Yay GK are back! 1750 Termie List

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Yay GK are back! 1750 Termie List

Post by evileyevirtue on Mon Apr 04, 2011 11:43 pm

So it's time I dusted the GK off my shelf and got back into some awesome GK goodness. Even though the cry of cheese will be loud (but then again it is with EVERY codex launch), I saw first off that termies are troops and seeing the new kits, I want to absolutely flesh out an all termie list. So I put this list together for 1750, because that is what is most often played at the local tables, and am already wrist deep in these absolutely killer new terminator kits.

As for the list itself, if you can't tell I'm absolutely one for redundancy. Some might call it spam, but I always like to have more than one of the same unit in case something goes wrong, which it usually will. I also want to include the new stormraven kit, with a few slight modifications, because it seems like a cool concept and I don't have any of them in my other armies. A little something to set them apart. I'm also looking to build up to a footslog list to just pump out the bodies and make use of those cool new Dreadknight kits as well. Without further ado, here's the list:

2x Librarian
Halberd, Psybolt Ammo, Might of Titan, Sanctuary, The Shrouding, The Summoning, 2 Servo-skulls
380

2x Grey Knight Terminator Squad
10 Terminators, 2 Psycannon, 2 Falchions, Psybolt Ammo
960

2x Stormraven Gunship
Multi-melta
410

Pretty straight forward and redundant, as far as I see. The Termies combat squad, half going in the SR with a libby, the other half can either wait in the deployment zone or DS with the help of some servo-skulls, depending on who I'm playing. The SR's can fly up and drop their load and the Libby's can summon if the other units are in the deployment zone, or I can even chain summon everything across the board if need be for an instant re-deploy. I also will spread out the equipment to wound allocate with the squads as best as possible. I hit 1750 on the head... so comments... suggestions?

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Re: Yay GK are back! 1750 Termie List

Post by Rivan on Mon Apr 04, 2011 11:53 pm

Not bad. I would probably work 1 hammer in each of the GKT squad. Always good to have those for big nasties like walkers and MC's.

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"It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle." --Sun Tzu (from ancient Earth)

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Re: Yay GK are back! 1750 Termie List

Post by Macharius on Tue Apr 05, 2011 12:39 am

against a swarm army like Imperial Guard, Tyranids and Orks that will lose very very very quickly. you need something to back it up more. because weight in numbers can mean more than what the unit is armed or mounted in!

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Re: Yay GK are back! 1750 Termie List

Post by DonFer on Tue Apr 05, 2011 8:40 am

I agree woth Brother Rivan. Hammers are always needed.

I'd also drop the Srhouding for Vortex of Doom, quicksilver or Warp Rift. You'll need that extra fire power against hordes.

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Re: Yay GK are back! 1750 Termie List

Post by evileyevirtue on Tue Apr 05, 2011 10:37 am

Oh... I guess I left out the stuff I didn't pay anything for. I was planning on running them so that the squads will be fitted with 2 Demon Hammers, Halberds and then mixed for the wound allocation, like I said. Although I did just notice that I forgot about the standard NFS in my little wound chart... I might just pull those Falchions.

As for anti-horde... I'm not too worried. Most everybody around here plays marines, chaos, some tau... I know one person that plays guard (other than me) and he plays really crazy lists that sometimes don't make any sense. Everybody around here loses to him regularly.

Anyhoo, I'm not looking for something that's competative per se... just something fun.

As for the pyschic powers... I'll have to think about them a little bit more.

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Re: Yay GK are back! 1750 Termie List

Post by NemesisForce on Tue Apr 05, 2011 12:07 pm

Remember, they're not our 3rd ed. Termies anymore. After three games this weekend I have to say they're just a shadow of their former selves. Sad

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Re: Yay GK are back! 1750 Termie List

Post by Rivan on Tue Apr 05, 2011 1:34 pm

Not the paladins though. The paladins still rock. Although they are costly.

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"It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle." --Sun Tzu (from ancient Earth)

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Re: Yay GK are back! 1750 Termie List

Post by Corennus on Wed Apr 06, 2011 6:29 am

2 stormravens, 2 terminator squads, 2 librarians.......

Result......2 stormravens blown out of the sky, 2 terminator squads shot to pieces by large blast and plasma and anything else that forces 5+ inv, and suddenly you're looking at a very dead army.

In the fluff this army would work brilliantly. 2 stormravens swooping down delivering terminators into the heart of the enemy with librarians felling everything that comes near them.
Problem is you have no redundancy. what happens if your terminators have to disembark a long way from the fight cause their raven gets blown up?

NEED MORE MEN!


Welcome back to grey knights. it's a long rocky road!

