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Primarch's 1500pts GKs only, none of this silly not GK stuff

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DonFer
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Primarch's 1500pts GKs only, none of this silly not GK stuff Empty Primarch's 1500pts GKs only, none of this silly not GK stuff

Post by Primarch Fri Apr 08, 2011 5:57 am

SPEES MAHREENS! Battle brothers! This is my list idea at the moment:

HQ

Brother Captain
- Force Sword
- Psychotropic Grenades

165pts

ELITES

Purifiers (10)
- 2x Psycannons
- 7x Halberds
- 1x Daemon Hammer

279pts

TROOPS


GK Terminators (7)
- 3x Halberds
- 2x Daemon Hammers
- 1x Incinerator
- Brotherhood Banner

350pts

GK Strike Squad (10)
- 2x Psycannnons
220pts

FAST ATTACK

Stormraven Gunship
- Typhoon Missile Launcher
230pts

HEAVY SUPPORT

Land Raider Crusader
255pts

Total: 1499pts

GKTs and Bro Captain ride in the Crusader, whilst Purifiers ride in the SR. At the moment I'm not sure whether I should drop the brotherhood banner and replace the SR with a Land Raider. What I like about the SR is the speed at which it can deliver troops and the typhoon missile launcher which is quite versatile. The mindstrike missiles also allow a lot of first turn defensive shots to go off.

Suggestions and constructive criticism is welcome as always. Keep in mind that I want to keep the army more in line with the old 3rd ed. DH GKs (i.e. favouring small numbers and "Heavy Vehicles" over METAL BAWKSSESS)
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Post by NemesisForce Fri Apr 08, 2011 8:31 am

I like it. The only thing is I'd swap out the banner and upgrade your BC to a GM.
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Post by DonFer Fri Apr 08, 2011 9:04 am

I Agree with Borther Nemesis, the banner is feels not right on termies. As for vehicles, I'd say it's a matter of liking one or the other really. Both are great vehicles. I like SRs so i'd recommend 2 of those. But that's just me.

Nice list BTW!
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Post by Primarch Fri Apr 08, 2011 6:45 pm

Aaaargh choices
The banner provides a really good buff on the termi+brocapt squad (i.e. the +7A and auto pass NFWs), but then the GM gives grand strategy, so I buff the rest of the army

One thing that makes me resist the idea is, to me 1500pts seems too small to warrant the attention of a GM (it's purely a fluff decision)

I'll definatley take that advice though, I think I'll alternate between the two to see which I like more. Very Happy

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Post by Sai Sat Apr 09, 2011 12:42 am



One thing that makes me resist the idea is, to me 1500pts seems too small to warrant the attention of a GM (it's purely a fluff decision)

He's not a grandmaster, he's one of the more experienced captains who has been given more autonomy than most on the Eastern Fringe. He has been working with his task force for almost 70 years and knows how to get the best out of each and every warrior under his command.

That's pretty much the background for my character- he has been entrusted with making sure the Tau don't unleash hell on the galaxy.
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Post by MJSwasey Sat Apr 09, 2011 1:06 am

Since it doesn't look like you need psychic communion, why not switch the HQ to a libby? Slightly less powerful in CC, but he can gives things stealth, make them really hard to attack, give them +1S and +1d6 armor pen, summon things, and lots of cool stuff. he's a big force multiplier.

Plus, fluffy wise he can be your BC and your force might naturally have the powers he gives it, or he's slightly better at psy stuff than most.

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Post by Primarch Sat Apr 09, 2011 2:34 am

I tossed up the decision about picking a librarian or a BC, but decided that I really wanted the BC because it had 3 wounds, WS 6 and could take psychotropic grenades (*drools*). I also find that psychic powers can be fickle sometimes particularly with Eldar and Tyranids (Shadow in the Warp is possibly the lamest rule ever, especially since it's not 3 ones for Perils). But even so, the buffs are really good scratch

In saying that, since the model is the same for all three characters, I'll definitely try out between Librarian, GM and BC.
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Post by Spartan Sun Apr 10, 2011 3:29 pm

Trust me take the Lib he offers so much more to your entire army, just make sure you keep him in a squad so he survives.
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Post by Sai Mon Apr 11, 2011 12:09 am

I'm with you on the fickleness of psychic powers. Pretty much every army has access to psykers, and most of them have anti-psyker equipment. You can't base any kind of plan around them. At least with the GM you know what's buffed before the game starts and it stays that way.
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Post by Spartan Mon Apr 11, 2011 10:42 am

Don't forget he has a hood to stop them from using their Psy Powers which is handy.

The Lib with 4 powers is cheaper than a bog standard GM sure only by 5pts but trust me 5pts is big with GKs we need to try to eek the max out of every point.

Also I think the Lib with 4 powers casting 2 every player turn and using his psychic hood brings more to the table and makes your models more survivable than the basic GM and lets be honest we are just as squishy as Space Marines and lower in numbers so anything that means my guys are in action for longer means they are doing damage for longer but then it does also depend how you play.
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Post by Rivan Mon Apr 11, 2011 1:04 pm

That's why I don't bother comparing a GM to a Libby...I just take both of them Razz
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Post by Spartan Mon Apr 11, 2011 2:19 pm

Rivan wrote:That's why I don't bother comparing a GM to a Libby...I just take both of them Razz
At 1750 I agree Rivan but below that I just don't think the points will stretch
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