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1250 pt GK list

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Post by Brother Tirius Thu Sep 16, 2010 4:02 am

I've collected GW models for some time but have never played an actual game. I've read a lot of tactics and such online and have seen a few games live. There is a 40k tourney next month and I thought what better time than to finally jump in. Here is a 1250pt GK army I put together. Please let me know if you think it will be competitive. I know the Inq is a waste of points but he's such a sweet looking model I've gotta play him.

HQ
Brother-Captain and w/ 4 termies psycannon x 1

Elites
4 Termies w/ psycannon x 1
Inq (vanilla) bolter and cw

Troops
5 Storm troopers w/ melt x 1
5 Storm troopers w/ melt x 1

Support
GHLR w/ smoke
LRC w/smoke
Rhino w/smoke
Rhino

LRC Brother-Captain w/ 4 termies psy x 1, smoke. 528 pts
GHLR w/ 4 termies psy x 1, smoke. 477 pts
Rhino w/ Inq & 5 storm troopers melta x 1, smoke 135 pts
Rhino w/ 5 storm troopers melta x 1, 110 pts

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Post by Aubec le noir Thu Sep 16, 2010 4:12 am

hello brother
why are you using the inquisitor (i know he's good looking Wink ) you don't have an assassin, he's no psyker and possess no retinue ... so imho he's a waste of points, or it's just for the 2 extra PV, but power armour would have been interesting then.
i have to check, but i think the BC is necessary in the elite GKT squad (do you have one ? and is he included in the points ?)
and IST for troops are imho too fragiles (i understand the advantage of meltas) but PAGK are way more resilents than IST
even if it means put down the GKT elite squad i think it would be better to put 2 PAGK squads as troop.
my 2 cents
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Post by bigbri Thu Sep 16, 2010 9:38 am

You seem to be a little light on the troops front, IST's are only better than PAGK because you can take them in bigger numbers for less points. 5 man squads are a little too small. personally I'd ditch the elite termies and just have the retinue, use the points for an assassin and a squad of PAGK with psycannons.

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Post by Zealadin Thu Sep 16, 2010 10:14 pm

No matter what size IST's you need two meltas. Never, EVER take just one.
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Post by MJSwasey Thu Sep 16, 2010 11:23 pm

Welcome Brother! Your list is certainly one with direction, I see two land raiders running foward, blowing smoke, and delivering pain while the IST rhinos roll up behind, unshootable until they reach their destination and then POW, melta guns. Am i correct?

This is a very stong DH strategy I like to roll out sometimes, so if i can give you a few tweaks i've learned to love, maybe you'll like them too.

1) My land raiders NEED EA. Their #1 fear is not moving, and smoke protects us, but means all the more glancing. I almost never run any rush LR's without smoke and EA, and your just a few points away from that, especially since you have a crusader

2) Conversly, my LR turn sideways and my IST vehicles tuck in behind them, meaning they are all but invisible to the opponent, and don't really need the smoke upgrade.

3) If you take a chimera, you can take two melta guns and fire from inside a tank..... Sweet sweetness.

4) psycannons on terminators in LR are often less effective, since their CC attacks will pretty much ALWAYS be better. I find if i'm not embarked, I'm running, so i leave special weapons at home on termies.

5) Congratulations! you've found all but one piece of the LR rush list's secret weapon. Inquisitor? check! almost naked elite kind? double check! Emporers Tarot? take it! The LR rush list really really needs to go first to get into CC quicker and to be able to smoke before they can take out your LR. For around 35 points for the entire model you can make an inquisitor that gives you this advantage more games than not.

6) termie squads ideally have hammerhand to deal with any dreads/vehicles, but it's forgivable at low points as it often doesn't fit it.



All in all a good list that i think could just be tweaked a bit Heres my 1246 pt suggestion, (4 points for inquisitor weapons and targeters, woo!)

HQ
BC w/ 3 termies

Elite
BC w/ 3 termies
Inquisitor with Tarot

Troops
ISTx5, 2 with melta, Chimera
ISTx5, 2 with melta, chimera

Heavy
LR with smoke, EA
LRC with smoke

It's not my favorite list, and it wont win you comp points, but i think it'll stand a chance at winning some 1250s, if not friends... Razz

PS assault/shoot anything with AP2 FIRST. It may even be worth shooting the IST at troops instead of tanks if it means your GKT will live.




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Post by Brother Tirius Sat Sep 18, 2010 5:17 pm

Great tips guys, I'm trying to build a competitive army so it appears I have some re organizing in order.

