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Semi-casual 2000 point lists

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Post by Omenos Fri Feb 01, 2013 12:05 pm

Hi guys!

I'm new to the forums and I've been playing 40k for about 4 months now! Very Happy

A couple of friends of mine are planning on heading up to Warhammer World in a few weeks for a few games and celebrate a friend's birthday so I'm trying to come up with a balanced list to play against my mates. I've come up with a few but the ones below are my favourite, what do you guys think? Smile

List 1:

HQ:
Brother-captain (incinerator) - 155
Ordo Malleus Inquisitor (psyker, power armour) - 63

Elite:
Henchmen squad (3x heavy bolter servitors, 8x Bolter WAs) - 70
Purifiers (6 flachions, 4 incinerators) - 270

Troop:
GKSS (2 halberds, 4 swords, 2 hammers, 2 psycannons, rhino) - 290
GKSS (2 halberds, 4 swords, 2 hammers, 2 psycannons, rhino) - 290
GKT (Warding stave, 3 halberds, hammer, psycannon) - 245

Heavy:
Psyfleman Dreadnought - 135
Psyfleman Dreadnought - 135
LR Redeemer - 245

Fortification:
ADL w. Quadgun - 100

Total: 1998


List 2:

HQ:
Grand Master (incinerator) - 180
Inquisitor Coteaz - 100

Elite:
Purifiers (6 flachions, 4 incinerators) - 270

Troop:
Henchmen squad (3x heavy bolter servitors, 9x Bolter WAs) - 75
GKSS (6 swords, 2 hammers, 2 psycannons, rhino) - 280
GKT (1 Sword, 6 halberds, 2 hammers, 2 psycannons, banner) - 475

Heavy:
Psyfleman Dreadnought - 135
Psyfleman Dreadnought - 135
LR Redeemer (psybolt) - 250

Fortification:
ADL w. Quadgun - 100

Total: 2000

Basically the idea is that the terminators would be deep striking in when required (utilizing psychic communion to hold them off until turn 3 or ensure they arrive turn 2 depending on the situation). In the meanwhile, the Brother-Captain/Grand Master will ride in the Land Raider with the purifiers and inflict a lot of pain on whatever I deem nasty, and the strike squad(s) will perform whatever role is needed (direct support for the inquisitors/purifiers, capturing and holding objectives, mobile deep strike denial bubbles or all three!).

As you will have noticed, these are two very similar lists and I'm going to open this one up to the floor, which of these two would you prefer to take, would you prefer more boots on the ground (1) or more terminators (2)? The increased flexibility provided by Grand Strategy and Coteaz' box of tricks or is it not worth the points? Or even a half-way between the two?

I do have about 4.7k points worth of models including the following:

2 NDKs (one with an incinerator and greatsword, the other with an incinerator and psycannon)
1 SR (TLMM, TLLC - doors blutac'd on so can be swapped for hurricane bolters)
5 more terminators (including an additional banner)
5 man purgation squad (4 psycannons)
10 man interceptor squad (all flachions - in hindsight that was a terrible mistake...)
1 additional rhino (3 in total - these were assembled from the RB kit so I can take them as RBs with heavy bolters)
1 Brotherhood Champion
1 Librarian with a warding stave

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Post by Rivan Fri Feb 01, 2013 12:29 pm

First, welcome to the forums Brother!

Personally, I like list 2 better because of the GM and Coteaz. Just have two suggestions for you to consider:
- replace the falchions w/ halberds--I know its less attacks but you have higher initiative and halberds are cheaper
- I would give the GM rad grenades at a minimum--psychotroke if you have the points. Makes your GM+purifiers' first turn assault simply devastating.

Enjoy your stay Very Happy
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Post by Omenos Fri Feb 01, 2013 1:31 pm

Cool, cheers for the pointers Smile

1) The purifiers might be a pain to change now (particularly as I'm going to warhammer world in two weeks) - I get what you mean with the halberds, a friend of mine pointed that out before but they've done reasonably well with the additional attack so I'm cool with them with flachions for the time being Smile
2) The rad grenades sounds like a good idea... not sure where to find those points though lol

Sorry to be a pain but would you consider making the 10 man terminator squad into a 5 man and take an additional 10 man strike squad? Smile

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Post by Rivan Fri Feb 01, 2013 2:10 pm

No pain at all Wink

I personally love terminators so I like running 10-man squads. Reducing them to 5 man and adding another 10 man GKSS unit is not bad at all. Gives you a lot more shooting as well an additional unit (or 2 if you combat squad them).
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Post by Omenos Fri Feb 01, 2013 2:48 pm

Cool, I'll have to weigh up the shock factor of the terminators against the firepower of the extra strike squad.

