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NEONCON 40K GT Las Vegas

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Post by Rivan Tue Sep 14, 2010 2:05 pm

Planning to attend another GT in early November hosted by the same organizers that did SoCalSmackdown in Anaheim. Not wanting to have only 4 hours of sleep total in the 2 days prior to the tourney madly finishing my army (like I did in Anaheim), I've already begun preparing my army.
I figured if I wanted to possibly get best painted army again, I need to change things up and bring my models up to the next level (or two). This means I'll be altering my list so I can add a couple of new pieces. However, I'll still be using the majority of the models that I used last tourney.
My proposed 2000 pt list:

HQ - GM w/ m-c nfw, icon, incense, grimoire, hood & Hammerhand
Ret: 7 GKT (1 'cinnie)
TR - 7 x PAGK (2 psycannons; targeter)
TR - 7 x PAGK (2 psycannons)
TR - 9 x PAGK (2 'cinnies; frag grenades)
HS - GK dread w/ twllc & ml
HS - LR w/ ea & sl
HS - LRC w/ sl

Compared to my original list, I don't have Stern and I have a 2 less lascannons. However, I do have 2 more GKT and 2 more PAGK. Using the LRC will change my usual "sit back and shoot" philosophy but my HQ unit is pretty tough and it makes for a more dynamic (and potentially more exciting) style of play.
More importantly, I get a chance to showcase a new tank and a few more GKT's and 'cinnie PAGKs.

Things to accomplish by Nov 4:
- work on GKTs and PAGKs and bring their blending up and as close as possible to my GM
- work on a new GK LRC. I'm planning to make this my masterpiece and magnetize the sponsons so I can freely switch it from a LRC to a GK LRR and back as needed. It is going to have reinforced armor and I'm going to incorporate the LRR psyke-out launchers into the armor somehow scratch
- work on a display board that will feature my knights facing off against a daemon prince and some lesser daemons.

Thoughts or suggestions on the list? Very Happy
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Post by Aubec le noir Tue Sep 14, 2010 2:18 pm

i would have given my GM a psycannon ... as you know it i love psycannon.
do you intend to put the 9 PAGK squad in a LR ? because if not switching cinnies for psycannons would be better...
another remark : the dread : if you're playing a closed list for all the tourney i would have taken a fist with a melta than would be more versatile imho. imagine your dread in cc ... he won't work very well without a fist, and a melta is always a good idea Razz
and maybe incense in some justicar ... could be a bad news for a chaotic opponent Twisted Evil
for the paintings ... i trust you it will be amazing
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Post by Rivan Tue Sep 14, 2010 2:39 pm

Thanks for the feedback Brother A Very Happy
This is actually the first time I'm not sporting a p-cannon on my GM because his unit will almost always start the game embarked (unless it is against 'nids or orks). I will need to get the LRC up to mid-range as fast as possible to use its weapons and/or to disembark my HQ unit for assault.
I really plan for the dread to sit back and shoot at max range to help take out armor. As long as he's not going up against another dread/walker or powerfists, he should be able to hold off against standard infantry.
Yeah, the 'cinnie PAGK squad is meant to ride in the LR. I really missed 'cinnies last time especially against hordes.
As for incense, unfortunately, I can only have 1 per army so its going to the GM Very Happy
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Post by Aubec le noir Tue Sep 14, 2010 3:56 pm

yes it's true for the incense i forgot ! Embarassed Evil or Very Mad
ok for your list then ... let's rock ! Razz
and batrep with pics will be required ! Wink
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Post by Grimhack Tue Sep 14, 2010 4:05 pm

About the magnetising, it's what I did with my 2 normal landraiders. And I could tell you my findings (the first try didn't go as good as the second) but I'm not sure if I can do it without pictures.
And right now it's too dark for those pictures...

But I'll try to explain anyway. What I did was drill a hole in a top corner in the landraider, where the sponson is going. Then carefully glueing a magnet in, keeping the same polarity at all the holes (I magnetised all 4 sponson places).
What I then first tried was drill a hole in the sponsons and put a magnet there in place where the one in the land raider is but, it's hard to exactly line it out and keep it glued correctly and it actually didn't work out well.
What surprisingly enough worked better was, putting the sponsons in without magnets on them and then dropping one in the socket, so it gets pulled to the corner where the magnet is waiting. Like this it did all the aligning on its own and only a drop of glue was still needed.

