1500- Carrying a S4 gun marks you out as a whuss.

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1500- Carrying a S4 gun marks you out as a whuss.

Post by Sai on Sat Apr 09, 2011 8:08 am

This army is basically the old daemonhunters models I have with a couple of additions.

Grandmaster- 185
Halberd
Psybolts
He loses his 3++ save in close combat, but I'd rather go with the high chance he'll decapitate his enemies before they strike and so not need the save

10 Grey Knight Terminators- 450
+5 Grey Knight Terminators
Assorted swords and halberds
Incinerator
Psycannon
Psybolts
I'd prefer to have a couple of hammers and a banner in there, but I'm not willing to cut up my old metal models. As they stand I'm going to use them as my tactical squad rather than an elite choice that happens to be in the troops section. The psycannon and incinerator in the same unit isn't optimised, but in most cases the squad will be split in two much like the codex tactical marine counterpart. Most people prefer the psycannon and for good reason, but according to the background there aren't many of them left and when push comes to shove I like both the models and the idea of setting fire to stuff. Even if they are in the same unit, the psycannon is there to supplement the unit's firepower against infantry not shoot up tanks. Obviously in an emergency it will be used against vehicles

10 Strike Squad- 290
+5 Knights
8 Halberds
Incinerator
Psycannon
Psybolts
The psycannon/incinerator combo is based around the same idea as the terminators. They have halberds because thats what the old models have, but I figure they'll be slightly handier in a fight. The strike squads will either take objectives in my table half or support the terminators in both firefights and assault. By using both units in an assault at the same time there is a chance of using sweeping advance to see off enemies. In addition, warpquake will hopefully keep teleporting nasties off my terminators.

5 Interceptor Squad- 160
Incinerator
Daemonhammer
These guys are the mobile strike element and the only models with strength 4 guns. Whusses. Last turn objective denial is an option, but Iím more likely to use them to teleport to hard to reach areas and then use their jump packs to bounce around causing a nuisance. The incinerator is great at taking out heavy support infantry in horde armies, and they have the option of teleporting into cover and then storming out to chop up squads or hammer tanks. Theyíre fragile, but have been effective in the last two games I played. Theyíre my option of choice against enemy artillery.

Stormraven- 230
Typhoon Missile Launcher
Lascannons
Using the machine spirit it can layer out 6 S4 blast markers and take a pop at a tank/transport in one turn, or use krak missiles if Iím facing a mechanised force. I want to try to avoid shoving it down the enemyís throat and unleashing the terminators. That sort of maneuver didnít work at the Battle of Balaclava, and I donít think it will work for the raven either. More likely it will stick to the periphery of the battle using itís longer range to stay out of trouble, and then drop a demi-strike squad on an objective

Dreadnought- 150
Twin Lascannon
Missile Launcher

Once again, itís what the model is armed with. Iím thinking of keeping the lascannon but swapping out the missile launcher for twin autocannons with psyrounds. The plan is to keep the guy out of LOS as much as possible while sniping at transports and tanks.

That lot comes to 1465, so I have 35 points left to play with. Iím thinking of psychotroke or rad-grenades for the grandmaster- probably rad-grenades seeing as he and the majority of the units near him are hitting first but only at S4. Otherwise Iím open to ideas for the last 20 points. Maybe mastercrafting the daemonhammer would be a good idea.

Itís only 28 models, but the majority of them are firing at S5 or above so they should be hitting fairly hard in a firefight. Because the units get combat-squadded the Grandmasterís abilities should spread across as many units as possible. So far Iíve used the re-rolling of 1ís to wound against orks and it certainly paid for the 25 points across the terminators and strike squad. In a kill points mission I can reduce it to 6KP while in an objective mission the combat squads give me 4 troops choices, which I think is a fair balance without having to use the grandmasterís special rule.
Iíve avoided purifiers because literally everyone is using them despite their numbering 40 across the entire Imperium. Basically, instead of Crowe/ the Grandmaster making killy squads troops, Iíll use the re-rolling 1ís to wound from the grandmaster to make my troops more killy. It is probably less effective, but it balances out a little.



Last edited by Sai on Sat Apr 09, 2011 9:07 am; edited 1 time in total

Sai
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Re: 1500- Carrying a S4 gun marks you out as a whuss.

Post by NemesisForce on Sat Apr 09, 2011 9:00 am

The list looks good. Personally, I don't think psybolts really benefit 5-man units all that much. Better to spend the points for an exta model with two more shots. I'd drop the bolts from the GKT? squad and add an extra body to your Interceptors. I'm becoming a firm believer as well that all squads should have at least one daemon hammer. Definitely invest in the grenades. By the cost I'm assuming the GKT's are actually Paladins.

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Re: 1500- Carrying a S4 gun marks you out as a whuss.

Post by Sai on Sat Apr 09, 2011 9:11 am

My fault- I didn't make the squad sizes clear enough. It's 10 terminators and 10 power armoured guys. The only 5 man squad are the interceptors who I didn't bother giving psybolts to.

I'll have a look at how I can convert some hammers onto the old models.

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Re: 1500- Carrying a S4 gun marks you out as a whuss.

Post by Rivan on Sat Apr 09, 2011 9:18 am

Not bad. I'm a big fan of psybolts myself as long as the squad has at least 8 models.

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Re: 1500- Carrying a S4 gun marks you out as a whuss.

Post by duncndisorderly on Thu May 05, 2011 2:23 am

Rivan wrote:Not bad. I'm a big fan of psybolts myself as long as the squad has at least 8 models.
What he said, I've used them for the first time the other day (only second game using GK) in a ten man strike squad which was objective sitting, cut a long story short I took down my opponents assault squad before he got to me and imobilised his Rhino.

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Re: 1500- Carrying a S4 gun marks you out as a whuss.

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