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Stretching to 2000

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Stretching to 2000 Empty Stretching to 2000

Post by Iron Earth Sat Sep 08, 2012 2:11 pm

I'm looking to stretch my 1500 point army to 2000 for an up and coming tournament and would be much obliged if the fine brothers of this forum could give me some advice. Here is my current list:

IOM - Terminator Armour, Psyker, Psycannon

10 Terminators - 2 Psycannons, 2 Hammers
5 GKSS - Hammer, Psycannon
+ RB with HB
5 GKSS - Hammer, psycannon
+ RB with HB

NDK - Flamer, PT
NDK - Flamer, PT
Psyfelmendread


Upgrading the Razorbacks with psybolt ammo and adding a Grand Master with a psycannon, will be my first additions. Grand Stratergy will solve the lack of scoring units problem. This leaves me roughly 250 points to spend.

With that in mind which option would be optimal and why:

Option 1
----------
Add 10 more GK's + 2 Psycannon's

Option 2
----------
Add a Stormraven

Option 3
----------
Remove the Personal Teleporters
Add 10 more GK's + 2 Psycannon's
Add a Stormraven

Option 4
----------
Add an Allied detchment of Imperial Guard
A Company Command Squad + Autocannon
A Platoon Comand Squad + Autocannon
10 Infantry
10 Infantry
10 Infantry

Also, what CC weapon works best on a Grand Master in general?
Thank you in advance for any and all advice. Smile


Last edited by Iron Earth on Sun Sep 09, 2012 2:06 pm; edited 1 time in total
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Stretching to 2000 Empty Re: Stretching to 2000

Post by first strike Sat Sep 08, 2012 6:16 pm

Option 1.
I would also join the other 2 strike squads, add psybolts to both squads and terminators (they can be combat squaded if needed), drop inquisitor and add Coteaz, add a Lib and not the G.M to the army. Lib will carry a warding stalf, as for scoring you now have 3 good scoring units that can be combat squaded, one of the missions at most tournaments will be kill points and one of the others should be big guns never tire and then your whole army is scoring. If you still want the grand master then a sword is cheeper and gives a 3+ inv save Ap3, the stalf is will give you a 2+ inv save and is still Ap3 so it comes down to points. Placing a stalf in the terminators will also help in hand to hand.
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Stretching to 2000 Empty Re: Stretching to 2000

Post by Iron Earth Fri Sep 28, 2012 9:23 am

Useful advice Brother first strike, thank you. Smile

I generally avoid named characters for fluff reasons so I kept the Inquisitor I already have. I also went with the GM but took your advice for the rest of the list. It makes sense for the Grey Knights to keep things 'in the family' so to speak.
The Army feels well rounded overall, probably not optimum but fun and still able. Flyers, Armour 14 and long range enemies seem like potential problems though.
Heres the current list:

GM - Sword, Psycannon, Blind Grenades
IOM - Terminator Armour, Psyker, Psycannon

10 Terminators - 2 Psycannons, 2 Hammers, Psybolt Ammo
10 GKSS - Hammer, Psycannon, Psybolt Ammo
+ RB with HB
10 GKSS - Hammer, Psycannon, Psybolt Ammo
+ RB with HB

NDK - Flamer, PT
NDK - Flamer, PT
Psyfelmendread


how's it looking?
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Stretching to 2000 Empty Re: Stretching to 2000

Post by Overlord Fri Sep 28, 2012 12:24 pm

I think bringing on the GM is a great move no matter which way you go.

I see your 2 NDKs as key players here which will provide some early penetration and the ability to eliminate some priority targets but at 2k points you will see more than just 2 priority targets and your first move will likely see the NDKs take a lot of damage. I would give them a little support.

With potentially 4 scoring units already I don't think you are too bad off right now on bodies. Obviously the GM will help that. If that is your strategy, to have the GM assist with scoring then instead of adding 10 GKSS I would add a 10 man squad of interceptors with 2 Halberds (including justicar), 2 psycannons, 2 hammers, and 4 swords. You still get the same number of scoring bodies just one is a lot more flexible, and can provide support where you need it depending on the game. You could have 4 units deep behind their front lines on turn 1 which will undoubtedly cause them to scramble if not panic and provide some additional support to the NDKs to ensure they are successful... Not to mention this will help you control the middle of the board better and give you time to move into strategic positions with the rest of your army.

I would drop the IOM to help pay for them as you will have a GM with psycannon to support your midfield units. Give your GM extra grenades if you can afford them and I always run mine with the sword.

If inteceptors are not really your thing then I would go with option 2 to help provide similar support very quickly and to help deal with any fliers they have.
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