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Post by DarkRonin Sat Sep 18, 2010 7:19 pm

A very nice thing about our Chimera's and Rhino's is that, if the model has a 4+/5+/6+ Sv., they can actually fire out of the top hatch of the tank. Meaning that all of our IST's can actually open up on a nearby target if it's squishy enough for their hellguns to do much good.

Move them up as need be of course and keep them hidden behind the Land Raiders, but once your within firing range, a single squad of IST's can definitely lay down the hurt from the safety of the tank. But be careful about using this ability that our overpriced transports have, it will make it easier for your opponent to destroy the tank because they will count as being "Open-Topped" until your next turn. Even though it makes it easier to destroy the tank, your IST's will be less likely to be hurt by the resulting explosion if it happens due to once again being "Open-Topped."

I know that taking a minimal size squad of IST's is nice for some players, but when they have been my main troops, I always take 7 or more. I find that the extra models do help when running around the table and laying waste to Marine Stat models which you are probably going to encounter.
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Post by Rivan Sat Sep 18, 2010 9:07 pm

The number of models that may fire out of our transports is limited by the number of fire points the transport has (2 for the chimera and 1 for the rhino). If you did use the fire points to fire out and any of the saving throws of any passenger is worse than 3+, the transport will count as open topped until your next shooting turn.

This actually makes our transports inferior to the new profiles of the chimera and rhino in the newer codices Sad I believe the IG chimera can have 5 shoot out of the top hatch. And they don't have the "open-topped" condition anymore regardless of the passengers' saving throws. The SM rhino has 2 fire points).
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Post by Zealadin Sat Sep 18, 2010 11:30 pm

Relying on 8 Termies, who don't have SS's for almost all your killing in a 1250 game is going to end badly, I normally avoid using more than 1 LR at this point level as alot of people just can't deal with one, let alone two.

I also personally don't like LRC's, but thats just me.
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Post by Brother Tirius Sun Sep 19, 2010 12:54 am

I've still have some more tweaking to do but here is the latest list.
BC w/ 4 GKT psy x 1
JC w/ 5 PAGK psy x 1
8 IST w/ melta x 2
INQ w/ 4 retinue. Warrior x 2, acolyte, Gun sevitor w/ MM
LRC w/ smoke
GHLR w/ smoke
Rhino w/ smoke

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Post by MJSwasey Sun Sep 19, 2010 2:28 am

What does the inquisitor do? do you ride those guys in a tank?

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Post by DarkRonin Sun Sep 19, 2010 9:00 am

What are the other warriors armed with? Hellguns or Hellpistol w/ CC-Weapon? The Multi-melta will force you to move the group up closer because of its reduced range. What might be useful for you is to have 3 Gun Servitors armed with Heavy Bolters or two Heavy Bolters and a Plasma Cannon. You'll have longer range compared to the Multi-melta and you'll be able to lay down the smack down on Infantry and Light Armor alike. If you do make the Inquisitor's Retinue into a heavy weapons unit, make sure that you place them in cover, it'll help quite a bit in keeping them alive.

Adding Sages to the squad will help quite a bit as well, especially with the Plasma Cannon because of its "Gets Hot" rule, "Oh I rolled a 1 for it, but hey, I have two Sages.... RE-ROLL!!!"

I never really used acolytes myself, but they are good for keeping the Inquisitor alive longer, but they really benefit from an Armor Upgrade such as either Power Armor or Artificer Armor since you'll be deflecting wounds onto it.
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Post by Brother Tirius Mon Sep 20, 2010 12:17 am

After much review this is what I've decided to run.

BC w/ 4 GKT LRC w/ smoke
JC w/ 4 PAGK LRC w/ smoke
INQ(bolter-melta combo) w/ Gun servitor MM, warrior, and 2 mystics Rhino w/ smoke
5 IST w/ melta x 2 Rhino w/ smoke
5 IST w/ melta x 2

That gives me 25 troops, 2 LRC, 2 Rhinos
3 multi meltas and 5 melta guns.
I picked a 10 man squad of kasrkin troops today for ISTs. Just need another LRC, serivor and mystics and I'm all set.

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Post by Zealadin Tue Sep 21, 2010 4:34 am

Inquisitor is normally considered best with a Psycannon combined with Heavy Bolter + Plasma cannon Servitors. The MM is a bit meh, as is the combi melta, as the mystics are useless without alot more firepower.
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