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2000 Terminator list

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2000 Terminator list Empty 2000 Terminator list

Post by limelizard Wed Sep 28, 2011 12:06 am

HQ
Grey Knight Brother-Captain (185)
Nemesis force halberd (master-crafted); 2× servo-skulls; digital weapons; psybolt ammunition.

Troops
4 Terminators (235)
+1 Terminator Justicar (Nemesis force halberd (master-crafted)); 1× incinerator; 2× Nemesis force sword; 2× Nemesis force halberd; psybolt ammunition.

4 Terminators (230)
+1 Terminator Justicar (Nemesis force halberd (master-crafted)); 4× Nemesis force halberd; psybolt ammunition.

4 Terminators (230)
+1 Terminator Justicar (Nemesis force halberd (master-crafted)); 4× Nemesis force halberd; psybolt ammunition.

4 Terminators (230)
+1 Terminator Justicar (Nemesis force halberd (master-crafted)); 4× Nemesis force halberd; psybolt ammunition.

4 Terminators (230)
+1 Terminator Justicar (Nemesis force halberd (master-crafted)); 4× Nemesis force halberd; psybolt ammunition.

4 Terminators (230)
+1 Terminator Justicar (Nemesis force halberd (master-crafted)); 4× Nemesis force halberd; psybolt ammunition.

Heavy Support
Land Raider (285)
psybolt ammunition; hunter-killer missile; extra armour.

Dreadnought (145)
assault cannon; psybolt ammunition; extra armour.

2,000 points

limelizard
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Post by Lord Draigo Wed Sep 28, 2011 12:37 am

In my Opinion the Brother Captain isnt worth the Points, there is a different of 25 Points to the much better Grand Master. Also you waste the Points in master crafted/digital Weapons and Psybolt Ammo, those Gadgets arnt worht this points. Also the BC hast already I5 and dosnt need an Helebard, but with a Sword hes getting more resilient. There is no GK HQ that should equip something else than a sword. With a sword you get an CC InvulSave of 3++, with the Helebard you recieve I7 but with I5 you cover up the most enemys you will encounter. Also the GM gets the benefits of Grand Strategy.

Also the master-crafted in yous squade is a waste of points, especialy for your justicars which are lost as the first model if you dont pass your psy-test- Additionaly Psybolt Ammo should only be used if it increases die models Price per 2-3. In your list in increases the price of the model wich can use it by 5!!! For this points you should take Psycannons which are a lot more usefull than the Psybolt ammo. And an Incinerator allone ist nothing you can rely on.

Also the hunter-killer missile is worth nothing, nobody use this for a reason and there are so many codexes with this in. And extra armoir is a waste for GK Vehicles, you allready pay the price for a psycic power with exactly the same effekt, why do you buy extra armour then?

In Summary, dont waste your points for unnessesary gadgets, they sound nice but mostly the points are invested for something else more usefull.

On the base of your list, a lot of termis with one landraider, i would suggest you this:

*************** 1 HQ ***************

Grey Knight Grand Master
- Stormbolter
- Nemesis-Force-Sword
- 3 x Servo-Skulls
- Blind Greneade
- Psychotroke Grenade
- Rad Grenade
- - - > 225 P


*************** 2 Elite ***************

Venerable Dreadnought
- Twin-Linked Autocannon
- Twin-Linked Autocannon
- Psybolt Ammo
- - - > 195 P

Venerable Dreadnought
- Twin-Linked Autocannon
- Twin-Linked Autocannon
- Psybolt Ammo
- - - > 195 P


*************** 5 Troops ***************

Terminatorsquad
5 Terminators
- 1 x Nemesis-Force Sword
- 2 x Nemesis-Force Halberd
- 1 x Nemesis-Daemonhammer
- 3 x Stormbolters
- 1 x Psycannon
+ Upgrade to Justicar
- Nemesis-Force Sword
- Stormbolter
- - - > 225 P

Terminatorsquad
5 Terminators
- 1 x Nemesis-Force Sword
- 2 x Nemesis-Force Halberd
- 1 x Nemesis-Daemonhammer
- 3 x Stormbolters
- 1 x Psycannon
+ Upgrade to Justicar
- Nemesis-Force Sword
- Stormbolter
- - - > 225 P

Terminatorsquad
5 Terminators
- 1 x Nemesis-Force Sword
- 2 x Nemesis-Force Halberd
- 1 x Nemesis-Daemonhammer
- 3 x Stormbolters
- 1 x Psycannon
+ Upgrade to Justicar
- Nemesis-Force Sword
- Stormbolter
- - - > 225 P

Terminatorsquad
5 Terminators
- 1 x Nemesis-Force Sword
- 2 x Nemesis-Force Halberd
- 1 x Nemesis-Daemonhammer
- 3 x Stormbolters
- 1 x Psycannon
+ Upgrade to Justicar
- Nemesis-Force Sword
- Stormbolter
- - - > 225 P

Terminatorsquad
5 Terminators
- 1 x Nemesis-Force Sword
- 2 x Nemesis-Force Halberd
- 1 x Nemesis-Daemonhammer
- 3 x Stormbolters
- 1 x Psycannon
+ Upgrade to Justicar
- Nemesis-Force Sword
- Stormbolter
- - - > 225 P


*************** 1 Heavy Support ***************

Land Raider Redeemer
- Twin-Linked Assault Cannon
- Psybolt Ammo
- Multimelta
- - - > 260 P


Gesamtpunkte Grey Knights : 2000

As a Terminator-List this has the typical problems of every Footslugger-Army but hey, thats life.

For Wound-Split use the Psycannon in the Terminator-Squads for one of the normal Terminators with a Halberd.
Lord Draigo
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Post by slayer18 Fri Sep 30, 2011 3:43 am

Draigo's list is very solid(as his list frequently are) as is his advice. However, I'm going to have to disagree with him on the mastercrafting of justicar;s weapons under different circumstances. In my opinion, it is usually better to give the Justicar the demon hammer and to mastercraft it. This gives you additional opportunities to hit/wound with one of the few armor penetrating weapons that our troops can carry and it is vital against MCs. True, he has the weakness of being the focus for your psychic abilities, but I believe the chance to reroll is worth it.

slayer18
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Number of posts : 198
Army : Grey Knights-5k, Ravenwing-1k(so far), Tau 2k
Registration date : 2011-09-05

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Post by Lord Draigo Fri Sep 30, 2011 4:43 am

Well, its a question of safety or risk. At Strike Squads where Justicars have 2 and ordinary Grey Knights have 1 Attack I sometimes Play the Hammer for the Justicar. But here I think the Reroll isnt worth the Risk of loosing your only Defence against Vehicles by a unpassed p-test.

And against MCs I dont think that the Hammer is so important. The pure mass of Attacks has a good chance to wound one time, even without Hammerhand. So after one Wound you activate the Force-Weapons and send the MC to Hell.

And to hit a Vehicle with 2 Attacks isnt that hard, you get the auto crew shacken and you need a 4+ on the Ap roll to recive a glancing hit on AV14, and AV14 in the Rear is the Job of the Boss-Squad i think. Even a ordinary Grey Knight can glance AV11 in the Rear with hammerhand and a 6.^^

Also you dont have to forgett the Psycannons, there arnt that many as it would in a purifier list, but hey, there are some with weaponmaster.^^ With this Guns you can even kill a Landraider on a 6 and a lucky damage roll and the assault cannon of the Redeemer is twinlinked. On a game my redeemer killed an Enemy Landrader in Round 3.^^ An against all thos transporters he has its Dreadnoughts.
Lord Draigo
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