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1500 point assult army

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Post by Pingpong Wed Apr 11, 2012 4:44 am

i've been collecting for about 4 years now and it was only in the last yeas that i switched from space marines to grey knights. i have found that even with their reduced numbers that they still kick-ass, even more effectivley than that of my old space marine command squad.

i thought that i'd try a small assult army that would strike fast and hit hard.

please let me know what you think Smile

HQ

Lord kaldor draigo


TROOP

paladin squad 1
5 man
narthecium
psybolt ammo

paladin squad 2
5 man
narthecium
brotherhood banner
incinerator
4 nemesis falchion


HEAVY SUPPORT

land raider redeemer
extra armour

nemisis dreadknight
heavy psycannon
nemesis greatsword

TOTAL 1500 pts

draigo and palidin sqd 1 go in the land raider whilst the second palidin squad and the dreadknight deepstrike.
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1500 point assult army Empty Re: 1500 point assult army

Post by Aubec le noir Wed Apr 11, 2012 9:54 am

hi and welcome
i don't think an apothecary is worth his points in a 5 man squad ... i think that the paladins are resilient enough without the narthecium...
i don't think the falchions are worth their points either (too expensive for the +1 attack, i'd rather choose halberds to gain a +2 init)... unless you use a librarian with Quicksilver...
try to give each paladin a different gear ... to use the wound allocation rules...
i think the LR godhammer will be better for you (more AT power)but you have to put 4 pallies in one unit and 6 in the other and put Draigo in the 4 one.
finally, from general opinion, the heavy incinerator is better than the heavy psycannon (that scatters) for the DK...
Aubec pirat


Last edited by Aubec le noir on Fri Apr 13, 2012 3:26 am; edited 2 times in total
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Post by Pingpong Wed Apr 11, 2012 10:10 am

Hi Aubec,
i see where you are comming from with the apothecary but i find the 'feel no pain' rule a great benifit, especially to the hq that joins the squad. comes in handy when in combat Smile. the dreadknight on the other hand, i find the heavy psycannon good for taking out light troops whilst the greatsword has its benefits against tanks but if im against an all infantry army i would change it for my other one sitting on the shelf which has a heavy incinerator (as you suggested Very Happy ) and a gattling psylencer
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Post by Overlord Thu Apr 12, 2012 11:35 am

First of all… welcome to the forums brother. Glad to have you on board! cheers
I would definitely reconsider brother Aubec’s advice. It’s really solid. He’s a seasoned GK player who knows a lot about an army you are just starting and it’s valuable constructive feedback. No disrespect intended.
I agree 100% with his point about the Apothecaries. At the most your 150 points (10% of your entire army) MAY save 1 or two wounds a game… not a game changer and certainly not worth it IMHO. I’m sure on paper it looks awesome but it is not very practical in real game play. Those points could be used better in other areas.

Draigo wing lists like yours can be awesome and very hard to beat but they still need some balance to be effective and I think you are going to find that most of your opponents are going to be tucked away in vehicles… nice and completely safe from this list.

This list is pretty weak in anti-tank and has no range which means it’s only effective against exposed troops less than 12 inches away… great if you only play against Tyranids or Daemons!! Anything outside of a 12 inch range and you’ll have an amazing CC army trying to win a game with stormbolters.

For example… Your Pally squad 2 was obviously built solely to maximize the number of attacks, however you are going to DS them which means that they can’t even assault into combat until round 3 and that’s only if you roll perfectly for reserves and DS placement and the enemy troops just stand still so you can assault them. Realistically, they’re going to spend more than half the game not killing a single thing unless it with their psybolt ammo.
Same goes for the NDK. Even if you DS him and he lands 1 inch away from a tank all it has to do is drive away… you can’t catch it. With no PT he’s just too slow. And since it’s the ONLY thing in this entire list that can even glance AV 14 it will probably spend the rest of the game moving and running trying to get into assault range which means he’ll never even get to fire off that very pretty but excessively expensive and completely unreliable cannon of his.

But not to worry… With a couple of small changes this list wouldn’t have any of those issues and would be more than a match for many of your opponents.

First, don’t DS your NDK. Give him a PT. You can shunt him next to a tank in round 1, and with an 18 inch assault range (thanks to the PT) tanks can’t run away fast enough. You’re almost guaranteed to be smacking a tank in round 2 instead of starting to chase one in round 3.

Second, put a hammer in each of your pally squads so they can do more to dreads and AV 12+ vehicles than just dish out a ton of psychic papercuts. Even with 25 attacks on the charge you just can’t roll a 7 on a d6 so you'll end up with a whole lot of nothing... Anybody feel a breeze!!
It’s better for wound allocation if you kit them ALL differently (one being a hammer) anyway just like brother Aubec suggested. For one thing it costs very little points, it’s also just as useful whether the squad is in combat or not, and it’s guaranteed to save more lives than those overpriced apothecaries. Thanks to the current wound allocation rules you can take 6 (non str 8+) wounds on your 5 man squad before you have to pull your first paladin off the table)

Also, In your 2nd squad I would drop the BHB and incinerator and give them a couple of psycannons. Since they are not going to be in CC anytime soon at least they can do some major damage with those 8x str 7 shots (on the move) until they get there.

Also, if your heart is truly set on the redeemer as opposed to the godhammer then I would spend the 10 extra points and add a MM to it (for better Anti-tank).

I would spend some time reading some of the other forum sections, especially the "Tactica" area. There is a lot of great information there as well as some fantastic discussions. I have found that everyone here is very nice and more than happy to help and answer any questions you may have.
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Post by Pingpong Thu Apr 12, 2012 1:30 pm

hello again, i was lucky enough to manage to fit in a battle today to 'test' the army. it went fantastic against the tau.

i changed the pally squads around and put the falchion in the lrr with draigo which made an assault straight into the heart of the tau ranks, untouched by fire as the other pallie squad and the dk turned up on the second turn and caused a distraction.

the dk managed to deal with the pesky broadsides wi railguns whilst drago and the 2 pallie squads dealt with the 4 tau squads.

by the end of the battle all of the tau had been wiped out but every gk remained Very Happy mabe wounds off here and there and the dk standing on his last wound but if it wernt for the feel no pain my pallies would have been on only a few models.

for the 2000 pt add on im gonna add more anti tank, mabe a psyrifle dread and mabe a vindicare assasin Smile

but if anyone has any advice what workes best against IG tanks, please let me know.

thanks cheers
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Post by Aubec le noir Fri Apr 13, 2012 3:43 am

happy for your win brother... but our advice are still valide ! Wink Razz
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Post by Pingpong Fri Apr 13, 2012 4:13 am

thankyou brother Aubec, i shall indeed take the advice from you and overlord and come up with a more balanced strike force. thankyou
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