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1500pt G.K tournament List

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NemesisForce
andrew frost
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Post by andrew frost Thu Apr 07, 2011 6:12 pm

H.Q
Grand Master
3x Servo Skulls
Incinerator
(I know that some think that psy cannon is better but I can find a better use for the 40 points difference between it and the incinerator)
H.Q
Librarian
3rd Level
2x servo Skulls
Rad Granades
Summining
Sanctuary
Quick Silver
Might of Titan

Troops
G.K Strike Squad
5 extra G.Ks
2x Psy Cannon
1x D.Hammer
7x Nem Force Halberd

Troops
G.K Strike Squad
5 extra G.Ks
2x Psy Cannon
1x D.Hammer
7x Nem Force Halberd

Troops
G.K Strike Squad
5 extra G.Ks
2x Psy Cannon
1x D.Hammer
7x Nem Force Halberd
(when working with the libirian, one squad can get I10, Str 6 (with rad gren droping there T by one)All others are at I6 and Str 5)

Dreadnought
2x Twin linked Autocannons
Psy Bolt Ammo

Dreadnought
2x Twin linked Autocannons
Psy Bolt Ammo
(4 shots with Str 8 and rerolls to hit)(also -4 to psy powers used on your units if within 12" of them)
Comes to 1500pts

Game plan
Start G.Master and the 2 dreads on board in either good cover or out of sight.
Ues the Grand Master's Grand Stratergy to make as many of the troops have counter charge (dont need to make them scoring (as they already do)) Counter charge is one of the best options for this army as it give me back the 2 attacks (all the time) that the new codex has taken away. Cover the field with servo skulls for deep striking (5x 24 inch circles cover a lot of board) Always give my opp first turn (where possible).
First turn, keep G.M in cover (he is only there for psychic Communion at this time) and take some shots with dreads.
Turn 2. Deep strike. 2 our of 3 uints will hopefully arrive (average) if not might be able to delay the one that is. If Lib arrives this turn cast Quicksilver in movement phase, on the closest unit to the enemy, and sanctuary if needed in the enemy assult phase. Shoot or run if need be.
Turn 3 lib brings the G.M into the game with summining, shooting and close combat continues.

Also, depending on the opp army you can do a normal deployment, split the squads into fire groops (2 psy cannons and 3 gk in one and D.Hammer and 4 N.F.Weapons in the other) or just keep them together.

Haven't played a game with them so this is just theory, will on the wekend.
Any thoughts would be taken the way they are given (hopefully in a good way Wink )

andrew frost
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Post by NemesisForce Thu Apr 07, 2011 8:44 pm

Ah, the beauty of the new dex. Your army shows one of the many different playstyles we can now create. A nice solid amount of bodies you've got. You'll need that for all the deepstriking you're going to do. Personally, I'd reduce one GKSS squad to 5, scrounge up a few extra points somewhere and run 3 Paladins to go with your GM and Libby. I think they'd do better with something more beefy and brawny than a GKSS squad. Then again, a new-look 10-man GKSS squad is nothing to be sneezed at. Smile
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Post by Rivan Thu Apr 07, 2011 10:01 pm

You'll have to move the rad grenades over to the GM as I don't think the libby can take 'em.

Other than that, the list has potential. I concur w/ Nemesisforce though. You might want some tougher units in there. The GKSS (even w/ counter-attack) are really not that tough in CC. There are a lot of hard-hitting units out there that will still own them. Just my two cents.
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Post by andrew frost Fri Apr 08, 2011 1:29 am

Darn it you are right about the Rad Gren (not available to Lib)
Tks for the tips, will have a look at them.

andrew frost
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Post by fa11en Fri Apr 08, 2011 2:06 am

Also if you can find the 5 points it might be worth investing in Blind grenades for the GM too. That way you stand and take a charge, negate their bonus attacks and then get the additional counter charge attacks too. Seems like a nice little combo to me.
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Post by stormknight Sat Apr 09, 2011 1:03 pm

Autocannons w/pysbolts are anti mid armour, which isn't imo what you want as enemy transports aren't going to be an issue, as your front line will take the brunt of many enemy units, transports or not. Your real problem will be higher av vehicles with many weapons like guard.
personally i'd use something like this.

stormraven w/multimelta
attached a venerable dreadnought w/multimelta

Similar points costs as those dreadnoughts i believe. imo those dreadnoughts dont look very fun to play with...

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Post by Spartan Sun Apr 10, 2011 3:25 pm

You really need something to protect your Libby as I have learnt if your Libby dies you lose a ton of utility so keep him in a unit of at least 1 Paladin but hopefully more.

Also the Psyfledreads are great Str 8 4 shots great for Anti armour and also troops especially if you run them in pairs.

Personally I would ditch the GM, I know this ruins your game plan but would free up points to give your Lib some bodyguards, alternativley lose the 3rd GKSS and use their points. Lets be honest at 1500 2 troops should be enough.
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Post by andrew frost Mon Apr 11, 2011 1:46 am

Point taken, for objective missions, I can combat squad the G.K strike squads. God I love being able to do that now. I also love the twin twin linked A.C , the maths (I hate maths but you have to base it on something) has them doing better then a twin linked las cannon against anything up to and including armour 13, and that is only because they cannot pen armour 14.

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Post by Spartan Mon Apr 11, 2011 10:45 am

Yep I have run 2 Dreads with 2 Twin Linked AC and I have to say they have been stars in both games working together and both firing at the same target has just caused my opo problems make sure you take out stuff which can hurt them ASAP and you will be laughing.
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