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Post by DOMIN4TRIX Mon Aug 22, 2011 5:22 am

Yeah I know, another list. Because we dont have enough on here! My goal was to get a reasonable number of models for the points whilst keeping the psycannon count up. My only regret is that I found no space for Palladins, though Im not convinced they fit in an army without a Grand Master (for 315 pts they need to hold an objective). I would love to know your thoughts.


OM Inquisitor
+ Terminator armour
+ Psycannon
+ 3 skull's 89

OM Inquisitor
+ Terminator armour
+ Psycannon 80

Warband (3)
1 x Mystic, 2 x Acolytes
+ 1 x Melta bomb's
+ Razorback
+ Psybolt ammo 73

Warband (3)
1 x Mystic, 2 x Acolytes
+ 1 x Melta bomb's
+ Razorback
+ Psybolt ammo 73

Terminator Squad (5)
+ 1 Psycannon 225

Strike Squad (10)
+ 2 Psycannon's
+ 1 Daemon hammer
+ Rhino 270

Strike Squad (10)
+ 2 Psycannons
+ 1 Daemon hammer
+ Rhino 270

Interceptor Squad (5)
+ Psycannon
+ Daemon hammer 150

Dreadnought
+ 2 twin linked autocannons
+ Psybolt ammo 135

Dreadnought
+ 2 twin linked autocannons
+ Psybolt ammo 135

1500

The plan:
Roll up with 4 tanks, 3 skulls and 2 dreads a on the table.

Combat squad the SS's leaving all the wargear in the rhino's

Join the INQ's to the Psycannon/Hammer-less SS combat squads (thus retaining 4 moving Psycannon shots a turn from each combat squad) and deepstrike on either a skull or a mystic

Terminators (deepstrike) and Interceptors (my table edge) are reserved to hold and contest respectively
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Post by Chaplain Thrace Mon Aug 22, 2011 9:53 pm

Looks good.

I prefer not to combat squad myself, so I'd attach the Inquisitor's to the GKT squad instead, especially if it's killpoints.

Love to hear how it does in a battle report.
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Post by Zealadin Tue Aug 23, 2011 5:35 am

Nice balanced force, with lots of flexibility! I like it, as Thrace said, the GKT can be joined by the Inq, (good for wound allocation) and you don't have to combat squad the GKSS unless you need more scoring units.
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Post by nquenga Wed Aug 24, 2011 6:03 am

I would say you did an admirable job in pursuing your objective. Unless it is kill points I would combat squad the strike squads and teleport them in. Reasoning is that you are spending alot of effort/points (henchmen squads and servo-skulls) for the one squad of terminators. Have one psycannon in each squad. The hammer stays in the Rhino and the other squad can teleport behind enemy vehicles or in support of one of the henchmen squads.

Melta bombs in the henchmen will make for a decent suicide squad, but will definately get wasted as soon as they get out of the Razorback.

Great spread, I like the variety. Might try something like this out soon

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Post by DOMIN4TRIX Wed Aug 24, 2011 2:48 pm

Your completely right about the suicide squads, there isnt any point taking cc henchman in anything other than a LR or a SR, i really need meltagun acolyte's in the razors for that to work. They will still die but should kill more points than i lose

I agree with not splitting the SS's unless its an objective game, which would leave two Inq's with the terms - slight overkill me thinks. I could therefore switch one to a Xeno with power armour and needle pistol, ditch the melta bombs and have a couple of melta guns running around in razorbacks.

Thanks for the help guys. I have a game on Sunday - not sure if i will be drawn against Tyranids, Eldar or Dark Eldar - trying to pick a force for all missions and all oponents is tough.
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Post by Zealadin Thu Aug 25, 2011 2:00 am

Some armies make do with no assault vehicles for their CC specialists, and its doable, its just not fun, and makes your opponents job much much easier!

I also think you'll find the Inqs rather amazing with the Termies, expensive, sure but relentless psycannons are really good...
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Post by DonFer Thu Aug 25, 2011 5:57 am

DOMIN4TRIX wrote:Thanks for the help guys. I have a game on Sunday - not sure if i will be drawn against Tyranids, Eldar or Dark Eldar - trying to pick a force for all missions and all oponents is tough.

In that case maximize your Dreads. You'll have tough time against Eldar and Dark Eldar Mech, their vehicles are a pain to remove specially for GK, though TLAC and Psycannons can do the trick, with enough lucky shots. Against these opponents try to take control of midfield as fast as you can, or you will certainly be outgunned and out maneuvered. Agaisnt Tyranids, well it's all downhill form turn 1. Watch out for those Zoanthropes though.
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Post by DOMIN4TRIX Thu Aug 25, 2011 6:08 am

So far I\'ve played 4 games against Eldar and 2 against Dark Eldar - I\'ve still got a 100% record with grey knights! The guys I play against are getting closer so I keep having to tweak lists to stay ahead. Not faced any other army yet though so Tyranids should be interesting. The main weakness here is i dont have an uber character to help in cc.

I find this list is ample to take down Eldar Mec - even the razorbacks get in on the action!
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Post by Zealadin Thu Aug 25, 2011 6:53 pm

Psycannons are amazing versus Dark Eldar vehicles.... you don't want lascannons, although autocannons are not bad due to their rate of fire.

They are flying around in paper aeroplanes, you just need to throw enough shots (even bolters) at them and they fold!
Mech eldar are slightly harder to kill vehicle-wise but less dangerous when it comes to the squads inside.