For the assault launchers you might be able to put a magnet underneath the tracks and put a metal plate underneath the launchers, but I have no experience with that.

I hope it was of any help at all...
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Post by Rivan Thu Sep 16, 2010 12:05 pm

Thanks for the tip Brother G, appreciate it!

Anyway, decided to tweak my list further...I wanted to split my GKT for added flexibility rather than having one massive shock unit. So here's how the list looks currently:

HQ - GM w/ m-c nfw, icon, incense, grimoire, hood & hammerhand
Ret: 5 GKT's (1 'cinnie, 1 TH/SS)
EL - BC + 2 GKT's
TR - 7 x PAGK (2 p-cannons; targeter)
TR - 7 x PAGK (2 p-cannons)
TR - 7 x PAGK (1 'cinnie)
HS - GK dread w/ twllc & ml
HS - LR w/ ea & sl
HS - LRC w/ sl

I was able to fit in 1 more GKT for a total of 9 (including the GM). Basic plan is to embark GM + ret in LRC. 'Cinnie PAGK squad in LR. P-cannon PAGK squads hang back and shoot w/ the GK dread. Elite GKT squad can be deployed where necessary or even deep strike if warranted. I really wanted to fit in another GKT for the HQ squad but I think 7-man PAGK squads would be the minimum number for a 2000 pt list. What do you guys think?
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Post by NemesisForce Thu Sep 16, 2010 8:29 pm

I like the splitting of the GKT's and I know you probably want 6 in the LRC. I think though only 3 in the other squad might not be enough. Personally, I'd siphon one over and run the GM with just 4 GKT's.
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Post by Rivan Thu Sep 16, 2010 9:56 pm

NemesisForce wrote:I like the splitting of the GKT's and I know you probably want 6 in the LRC. I think though only 3 in the other squad might not be enough. Personally, I'd siphon one over and run the GM with just 4 GKT's.

Yeah, that does sound more balanced. It should give my EL GKTs more resilience and hitting power Very Happy
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Post by Aubec le noir Fri Sep 17, 2010 3:39 am

and maybe you can gain points sparing the grimoire and the hammerhand (depending on the probability to fight against armies with deamons, and for hammerhand, you have TH/SS in each GKT squads) to put another GKT, sparing some point elswhere.
My 2 cents
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Post by Rivan Fri Sep 17, 2010 12:04 pm

@Aubec: Totally see your point Brother. However, hammerhand actually gives my GM the flexibility of dealing w/ dreads at I5, usually destroying the enemy dread prior to it getting a chance to swing back. The TH/SS works too but attacks at I1 of course. As far as the grimoire, yes I'm was considering giving it up but based on the last GT, I did see a couple of Chaos Daemon armies as well as at least 3 eldar armies that had the Avatar of Khaine. So I might still keep it scratch

Ok, now that I've settled my squad model distribution, specifically HQ: GM + 4 GKT's and EL: BC + 3 GKT's, I'm faced with several options as far as my HS choices are concerned:

1) stay w/ my current LR and LRC w/ hellfire dread combo: 3 twllc, 1 ml, and good anti-infantry from the LRC (and close-range AT from the mm).
2) go w/ 2 LR w/ hellfire dread combo: 5 twllc, 1 ml, but less anti-infantry.
3) go w/ 2 LR and swap dread's twllc for a plasma cannon: 4 twllc, 1 ml, and plasma cannon can be anti-infantry or anti light armor.

Based on the last tourney, there were numerous horde armies present(orks and 'nids) so I'm sure it'll be the same in November. Also, a new decked out LRC that is painted inside and out can definitely help me in the painting category. Although, I will forego the LRC if a 2nd LR is SIGNIFICANTLY more viable.

Thoughts and suggestions please. Thanks!


