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A couple 2k armies

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Post by sabian Thu Jun 09, 2011 9:56 pm

I'm playing a couple games this weekend and have a few lists that i was thinking of trying out.

Brotherhood Champ

Paladin 10m
4 psycannon
7 halberds
3 hammer

GKSSx2
2 psycannon
psybolt ammo
Rhino

Interceptor Squad
10 Halberd
psybolt ammo

3 Psyflemen Dread

and the second is...

Grandmaster
Halberd
Rad Grenades

Paladin 10m
4 psycannon
7 halberd
3 hammer

gkss x2
2 psycannon
psybolt ammo
rhino

interceptor x2
10 halberd
psybolt ammo

Now i know i'm playing marines and i'm fairly certain he doesn't use a lot of tanks and that's why i'm favoring the second list but i like the fire base of 3 psyflemen. Would just like some feedback. The player normally plays black templar.
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Post by stormknight Fri Jun 10, 2011 12:44 am

i can't imagine black templars having a strong firebase to deal with but they'll most likely have a few transports.

i have to say the first list looks alot stronger but i could be wrong.
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Post by DonFer Fri Jun 10, 2011 7:13 am

Well IMHO you're wasting points with that 10 man Paladin squad. Sure it'll hit like a rock (if you manage to move them close enough), but it'll move like one too.

I'd drop to 5 Palis, and add another HQ. GM/Librarian should be your choices. That'll leave you with a couple of points to add maybe another squad or upgrades.

I also hink your Interceptors need some heavy guns, namely Psycannons. You'll be sitting ducks after the shunt move, and while you're at it shoot something to death.
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Post by Zealadin Fri Jun 10, 2011 7:36 am

Halberds are also kind of pricey for the interceptors!
You don't necessarily need psycannons on them, depending on how you plan to use them, and with 10 paladins holding 4 relentless Psycannons thats not a huge issue, but psycannons do add flexibility.

I wouldn't recommend taking two HQ most of the time unless its Inquisitors, but a Libarian would probably do the job better than a BC with Pallies on the table. Or even a GM. If you can get them midfeild they'll be a hard to budge firebase and should dominate the table. They do need to move, but not that far realistically.
The BC does add certain advantages but it doesn't really match up versus its BA cousin.

The Psyflemen dreads are great vs light tanks, but you might not need 3 unless your facing mech spam.

Either of those lists will be fun to play however and a good way to start off.
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Post by sabian Fri Jun 10, 2011 7:44 am

Well first I could do libby but I prefer gm to try to give both my interceptors scout for possible first turn assault. Secondly I agree on the 3 psyflemen, but they make a damn good fire base. And the paladins are really easy, if I get 3 scout then I field them and if I get less I deep strike them. Now the champ is in there fir the cheapest puritan hq choice, I could take out a dread and champ to get a decked out libby. And lastly I like halberds for the interceptors, it gives me first strike against most other armies nd the chance to wipe them out.
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Post by Zealadin Fri Jun 10, 2011 7:53 am

Hmm k well thats fair. Halberds do give you the initiative advantage you'll just need to be super proactive on getting those assaults to make them worth the points.

If you want the GM to optimise scouting then with your low squad counts thats probably going to work quite well, just need to hope for the 3-6 on the d6 for scouting.

Libs can be good in having shrouding, sanctuary and a teleport homer (to draw in your paladins).
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Post by sabian Fri Jun 10, 2011 8:50 am

Now the general tactic here with army one is i use my dreads are a fire base and move the strike squad up to mid field and interceptors flank. I'll DS my paladins around mid field or if the opportunity arises to flank do so.

The second list all depends on the game, for simple KP game i'll be using scout mostly and average roll being 3.5 i'm almost assured both my interceptors will get scout. If it's a take and hold i'll be making units scoring, so on and so forth. Now with both they have their respective benefits and downfalls. I have a huge love for interceptors after my last game with them, i gave them all falchions and psybolt ammo.

They shot a necron unit off the table, assaulted another one off the table and in another game they wiped out 3 units of guard with shooting and assualting and contested an objective to give me the win.

I find giving them heavy weapons is too expensive for what i consider a mostly close combat orientated unit, i know other people will use them to get mid field fast to open fire but that's why i have the cheaper GKSS in rhinos and that allows them to have a higher survivability.

The interceptors and paladins are basically the hammers, both will worry the opponent and allow for my GKSS's to get in to position. If he ignores the fast attack and elites he'll be in for a very nasty surprise when i hit his line and make him fold.
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