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30" shunt move army idea. 2000 points

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exploited751
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30" shunt move army idea. 2000 points Empty 30" shunt move army idea. 2000 points

Post by Corennus Tue Oct 08, 2013 5:02 am

The shunt move that interceptors and dreadknights can perform is a bit of a gimmick......but been thinking.

Combined so that nearly whole army can shunt you can potentially wrong foot an opponent.....


Idea for army:

Grand Master Mordrak
200

Librarian
Prescience
Teleport Homer
Nemesis Warding Stave
200


Ghost Knight
40

TROOPS

Strike Squad (5 man)
Psycannon
110

Strike Squad (5 man)
Psycannon
110


FAST ATTACK

Interceptor Squad (10 man)
Psycannons x 2
Daemonhammer on Justicar
290


Interceptor Squad (10 man)
Psycannons x 2
Daemonhammer on Justicar
290

Interceptor Squad (10 man)
Psycannons x 2
Daemonhammer on Justicar
290


Interceptor Squad (10 man)
Psycannons x 2
Daemonhammer on Justicar
290

HEAVY SUPPORT

Dreadknight
Heavy Incinerator
Personal Teleporter
235

Dreadknight
Heavy Incinerator
Personal Teleporter
235


The Interceptor and Dreadknights deploy in cover and preferably out of LOS. Then turn 1 Mordrak Deep Strikes in with librarian and ghost knight and BAM the dreadknights and interceptors shunt 30" to be next to mordrak, unleashing psycannons, storm bolters and heavy incinerators. With the opponent tied up keeping the main part of your force engaged the strike squads can deep strike in and claim objectives.
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Post by Guymon.J.D. Thu Oct 10, 2013 9:31 pm

too many fast attack choices?

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Post by Corennus Fri Oct 11, 2013 2:11 am

oh sorry doh just meant to be 3 interceptor squads. easily remedied hang on


Grand Master Mordrak
200

Librarian
Prescience
Teleport Homer
Nemesis Warding Stave
200


Ghost Knight
40

TROOPS

Strike Squad (5 man)
Psycannon
110

Strike Squad (5 man)
Psycannon
110


FAST ATTACK

Interceptor Squad (10 man)
Psycannons x 2
Daemonhammer on Justicar
290


Interceptor Squad (10 man)
Psycannons x 2
Daemonhammer on Justicar
290

Interceptor Squad (10 man)
Psycannons x 2
Daemonhammer on Justicar
290




HEAVY SUPPORT

Dreadknight
Heavy Incinerator
Personal Teleporter
235

Dreadknight
Heavy Incinerator
Personal Teleporter
235



voila


critique? other tactics? other units?
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Post by exploited751 Fri Oct 25, 2013 4:33 pm

I would try to work in the greatsword on the NDK. Reroll hits, wounds, vehicle pens. The sword still gives +1 attack and is str 10ap2.

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Post by Alladin the Paladin Sat Oct 26, 2013 12:28 pm

Looks like a fun to play list...  I am by no means a great strategist, and it ultimately depends on the army you play against, but I may suggest making one unit of interceptors  incinerator wielding, and then split the dreadknight difference with a psycannon. That way, you still have two get-in-your-face units, but perhaps a bit more flexibility... Allows you to run a dreadknight in for burninating, and keep one a bit behind, who can still jump into the fray when you need to piunch through someone's face.

Another option, not really using shunting, but some of the assassins offer a lot of tactical and positional opportunity and can catch the opponent off guard, which I think is partially the goal of this list. This idea is more of a stretch, and I think the interceptors will be more valuable in general...

Finally, and someone correct me if wrong, but I thought the flavour of 6th was to avoid daemon hammers on your justicars, due to losing challenges on initiative. If not, someone has some 'splainin' to do to my models that I ripped apart and reassembled...Evil or Very Mad 

The great sword is a good idea too...

Again, no expert here, just some thoughts.
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Post by Sai Sat Oct 26, 2013 3:51 pm

Incinerators on interceptors are excellent, but that's reflected in the high cost. Considering how many people are playing eldar and tau these days, incinerators seem as valuable as psycannon.
My army tends to operate in the same way when I'm attacking: my interceptors and dreadknight tend to hide in the first turn and then shunt forward when the terminators teleport in on the second.

I put the hammer on my interceptor squad justicar because if they charge anything it's likely to be a vehicle of some description so the extra attack comes in handy. An enemy unit would have to be down to a handful of conscripts for me to charge them into a unit of infantry because interceptors just aren't that good in an assault. If someone has challenged my justicar i've either buggered up or I'm sacrificing the unit in any case.

If I was facing your army in an objective game I'd just pile firepower into your 10 scoring marines. I'd say you probably need more of them or at the very least a vehicle to give them some cover. On the other hand, you can reliably chase down eldar in a kill point game.
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Post by Corennus Fri Nov 01, 2013 3:21 am

you could indeed pour firepower into the strike marines. But that's depending on what turn they come in from reserve. People keep forgetting you can also add +1 to reserve roll needed due to psychic communion. So they may not come in till the opponent has very few units left.
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Post by Sai Fri Nov 01, 2013 4:51 am

True, you have a fair chance of holding off until turn 4. As long as you make sure the objectives are clear, which should be doable with jump packing psychic shockwaves, you can teleport right down onto them.
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Post by Corennus Fri Nov 01, 2013 5:44 am

plus of course Mordrak can make either the dreadknights or the Interceptors SCORING, so they could take objectives as well....
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Post by Constantine Fri Nov 01, 2013 8:54 am

Grand strategy would definitely resolve the low count scoring units, but it distracts the interceptors from their proposed purpose of killing everything Razz 
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Post by DonFer Mon Nov 04, 2013 12:31 pm

I'd use incinerators on the Interceptors, really expensive, but worth every penny.
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Post by Alladin the Paladin Tue Nov 05, 2013 3:52 pm

Constantine wrote:Grand strategy would definitely resolve the low count scoring units, but it distracts the interceptors from their proposed purpose of killing everything Razz 
Who says they can't do both?

Kick ass? Check.
Take names? Check.

Twisted Evil 
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