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CROWE AND HIS BOYS

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Andarius the Red
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cyprusking222
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Post by cyprusking222 Mon Feb 11, 2013 4:25 pm

[1500pts][grey knights]
Hq

Crowe xxxpts

Troops

10xpurifiers
4xPsycannon
1xDaemonhammer
1xRazorback(psybolt)
=335pts

10xpurifiers
4xPsycannon
1xDaemonhammer
1xRazorback(psybolt)
=335pts

Strike squad
1xpsycannon
1xRazorback(psybolt)
=160pts

Elites:

Vindicare assassin xxxpts

Heavy support:

Dreadnought
2xTwin-linked autocannons
psybolt
=135pts

Dreadnought
2xTwin-linked autocannons
psybolt
=135pts

Fortifications:

Aegis defence line
quad gun
100pts



=1495pts

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Post by Rivan Mon Feb 11, 2013 5:29 pm

Not a bad list Cyprusking. I take it you're just going to ignore fliers if your opponent has them?

Welcome to the forums btw Smile

EDIT: my bad, didn't notice the quad gun hehe
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Post by cyprusking222 Mon Feb 11, 2013 6:25 pm

Thanks Very Happy

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Post by Rivan Mon Feb 11, 2013 6:31 pm

I love the vindicare myself. However, for a really competitive build, you might be better off with a 3rd psyfleman dread. You'll definitely get more shooting for almost the same points.

Of course, having your vindicare behind the ADL gives him a 3+ cover and he can even man the quad gun for BS8 Smile Still, concentrated fire from your opponent will usually see him killed early.
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Post by Tiberian Mon Feb 11, 2013 6:35 pm

Yes welcome brother. Maybe I'm off base here but I think a group of interceptors might help out a bit for a little more speed and flexibility.
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Post by Andarius the Red Mon Feb 11, 2013 8:11 pm

I don't mean to nit pick Cyprusking222 but razorbacks can only carry 6 knights at a time, not 10. Unless you have it planned to divide your squads into smaller 5 man groups in-game. However Rhino transports can carry 10, sure you might lose the twin-psycannon but the vehicle allows you to fire out of it thanks to the top hatch, up to 2 knights can fire out of the vehicle even when in motion.

Still gotta love the auto-cannon build for the dreads, your opponents will REALLY remember what hit him. Wink
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Post by DonFer Tue Feb 12, 2013 7:57 am

No problem at all, you can buy a RB for a 10 man squad (as per FAQ). You then can decide to combat squad them or just let the RB run free.

Anyways, I'd take another 10 man Purifier squad instead of the Vindicare and the SS. I'd also loose the Aegis. Those points can be used for Psybolt ammo on your purifiers.

You'll then have 12 psycannons, 3 TL HB and 4 TL autocannons, plus 18 S5 Strombolters (36 shots a turn). That's a lot of dakka for a 1500 list. Nice!

Oh and I don't think that fliers are going to be an issue here since all your shots are TL.

Hope it helps!
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Post by Tiberian Tue Feb 12, 2013 8:21 pm

Andarius makes a good point, yes you can combat squad into the razorbacks but you cannot shoot out on the fly. Might as well keep the option of combat squading but at least you could get 2 psycannons shooting out of a rhino instead of bottling up all that yummy firepower Very Happy . And if you want you can run the entire squad in there too.
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Post by first strike Tue Feb 12, 2013 9:50 pm

I would drop the vindie, add another 5 man strike squad, give both strikes razorbacks with heavy bolters and psy bolts and give the 2 purifier squads rhinos, I think this should be about right on points but dont have my book on me.
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Post by Zealadin Wed Feb 13, 2013 3:22 am

With the scoring and vehicle limitations I would take razorbacks over Rhinos.
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Post by Omenos Wed Feb 13, 2013 4:26 am

Not so sure about that one, I'd personally put the Purifiers in Rhinos like First suggested (2 psycannons firing from the rhino vs. 1 psybolted heavy bolter). If you want to combat squad them, you can still deploy them all in the rhino anyway with the changes to the combat squad rules in regards to dedicated transports.

You could drop the Vindicare to gain a 2nd Strike Squad like First suggested or alternatively you could keep the Vindicare and take an additional knight in your original strike squad with the points freed up by swapping the purifiers razors for rhinos and upgrade the justicars weapon to a halberd for accepting challenges which should bring you to 1500 on the dot.

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Post by Omenos Wed Feb 13, 2013 6:02 am

Or in fact... swap the purifiers razorbacks for rhinos as I stated before, drop the vindicare and the strike squad and take a 3rd purifier squad like the other two (4 Psycannons, Daemonhammer and a Rhino).

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Post by cyprusking222 Wed Feb 13, 2013 3:01 pm

Thanks for all the help Very Happy ,dose this list looks better:

Hq

Crowe xxxpts

Troops

10xpurifiers
4xPsycannon
1xDaemonhammer
1xRhino
=325pts

10xpurifiers
4xPsycannon
1xDaemonhammer
1xRhino
=325pts

10xpurifiers
4xPsycannon
1xDaemonhammer
1xRhino
=325pts

Heavy support:

Dreadnought
2xTwin-linked autocannons
psybolt
=135pts

Dreadnought
2xTwin-linked autocannons
psybolt
=135pts

Fortifications:

Aegis defence line
quad gun
100pts


=1495pts

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Post by first strike Wed Feb 13, 2013 3:52 pm

That looks like a strong, agressive well balanced army. Even if you decided to not use the rhinos to move the troops they can be used to screan the squads.
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Post by Tiberian Wed Feb 13, 2013 6:17 pm

Agreed, looks much better IMHO
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Post by Andarius the Red Wed Feb 13, 2013 6:46 pm

Thats gonna do some damage for sure!
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Post by Zealadin Wed Feb 13, 2013 8:41 pm

I'm going to be honest I'm not seeing the wisdom in taking rhinos.

FAQ: Q: If I split a Grey Knights squad into two combat
squads, can both embark into or be deployed in the
same dedicated transport? (p21)
A: No. They are no longer the same unit and a
transport vehicle can only carry a single infantry squad.

As far as I know some other marine codexes can do this, while GK can't.

So instead of having Purifier squads which can be divided in 4 cannons + random guy for holding midfield, plus a more combat orientated squad which you can drive forward in a razor, you end up with a squad which can't score inside a vehicle, shooting with worse effeciency than on foot.
I mean you can use a rhino the same way, but it has no effective weapon, and no real threat value.
Especially considering your low troop count if you don't combat squad I am somewhat sceptical...

The downside is you can't hide full squads from plasma fire, which could be devastating from certain armies, although you can screen units.

That's just me though...
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Post by first strike Wed Feb 13, 2013 9:36 pm

The latest faq from Games workshop for Grey Knights states on page one, that you are alowed to place combat squaded units into the same transport provided they are from the same unit. 6th ed version 1.0
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Post by Zealadin Wed Feb 13, 2013 9:53 pm

Sorry I did check before I posted, but typical GWS still have the 1.1 versions hosted somewhere which has the rule I quoted, while the 1.2 version brought combat squads inline with the rest of the marine codexes.
Makes it slightly better....
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