Thanks for the help Smile

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Post by Omenos Sat Feb 02, 2013 1:02 pm

I just thought of a configuration that could work, basically swapping out the purifiers for a 5 man terminator squad:

List 3:

HQ:
Grand Master (incinerator, rad grenades) - 195
Inquisitor Coteaz - 100

Troop:
Henchmen squad (3x heavy bolter servitors, 6x Bolter WAs) - 60
GKSS (6 swords, 2 hammers, 2 psycannons, rhino) - 280
GKT (3 swords, 1 hammer, 1 psycannon, 1 banner) - 250
GKT (1 warding stave, 6 halberds, 2 hammers, 2 psycannons, banner) - 495

Heavy:
Psyfleman Dreadnought - 135
Psyfleman Dreadnought - 135
LR Redeemer (psybolt) - 250

Fortification:
ADL w. Quadgun - 100

Total: 2000

Simple swap so the 5 man squad will ride in the land raider with the GM. Purifier's hard hitting incinerator bomb vs. the (relative) surivability of the terminators?

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Post by Guest Sat Feb 02, 2013 2:49 pm

I would of went for purifiers.

Also, can you perhaps swap the acolytes for plasma cannons on the servitors for some ap2 weapons?

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Post by Omenos Mon Feb 04, 2013 4:17 am

Sorry for the late reply. Considering how much time I have left and how busy my schedule is between now and the trip up to WW I don't think I'd have time Sad

Update: ... It turns out that my opponent is playing Daemons with Guard allies (to field his two leman russes) against my Grey Knights. I think it might be necessary to turn up the heat and tune this a bit more for beating the living daylights out of daemons and tanks Razz

List 4:

HQ:
Brotherhood Champion (cheap and effective tar pit)
Coteaz (Want the rerolling "Seize the Initiative" to try to ensure that I go first)

Elite:
Vindicare Assassin
Purifiers (6 Flachions, 4 Incinerators)

Troop:
Henchmen (3 Heavy Bolter servitors, 8 bolter henchmen)
Strike Squad (2 halberds, 4 swords, 2 hammers, 2 psycannons, rhino)
Strike Squad (2 halberds, 4 swords, 2 hammers, 2 psycannons, rhino)

Heavy:
Land Raider Redeemer (psybolt)
Nemesis Dreadknight (heavy incinerator, greatsword)
Nemesis Dreadknight (heavy incinerator, heavy psycannon)

Fortification:
ADL w. Quadgun

Basically, the idea is to form a denial bubble on my side of the board. Use the Vindicare to crack his tanks or otherwise anything big and nasty. The dreadknights will deep strike in where needed like the terminators in the previous lists with more reliable anti-vehicle + torrenting flamers. Otherwise the list will play similar to the other list.

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Post by Guest Mon Feb 04, 2013 4:31 am

What do you want me to tell you?

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Post by Omenos Mon Feb 04, 2013 4:40 am

Basically, what do you think? How well do you think that would stand up against Daemons and Guard? I'm thinking that my friend is planning on dropping a cheesy list on me to tear me to shreds...

Do you think it's worth taking the dreadknights rather than the dreadnoughts and terminators?

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Post by Guest Mon Feb 04, 2013 5:07 am

Over terminators, yes! Over dreadnoughts... Maybe. There's 2 way you can go. Mind you, at 2k you have double FoC but we'll disregard that for now.

Why are you taking so many flame templates. You won't need the purifiers incinerators when you have he ndk's that can torrent. You are probably best off taking the crusader instead of the redeemer to benifit from the psybolt ammo and that way you can shoot all weapons every turn. You won't be flaming much turn 1 or 2.

Coteaz is a great choice, draigo is another one against daemons. Str 10 weapon. Str and toughness 5. But a little expansive, I recconmend taking a grandmaster and coteaz instead. Keep the ndk's, they will each shots from the battle tanks and soak up fire, you want them in quick to destroy the tanks and then flame the infantry. Make sure you warp quake and bubble wrap yourself turn 1. And keep warp quaking until he finishes deep striking.

I would kit the purifiers out differently. You don't need that many incinerators. Halberds! Not falchions! Take a hammer.

He will most likely have some flying daemons. You want to take divination primaris power. Shoot his flying daemons, land lots of hits, a psyfle dread might be useful. Lots of twin linked weapons. Razorbacks with heavy bolters. TL weapons for the daemons and the infantry.

Uhmmmm try fit 3-4 squads of strikes and interceptors.

If you are taking the purifiers, shoot the daemons and then get them into close combat against the guard blobs and cleansing flame. Don't bother with that against daemons. Hammerhand instead.

Don't forget the ndk's dark excommunication. Could be helpful if challenging characters. Lose the henchman, waste of points for how you kitted them. Loose the vindicare. You have ndk's.

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Post by Omenos Mon Feb 04, 2013 6:30 am

Considering the need for speed, might it be worth giving the dreadknights personal teleporters so if the GM gives them scout, they can leg it up to 30 inches across the table at the tanks to give them hell on turn one?