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Post by Aubec le noir Sat Sep 18, 2010 4:43 am

i'll keep the 1/ with the change : on your dread a cc arm with melta of better (against hordes) cinnie.
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Post by Grimhack Sat Sep 18, 2010 4:21 pm

I don't know, I would stick with the familiar stuff but if you say you want to play more aggressive then go for the crusader. Razz
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Post by Zealadin Sat Sep 18, 2010 11:37 pm

I'd only take a crusader for two conditions: GKT charging into cover, and needing that extra transport space... (LRR would be another story)

I also don't really like CC dreads, as they don't match up to newer options, and we don't have enough vehicles to provide other targets.
They normally work most effeciently as gun turrets since you can find good cover, but again have their own downfalls.

Keep in mind that a dread will hold up any infantry that does not have a hidden PF or similar, and even with a dread cc weapon will just kill faster... which isn't saying much. A dread weapon is mainly for close anti tank or vs other dreads.
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Post by Rivan Mon Sep 20, 2010 2:32 pm

After considering all the pros and cons (both tactical and modelling), I've decided to stay with 2 LR's. While I'm so tempted to field a LRC and get my GM into dramatic CC action quickly, strategically, I prefer to have the option to stay back and shoot as long as I have to. Something I won't be able to do with a LRC. The very nature of a LRC would necessitate me to go aggressive or risk wasted rounds where the LRC's guns can't reach anything. A side benefit to this is since I don't have to devote time to a completely new tank, I can work on improving the current models as well as build a nice display board Very Happy
Still contemplating my options for the dread though scratch
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Post by Zealadin Tue Sep 21, 2010 4:31 am

Yea the LRC is a very specific kind of tank that means you NEED to play aggresively, I don't mind with a LRR since it can do some major damage, but the LRC I feel just doesn't have the same potential.

If you can go for the FW dreadnought, I love mine Razz
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Post by Rivan Tue Sep 21, 2010 7:20 am

The main thing I'm debating on the dread is whether to use a plasma cannon instead of a twllc. There will several horde armies for sure ('nids and orks) and I'm thinking a plasma cannon might be a better option. Coupled w/ the ml, I can have 2 blast weapons vs. hordes and still have light AT tank capability.
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Post by Zealadin Wed Sep 22, 2010 4:37 am

Isn't the PC 36" range though? Its also much more an anti MEQ weapon than anti horde, it may knock out a few but its more ideally suited to killing stuff with a 2+ save. It does add a bit more flexibility though, especially seeing as how unreliable LC can be even TL

Holocaust though... now thats anti horde Very Happy
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Post by Rivan Tue Sep 28, 2010 12:49 pm

Just downloaded the official rules for my upcoming GT in Nov in Vegas. It is officially titled "Slaughter at the Strip" Razz It follows a similar format to the one I attended in Anaheim in Sept:

Rd One: DoW, Annihilation
Rd Two: P. Battle, Hold out (as much scoring units w/in 6" of table center)
Rd Three: P. Battle, Breakthrough (as much KP in enemy deployment zone; TR count as x2)
Rd Four: P. battle, Seize Ground (whole game is NIGHT FIGHTING except for Turn 3. During Turn 3, psychic powers CANNOT be nullified by any means. Any roll of doubles for a psychic test suffers perils of the warp)
Rd Five: Spearhead, Annihilation

Taking all the mission objectives into consideration, I'll definitely be fielding my mechanized list (rounded out w/ searchlights for all vehicles due to Rd Four)

HQ - GM w/ m-c nfw, icon, incense, grimoire, hood & hammerhand
Ret: 4 GKT's (1 'cinnie, 1 TH/SS)
TR - 7 x PAGK (1 'cinnie)
TR - 7 x PAGK (1 'cinnie)
TR - 7 x IST (2 meltas); chimera w/ ml, hb, ea, smokes & sl
TR - 7 x IST (2 meltas); chimera w/ ml, hb, ea, smokes & sl
HS - LR w/ ea, smokes & sl
HS - LR w/ ea, smokes & sl
HS - LR w/ ea, smokes & sl

4 scoring units, 11 KP, 6 twllc, 4 heavy bolters, 2 multi-lasers, and lots of mobility.