Nids are one of the less competitive 5th armies, although you may struggle with them as you don't have any purifiers to really mop them up, although the strike squads should do reasonably.
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Post by DonFer Fri Aug 26, 2011 6:25 am

DOMIN4TRIX wrote:So far I\'ve played 4 games against Eldar and 2 against Dark Eldar - I\'ve still got a 100% record with grey knights! The guys I play against are getting closer so I keep having to tweak lists to stay ahead. Not faced any other army yet though so Tyranids should be interesting. The main weakness here is i dont have an uber character to help in cc.

I find this list is ample to take down Eldar Mec - even the razorbacks get in on the action!

Psycannons do well against DE, if you can make it inside range. Being a 24" army, GK will always struggle against fast DE and Eldar. That is why GK need to take control of midfield asap, in order to minimize range limitations. Of course maximizing AssCan dreads is also a nice way to cope with our lack of range. Gk have the weapons to destroy DE paper planes, but not the range, which DE have and a lot of it.

Against tyranids we have the advantage because of our shooting and their need to assault. Don't worry about ICs, you have force weapons and one activation is enough to obliterate MCs. The thing is Zoanthropes, which will be a pain in the butt to remove, and they should be your target priority if you want to even activate Force Weapons or Cleansing Flame. Which BTW is almost the same problem if Eldar have a very annoying Farseer.
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Post by DOMIN4TRIX Fri Aug 26, 2011 12:24 pm

I know what you mean about Shadow of the Warp and Runes of Warding, what a pain. My brother takes Eldrad Ulthran as his character in almost every game - I read lists with Librarians in and wonder what these players would do if they came up against a psychic opponent like that who can shut their whole game plan down. It's not just the runes - he has a 3++ save!

Last game I snapped - put Draigo and 10 Purifiers in a Redeemer purely on a witch hunt. Eldrad was joined to a Wraithguard squad and they were supported by a troupe of Harlequins. I finally killed him T6, Draigo had one wound left everyone else was dead! Made no difference to the outcome but I was satisfied. Besides, tying up the Wraithguard prob saved my Palladins
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Post by DonFer Fri Aug 26, 2011 2:32 pm

True! Eldrad turns GK into shiny marines, entirely. It's all uphill from turn 1. Not being able to even conjure Psychic Communion and not loosing a model every time you test is just terrible. More so to GK, with such low model count.


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Post by Zealadin Sat Aug 27, 2011 8:48 am

Dark Eldar are basically range 36" on dark lances, and almost everything else is 18". The fighter and bomber have longer range missiles, but they aren't really all that good versus anything except troops.
Dark lances are also just practically missile launchers versus anything of our vehicles except LR's, and your likely to face a similar if not more shots vs most marine armies, due to the popularity of missile devs, which are cheaper with longer range than DL's.
DE have the movement for sure, but they rely on killing stuff to get the pain tokens to have any kind of survivability.

It depends on the army build, but I would be more inclined to say that DE are dangerous to GK the most in combat. DE are often equal Init to a halberd, wyches ignore power weapons, incubi dice stuff up like tofu, and beast squads are capable of rending small squads to death.

Also not really understanding the hate of eldrad... he does the same thing all eldar farseers do, makes you roll 3 dice (and pick the highest?). A hood however totally destroys his ability to have a meaningful effect on the game.
Against wraithguard you are best sitting at 24" and shooting, moving back, they'll never catch you. Sure they are hard to kill with rerolls, but rending shots auto kill them.
Against harlies, flamers in a vehicle driving up to their face and flaming them is ideal.

Farseers are pretty overpriced when you consider how easily most imperial armies get a hood, especially when their reliance on fortune is pretty much the only thing that keeps them competitive!
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Post by DOMIN4TRIX Sat Aug 27, 2011 1:08 pm

Ill have to try toasting Harlequins from a vehicle, you need to be on top of them to see them anyway, it sounds like a very civilised way to deal with those peacocks

I have to say though I dont find that the hood destroys Eldrad - as you know it only gives you a 50/50 chance of stopping him within a 24" range (and I never carry more than one hood, if that) - he can cast three powers a turn (one of which twice) odds are he will mind war a character a turn and possibly doom or fortune as well. I\'ve had him and a harlequin troupe take Mephiston and an assault squad to pieces before now, I guess my hate stems from a 3++ save with re-rolls (fortune) which statistically he can cast every turn and also gets against perils of the warp.

As a grey knight player I would rather face Yriel an Avatar or any Pheonix Lord
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Post by Zealadin Sat Aug 27, 2011 10:06 pm

Well yes, but he costs similar to Mephiston, and if for one turn fortune doesn't work then the squad simply dies.
Even with a 50% chance of getting powers off sometimes nothing will go off.
If he has to fortune himself twice to try and get it off and then doom a target, but nothing works then torrent of fire will make an extremely expensive squad disappear as fast as if it had been a 160 point squad.

When it works he is nasty, when it doesn't work he is a waste of points, thats the main reason eldar are less competitive now, its unreliable, which doesn't help when the other player rolls well! But also makes it an unbalanced list. Against a SW player with the 3+ negate roll this kind of eldar army falls apart faster than a sand castle at high tide.

The flamer approach to harlies is best, or if your opponent isn't too smart (no offence to them) then drive an empty vehicle up and try and get them to assault it or melta pistol it, if it explodes, which is likely then you'll probably kill several harlies at the same time. (this is one reason the pistols aren't that great, 3" for melta on a squad that dies to explosions like flies is a sad fate)

Yriel is easier to deal with, but the avatar and lords are generally overpriced with only maugun ra really being worth using (IMO at least).
I'll be interested to see what happens next edition with eldar and psychic powers.
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