Pure GK 1250 Force

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Pure GK 1250 Force

Post by TheLawinator on Thu Sep 23, 2010 11:40 pm

I'm in a challenge league and decided to give Grey Knights a shot. The format is that we have to use a 750 point core force in every game, but then have choices from 4 blocks of 250 points each to make it 1250 in total.

Here is what I have so far:

GK BC with a Psycannon
4 Terminator retinue, one with incinerator

2 squads of 7 PAGKs each

Which ends up being around 700 points; my blocks are over 250 so it works out.

Block 1
Land Raider with extra armor and smoke

Block 2
Land Raider Crusader with smoke

Block 3
2 Dreadnoughts with lascannons and missile launchers


I don't have a 4th block because I don't even know what to throw in there. I managed to eke out a tie against a vanilla space marine list with 6 dreadnoughts, which is good I guess. Is there anything I can really do to make this much more competitive?

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Re: Pure GK 1250 Force

Post by Aubec le noir on Fri Sep 24, 2010 1:04 am

imho you're short in troops brother... you can maybe take one or 2 PAGK squads for 250 points...
my 2 cents
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Re: Pure GK 1250 Force

Post by TheLawinator on Fri Sep 24, 2010 1:11 am

Well, I could get rid of the terminator retinue, get another squad of paGKs in there and throw the BC in with them in a raider, just not sure though since I need that anti tank. I can only use 2 of the blocks and I feel pinned into using either one of the LRs and the 2 dreads.

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Re: Pure GK 1250 Force

Post by Zealadin on Fri Sep 24, 2010 5:19 am

I'd keep the GKT and PAGK and add one LR and the Dreads.
LR (not LRC) adds good anti tank and is fine for delivering the GKT, Dreads are good for absorbing fire.
Do the PAGK have special weapons?

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Re: Pure GK 1250 Force

Post by TheLawinator on Fri Sep 24, 2010 5:31 am

Currently they don't, I felt the extra body I could squeeze in was more important. I might give them each a psycannon, though.

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Re: Pure GK 1250 Force

Post by Grimhack on Fri Sep 24, 2010 5:49 am

Add another squad of PAGK as your 4th block. Don't underestimate the importance of troops in this edition.

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Re: Pure GK 1250 Force

Post by NemesisForce on Fri Sep 24, 2010 10:10 pm

I like the LR and 2 Dread blocks. The only other block I can think of is a Purg squad. Not a very popular choice though.

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Re: Pure GK 1250 Force

Post by Zealadin on Fri Sep 24, 2010 11:29 pm

The LR makes sense for delivering the GKT.
Unless you want to go Footslogger (which is the hardest way to play and requires lots of Psycannons) then its almost an automatic choice.
Dreads are good AND bad in a footslogger list, they are good anti tank, but will take MASSIVE fire from your opponents anti tank weapons as the only target.

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Re: Pure GK 1250 Force

Post by TheLawinator on Sun Sep 26, 2010 3:45 pm

Ok, so I moved up the rankings a bit, and now have challenged the current leader. He plays Orks and I need to kick his ass. Here's his list:

Core:

HQ:
Big Mek - KFF, Boss Pole
Big Mek - KFF, Boss Pole

Troops:
Orks x11 - Trukk, Ram
Orks x11 - Trukk, Ram
Grotz x14 - Runtherder

Heavy Support:
Killa Kans x3 - Rokkit x3
Killa Kans x3 - Rokkit x3

Block 1:
Heavy Support:
Killa Kanz x3 - Rokkits x3

Fast Attack:
Warbuggies x3 - Rokkits x3

Block 2:
Troops:
Grotz x10 - Runtherder

Fast Attack:
Warbuggies x3 - Rokkits x3
Warbuggies x3 - Rokkits x3

Block 3:
Loota x5
Loota x5
Loota x5

Block 4:
30x Boyz - Shoota, Nob, PK, BP, 3x Rokkits

So, how do I take this down? There are going to be a ton of kans no matter what, so I'll need some decent antivehicle, meaning I want the dreadnoughts in there. Also I'm gonna want one of the LRs, probably the tllc one to get a couple more lascannon shots off on the way over after that it's just shoot and run really.

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Re: Pure GK 1250 Force

Post by Zealadin on Mon Sep 27, 2010 2:08 am

Whats the front armour on the cans?
I'd stock up on Psycannons, they'll take out most of the mechanised elements, should be enough to immobilise the Kans, and give you range

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Re: Pure GK 1250 Force

Post by DarkRonin on Mon Sep 27, 2010 3:34 pm

The Kan's have the same AV as a Rhino. The Psycannons will have the strength to pop Kan's and so will the Nemesis Force Weapons. Though I would be sure to give your BC the Hammerhand power since it'll help make short work of those Kan's, but don't let those Kan's distract you from the mobs.

