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Tagteam list(s) help! Help by july 12ish (its on 14th)

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Post by Bewareoftom Sat Jun 23, 2012 9:34 pm

Hey, kinda forgot about these forums lol! Anyways, I need some help deciding what list to bring for my LGS's tagteam tournament....

For my ally's list:

Ravenwing:
Sammael - 205
RWing Attack 1 - Sgt, 2 w melta, attack bike w MM - 190
RWing Attack 2 - Sgt, 2 w flamer, attack bike w MM - 180
RWing Support 1 - Speeder w MM and ML - 75
RWing Support 2 - Speeder w MM and ML
Tac Squad - 5 man, 1 w melta, Razorback w HB - 150
Vindicator - 125

My lists:

1:
xenos inquisitor - Psychic Communion, force sword, bolt pistol, digital weapons - 60pts

strike squad - 10 man, justi with hammer, 3x halberd, 2xpsycannons - 245

strike squad - 10 man, justi with hammer, 3x halberd, 2xpsycannons - 245

terminators - 10 man, 2x psycannons, 5x halberds, 2x hammers, 3x swords - 450pts

2:
Xenos Inquisitor - psyker (communion), force sword, bolt pistol, digital weapons - 60

warband - 5x DCA, 5x acolytes - 95 (give these guys furious charge! on the charge they have 20 S5 I7 WS5 power weapons, and 15 S4 I4 WS3 normal attacks)

strike squad - 10 man, 3x halberd, justi with hammer, 2x psycannon - 245

strike squad - 10 man, 3x halberd, justi with hammer, 2x psycannon - 245

storm raven - TL LC, TL MM, locator beacon - 220

dreadnought - 2x TL autocannons, psyammo - 135

and 3:
Mallues Inquisitor - hellrifle, psyker (communion), force sword - 70 (he's gunna sit back with his tact squad and my dread for support)

warband - 5x DCA, 6x acolytes - 99

strike squad - 10 man, 3x halberd, justi with hammer, 2x psycannon - 245

strike squad - 10 man, 3x halberd, justi with hammer, 2x psycannon - 245

storm raven - TL LC, TL MM - 205

dreadnought - 2x TL autocannons, psyammo, searchlight - 136

and in my lists (his cannot because of the FOC rulings) one unit may take a USR:

skilled rider, move through cover, acute senses, counter-attack, furious charge, stubborn, and stealth

First one I was thinking terminators either get move through cover, counter attack, furious charge, or maybe stealth. leaning towards CA or FC
2nd and 3rd lists, warband getting FC. And for some reason I dunno why 1: I cannot put any rule on vehicles, 2: I must choose which half of the squad gets the rule if they combat squad.

any idea's or suggestions would be MUCH appreciated!!!
Bewareoftom
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Number of posts : 38
Age : 30
Location : Ontario, Canada
Army : Grey Knights
Registration date : 2012-05-15

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Post by first strike Sun Jun 24, 2012 4:55 pm

List 2 is the one Iwould go with. You need to have an army that is fast enough, and provides good long range firepower.
I think that you are looking to deep strike the strike squads, I would avoid this as it would leave you both with to few models on the board and the others will get swamped. Will depend on what you are fighting but that is my advice.
Placing the inquisitor (take the one with the grenades) in the assassian squad will give you frag grenades for assulting through cover, rad grenades (-1 to T for your enemies), psychotroke grenades (drop the psy level), and psykout grenades drop psykers to I1 and you can give the stealth rule to one of the strike squads to add to surivability. I6 is good, I7 is not always needed reduced T can always be used. So with the rad grenades, frag grenades and psychoke grenades this will make the unit much nastier. You can charge G.K terminators and kick their ass, and if you can do that to them, you can take on just about angthing else in the game.
If you drop the homer and the halberds on both strike squads you can get a rhino for one of the strike squads.
first strike
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Post by Bewareoftom Sun Jun 24, 2012 5:08 pm

well its been FAQ's that frag grenades only effect the model armed with them, so no DCA will not benefit from them.

and I dont wanna go for stealth, as there is not really enough cover for me to use it with usually (and 5+ go to ground sucks)

and is DSing that bad? I mean turn one we turboboost to get in there and then I come in on a 3+ (not counting scenario rules) and I cant drop the halberds (modeled on) and I dont have the rhino's
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Post by Bewareoftom Sun Jun 24, 2012 8:47 pm

DOUBLE POST!

depending if I can get rhinos, how about this?

Inquisitor - nothin! - 25

warband - 5x DCA, 5x Acolytes - 95 (furious charge, cause I want S5 on the DCA Razz)

strike - 10x, 2x psycannons, justi with hammer, rhino - 270

strike - 10x, 2x psycannons, justi with hammer, rhino - 270

raven - TL LC, TL mm - 205

psyrifleman - 135
Bewareoftom
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Post by first strike Sun Jun 24, 2012 10:20 pm

Deep striking is not that bad, (with a homer) coming on a 3+ is only if you do not end up with a guard player and then it becomes a 4+ if they have a master of the fleet or another grey knight player (what are the chances of that happening) Wink , the main problem is that raven wing has a limited number of bodies and will be more effective if the enemy has more targets to shoot at in the first 2 turns. Your friend has enough melta to take out heavy armour so the shootie inquisitor is not needed.
I was not aware of the frag grenade FAQ you have mentioned but if you have it I will take your word for it (no point having a debate with the new rules out in the next 5 days. This will make having psychotroke grenades more valuable.
If you realy want to place the F.Charge on the D.C Ass then go with it.
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Post by Bewareoftom Sun Jun 24, 2012 10:45 pm

alright, I guess that makes sense Razz

and I could quote the FAQ, but like you said no point for this saturday XD, and I dont think stealth would do well (unless I combat squad and leave the psycannons in the back stealth'd)
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Post by first strike Mon Jun 25, 2012 1:55 pm

I have found that stealth is handy on terminators as they normaly get hit by heavy weapons and where I play you can nomaly find some cover, but if that is not the same in your area then it would not be usefull.
If you dont have the rad grenads on the inquisitor then the F.Charge be needed.
I would recomend having more then a 5 man tact squad, a vindie and a dread holding the back lines, so only one squad needs a rhino as the other can hang back and move up on foot if needed to help control the middle ground, remember that grey knights strike squads are not hand to hand combat troops, control the middle ground with them, shove the death cults in there face and let the bikes do most of the heavy hitting. If timed right the death cults should take out most armies hand to hand hammers, and you should be able to shoot up the rest of the army. Good luck
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Post by Bewareoftom Mon Jun 25, 2012 1:57 pm

oh I know the squads are more shooty, but if my squad of 7-10 can charge 6~ tactical marines I'm gunna do it lol XD

and I'm not sure about holding alot back, I think most of the time we're gunna push almost everything up just to get in their face.... well depending on mission and armies we face anyways lol!
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