Gk 2000 Teleport and Deep Strike list.

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Gk 2000 Teleport and Deep Strike list.

Post by Corennus on Fri Sep 06, 2013 6:39 am

The idea of this list is that you keep the interceptors and dreadknights deployed in cover (preferably out of LOS) on first turn, then bring in
the terminators on turn 2 near the servo skulls and teleport the interceptors and dreadknights into most advantageous position. Then open up with psycannons against vehicles and heavy incinerators against infantry.

HQ

Ordo Malleus Inquisitor
Psychic Communion
Servo Skulls x 3
64

TROOPS

Terminator Squad (10 man)
Psycannons x 2
450

Terminator Squad (10 man)
Psycannons x 2
450

FAST ATTACK

Interceptor Squad (10 man)
Psycannons x2
280

Interceptor Squad (10 man)
Psycannons x 2
280

HEAVY SUPPORT

Dreadknight
Teleport
Heavy Incinerator
235

Dreadknight
Teleport
Heavy Incinerator
235

1994

Corennus
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Re: Gk 2000 Teleport and Deep Strike list.

Post by Akoni on Fri Sep 06, 2013 8:17 am

I like it! Do you intend on splitting any of the units into combat squads?

My only concern, because I've dealt with this all too often, is the lack of anti-flyer. Although, you could concentrate your psycannons on such a target, should it occur, and that would be effective.

What I like most about your list is the advantage of having so many jump troops at your command!

May the Emperor be your sword!

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Re: Gk 2000 Teleport and Deep Strike list.

Post by Corennus on Mon Sep 09, 2013 2:07 am

Only the terminators MIGHT be combat squadded. Interceptors I feel work best as a big blob of shooting. I always like throwing 20 dice for shooting! watch the target unit dwindle

Terminators would be armed probably thusly:

Per 5 men: 1 Halberd on Justicar, Nemesis Force Swords on Psycannon Wielders and one other terminator and a daemon hammer on other terminator.

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Re: Gk 2000 Teleport and Deep Strike list.

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