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Mordrak 2000 point list/ Draigo 2000 point list

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Post by Nausaden Fri Mar 25, 2011 1:20 pm

I've play tested the hell out of the Mordrak list; it has ALWAYS brought the hurt and excelled fantastically, winning every single game it's played against (6 total, though there were a few close ones). The Draigo list is more of a fun list because I too have been trying to figure out a good Paladin list. And as I have so many Grey Knight Terminators and love them, especially fluff wise, I have tried to make my lists around them.

Oh, and why are people saying Mordrak can't have guys attached to him? He only get's that retinue stuff if he pays for Ghost knights (which sort of suck), and its specific in the codex that he and anything attached to him get the 1st turn no scatter deepstrike. He's IC, so I attach the Libarian and Paladins to him.

Mordrak 2000 points
HQ:
-Grand Master Mordrak *200*
-Grey Knight Librarian Mastery Level 3 w/Force sword, psybolt ammo+digital weapons, teleport homer, 3 servo skulls.
Psychic powers: The Summoning, Quick Silver, Might of Titan, Sanctuary, Hammerhand *255*
ELITES:

-Grey Knight Paladins ( 8 ) 1 Apothecary w/ Brotherhood Banner, 2 incinerators, 2 Daemon Hammers, 5 halberds. Psybolts, all weapons master crafted *580*

TROOPS:
-Grey Knight Terminator Squad w/3 Halbreds, 1 Daemon Hammer, 1 Sword. *200*
-Grey Knight Strike Squad (10) w/6 Halbreds, 1 Daemon Hammer, 1 Sword, 2 Incinerators, psybolts *280*
Heavy Support:
-Nemesis DreadKnight w/Nemesis greatsword, Heavy incinerator *185*

-Land Raider Redeemer w/ Warb stabilisation field, psyflame ammunition, multi-melta *275*
TOTAL- 1975
I can't recall exactly what I cut, but I ended cutting things to give the NDK the personal teleport homer.


Genius tactics; Mordrak deepstrikes turn one and unleashes hell in the heart of the enemy's army or at a critical point. The Grand strategy typically gave units hammer of righteousness, to re-roll failed wounds of 1 (SOOOO helpful) or made more unit's troops like the paladins and Dreadknight if it was an objective game.

Now this needs to be FAQ, but everyone at my hobby store argued that the Librarian can't summon the turn it deepstrikes, since its at the start of the movement phase when you use the Summoning. I figured Deepstriking comes first, and is simultaneous, but due to the raging wails of cheapness I accepted this and will wait for an FAQ. This meant that Mordrak and the Paladins had to weather a massive storm, with the Librarian Grey Knight surviving and teleporting the Redeemer with 10 GK's inside of it to them next turn (no scatter, since it arrives via deep strike and he's got the homer).

Dreadknight shunts some 30", and heavy incinerators another prize target, hopefully splitting fire in the process. The guy DESTROYED Chaos Land raiders, tons of Guard tanks, transports, squads of space marines, Tau, and the like whenever he hit close combat so everyone was freaked about him (as I pre-orded I even got to use the store's, which had the same combo as I intended to build). I love the Dreadknight; oh so much. He even eats other monstrous creatures (Wraith lords, Daemon Princes).

The 5 man Terminator squad stays behind on an objective or waits to be teleported. The 10 man GKSS can split into two five man squads, with the incinerators inside the redeemer. All and all, this list has proven VERY elite and powerful. The Daemon hammers ENSURE that with hammerhand, we'll crack heavies and vehicles easily (str 10, HAH). The halberds are nice, assuming quick silver/sanctuary don't help break the enemy's initiative. Might of titan really makes us capable of wreaking havoc, I love it.

Anyway, that is so far my main list; please offer corrections, contributions, and ideas. More Terminators is the theme if possible.


Draigo Paladin Wing *2000*

HQ:
-Draigo *275
-Grey Knight Librarian w/ Mastery Level 3 w/Force sword, psybolt ammo+digital weapons, 3 servo skulls.
Psychic powers: The Summoning, Quick Silver, Might of Titan, Sanctuary, Hammerhand *275*
Troops:
20 Paladins
-Paladins *10* 1 Apothecary w/brotherhood banner, 3 daemon hammers, 5 halberds, 1 sword. Psybolt ammunition, all master crafted. 2 psycannons, 2 incinerators. *745*
-Paladins *10* 1 Apothecary w/brotherhood banner, 3 daemon hammers, 5 halberds, 1 sword. Psybolt ammunition, all master crafted. 2 psycannons, 2 incinerators. *745*
1490
2025 total

This one is a bit sillier, and I'm still playing with it. As you see, its got 20 Paladins, with the ability to combat squad into 4 squads of 5, one of which will go with Draigo and the Librarian. The libby is become the synergy, and a character of his own in my lists. This list would probably do well with a dreadknight or stormraven, but as it is I wanted to have 20 terminators, and Paladins are just so awesome with Draigo.

