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1500 Mech List (Gun List)

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Post by invisible Sun Jul 24, 2011 6:23 am

Hello Brothers,

This is a 1,500 point army list that I have been having success with, so I thought I'd share it. I adore playing rhino rush armies and I find that it makes for thrilling games.

HQ
Order Xenos Inquisitor
-Power Armour
-3x Servo Skulls

Troops

5 units of identical Strike Squad Grey Knights (Strikers)

1 Justicar w/ daemon hammer
2 Strikers w/ psycannons
7 Strikers w/swords
-Psybolt Ammunition
-Mount in Rhinos

Cost: 1492

I use a standard rhino rush tactic (drive up close, drop off a lot of marines in close proximity to a unit that I want dead and shot at them until they are gone (focus fire)). Alternatively, if the mission requires more mobility, I combat squad and deep stike a unit depending on mission objectives and threats.

I find that grey knights are ideal for rhino rushing/bolter fire because of the str 5 weapons afforded them with the psybolt ammunition.
I try my best to keep them out of combat with higher initative units with power weapons. If I am unable to keep them out of close combat, I make sure that I have a couple of units of marines right behind them so I can get shots after they succeed in an assault (never underestimate the power of the Heavy, Rending Psycannons). Good for taking out tanks in a pinch too.
I am completely in love with the basic grey knight striker, they have tremendous advantages over typical marines (power weapons, deep strike, possible str 5 attacks, move and assault after shooting twice), AND you can stuff 50 power weapon wielding, storm bolter maniacs into a nice 1,500 point army.


Last edited by invisible on Wed Aug 03, 2011 5:42 am; edited 2 times in total

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Post by Rivan Sun Jul 24, 2011 9:23 am

I like it. 50 GK's are definitely not something to laugh at for 1500 pts.

Just a thought...if you make one of the squads a 9-man squad, it frees up 30 (because you have to drop 1 psycannon). Give your OXI rad and psychostroke grenades and attach him to that squad.

This squad becomes your de facto CC unit. They're Stubborn, will hit T3 or T2 on 1st turn of assault + the effects of psychostroke.

You can always of course just leave the OXI hidden somewhere Razz
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Post by TheCrimsonGlass Sun Jul 24, 2011 10:29 am

I definitely agree with the point Rivan made. You even have enough points to give on of the strikers in your CC squad a halberd. You would then have 3 points left, so you could put a searchlight on 3 of the rhinos. It's nit-picky, but it gives you a little more flexibility overall.
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Post by DonFer Mon Jul 25, 2011 8:32 am

What are those skull servitors? scratch
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Post by TheCrimsonGlass Mon Jul 25, 2011 8:40 am

Most probably just servo skulls. People like to make up their own names for things Razz

SO many in my local store have a habit of calling psycannons "psybolters"...
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Post by invisible Wed Aug 03, 2011 6:00 am

I have played the list now on two seperate weekends at my local game club. I have played against an army of space marines and eldar. One objective and one kill points game. It did well against both armies and won both of the games.

There are a few things that I have noticed about this list. Firstly, my opponents are having a hard time against my rhino rushing build, which also has the ability for units to deepstrike. Its something that they aren't expecting and have a hard time adapting. I have been combat squading and deep-striking a unit with one psycannon in each unit and place them behind the vehicles with armour 10. They are very good at killing tanks. Then, I have been using the empty rhino as cover for my other rhinos that are carrying marines in them. Additionally, I am finding that the psybolt ammunition is worth its weight in gold. As you can imagine, having the strength 5 weapons is very useful in a fire fight against my opponents. And fire fighting is what this build wants to do.

I haven't yet changed my list to add more close combat finese. Additionally, the Inquisitor has hidden in terrain or behind buildings for the duration of the game and never immerges. After a few more games, I will take your advice brothers and make some changes.

One thing that I would really like to try is adding in a HQ choice to use Grand Strategy: Hammer of the Righteous (re-roll to wounds of 1). Against toughness 3 that is re-rolling all failed to wounds (shooting), and against T4 I can re-roll half the failed to wounds. I would also like to use an orbital strike relay. But, I am not at all sure where I would find the points for this, and I would like to hear any suggestions.


Last edited by invisible on Sat Aug 06, 2011 3:59 am; edited 1 time in total

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Post by elugin Wed Aug 03, 2011 8:03 pm

I don't think that Orbital strike is a wise choice with your build: you move really fast and will soon find no place where you can strike safely.
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Post by invisible Sat Aug 06, 2011 3:57 am

Excellent point Brother Elugin.

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