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1500 Mordrak, Deep Strike

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1500 Mordrak, Deep Strike Empty 1500 Mordrak, Deep Strike

Post by LuisMars Sat Jan 26, 2013 6:43 pm

First things first, I'm new to GK... this list is going to be used against IG and Space Wolves.

Librarian
-Stave
-Summoning

StrikeSq
-6x Halberds
-Psycannon
-Psybolt

StrikeSq
-8x Halberds
-2x PsyCannon
-Psybolt
-Rhino
--Warp Stabilisation Field

Terminators
-8x Halberds
-2x Psycannon
-Psybolt

Dreadnought
-2 Flammers
-Warp Stabilisation Field
-Psyflame

PurgationSq
-4x Incinerators
-Hammer
-Razorback
--Psyflame
--Heavy Flammer


Last edited by LuisMars on Wed Jan 30, 2013 6:55 pm; edited 1 time in total
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1500 Mordrak, Deep Strike Empty Re: 1500 Mordrak, Deep Strike

Post by Tiberian Tue Jan 29, 2013 4:50 pm

looks pretty decent, all the halberds will be great against the space wolves with the initiative bonus and the force weapons will be good against multi-wound models like thunderwolves. I think the incinerators will be good on the purgation squad for IG but instead of flamers on the dreadnought maybe try a dreadknight with heavy psycannon (large blast strength 7 ap 4) and heavy incinerator both of which have 24" range. I have had great success with my dreadknight.
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1500 Mordrak, Deep Strike Empty Re: 1500 Mordrak, Deep Strike

Post by Tiberian Tue Jan 29, 2013 4:53 pm

one other thing, Mordrak, he arrives turn one deepstrike if you choose with no drift, i set him with a squad of Ghost Knight terminators and they are behind enemy lines and up in their face turn 2. Just a fun suggestion but I know librarians are great too.


Last edited by Tiberian on Sun Feb 10, 2013 6:30 pm; edited 2 times in total
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1500 Mordrak, Deep Strike Empty Re: 1500 Mordrak, Deep Strike

Post by LuisMars Tue Jan 29, 2013 5:44 pm

Thank you! noted!

My thoughts so far since I lost the game, are transports really worth it? I mean, they never last long enough to get my guys at range.
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1500 Mordrak, Deep Strike Empty Re: 1500 Mordrak, Deep Strike

Post by Tiberian Tue Jan 29, 2013 7:30 pm

I usually bring 1 or 2 rhinos that way the squads can select 2 models to fire out of the top hatch of each plus the free storm bolter. The flexibility of getting squads across the board or just staying put and protecting the cargo for objective games is a really good thing to have. Also, would you rather lose a 40 point rhino or take all the fire footslogging? At least it takes a strength 5 weapon to glance a rhino instead of everything being a threat to the squad.
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1500 Mordrak, Deep Strike Empty Re: 1500 Mordrak, Deep Strike

Post by Tiberian Tue Jan 29, 2013 7:46 pm

I played a team game on Saturday Space wolves Grey Knights versus Chaos Tyranids and here is what I brought for 1000 points

hq-Grand Master Mordrak

5 Ghost knights 2 halberds 2 swords 1 hammer

tr-5 Terminators 2 halberds 2 swords (one with psycannon) 1 hammer

tr-6 Strike Squad one psycannon

hvy-Dreadknight with heavy incinerator, heavy psycannon and doomfists (no points to spare on better close combat weapon)

dt-rhino with dozer blade (for the strike squad)

This comes to an even 1000 points and suits my style well.
My ally brought a squad of thunderwolves, a wolf lord on thunderwolf mount, some basic troops, and a terminator squad in a drop pod. With two squads of terminators arriving behind the enemies force on turn one (space wolves and ghost knights) it really split up their attention between the termies the thunderwolves and the dreadknight. We crushed them, I actually felt a little bad, but the one with chaos beat me countless times with his eldar in 5th edition so he got what was coming, LOL.
Anyway hope this helps.
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1500 Mordrak, Deep Strike Empty Re: 1500 Mordrak, Deep Strike

Post by LuisMars Wed Jan 30, 2013 6:01 am

So, let's see, we play the big rule book scenarios, all but one is about taking objectives, so I need scoring units, so I must have at least ¿4? scoring units, move them across the table with a rhino or deep strike them as close as I can.

I came up with two ideas:
Deep strike mordrak (with ghost knights?) with a purgation squad + teleport homer and then spam troops on his back.