I think I can just about squeeze 3 strike squads in, requires a bit of fudging but it's 2 5mans in razorbacks (Coteaz will join one of them) and a 10 man deployed in a rhino as I can't fit two razorbacks in if I want purifiers with psycannons and halberds unfortunately! I don't have enough halberds spare to make more before WW but I think the guys will be cool with me playing them as if they did - will have to pick up a strike squad box while there to fix that).

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Post by Rivan Mon Feb 04, 2013 11:04 am

Omenos wrote:Considering the need for speed, might it be worth giving the dreadknights personal teleporters so if the GM gives them scout, they can leg it up to 30 inches across the table at the tanks to give them hell on turn one?

Just remember that the NDK can't assault on the turn it shunts so expect your opponent to have the chance to try and shoot it down or assault it.
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Post by Omenos Mon Feb 04, 2013 11:28 am

If I give the dreadknight scout via Grand Strategy, in turn 1 that's 12 inches from the scout movement and a further 12 from my norm movement. I can then charge (foregoing hammer of wrath which would be a tad overkill) which on average is a 6/7 inch advance.

But yes, no worries, I'm aware of the fact that I can't assault after shunting, cheers for the reminder Smile

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Post by Guest Mon Feb 04, 2013 11:36 am

No you are wrong. Scout USR only let's you redeploy in you own deploemt zone. You cannot move out of it.

I'm 99% sure I've discussed this before. The scout rule is useless for us from the grandmaster.

You are probably thinking fantasy vanguard special rule or the scout rule that let's you deploy 12" away from the enemy.


Last edited by -Arratak- on Mon Feb 04, 2013 11:38 am; edited 1 time in total

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Post by Rivan Mon Feb 04, 2013 11:37 am

No worries. Also, a unit that used a Scout move at the start of the game cannot assault on the first turn.

However, if you have second turn, and your NDK survives your opponent's first turn of shooting, you can assault even if you used a Scout move prior to start of the first turn.
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Post by Souba Mon Feb 04, 2013 11:39 am

-Arratak- wrote:No you are wrong. Scout USR only let's you redeploy in you own deploemt zone. You cannot move out of it.

I'm 99% sure I've discussed this before. The scout rule is useless for us from the grandmaster.

You are probably thinking fantasy vanguard special rule or the scout rule that let's you deploy 12" away from the enemy.

BRB page 41:

"After both sides have deployed (includlng
Infiltrators), but before the first player
begins his first rurn, a unit containing at
least one model with this special rule can
choose to redeploy. If the unit is Infantry
Artillery a Walker or a Monstrous
Crearure, each model can redeploy
anywhere entirely within 6" of its current
position. If it is any other unit type, each
model can instead redeploy anywhere
entirely within 12" of its current position.
During this redeployment, Scouts must
remain more than 12" away from any
enemy unit. A unit that makes a Scout
redeployment cannot charge in the first
rurn. A unit cannot embark or disembark
as part of a Scout redeployment.

If both sides have Scouts, roll-off, the
winner decides who redeploys first.
Then alternate redeploying Scout units.

If a unit with this special rule is
deployed inside a Dedicated Transport,
it confers the Scout special rule to the
Transport (though a disembarkation
cannot be performed as part of the
redeployment). Note that a Transport
with this special rule does not lose it
if a unit without this special rule is
embarked upon it.
This rule also confers the Outflank
special rule (see page 40)."


nowhere states you have to stick to your deploymend zone. you just have to be 12" minimum away from the enemy.


Last edited by Souba on Mon Feb 04, 2013 11:42 am; edited 2 times in total
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Post by Rivan Mon Feb 04, 2013 11:41 am

-Arratak- wrote:No you are wrong. Scout USR only let's you redeploy in you own deploemt zone. You cannot move out of it.

I'm 99% sure I've discussed this before. The scout rule is useless for us from the grandmaster.

You are probably thinking fantasy vanguard special rule or the scout rule that let's you deploy 12" away from the enemy.

Actually, Scout allows you to redeploy anywhere within 6" (Infantry, Artillery, Walker or MC) or 12" for any other unit as long as you stay more than 12" away from any enemy unit. No where does it say you have to stay within your deployment zone (BRB p. 41).

EDIT: Oops, ninja'd Laughing
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Post by Guest Mon Feb 04, 2013 11:43 am

Well, I must be blind, thanks for that souba, if that's what the rules state, then I'm sorry. I was wrong.

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Post by Omenos Mon Feb 04, 2013 11:49 am

Damn it, just checked the book and you're right. Furthermore I couldn't charge if i used the scout movement. Ah well, a shunt in their face ready for a turn 2 assault could make a huge difference anyway.

EDIT: Nvm, you guys beat me to it Smile

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