Last edited by Rivan on Tue Sep 28, 2010 1:45 pm; edited 1 time in total (Reason for editing : forgot to include p. hood for the GM)
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Post by Rivan Tue Oct 26, 2010 3:58 pm

With only 2 weeks till the GT in Vegas, and after several play test sessions, I've reached the final evolution of my list. In addition to competitiveness, the following helped shape the structure of my list:
-2 HQ's - a couple of the missions involve extra points for HQ related tasks so I figured having more than 1 HQ is a plus
-GKT's: really must have them since the models are just way too cool not to Razz
-mystics: they really provide me w/ a viable counter to drop podding meltas and deepstrikers
-3 squads of PAGK vice having IST: While I love the IST models, I think having a core of 3 PAGK squads as scoring units is more reliable

I really would love an emperor's tarot but just don't have enough points for it. Anyway, here's how the list looks now:

HQ - GM w/ m-c nfw, p-cannon, incense, hood & hammerhand
HQ - Stern
EL - BC + 3 GKT
EL - Inquisitor + 2 mystics; chimera w/ ea, smoke & sl
TR - 7 x PAGK (2 p-cannons; justicar has mb & targeter)
TR - 6 x PAGK (1 'cinnie)
TR - 6 x PAGK
HS - GK dread w/ twllc, ml & ea
HS - LR w/ ea, smoke & sl
HS - LR w/ ea, smoke & sl

Intentions:
-GM will join 6-man squad and embark in LR
-Stern will join 6-man squad and embark in LR
-P-cannon squad, dread and chimera provide support fire as well as defend home objective
-GKT can bolster home defense or DS (if absolutely necessary)

I'm still seriously debating whether I should reduce the GKT's to 3 and beef up the two 6-man PAGK squads up to 7 each. However, I think I have better added value w/ 4 GKTs (for effectivity/survivality). The 2 HQs already significantly increases the PAGK squads' effectivity as well as add to the wounds I can distribute. Still not sure scratch Also considered saving 15 points and make the elite GKT unit a retinue instead but that means I'll have another PAGK squad that will have to footslog.

Thoughts and comments please Very Happy
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Post by raven925 Wed Oct 27, 2010 9:05 am

Personally, i always put a retinue with my GM/HQ because that saves me an extra 61 points, sense i dont have to include the BC from the normal squad. that might give you the points for the extra GK's.
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Post by Aubec le noir Wed Oct 27, 2010 10:43 am

i love retinue too ... let the second PAGK squad footslog !! Razz Razz
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Post by Rivan Wed Oct 27, 2010 4:59 pm

Aubec le noir wrote:i love retinue too ... let the second PAGK squad footslog !! Razz Razz
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Footslog it is Razz

Reduced the EL GKT squad by 1 and turned them into a retinue for the GM. I used the points to bolster the 2 PAGK squads instead.

HQ - GM w/ m-c nfw, p-cannon, icon, incense, hood & HH + 3 GKT
HQ - Stern
EL - Inquisitor w/ 2 mystics; chimera w/ ea, smoke & sl
TR - 7 x PAGK (1 'cinnie)
TR - 7 x PAGK (1 'cinnie)
TR - 7 x PAGK (2 p-cannons; targeter & auspex)
HS - dread w/ twllc, ml, ea, smoke and sl
HS - LR w/ ea, smoke & sl
HS - LR w/ ea, smoke & sl
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Post by Zealadin Wed Oct 27, 2010 5:21 pm

I think the main issue between adding a seperate BC or using a retinue comes down to a few issues:
Retinue makes your GM untargetable, and the GM has been math hammered out as being worth his points for various reasons, mainly combat prowess!
A BC means you can add another Psycannon, so if this isn't an issue probably isn't as worthwhile.
Less kill points/foc slots used.

Looks like a fun list, how does the Inq work for you? I wish Chimeras had better weapon choices Very Happy
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Post by Rivan Wed Oct 27, 2010 6:45 pm

The only reason I have the inquisition really is because of the mystics. They provide me with a viable defense vs. deep striking/drop podding units w/ meltas/plasmas or multi-meltas.
Since I have to take them, might as well give them a transport that can spit out 6 shots a turn, hence the chimera. I actually don't mind the multi-laser for the chimera. At BS3, having more shots helps.
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Post by NemesisForce Wed Oct 27, 2010 7:40 pm

Looks good. I definitely think you'll need the squads at 7 for that point level. Seems like it'll be a fun list to play. Can't wait to see how much havoc Stern and a GM in the same list can dish out.
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