Generic Grand Master + 3 servoskulls, but I don't know how usefull they are in a real game
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1500 Mordrak, Deep Strike Empty Re: 1500 Mordrak, Deep Strike

Post by Tiberian Wed Jan 30, 2013 7:01 am

Mordrak can only attach to Ghost Knights as he is not an independent character so yes you would deepstrike them (unless for some reason you want to deploy them regularly). They cannot purchase a teleport homer, Mordraks special rule just allows the no drift and arrive turn 1. Purgation squads can't deepstrike so you could put them in a rhino, razorback, storm raven, or land raider to get them across the field. Mordrak also has the psychic communion rule which allows you to modify each reserve roll dice by +1 or -1 to assist in getting your other deepstriking units onto the table faster or keep them out of harms way longer.

As far as troops, remember that Grey Knight terminators are troops as well as your strike squads. So using your list above you already have 3, two of which you can combat squad into two 5 man squads so that could become 5 troop squads. Also any grand master including Mordrak can use the grand strategy rule on page 22 of codex, and one of those abilities allows you to turn D3 units into troops.

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1500 Mordrak, Deep Strike Empty Re: 1500 Mordrak, Deep Strike

Post by LuisMars Wed Jan 30, 2013 7:35 am

I just read the Grand Strategy in Mordrak after posting it lol. Then my list is almost done,

-Mordrak + Deep Strike
-Purifiers (Sword, Hammer, MC Halberd, 2 Incinerators) + Rhino
-Strike Squad (7 Halberds, Hammer, 2 Psycannons) + Rhino
-Strike Squad (7 Halberds, Hammer, 2 Psycannons) + Deep Strike
-Terminators (4 Halberds, Hammer, Psycannon) + Deep Strike
-Psyflemen Dreadnought + Unyielding anvil
-Purgation Squad (3 Swords, 4 Incinerators, Teleport Homer) + Rhino

Strategy: Go forward as fast as I can, while the Termis with Mordrak are blasting them from one flank. When the Purgators arrive at the other flank, deep strike the other Strike Squad. Control one point with the Psyfleman. I expect drop pods and landspeeders and lots of imperial tanks.
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1500 Mordrak, Deep Strike Empty Re: 1500 Mordrak, Deep Strike

Post by Tiberian Wed Jan 30, 2013 5:55 pm

I like it and think it's worth a try to see how it does against your opponents.

Only points I have to make are Strike Squads cant deep strike and Mordrak cannot attach to Terminators since he is not an independent character he can only have a ghost knight bodyguard which are terminators minus heavy weapon upgrades.
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1500 Mordrak, Deep Strike Empty Re: 1500 Mordrak, Deep Strike

Post by Tiberian Wed Jan 30, 2013 6:03 pm

One more thing if you can squeeze the points out maybe put at least one Psycannon on the purifiers as I'm not 100% sure if you can fire an incinerator out of a rhinos hatch.
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Post by LuisMars Wed Jan 30, 2013 6:53 pm

Template weapons can shoot from a rhino, I just checked, and also Strike Squads can deep strike, pg 28 of the codex. Am I right?

So I'll change the termis for the ghosts, I guess Psybolt ammo can do something like the psycannon, if I'm wrong I have 25p to spare

-Mordrak + Deep Strike
--Ghost Knighs (4 Halberds, Hammer, Psybolt ammo)
-Purifiers (Sword, Hammer, MC Halberd, 2 Incinerators) + Rhino
-Strike Squad (7 Halberds, Hammer, 2 Psycannons) + Rhino
-Strike Squad (7 Halberds, Hammer, 2 Psycannons) + Deep Strike
-Psyflemen Dreadnought + Unyielding anvil
-Purgation Squad (2 Swords, 1 MC Sword, 4 Incinerators, Teleport Homer) + Rhino
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Post by Tiberian Wed Jan 30, 2013 7:04 pm

Very cool about the flamer template from the rhino, and you are right on deep striking strike squads when I originally saw that on page 28 I thought they meant for the interceptor squads only since they lumped them together on that page but under special rules on page 91 it's there too (never played them like that though). So thanks for pointing out those facts, and let me know how the next game goes.
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1500 Mordrak, Deep Strike Empty Re: 1500 Mordrak, Deep Strike

Post by volvoe Wed Jan 30, 2013 7:05 pm

I like Mordrak a lot and I plan on running him in a 1850 list. He's really fun but he has a lot of set backs. Looking at his stats and abilities he's really good! However you don't ever want him to be accepting challenges (esp. against space wolves). Most of their characters will destroy you and your unit of ghost knights. That being said he's considered an upgrade from your unit. That means he only gets "Look Out Sir!" on a 4+ (Independent Characters get it on a 2+). Also his unit of ghost knights do not get any upgrades to their guns, no psybolt or psycannons! That means they aren't really a shooty unit and mainly close combat oriented.