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Re: Yay GK are back! 1750 Termie List

Post by Border on Wed Apr 06, 2011 12:43 pm

Corennus wrote:2 stormravens, 2 terminator squads, 2 librarians.......

Result......2 stormravens blown out of the sky, 2 terminator squads shot to pieces by large blast and plasma and anything else that forces 5+ inv, and suddenly you're looking at a very dead army.

In the fluff this army would work brilliantly. 2 stormravens swooping down delivering terminators into the heart of the enemy with librarians felling everything that comes near them.
Problem is you have no redundancy. what happens if your terminators have to disembark a long way from the fight cause their raven gets blown up?

NEED MORE MEN!


Welcome back to grey knights. it's a long rocky road!

Your just a Negative Nancy all day long arnt you!?

Well yeah if they got shot at something that WOULD KILL THEM they would die. But its the balance between speed and armor. Also a 4+ cover save for moving flat out is always nice. Also before you posted he said that he was wanting to make a FUN list that he can play against his local crew.

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Re: Yay GK are back! 1750 Termie List

Post by Sai on Wed Apr 06, 2011 12:57 pm

It will be interesting to play, but out of personal preference I wouldn't take two librarians. It just seems a little...bland/unfluffy/tournament-army-like. At least give them different weapons.

What about swapping one out for a grandmaster? There's a good chance you'll be able to buff both terminator units, and I found out today that re-rolling 1's to wound for both shooting and close combat makes a mess of a lot of things. Having an elite army makes each hit count: you want to make sure those hits are wounding.

Otherwise, keep chanting 'fortune favours the bold' to yourself.

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Re: Yay GK are back! 1750 Termie List

Post by evileyevirtue on Wed Apr 06, 2011 11:35 pm

I am also considering a GM in there... perfect for the Draigo model. With a few new arms, of course. I really want the 2 GKT squads to be the mainstay of my armies, and I'm definitely looking to work around them. The weapon load out looks like this:
Just. w/ Halberd
2x Psycannons w/ Halberd
2x DH
2x GKT w/ Halberd
2x GKT w/ NFS
GKT w/ falchion

I was also thinking about running a single GM, and then taking a few interceptor squads and maybe a purifier squad as well. I also have a few Dreads and LR's and a LRC sitting on the shelf as well...

Maybe I could play around a bit more...

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Re: Yay GK are back! 1750 Termie List

Post by evileyevirtue on Wed Apr 13, 2011 10:02 pm

So I played around a bit more and came up with the following list. I'm not a fan of painting vehicles, so I thought I'd leave the SR's out and fill it out with some more bodies. Something along the lines of giving the termies the mainstay troop role and the PAGK the specialist role.

Mordrak
5x Ghost Knights
400

2x Grey Knight Terminator Squad
10 Terminators , 2 Psycannons
450

2x Interceptor Squad
8 Grey Knights, Demon Hammer, Psycannon
228

This comes to a grend total of 1756 points, only 6 over budget. Any ideas on where I can scrap a few points? I got rid of most of the upgrades so there's not a lot of play room. Maybe trade in a ghost knight? I also went with Mordrak, for only 25 pts more than a GM, he gets access to the Ghost Knights, his DS special rule, and he's not an IC which is cool for combat. Also, once again I didn't list any of the options that are free, so the NFW options will vary in the squad to allow for wound allocation.

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Re: Yay GK are back! 1750 Termie List

Post by Corennus on Mon Apr 18, 2011 5:11 am

let's see...you have 42 GKs!

Not bad. one slight problem you might have is I assume you're deep striking down? Nothing in your list is going to prevent you from a)scattering, b)Perils of the Warp.
May I advise you play around a bit to take a librarian in your force with a Teleport Homer. That way Mordrak becomes even deadlier (Str 10 Thunder Hammer w/ Hammerhand and M of Titan working together!) and your terminators won't scatter when they strike down on mordrak's position.

it will also stop mordrak getting shot to bits the next turn...

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Re: Yay GK are back! 1750 Termie List

Post by Corennus on Mon Apr 18, 2011 5:26 am

May I suggest something like this:

Mordrak
200

Ghost Knights x 3
Nemesis Halberds
120

Librarian
Teleport Homer
Might of Titan
Sanctuary
Nemesis Halberd
180

TROOPS

Terminator Squad (5man)
x 1 Incinerator
Nemesis Halberds x 4
Nemesis Daemon Hammers x 2
205

Terminator Squad (5 man)
x 1 Incinerator
Nemesis Halberds x 4
Nemesis Daemon Hammer
205

