2500 pt Ard Boyz

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2500 pt Ard Boyz

Post by Tophawtdog4411 on Sun Jul 17, 2011 4:31 pm

Hey whats goin on

Well to finalize everything i will ever need to buy for my Grey Knights i wrote up a 2500pt Grey Knight / Inq hybrid. Normally for low-medium pt games i incorparate a large inq force. However at higher pt games making a hybrid list seems better as FOC becomes an issue for low pt inq squads and such. Enough yappin, here is the list cheers

HQ

Coteaz 100

Librarian w/ halberd, x3 servo skulls, MoT, sanctuary, warp rift, shrouding and quicksilver 195

ELITE

Vindicare assassin 145

Techmarine w/ rad grenades, psycho grenades and x3 servo skulls 124

x4 Paladins w/ x2 halberds, sword and MC DH 205

TROOP

Henchmen squad w/ x3 servitors w/ plasma cannons, x2 weaponsmiths and chimera 185

Henchmen squad w/ x10 acolytes w/ stormbolters and chimera 125

Henchmen squad w/ x10 acolytes w/ stormbolters and chimera 125

Henchmen squad w/ x4 crusaders, x4 assassins and razorback w/ psy-bolt ammo 170

Henchmen squad w/ x4 crusaders, x4 assassins and razorback w/ psy-bolt ammo 170
FAST

Stormraven w/ Typhoon missile launcher and TL plasma cannon 230

Stormraven w/ TL multi-melta and TL lascannon 205

HEAVY

Land raider redeemer w/ multi-melta 255

Dreadnought w/ x2 twin-linked autocannons w/ psy-bolt ammo 135

Dreadnought w/ x2 twin-linked autocannons w/ psy-bolt ammo 135

---------------

The two assassin/crusader squads will probably go into the storm ravens and their razorbacks will just move forward and shoot. Tech marine will acompany 1 assassin squad that is set to go agaisnt really tough CC units or monsters. The other will be set for smaller or less powerful squads. Paladin/Libby will be set in the redeemer. Servitor/weaponsmith squad w/ coteaz and x2 psyflemen sit back and shoot. x2 stormbolter squad provide mid range anti-infantry and the vindicare just blows **** up Laughing

A question I\'ve had was what to equip the stormravens w/?

Thanks

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Re: 2500 pt Ard Boyz

Post by Zealadin on Sun Jul 17, 2011 6:28 pm

Not enough assassins IMO, I would want 6 in each squad minimum.
4 kill 5.5 ish marines on the charge, 6 kill just under 8, basically wiping out a squad.
If the techy is joining one unit, I'd probably make it a squad of 8 DCA, then you are throwing out 14 armour ignoring wounds not including your techmarines, and can probably safely multicharge two squads if they aren't combat beasts.

If you are running the pallies in the redeemer try and get one moer in there and two Incins, that way you can jump out and use rift and two incin templates and really lay down the pain. (One thing I found is that units in cover can be a real pain!)

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Re: 2500 pt Ard Boyz

Post by madbakery on Sun Jul 17, 2011 7:04 pm

Zealadin wrote:Not enough assassins IMO, I would want 6 in each squad minimum.
4 kill 5.5 ish marines on the charge, 6 kill just under 8, basically wiping out a squad.
If the techy is joining one unit, I'd probably make it a squad of 8 DCA, then you are throwing out 14 armour ignoring wounds not including your techmarines, and can probably safely multicharge two squads if they aren't combat beasts.

If you are running the pallies in the redeemer try and get one moer in there and two Incins, that way you can jump out and use rift and two incin templates and really lay down the pain. (One thing I found is that units in cover can be a real pain!)

Yes if you took more dca you would wipe them out in your first turn. Then your unit would be open to all the return fire in your opponents turn! The idea is to win in their turn and you have the right squad size to do that Very Happy

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Re: 2500 pt Ard Boyz

Post by Tophawtdog4411 on Sun Jul 17, 2011 8:59 pm

madbakery wrote:
Zealadin wrote:Not enough assassins IMO, I would want 6 in each squad minimum.
4 kill 5.5 ish marines on the charge, 6 kill just under 8, basically wiping out a squad.
If the techy is joining one unit, I'd probably make it a squad of 8 DCA, then you are throwing out 14 armour ignoring wounds not including your techmarines, and can probably safely multicharge two squads if they aren't combat beasts.

If you are running the pallies in the redeemer try and get one moer in there and two Incins, that way you can jump out and use rift and two incin templates and really lay down the pain. (One thing I found is that units in cover can be a real pain!)

Yes if you took more dca you would wipe them out in your first turn. Then your unit would be open to all the return fire in your opponents turn! The idea is to win in their turn and you have the right squad size to do that Very Happy

Right, i agree with bakery. Having x10000 attacks is sick but if your a glass cannon (DCA are) then its not gonna do much if you are left out in the open which = dead. However it is true that i might be able to assault two units at the same time but that is not always possible and when it isnt, the assassins will wind up dead or going to ground which makes them do nothing Sad

And i might see if i can tweak my list a little to throw in those incinerators!

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Re: 2500 pt Ard Boyz

Post by Zealadin on Sun Jul 17, 2011 9:14 pm

Winning in their turn means taking casualties, and relying on luck. Better to be good at screening your units, and choosing your combats. SR's aren't as good as LR's for this ofc. Plus your also making the huge assumption your opponent will be leaving units on their own without anyone nearby to pile into the combat, which at 1500 points is possible, at 2500 not so much.
If you face a TH/SS list with this you won't have the combat prowess to fight your way out of a paper bag.

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Re: 2500 pt Ard Boyz

Post by Tophawtdog4411 on Sun Jul 17, 2011 9:55 pm

Winning in their turn results in taking casualties, but being left in the open can cost you the whole unit lol and of course its better to properly choose my combat, both loadouts of DCA squads require that type of thought. What i can see merit in is taking one squad mixed and one full of DCA for the reason of there being a lot more enemies to assault. Furthermore i never made any huge assumptions about what my opponent will be doing, i just said its not always possible, but understanding the fact that in 2500 pt games assault 2+ units is a lot easier and more likely i might change 1 squad. BRING ON THE THUNDER HAMMERS! Twisted Evil

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Re: 2500 pt Ard Boyz

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