1000 Pts GK tourny army help

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1000 Pts GK tourny army help

Post by Maul on Fri Mar 02, 2012 1:41 pm

Some quck background on me--New to 40k, this is actually my first army... EVER. Played about 5 games so far with friends/family. No idea what i was doing when I started collecting, and am STILL collecting and looking to really build/model for options. I don't like being pigeon holed to certain wargear just beacuse that's what I happened to equip the models with, so i'm planning on magnetizing a lot of models from now on.

Some friends of mine, and myself are getting together for a little 40k nerdfest tournament at the end of April. The way we are going to play is no Unique characters, and 1000 pts army lists, and will roll for scenarios and deployments. The armies I'll most likely be facing are Necrons, Vanilla space marines, Space Wolves, Orks, possibly Imperial Guard, and possibly another GK army.

What I can expect to find in my opponent's lists are:
Las cannons
Land Raiders
Necron Command Barge
Probably a Hordey Ork army with 90347249223458 models (or he may go vehicle heavy with less ork boyz)
Melee heavy Space wolves
Lots of leman russ's and Chimeras.

Here's my GK army so far:

HQ:
Ordo Malleus Inquisitor - Daemonblade, Power armor, Empy mines, 2 x servo skulls (64 pts)

Troops
Terminators - x 5, Incinerator, Warding Stave, 2 x Halb, 2 x Falch (235 pts)
Strike squad - x 5, Pyscannon, Hammer, 3 x falch (150 pts)

Heavy
Dreadnought - 2 x Autocannon, Pysbolt ammo (135 pts)
DreadKnight - Heavy Psycannon, Heavy Incinerator, Hammer (210 pts)
Purgation Squad - 6 models, 2 x Incinerators, Psycannon, Sword, 2 x Falch, Teleport homer, Rhino dedicated transport (205 pts)

Tactica
Servo skulls are going to be placed to aid in Deep striking, so hopefully within 24" of the enemy, so I have some leeway in distance to shoot and for space for when they come onto the table.

I deally, I want to have my Dreadnought up and perched somewhere to use the 48" range and start popping the heavy vehicles on the opposing team. Rhino will have Purg squad with Inquisitor, and it will drive as fast as possible to either an objective, or their biggest/most expensive unit and popping smoke if there's a lot of open terrain.

Termies, Strike squad, and dread knight are all going to be in reserve for deep striking. If by luck my Rhino with the purg squad and tele homer makes it to the second/third/4th round (or whenever i roll well enough to get everything out of reserve) and I get my units on the table to deep strike near them to support the Purg/HQ. That's my plan if i have an annhilation game. IF its objective based, Rhino/purg/HQ will be used to contest their first object they hold. Termies/Dread knight will DS onto an objective to take/control of an objective that has heavy resistance. Strike squad will then DS to take a lesser fortified objective, or in support of the Purg squad/HQ.

Anywhooooo, that's what I've got soo far. Reason for the oodles of Falchions and no halberds/swords is when i first got the army I was like "O M G! Purifiers + Falchions = win!" and i havent bought more Gk marines to equip with halbs, swords etc... I've gotta make do with what i've got so far. Current inventory consists of:

11 GKs
2 x Psycannons, 2 x Psilencers (for this list im using the Psilencers as Psycannons, and the Psycannons as incinerators till i get more GKs to equip with actual Incinerators), 5 x falchions, 1 x hammer, 1 x nemesis sword (brother hood metal model)

10 x termies
2 x Psycannons (which im using as Incinerators since its a friend game and I didn't realize how awesome Incinerators were when i first got the termies)
Ward stave, 2 x falch, banner, 3 x halbs (these models have the Psycs), Apothecary with Sword, another termie with sword, Hammer.

4 HQs
Librarian w/ Stave, Stern Model, Bro caption metal model with Halberd, Castellan Crowe (who is going to be my Inquisitor for this list cause his sword looks like a daemonblade imo)

1 x Rhino

All of those are currently in my possession, terminators are far from finished. Crowe, and rhino just came yesterday. the rest is fully painted and good to go!


So ya, comments, suggestions, concerns! And ty for takin the time to shed some knowledge my way Very Happy

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Re: 1000 Pts GK tourny army help

Post by caidenlee on Fri Mar 09, 2012 11:59 am

The problem with the list is you have Termis(235pts) NDK (200+points) and your strike squad, all deepstriking. Granted they won't scatter, if your little 5man squad survives. However your OMI doesn't have Psychic communion to help bring them out. So 4+ on turn two. That means turn one and possibly two you now have ~270pts on the board.

(HQ)

*I'd upgrade OMI with Terminator Armor+DH+Psycannon. Give him a henchman warband:
maybe look into some cheap acolytes +mystic (for deepstrike non scatter) Crusaders (keep squad alive for beacon) Add a chimera so the OMI is moving and shooting str 7, 4 shots. Basically a Assault Cannon chimera. Adding FM1 for Physic Communion to get your deepstriking squads out.

(NDK)

Drop Hvy Psycannon on NDK (It's not that great)

(Termies)

*I'd prefer Psycannon >Incinerator on Termies.
*Drop the stave on termies, they aren't assault termies (I'd only take staves on paladins)
they are only five of them, you could justify a stave if there was 10.

(Strike Squad)

* falchions are awesome, I love them on Interceptors. However drop them, far too expensive. Look into maybe getting them a razorback (TLHB+psybolt). Rzb>Rhino in 1k.

(Purgation Squad)

*They are meh, I wouldn't take them just for beacon. Use henchmen with OMI. Dropping them nets you 205 points. =Psyflemen+2 Termies or making that Termie group 10man. with 2 psycannons and a stave.

