
Bro Captain with psycannon and psychic hood

Troops1-3 750pts
1Justicar 8PAGKs
Troops4-6 360pts
10STs 2special weps

Elite 1
Calidus assassin
Elite 2
Inquisitor 3Hvy bolter servitors 3mystics

Hvy support1-3
LRC with psycannon bolts

2000pts
-2LRC
+ Dread TLLC extra Armor

1500pts
-Inquisitor elite
-1PAGK squad
-1ST squad
-2STs models

1000Pts
-Remaining STs
-LRC
-2Familiars

Ok same as above for tactics just wanted to point out servitors have targeter as far as i can figure and planning on making extensive use of the machine spirit rule
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Post by DarkRonin Sun Feb 28, 2010 8:36 pm

I suggest that you mount those IST's in either a Rhino or a Chimera to help protect them more because T3 and Sv. 4+ isn't going to help much out in the open (I've barely had them survive a round of shooting from a 7 man squad of CSM).

I'm also liking the Inquisitor's but you don't need all of those familiars unless you want him heavy in the use of spells and to help him in CC. If you want a real shooty inquisitor, you pretty much have it right there but I suggest having him mounted inside either a rhino or chimera as well like the ISTs. Reason is, you can have the Lord fire out of a fire port while the rest of the Gun-Servitors can make use of the top-hatch because they don't have the 3+ power armor save that the lord has. I could be wrong about that, but I'm pretty sure that is how it works (I've only used an Elite Inquisitor before and they rock when used as a fire base).

I haven't mounted him before inside of a vehicle because of the fact that it might be moving, but once you have them in position, I'm sure that you'll love raining bolts upon your foes, besides, if someone deep strikes near him, the entire squad can still shoot at the squad as if they didn't move at all.

Either way though, having IST's mounted inside a Rhino or Chimera (If your feeling up to spending the points) is awesome.
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Post by TLRieder Mon Mar 01, 2010 1:21 pm

ok psycannons are out cant use them with hurricane bolters
the idea with the rhino i like for the Inquisitor gives that fire base some serious mobility/pop shot protection and good point with the mystics about not counting as moving might even work out nice with those SM ironclad dreads that are becoming popular were i play thx for the help
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Post by DarkRonin Mon Mar 01, 2010 7:06 pm

No worries, I myself actually came to realize how awesome our rules for both the Rhino and the Chimera (Well more Rhino) after my first league game this past Saturday. From the relative safety of my Rhino's, my ISTs MOWED down quite a bit chaos filth without having to worry about getting shot at by bolters (Lucky for me that his only anti-tank weapon were krak grenades and melta bombs).

Anyway, with that Mystic, and those heavy weapons, it will easily compensate the fact that the unit moved quite a bit already in the previous turn and EVERYONE in the unit can shoot from the vehicle (Closest thing to that would be the IG Chimera but that only allows up to five passengers to fire and both SM and CSM Rhino's only allow up to two passengers to fire per turn).

I suggest having a Multimelta on hand if your dealing with raining dreads, the plasma cannon would only glance against its armor unless you manage to hit in the rear, and only then your dealing with a 1/3 of a chance for it not to scatter and do relatively nothing to the Dreads. I'm also not sure how the mystic would work against Drop-podding Dreads or squads for that matter since they are technically passengers in it.

--EDIT--
As I was typing this post up, I was doing some research to look more into the rulings of Drop Pods, and our FAQ says that we can target either the Drop Pod or the Unit that has arrived using the pod. So in other words, PH34R our Uber Mystics who carrie wiffle ball bats and smaller versions of an IG flash light.
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Post by Aubec le noir Tue Mar 02, 2010 10:25 am

hi brother
i think your HQ is way too fragile (T3, little saving and no invul).
A IL is a very good shooting plateform, but when the things go tough you'll need a GKGM, a lot more stronger than your IL Twisted Evil
my 2 cents
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Post by TLRieder Wed Mar 03, 2010 7:55 am

well i was going to use the familiars as a meat sheild anything thats got the ap to make it through my lord and brother captain can go to the familiar and the additional mystic iam not to worried about close range weapons 24 and longer stuff seems to have higher str and ap but not very many shots i think hvy bolters are going to be my big worry the HQ unit has 13 wounds 4 of which wont even bother me plus there is some 3+ and if i add the brother captain 2+ saves in there iam not sure if this is gonna work out or not havnt tried it yet but thanks for the advice i do feel they are squishy but unless i mount them in a rhino not much to do about it i think i really need at least one shooty platform and at least one gun to be able to kill termies at range
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