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500 Point Escalation League List

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Post by PaladinVT Sun Dec 11, 2011 8:13 pm

I am a brand new 40K player who has picked Grey Knights and I am joining an escalation league that is beginning in January, but has some restrictions on available units, as follows (the restrictions apply the first two months, at the 500 and 800 point levels, but are lifted at the 1,100 point level, beginning in month 3):

  1. No 2+ armor saves.
  2. No characters with 4+ wounds.
  3. No special characters.
  4. No vehicles with a combined armor (4 sides) of 44 or more (Necrons must count their Quantum Shielding).
  5. No more than one each of Elite, Fast Attack, and/or Heavy Support units.
These, of course, significantly restrict the available HQ choices (in fact, the only legal HQ unit is some flavor of Inquisitor), take away Dreadnoughts, Land Raiders, Stormravens, Dread Knights, and all varieties of terminator, etc.

The list I've come up with to start with is as follows:

067 points - 1x Ordo Xenos Inquisitor w/ power armor, power weapon, 3 Servo Skulls & Rad Grenades
030 points - 2x Crusader
120 points - 8x Death Cult Assassin
055 points - Inquisitorial Chimera
110 points - GK Strike Squad - 1xJusticar, 3xFS/SB, 1x Psycannon
110 points - GK Strike Squad - 1xJusticar, 3xFS/SB, 1x Psycannon
492 points

My initial plan is to put the Inquistor with the henchmen in the Chimera and use that to race them across the board, while using the servo skulls and the deep strike capability of the Strike Squads to position the Strike Squads advantageously according to the opponent).

Do you all think this is a good starting force, or should I go a different route? The rules are unfortunately quite limiting, but if anyone has any advice on list building or tactics, I would appreciate any help you can offer.





Last edited by PaladinVT on Sun Dec 11, 2011 8:46 pm; edited 1 time in total (Reason for editing : Typo)

PaladinVT
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Post by Zealadin Mon Dec 12, 2011 2:58 am

Wow those are amazingly stupid rules.....
I hate to think what other rubbish they will hoist on you during the event.

Its a good a place to start as any since those choices should be useful for the foreseeable future, but I find the restrictions pretty lame and insulting to players.
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Post by flaxis Mon Dec 12, 2011 3:33 am

Brother PaladinVT,

Seems to me as they are trying to enforce the Combat patrol rules on the game then keep them applied for bigger points... they should have a set of rules for the whole event from beginning to end.

Any way the list looks good to me to start... you can build from there.

I would look to maybe start with a dread and larger GKSS squads... but that might break those very restricted rules you have... not sure I do not have my book in front of me.

Brother Flaxis

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Post by DOMIN4TRIX Mon Dec 12, 2011 6:23 am

These restrictions leave you with:

Inquisitor (no terminator armour)
Purifiers (not as troops)
Assassin
Henchman (not as troops)
Strike squads
Interceptors
Purgation squad
Rhino
Razorback
Chimera
no warding stave's
Have I missed anything?

I bet the person that thought up these restrictions doesnt play Grey Knights

Strike squads and Inq are compulsory, Razors would be usefull, and then Interceptors, Assassin or Henchmen.

Good luck
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Post by PaladinVT Mon Dec 12, 2011 6:58 am

I have actually been trying to figure out which army these rules most benefit, and I think it ends up being Orks because they still can take 2T troop units while the SM equivalent (terminators) are eliminated.

I think your list of acceptable units is correct, and in fact I was wondering whether because of the restrictions, I'd be best off not taking DCAs (which appear to my unskilled former MTG-playing eye to be the best value for cost unit in the codex) running the inquisitor (or 2 of them) and GK squads in razorbacks, with the razorbacks primarily functioning as fire support rather than as transports (either with TL-Lascannons or TL-Bolters for the 36" range. Assault cannons would be nice, but they are range restricted just like storm bolters).

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Post by flaxis Tue Dec 13, 2011 2:37 am

Brother PaladinVT

The first thing I would ask is how the restrictions are going to lift as you escalate... because your going to get very limited on what you can take. Does it lift certain rules as you get nearer to say 1000 pts upwards. (Sorry I have never played Escalation.)

Yes I feel Orks get the best deal out of those restrictions also. Having seen some very large ork forces at combat partol sized games.

Seems that you loose a lot of what the flavour of Grey knights are to field an army with those rules. I am starting to think your going to need those razors to cover your troops as you advance.

So I guess your looking at
An ][ for your HQ
2 squads of GKSS with Razors
I would maybe put in some intersceptors to get across the board fast to engage any bunker ranged troops trying to break open your tanks.

Take my thoughts with a pinch of salt I am a new player to 40k.

Best of luck with your games.

Brother Flaxis

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Post by PaladinVT Tue Dec 13, 2011 7:10 am

All restrictions are lifted beginning with the third month at the 1100 point level. They only apply at the 500 and 800 point levels.

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Post by flaxis Tue Dec 13, 2011 7:38 am

Brother PaladinVT,

That is good to hear - you will be able to add in your dreads that point then. I would suggest you try take something to continue to use at the high points levels, but you know this.

Brother Flaxis

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Post by PaladinVT Tue Dec 13, 2011 7:42 am

Believe it or not, there are no restrictions on what I carry forward. I can use a unit in the 500 point game and 800, then never use it again (e.g., I could switch over to Crowe w/ Purifiers at 1,100 points and never look back, if I wished).

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