FAST ATTACK

Interceptor Squad (10 man)
Psycannons x 2
280

Interceptor Squad (10 man)
Psycannons x 2
280

Interceptor Squad (10 man)
Psycannons x 2
280


1750

Your terminators can now deep strike in next to mordrak with impunity. If you get lucky you can have Mordrak convey the ability to take obectives to all THREE Interceptor squads. Librarian makes it hard for enemy troops to attack mordrak's squad (sanctuary) (while Ghost Knights are stealth terminators so models including librarian!! have stealth rule).
you have no less than 6 psycannons able to shoot (get this) 54" (once a game with teleport move)!
add this with a master crafted Daemon Hammer, a lot of 5++ saves...I think you'd have fun

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Re: Yay GK are back! 1750 Termie List

Post by Aubec le noir on Mon Apr 18, 2011 5:59 am

i like the last posted army list but may i suggest to give a stave instead of the halberd for the libbie (for is own survival ...)
and be careful with DS the fact that you can't assault the turn of your arrival may bring you in some trouble ...
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Re: Yay GK are back! 1750 Termie List

Post by Corennus on Mon Apr 18, 2011 6:13 am

how would you jiggle the points for that? lose a psycannon and some knights on the 3rd interceptor squad?

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Re: Yay GK are back! 1750 Termie List

Post by Aubec le noir on Mon Apr 18, 2011 2:04 pm

- (one cinnie in the termies + one psycannon in each GKIS)
but finding the points i'm starting to doubt it is worth it (35 points the stave for the libbie is just too expensive) maybe with the sword ?
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Re: Yay GK are back! 1750 Termie List

Post by Corennus on Tue Apr 19, 2011 3:03 am

Sword is the way to go I feel. yes it's only a 4++ save, but it doesn't cost anything, and you can always put wounds on terminators accompanying him

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Re: Yay GK are back! 1750 Termie List

Post by Souba on Tue Apr 19, 2011 3:23 am

i feel the stave is really interesting for IC models. like the libby. in assault the enemy will think twice to hit your libby with a powerfist/any instantkill weapon and take him out. this way the libby will survive longer and be able to do his job as psyker more.

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Re: Yay GK are back! 1750 Termie List

Post by Rivan on Tue Apr 19, 2011 7:37 am

Souba wrote:i feel the stave is really interesting for IC models. like the libby. in assault the enemy will think twice to hit your libby with a powerfist/any instantkill weapon and take him out. this way the libby will survive longer and be able to do his job as psyker more.

I agree on the stave being a good investment for an IC. But it depends on the IC. I feel it is definitely worth it for a GM (specially if the GM has grenades that bolster his whole unit or hinder an enemy unit ie. rad and/or psychostroke). He has I5, WS6 and 3 wounds also so this makes him a monster in CC. For the libby, its more iffy IMO. If your libby is your main HQ and you expect him to be in the thick of it a lot, then yes. However, the way I use my libby, he doesn't even have to be involved in a lot of CC as long as he's within 6" of units he can support. So, in my case, the sword giving 4++ in CC is usually good enough for him Very Happy

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"It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle." --Sun Tzu (from ancient Earth)

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Re: Yay GK are back! 1750 Termie List

Post by Corennus on Tue Apr 19, 2011 7:47 am

Nemesis Warding Stave on a Grand Master...when a grand master has a 3++ save in CC anyway? sounds like 25 points for a single save that you could make with a Storm Shield anyway....

Rad Grenades rock. Psycotroke.....bit too much leeway for them not doing anything...

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Re: Yay GK are back! 1750 Termie List

Post by Rivan on Tue Apr 19, 2011 9:29 am

Yup, Rad grenades are awesome since they always do something on the first turn of assault, whether the GM assaults or is assaulted. Enemy unit is -1 T which also lowers their ID threshold. This is huge when you combine it w/ MoT and/or Hammerhand, meaning you're potentially instant killing T3 or T2 units w/o having to activate your force weapons.

Psychostroke grenades will give you a beneficial effect on a d6 roll 2-6, 84% of the time on the first turn of assault (again regardless of who assaults who). Some of the effects are downright devastating and game changing. Imagine rolling a 2 when 15 SW bloodclaws assault you. Their normally 45 attacks are suddenly reduced to 15 and what's more, ALL your attacks AUTOMATICALLY hit them. Just imagine if it were orks or gaunts.
On a roll of 3, enemy units strike at I1 so the normally I10 howling banshees are suddenly striking at I1 Very Happy

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"It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle." --Sun Tzu (from ancient Earth)

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Re: Yay GK are back! 1750 Termie List

Post by Corennus on Wed Apr 20, 2011 9:01 am

true. now imagine the cheapest way you can get psychotroke and rad grenades (ordo xenos inq). give her (always think of xenos inquisitors as a her) a Force Weapon and Hammerhand, Power Armour, and send her on her way with a purifier squad with Falchions.....

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