1750 GK/Red Hunters

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1750 GK/Red Hunters

Post by Amion Lightbringer on Thu Nov 14, 2013 3:39 am

Hi battle-brothers, waiting for the codex: inquisition I'm writing down possible lists, that's one of my favourite:

GK:
Hq:
Coteaz     100 pts
brotherhood champion   100pts

troops:
5x strike squad   100pts
Inq. warband
2x jokaero    70pts
3x heavy bolter/melta servitor 30pts
5x psyker  50pts (thinking about making a separated unit)

elitè:
vindicare  145pts
9x purifiers  216pts

heavy:
land raider  255pts

Aegis defence line    50pts


Red Hunters:

hq:
librarian (telekinesis)   65pts
command squad (bikes+ 5 grav-guns)    210 pts


troops:
5x tactic squad (grav-gun+ drop pod)  120pts
5x scout squad  (missile launcher)  70 pts

heavy:
ironclad dreadnought + drop pod 170 pts


total 1751

now I'm arguing if it's best to put melta bombs on scout and 2nd flamer on ironclad instead of missile launcher on scouts, and wich is the best power choice for the libby... and waiting for ideas...
to expand to 2000 pts I'm only taking a dreadknight with personal teleporter, hammer and heavy incinerator and little options...
what do you think?

Amion Lightbringer
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Re: 1750 GK/Red Hunters

Post by Sai on Thu Nov 14, 2013 4:24 am

Shouldn't the librarian be on a bike? I don't have the new codex but generally if your command squad is going to ride they don't make the boss walk.

Your best option is to not take 5 gravguns in a unit of bikers. Taking them makes you one of...those people. Though that might be cool in your area.

Why only the 9 purifiers? Having 1 more opens a whole host of options.

What's your plan? It's a very disparate collection of units. Are the purifiers and champion in the raider?
If you get the pods and strike squad coming in at the same time the raider gets to the enemy lines you should be able to do some damage with mutually supporting units.
Kill point missions might be difficult for you though, the 5 man units are very fragile and the drop pods won't hold up to very much fire either. The chances of giving up first blood are fairly high, though you should get linebreaker. There are 14 or 15 kill points there which is a target rich environment compared to the 8 in my 2000 points, but maybe you just play better with multiple small units.

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Re: 1750 GK/Red Hunters

Post by Amion Lightbringer on Thu Nov 14, 2013 6:00 am

I thought sending libby in the drop pod with tactical, purifier and champion in the LR, so champion can separate taking care of the biggest threat while the purifiers take care of the troops, supported by the bike squad (man, i took 5 grav guns to take away that damned crisis armors! i could thinking about a change even if the choice of a 3shoot ap2 weapon is obvious...) and coteaz (I Love Torquemada!) with his warband(s) can keep objectives, covered by Aegis defense line... the strike squad is a good jolly, i can deep strike them or keep them near my side of the table to use warp quake... depends on my enemy.. in the end the Vindicare could be used to kill armored ones, hammerhead or other raiders, or shooting useful warlock against eldars...

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Re: 1750 GK/Red Hunters

Post by Sai on Thu Nov 14, 2013 7:41 am

That's the thing with the grav guns, it's hard to a rue with the cost vs. effectiveness. They've turned into the psyriflemen of codex space marines.


It sounds like you have a fair handle on things. Just watch those kill points

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Re: 1750 GK/Red Hunters

Post by Amion Lightbringer on Thu Nov 14, 2013 8:29 am

thank you very much, I never played SM, so I don't know how they're played, simply saw a friend playing Space Wolves... what should be the best power for libby since he can't get prescience?

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Re: 1750 GK/Red Hunters

Post by Amion Lightbringer on Fri Nov 22, 2013 7:01 am

ok man, I changed my list, 1st because the grav guns aren't that wonderful weapon they seemed (if the bikers moved they shoot 9", 2shots), 2nd because i want to enjoy my games, so that was the list:

HQ
Coteaz 100
brotherhood champion 100

Troops
warband
2xjokaero
3xHbolter servitor 100

warband
5x psykers 50

7x grey knights (psicannon, NDH) 150

elitè

Vindicare 145

9xpurifier 216

Heavy
Land raider 255

NDreadknight
PT, HI 235

Red Hunters
Hq

librarian psiker lv2 90 (telepathy)

troops
5x tactical squad (multi-melta + drop pod) 115

elitè

Ironclad dreadnought 2x heavy flamer + drop pod 180


Tot 1751

It was a wonderful game against tau, I played in reserve all the red hunters, and the SS...
On my first turn land raider moved 12" and launched smokers, Arrived the first pod with the ironclad flaming a troop of fire warrior, the NDK shunted to flame another troop, and my psykers, and servitor took care of the snipers, killing almost 20 peopleo from his army on turn 1; on his first turn, he killed coteaz and his warband and made 2 hull points on the raider and 1 on dreddy and on pod; at the beginning of turn 2, my SS DSed in front of the 2 riptide, and shoot the last snipers, while the second pod came down with libby and Tactical squad, taking a lot of fire but without making any serious damage, NDK flamed and charged the last FW troop leaving 2 FW alive! the land raider moved 6" and shoot; on turn 2 my dreddy was killed, and so my tactical, still i got 5 ss, NDK, LR, a useless vindicare and a couple of psikers keeping objectives... in the third turn I forcekilled 1st riptide with NDK, charged longshot with SS, moved 6 with LR and made my purifiers assault and force killing 2nd riptide... then it was a simple "seek and destroy" game, with me charging broadside and longshot with purifiers an DK... on 4th turn he only got a scouts troop i ignored...
results 12 to 5, with a special thanks to flamers and to the red hunters who were shooted first to make DK and purifiers arrive and force killing all!
so i would like to thank you for the advice of not taking bikers and grav guns, since the dreadknight was the right choice!
Thanks battle-brothers, to the next report!

Amion Lightbringer
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Re: 1750 GK/Red Hunters

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