Thoughts? I hope we can continue to revise ways of using our Grey Knights to the highest efficiency. Paladin's greatest weaknesses are meltas, plasmas, lascannons...
cheers
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Post by shadow Fri Mar 25, 2011 1:39 pm

I like the idea of the 1st one but in both the leaked pdf and our new book ( I have them both), Mordak isn't a IC sorry.
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Post by Rivan Fri Mar 25, 2011 2:02 pm

Both are definitely very elite armies w/ only 23 and 21 infantry models respectively. How did the Mordrak list do against IG? Have you faced a list w/ a lot of high str low AP shooting? Or hordes like tyranids for example. I'm just curious how the low model count holds up against sheer numbers scratch

BTW, the NDK w/ greatsword and heavy 'cinnie comes to 190 pts I think Very Happy
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Post by Brother Blutcher Fri Mar 25, 2011 3:35 pm

Huuughhh 20 Paladins... this is nasty.... Twisted Evil
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Post by Nausaden Sat Mar 26, 2011 5:14 pm

Thank you Brothers Smile My store's redshirts and manager (they all wear black now..hmm) all say Mordrak is IC unless you pay for the Ghost knights. If he isent, that will be very sad, but I await full clarification. There's certainly a few things in the codex that need some...clarifying.

Rivan: Ah, I think your right! I checked out the codex the other day and copied down the prices, Heavy incinerator is 30, sword 25, but I don't know the teleporter (might be 75?)

I had 2 games against Guard; one with lots of infantry, and one that focused on tons of tanks. The enemy in the first game against all the tanks had no idea my tactic, and I landed behind him with Mordrak and obliterated his command squad and hero, and the rest of his army that was spread shifted and spent the game after them. The Dreadknight shunted, and had many tanks shoot it. My Emperor, that 5++ is a godsend. He ended up actually getting caught up fighting Straken and a squad, but weathered the powerfists/sword just barely and killed straken, moving on to munch tanks.

The Guard got messed up badly, since they had a lot of units set up to stay back and shoot, a typical gunline and leaf blower. With the teleporting, I managed to avoid getting shot up, and better yet his forces were set up in a way that I could choose an optimal position so he couldnt just shoot everything. The Dreadknight ALWAYS drew so much attention, and typically died by the end of the game, but he did an awesome job.

I played Orks; over 200 of them. Mostly infantry, and a huge squad of bike nobs with power claws. The short story is, Mordrak and his paladins wiped out 30 guys a turn from shooting when they dropped in, and with so few units on my part it made for easier tactical movement and striking at his weak points. I dont know how well it would do against tyranids; namely with shadow in the warp, but against orks I managed to only lost my 5 terminators and most of my paladins. It was a slaughter at 2000 points and over by turn 3.

It REALLY feels that the low model count is so properly represented now. Although I hear screams of cheesy overpowerness from everyone at the GW, used to me playing with 3rd edition Razz But we do have our weaknesses. If you roll badly early, things go downhill, fast. And Tau crisis suit army was annoying as hell to fight since they were mobile enough and tough enough to run away. Gotta keep the pressure on them.

Wink Aye Brother blutcher, it is a fun concept. I look forward to seeing how all those footslogging/teleporting Paladins fair.

But, there was bad too. I had tons of meltas/plasma directed at mordrak, and the paladins started dropping. In the second game I had over 130 las gun shots, with many meltas and plasma (pistols too) unload at that one squad. To my satisfaction however, I only lost 2 Paladins, and Mordrak got wounded, granting me a Ghost knight. The ghosts I use to deflect and absorb melta/lascannons. Once my guys dropped, they always wiped out whatever they targeted. There was just a ton of shots to live through so I could get the LRR and guys inside down.

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Post by shadow Sat Mar 26, 2011 5:21 pm

At the moment, Mordrak is like Crowe, the both don't have the IC rule. Which I don't get to be honest as how are you supposed to field them? Especially when the rules for the 2 characters give bonuses to the units they're with but if they're not IC what units can that be?!?!? Rolling Eyes

Teleporter is 75 for NDK, I think we'll need an FaQ rather quick after the release Sad
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Post by Nausaden Sat Mar 26, 2011 8:26 pm

Ach, it appears you are right Shadow..

