Decisions, Decisions: Three 2000pt lists

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Decisions, Decisions: Three 2000pt lists

Post by Elric Greywolf on Thu Jun 05, 2014 6:29 pm

Option 1
Spoiler:

GK CAD
HQ
Mordrak, 3 Ghosts - 320
Librarian PML2 - 150
TROOPS
GKSS, 10x, 2psycans, Halberd, Psybolts - 245
GKSS, 5x, psycan - 110
FAST
GKI, 10x, 2incins, 2halberds, Psybolts - 330
HEAVY
DKnight, Incin, Teleport - 235
DKnight, Incin, Teleport - 235

Inquisition
HQ
Malleus Inq, Termie, Psycan, PML1, Skull - 113

Allied Detachment
HQ
Librarian, Auspex, PML2 - 95
TROOPS
Tac Squad, 8x, Melta, Combi-melta, Drop Pod - 167

Total: 2000

Option 2
Spoiler:

GK CAD
HQ
Mordrak, 4 Ghosts - 360
Librarian, PML2 - 150
TROOPS
GKSS, 10x, 2psycans, Halberd, Razorback (HB, Psybolts) - 275
GKSS, 10x, 2psycans, Razorback (HB, Psybolts) - 270
ELITE
Vindicare - 145
FAST
GKI, 10x, 2incins, 2halberds, Psybolts - 330
HEAVY
DKnight, Incin, Teleport - 235
DKnight, Incin, Teleport - 235

Total: 2000

Option 3:
Spoiler:
GK CAD
HQ
Mordrak, 3 Ghosts - 320
Librarian, PML2 - 150
TROOPS
GKSS, 10x, 2psycans, Halberd, Razor (HB, Psybolts) - 275
GKSS, 10x, 2psycans, Razor (HB, Psybolts) - 270
FAST
GKI, 10x, 2incins, 4halberds, Psybolts - 340
HEAVY
DKnight, Incin, Teleport - 235
DKnight, Incin, Teleport - 235

GK CAD
HQ
Coteaz
TROOPS
Warband, Psyker, 2 Acolytes, 2 bolters - 20
Warband, Psyker, 2 Acolytes, 2 bolters - 20
Warband, Psyker, 2 Acolytes, 2 bolters - 20
Warband, Psyker, 2 Acolytes, 2 bolters - 20
Warband, Psyker, 2 Acolytes, 2 bolters - 20
Warband, Psyker, 2 Acolytes, 2 bolters - 20

Total: 2000
The core of the armies is the same: Mordrak Bomb supported by GKI and DKnights, with GKSS holding the backfield. . Option 1, with the SM allies (Sentinels or Red Hunters, haven't decided), will have some additional support from the Drop Pod, presenting an additional threat in the enemy lines; Option 2 has a Vindicare, whose range can give support wherever he is; Option 3 has six additional rolls on a variety of disciplines (I've used Telekenesis before, which is nice because the Primaris is a Beam, and there's a Str10 blast as well). Comparing the  armies, Option 1 has two melta shots and a Psycannon (to kill a tank or two on T1), Option 2 has the Vindicare, Razors, and a few more PAGK, and Option 3 has a load more chances to roll #6 on either Telekenesis or Sanctic, as well as many, many Objective Secured units.
Option 1 generates 12WC (up to 14WC with Combat Squads), Option 2 generates 11WC (up to 14WC with Combat Squads), and Option 3 generates 19WC (up to 23 with Combat squads).

I've done pretty extensive playtesting of the core of the army. I'm just considering what my further options are at this point.

The tactics of the core list:
1. GS will most likely give Scout to the GKI, and possibly to the GKSS. Scouting the GKI allows for a bit more range on the incinerators, which I often need to maximize my template hits. If I'm facing an assault army, then I'll probably go for re-roll wounds instead, putting it on the DKnights and the GKI.
2. Choose to roll for Nightfighting: this gives my units Stealth on T1 if I don't go first. If I DO go first, my shunts all have incinerators, and things that don't care about AP4 (MEQ) also don't care about getting a 3+ cover against my SBs, since their armour is just as good.
3. Regardless of whether I go first or second, Mordrak+Libby drop into the backfield. They'll line up to shoot an infantry squad, since SBs aren't good against much else. Depending on what Libby rolls, they can do a fair amount of damage. If he gets Invisibility, then it doesn't matter where they land, because they'll survive anything. If he doesn't, they'll go against the same flank as the shunters.
4. DKnights and GKI shunt forward. I like to keep them all on one flank of the enemy's line, so that not all the enemy units can shoot at them. This is where I try for First Blood, with four incinerators.
5. GKSS have enough shooting to potentially hold the backfield, although they occasionally need support, depending on the enemy's forward capabilities.

Thoughts?
I know I don't have any anti-air. I also know that a full GKSS with psycans is pretty good at Snap Shooting. If they haven't moved, I expect 1-2 hits with psycans, which can do mean things to Flyers (although no longer explode them, unfortunately).

Elric Greywolf
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