So basically it'd be best to run him with an IC (independent character) to accept challenges for him. I found that a Librarian works with him best. His unit has Stealth and the Librarian can use shrouding give them an additional +1 to their cover save!

Another thing is that with Mordrak, you usually want to back him up. I like to run an Interceptor squad and a Dreadknight with a teleport homer. That way you can have a lot of units show up on their side of the table turn 1 and give them a hard time picking out who to shoot at (most likely the dreadknight because he's so scary looking Razz). But feel free to build any type of list that fits your play style.
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1500 Mordrak, Deep Strike Empty Re: 1500 Mordrak, Deep Strike

Post by LuisMars Wed Jan 30, 2013 7:38 pm

So I have 25 spare points Smile what do you thing about getting a naked Inquisitor and hide it in the safest unit to prevent the enemy to get the Warlord point?

About backing up, I plan to get to the enemy as fast as I can with the Purgation squad and Deep Strike safely close to them.

I'm almost sure, but they can't charge the turn they deep strike, right?
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Post by Tiberian Thu Jan 31, 2013 6:34 am

Right, they can only shoot or run after deep striking, cannot charge. You could try the inquisitor but he is 3 wound WS 4 Toughness 3 4+ save no invuln. When I use one I put malleus inquisitor with terminator armor and daemon hammer and psycannon for 80 points to make him more survivable.

Mordrak is 4 wound WS 6 toughness 4 with 4++ 2+ saves

But it all boils down to your play style so if you think you can protect the inquisitor by all means try it.
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Post by LuisMars Thu Jan 31, 2013 8:04 am

Very Happy The problem is that I don't have a play style, so forget it, if he dies, he dies (I hope he doesn't). Added Halberds to the Purgation Squad, they can't fire back if they got charged so at least, make them strike first, 3 incinerators should be enough to make some damage, then I can give purifiers Psycannons and make them more usable tactically, since my next game is against Space Puppies, I'll probably change it back against IG. Dozer blades all the way, if I want to get fast terrain shouldn't be a problem.


-Mordrak + Deep Strike
--Ghost Knighs (4 Halberds, Hammer)
-Purifiers (Sword, Hammer, MC Halberd, 2 Psycannons) + Rhino (Dozer Blade)
-Strike Squad (7 Halberds, Hammer, 2 Psycannons) + Rhino (Dozer Blade)
-Strike Squad (7 Halberds, Hammer, 2 Psycannons) + Deep Strike
-Psyflemen Dreadnought + Unyielding anvil
-Purgation Squad (3 Halberds, 3 Incinerators, Teleport Homer) + Rhino (Dozer Blade)

_______________________________EDIT_______________________________________

Can't ignore the possibility of the Librarian, less fire power but...

-Librarian (Guardit stave, Summoning, Shrouding, Teleport Homer)
-Mordrak + Deep Strike
--Ghost Knighs (4 Halberds, Hammer)
-Purifiers (Sword, Hammer, MC Halberd, 2 Incinerators) + Shrouding
-Strike Squad (7 Halberds, Hammer, 2 Psycannons) + Rhino (Dozer Blade)
-Strike Squad (7 Halberds, Hammer, 2 Psycannons) + Rhino (Dozer Blade)
-Psyflemen Dreadnought + Unyielding anvil
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1500 Mordrak, Deep Strike Empty Re: 1500 Mordrak, Deep Strike

Post by Tiberian Thu Jan 31, 2013 5:38 pm

LOL I agree go with Mordrak he is one tough SOB if he dies he dies like you said. If he takes a wound you get to roll to possibly get a free terminator so that could be up to 3 free termies in a game. If your purgation squads get assaulted they do get to shoot before the assault happens. A flamer template gets D3 hits per firing model at the assaulting unit so between that and the 6s you would need to hit with the storm bolters you should do some damage.

But I would definitely say try the first list and see if you like it. Grey Knights are expensive enough per model let alone two pricey hqs.
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Post by Tiberian Sun Feb 10, 2013 6:33 pm

Hey, please repost after your next game and let us know how it went
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1500 Mordrak, Deep Strike Empty Re: 1500 Mordrak, Deep Strike

Post by LuisMars Sun Feb 10, 2013 8:09 pm

Sure! Unfortunately, my friends are busy and the next one will be 1000 IG + GK vs 2000 Orks or Space Wolves... there's nothing decided yet, but the core list will be something similar to this one. I'll let you know!
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