Uhmm....WTF GW??? YOU BASTARDS D:

-___- So...Mordrak/paladins/Librarian might not work. Untill I get some hard core verifications I am going to run my Mordrak list as is. It's just too mind blowing that they wouldn't let Mordrak join another unit. That is just plain stupid. Especially cause ghost knights SUCK HARD. No upgrades or anything; and this would make Mordrak deepstriking turn one so utterly useless; at least if you want to be aggressive in anyway. Well...I guess he can teleport somewhere safe and run.

And then get MURDERED by plasma and their equivalents. *Extreme distaste*

I like Mordrak and his lore so much. I guess if this is entirely true I'll just...work around it. Or something. *Sighs*...and it was...so genius!

Mad
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Post by Zealadin Sat Mar 26, 2011 8:43 pm

There is no real reason to use Mordrak if he isn't taking his Ghost Knights though, and they mean he can't be singled out in combat, which then means you can place the wounds you want on him, and hopefully generate a few more knights to wreck face before he dies.

He shouldn't be an IC, really. He is a really interesting character IMO, and adds a bit of a different flavour, that you don't otherwise see. He'll need to be used tactically but should be a pretty good choice, despite the cost!
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Post by Nausaden Sat Mar 26, 2011 10:12 pm

*Nods* You are of course right Brother Zealadin, as you usually are. I'll trade power to keep with the fluff most any day. It just sucks my plan, which was so awesome and worked so perfectly, apparently can't be done.

And Ghost Terminators are so cool. Too bad they can't take ANY SPECIAL WEAPONS D: So turn one deepstrike to assault wont work at all. No incinerators; no psycannons, nothing. Just stormbolters. Heck, not even psybolts! If ONLY they could JUST take a few special weapons, I'd be so much happier.
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Post by DarkRonin Sat Mar 26, 2011 10:18 pm

Well I think that their primary role is to have an initial OMG TERMINATOR THREAT in the midst of the enemy from the start of the game. The idea really is for them to take shots for the rest of the team and with Stealth, they can handle be as tough as TH/SS Terminators. It's all about placement with them.
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Post by Nausaden Sun Mar 27, 2011 12:45 am

Aye, stealth is sort of nice, but they'll be getting a 6+ /5+ from what I understand most of the time. I can only hope 5 ghost knights will be a suitable unit.
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Post by Rivan Sun Mar 27, 2011 12:58 am

Nausaden wrote:Aye, stealth is sort of nice, but they'll be getting a 6+ /5+ from what I understand most of the time. I can only hope 5 ghost knights will be a suitable unit.

Well, if you can DS them near terrain, they can opt to Run into terrain during their shooting phase as an option, possibly giving them 3+ cover until your next turn. After which, you can move, shoot and punch face Razz
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Post by Nausaden Sun Mar 27, 2011 1:24 am

Very cool Rivan! Always appreciate your tactics ^^

Alright Brothers, here me out, how does THIS Mordrak/fluffy lore list sound to you all?

HQ:
- Mordrak (200)
Ghost Knights (5) W/3 Halberds, 1 hammer, 1 sword/brotherhood banner (225)

- Grey Knight Librarian Mastery Level 3 w/Force sword, psybolt ammo+digital weapons, teleport homer, 3 servo skulls.

Psychic powers: The Summoning, Quick Silver, Might of Titan, Sanctuary, Hammerhand (255)

Troops:
-Grey Knight Terminator Squad (10) Justicar Thawn w/master crafting
w/Brotherhood Banner, 2 psycannons, 2 Daemon Hammers, 6 Halberds, 1 warding stave. Psybolt ammo. (595)

-Grey Knight Terminator Squad (10)
w/Brotherhood Banner, 2 psycannons, 2 Daemon hammers, 6 Halberds, 1 warding stave.

Psybolt ammo. (520)
Heavy Support
-Nemesis DreadKnight w/Nemesis greatsword, Heavy incinerator *185*

1980

Drop the ward staves, give the Dreadknight his teleporter so he can shunt and move 12". I am pretty sure I'll do this, even though the 2++ in close combat would be nice to have in case of tarpitting.

The plan is to deepstrike Mordrak and his 5 Ghost Knights up mid field, or closer at an ideal position in cover but close enough to unleash the stormbolters perhaps. The Dreadknight will shunt, using cover, and try his best to distract and crack tanks and armor and all that.