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Re: Pure GK 1250 Force

Post by MJSwasey on Mon Sep 27, 2010 11:09 pm

Will all those rokkits he fields I'd almost say ditch any Dreads and go infantry heavy. he's a shooty/armored ork list, but look at how few actual guys he has...... psycannon/hammerhand/ Thunderhammers should be able to handle just about anything. A deep striking incinerator squad would also be pretty golden/

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Re: Pure GK 1250 Force

Post by TheLawinator on Wed Sep 29, 2010 4:04 pm

Ok, for my last block I'm thinking of this

GK Squad
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Melta Bombs
7 GKs
2 Incinerators

Now, should I run them as deep strikers or just have them walk across? If we get an objectives mission I might regret running them as fast attack.

Either way, I think I'll run my core, the crusader or godhammer, and this squad.

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Re: Pure GK 1250 Force

Post by TheLawinator on Wed Sep 29, 2010 9:50 pm

Holy crap I won. My teleport GK squad managed to save the day and contest his objective (capture and control) with a single member who made 6 saves that should have killed him. I am now on top of the ladder!

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Re: Pure GK 1250 Force

Post by Aubec le noir on Thu Sep 30, 2010 12:50 am

well done brother !! cheers
but be careful next time, maybe you wouldn't have the same luck Razz Wink
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Re: Pure GK 1250 Force

Post by TheLawinator on Thu Sep 30, 2010 12:52 am

This is true, but I can't expect too much from a kan wall list.

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Re: Pure GK 1250 Force

Post by Rivan on Thu Sep 30, 2010 8:13 am

Congrats! Great job!

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Re: Pure GK 1250 Force

Post by TheLawinator on Thu Sep 30, 2010 3:07 pm

Well, I've been challenged again! If I lose, I go to the bottom of the ladder, I need to at least draw!

Once again, it's orks! Here's the list.


Ghaz's Smasher mob!
Base 750 pts on the dot:
Spoiler:
HQ
Ghazkull Thraka

Big Mek w/KFF

Troops
30x Boys(shootas)
Nob
-power klaw
-boss pole

30x Boys(shootas)
Nob
-power klaw
-boss pole

Block 1 250 pts:
Spoiler:
Killa kansx3
-skorchax2
-rokkit

Killa kansx3
-skorchax3

Block 2:
Spoiler:
Deff Koptasx2
-tw rokkitsx2
-buzzsaw

Deff Koptasx2
-tw rokkitsx2
-buzzsaw

-Big Gunz
-kannonz

Block 3:
Spoiler:
20x Boys(shootas)
Nob
-power klaw
-boss pole

Deff Koptasx2
-tw rokkitsx2

Block 4:
Spoiler:
15 Kommandos
-2x burnas
Snikrot

So, what would you guys suggest? I think I'll bring the Crusader and the Teleport Squad.

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Re: Pure GK 1250 Force

Post by Aubec le noir on Thu Sep 30, 2010 3:11 pm

and don't forget 'cinnies and some thunder hammers against the Ghaz' retinue
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Re: Pure GK 1250 Force

Post by DarkRonin on Thu Sep 30, 2010 3:13 pm

He seems to be really making use of the Special Characters, Thraka will be tough to beat, especially when he declares a Waaagh!!! I suggest that you bring as much firepower as you can, and when it comes down to it in the end, initiate the assaults, never let them charge you. Those Incinerators will only be good once your in Assault Range. The Teleport Attack squad may have been good before, but you'll need as many guns as you can get from the start.

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Re: Pure GK 1250 Force

Post by TheLawinator on Thu Sep 30, 2010 3:18 pm

Well, the issue is that I can only pick from the blocks I already have. So that leaves the crusader and either a godhammer, the dreads, or the teleport squad. Which one would be best? He isn't exactly vehicle heavy, so the dreads and the godhammer aren't going to really pull there weight I would think.

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Re: Pure GK 1250 Force

Post by DarkRonin on Thu Sep 30, 2010 3:22 pm

Don't diss the Dreads, they may not have a power klaw, but they do have a missile launcher, so you can fire either a frag or krak missile each turn with them. And the Crusader of course, it's a freaking mobile fire base, especially with the rules that it has.

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Re: Pure GK 1250 Force

Post by Rivan on Thu Sep 30, 2010 4:25 pm

I think the LRC is a no-brainer against orks. Maybe the dreads for the 2nd block?

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Re: Pure GK 1250 Force

Post by TheLawinator on Thu Oct 07, 2010 3:01 pm

Well, here we go again! I still need to defend my position on the top of the ladder. This time I'm going against some Blood Angels, and this should be interesting.

Core:
3 assault squads, each with a power fist and 2 meltas, one with an infernus pistol

Block 1:
Mephiston, he has to take him since he has no HQ without him.

Block 2:
3 Sanguinary Priests with jump packs, melta bombs, and storm bolters

Block 3:
Baal pred with HB sponsons
Small assault squad with a flamer

Block 4:
2 dreads with extra armor, one with an assault cannon.


Not entirely sure which blocks to use, but I'm thinking the crusader and the dreads. Not sure at all though.

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Re: Pure GK 1250 Force

Post by Aubec le noir on Thu Oct 07, 2010 3:11 pm

try to use your range advantage, his meltas are powerful but have only 24" range... use it, shoot his melta troops units with your stormbolters and your psycannons, and this time i think a godhammer is more useful than a LRC (even if LRC is always my favorite)
and btw what happened with the orks ??
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Re: Pure GK 1250 Force

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