Personally your list isn't bad. GK's are just really expensive with all the equipment choices. =) GL!


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Re: 1000 Pts GK tourny army help

Post by Rivan on Fri Mar 09, 2012 1:17 pm

I think Caidenlee hit the key points.

DS tactics is good if you can mitigate the % of coming in somewhat and have your units come in en masse. If not, it is quite risky and will only allow your opponent to concentrate fire and take you down 1 unit at a time.

Good luck w/ the tourney and welcome to the forums! Smile

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"It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle." --Sun Tzu (from ancient Earth)

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Re: 1000 Pts GK tourny army help

Post by Aubec le noir on Sun Mar 11, 2012 4:01 am

welcome on Titan Brother
Aubec pirat

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Re: 1000 Pts GK tourny army help

Post by Tiger10 on Sun Mar 11, 2012 4:20 am

Welcome Brother Maul Very Happy

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Re: 1000 Pts GK tourny army help

Post by Maul on Mon Mar 12, 2012 12:34 am

Ty for the warm welcome brothers!

Definitely going to take yer advice on the stave, with a 5 man termie squad. thats a good call, ty.

Rivan wrote:DS tactics is good if you can mitigate the % of coming in somewhat and have your units come in en masse. If not, it is quite risky and will only allow your opponent to concentrate fire and take you down 1 unit at a time.

Hmmm.... Tousche brother. Really got me thinkin about not using Psychic Communion--I've used it every game so far and I guess I really have no feel for how big of a difference it makes since i've never DS'd any units without it yet Rolling Eyes

So definitely gonna go with the OMI upgrade!

caidenlee wrote:(Purgation Squad)

*They are meh, I wouldn't take them just for beacon.

My plan is to use them to contest a heavily fortifed OBJ/assault a big unit with many wounds. Ideally, the Rhino will pull up and parrallel park to the unit, Purg squad jumps out opposite side, Astral aim with the Incinerators (means no cover saves Very Happy ) should fry up some wounds while I'm free from return fire. and if they wanna try and assault, there's a good chance they won't get many models in hand to hand since they have to run around the length of the rhino.

Also, Falchs won't go away till I buy/build new models. And with my work schedule I may just have to make due. I'd be nice to play with a fully painted army!

Again, TY very much for all the helpful insight!!!


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Re: 1000 Pts GK tourny army help

Post by first strike on Mon Mar 12, 2012 3:17 pm

Sorry, but your incins will not work like that, you cannot fire a template weapon if it will hit your own troops. Also if you could, an incin is str 6 and can pen the rhino.

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Re: 1000 Pts GK tourny army help

Post by Maul on Fri Mar 16, 2012 8:16 am

first strike wrote:Sorry, but your incins will not work like that, you cannot fire a template weapon if it will hit your own troops. Also if you could, an incin is str 6 and can pen the rhino.

hmmm. pg 29 of the rule book does say, "Template covers as many models as possible in the target unit without touching any friendly models". A literal translation definitely puts the kabosh on that tactic... Good call First Strike and TY!

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Re: 1000 Pts GK tourny army help

Post by Durn on Wed May 02, 2012 8:51 am

Not sure what happened to my other account but I'm the OP (Maul), just wanted to let the guys know who helped me out that their wisdom got me to tie for 1st.

- 5 man purg squad with a razorback was one of my best scoring units.
- DS'ing went fairly well enough to allow me to close the range gap and gave me the option to fire first almost every game.
- The Psycannon/Incin worked well... Although I'm not sure I got my points worth for them...
- 5 man terminator squad took ass whippings--got whiped off the board almost every game, but they absorbed lots of focus and damage which allowed my Purg/Strike squad to position themselves and deliver some punishment.
- Psyfleman dreads are BAMF! Just blew the shit out of everything. People really seem to forget about them when they have a DK or Terminators in their face.
- Servo skulls are fairly handy, helped out with my Heavy Psycannon quite a few times.

Only army that beat me was a vanilla space marines army with 2xpreds (one las cannon'ed out, one was cannon fodder), 2 razor backs (1 las, 1 assault cannon), 2x10man+tactical squads, with plasmas, and a dread nought with plasma and missiles. Went poorly cause we rolled and got Dawn of War--My understanding of night fighting was REALLY OFF -- I thought there was a cover save somewhere... Wow I was wrong. So instead of using my DS tactics, I ran some of them and I lost a HUGE chunk of my army to 1st round of shooting. other than that I went 4-1-0, and wiped everyone off the table except in 2 games.

Armies crushed:
Necrons
Space Marines (a different vanillla SM army)
Orkz
Spacewolves (wasn't a very competitive army list, it was my cousin who basically dumped pts in as filler to field the models he had on hand. Props to him for taking a kicking in the teeth with that list and still havin a good time Very Happy )

Armies that crushed me:
Space Marines (the one with all the vehicle support)


ty again for the help guys!

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Re: 1000 Pts GK tourny army help

Post by first strike on Wed May 02, 2012 2:14 pm

Well done

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Re: 1000 Pts GK tourny army help

Post by Tiger10 on Thu May 03, 2012 1:00 am

Great job (Maul) Durn Very Happy

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Re: 1000 Pts GK tourny army help

Post by Rivan on Thu May 03, 2012 8:19 am

Congrats and well done!

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"It is said that if you know your enemies and know yourself, you will not be imperiled in a hundred battles; if you do not know your enemies but do know yourself, you will win one and lose one; if you do not know your enemies nor yourself, you will be imperiled in every single battle." --Sun Tzu (from ancient Earth)

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Re: 1000 Pts GK tourny army help

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