The 2 squads of 10 (one with Thawn, because I love this guy, and it's an irony with him fighting with Mordrak and Ghost knights if you think about it) can split off into 4 squads of 5 Terminators if really needed. Otherwise. I think footslogging them, and teleporting them as soon as I can to the Libarian and Mordrak. With their psycannons/psybolts I suspect they can really dish out a lot of pain.

Think of the imagery brothers; Mordrak comes down, teleporting into the midsts of incoming enemy forces. And then the Grey Knight Libarian creates warp bridges, with the army of terminators walking out of what seems thin air! Isent it such a cool concept?

Their are certainly plenty of weaknesses; and this probably won't be my "I WANT TO WIN" list so much as a fun one where I field the army of my dreams (teleporting all Grey Knight Terminators). There's a total of 26 Grey Knight Termies, and 1 Dreadknight. So hey, he's in Termie armor, so 27.

Tactics, ideas to make it more effective, and so forth would all be duely appreciated ^^
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Post by Border Sun Mar 27, 2011 7:26 am

4 Psycannons shooting a turn is, 16 shots, You are glancing armor value of 14 on a role to penetrate of 6(Rending, which is a D3 role). Penetrating on a 2 or 3 on your D3 roll. I feel like Psycannons are being extremely underestimated.

What is the purpose of giving your Libby Psybolt Ammo? Keep in mind that if you are doing a Psychic shooting attack, he can no longer fire his storm-bolter. I would recommend getting Warp Rift, for your Libby. Having an ability that auto penetrates any armor if it hits on a flame template weapon is pretty nuts and killing any model failing an initiative test brings a smile to my face. It could also work Fluff wise with your army. Very Happy Your list summons and kills all using the Warps powers. Razz
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Post by Rivan Sun Mar 27, 2011 7:53 am

Agree on the Warp Rift. Indispensable for a Libby IMHO Very Happy
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Post by Nausaden Sun Mar 27, 2011 1:25 pm

^^ Very good idea brothers! I shall immediately have him go study this warp rift! Awesome.

The reason for the psybolts is because he gets them and digital weapons at 5 points; cheap upgrades like these are hard to resist. But I must remember that each and every point is precious in a Grey Knight list Smile

I certainly hope the psycannons will be enough. I'm mostly worried about rhinos and fast transports that zoom up and I have to shoot them, and if the shootings decent hopefully at least immobilize them, only for their units to get out and start shooting the hell out of me. Always the case I seem to be placed in, lots of "mech" lists.


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Post by Aubec le noir Mon Mar 28, 2011 1:25 am

true brother Border .... warp rift then !! Razz
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Post by GreyKnight Wed Apr 13, 2011 1:01 pm

im planning on crossing my drigo list with mordrak giving me about 25 model army when iv finished ill post it here it will be befor play tests cos i dont get to go to my local very often
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Post by MJSwasey Wed Apr 13, 2011 9:27 pm

Just as an FYI, the teleport homer DOES NOT affect the summoning at all and currently RAW says that anything summoned scatters (uses the deep strike rules). So summoning that LR is very, very dangerous.

The teleport homer is very, very specific. It says it only affects terminators, strike squads, and interceptors. It also says that they must be coming ONTO the battlefield, meaning from reserve, and proceeds to describe that the homer only works with things coming from the GK strike cruiser.


Also, i did the stats on psycannons versus other types of weapons. A psycannon that gets all 4 shots is better or the same as any 2shot s8 weapon or one shot s9 at everything, and only looses out to melta at armor 12+ I can post these at some point if you like, but stationary psycannons are basically the bee's knees vs vehicles.

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Post by Maximus Thu May 12, 2011 3:12 am

I like it a lot Brother. I placed a post under topic transport in the discussion zone talking about what you described in some of your current battles, that being doing so many different tactics all at the same time which simply overwhelmed your opponents mental ability to deal with all that you were throwing at him. That is precisley why I thought Mordraik is the MAN, when he deepstrikes in with his band of nastys your opponent is just saying to himself Holy Sh#t I have got to get rid of that!!!! While he is focusing on Mordraik, theres a librarian DS in and that summoning cool rule, then a DreadKnight then an Interceptor squad. Its just too much for him to work out.....brilliant

Are Grey Knights just the best or are they just the best!!!!
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Post by Valten Thu May 12, 2011 3:37 am

The great thing about Mordrak is you can turn around a put a few wounds on him early on and instantly spawn up to three additional FREE Ghost Knights.

I think if I was using a SC Mordrak would be my man of choice any day of the week.
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