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Andarius's Nemesis Strike Force 2000 points

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Andarius's Nemesis Strike Force 2000 points Empty Andarius's Nemesis Strike Force 2000 points

Post by Andarius the Red Wed Oct 29, 2014 10:50 pm

Phew... It's been a while for me. Finally got around to getting into the game again after 3 months and now after I've gotten a couple games under my belt I've made a brand new list. I'm currently in a semi-tournament and clawing my way up from the bottom, surely after THIS rendition of my army I'll be on my way up there. I'll be using the Nemesis Force formation for my current army.

HQ
Grey Knight Librarian
Storm Bolter
Nemesis Force Warding Staff
Mastery 3
Domina Libre Daemonica
Cuirass of Sacrifice
180 points

Elites
Grey Knight Purifier Squad (10)
Psy-Cannon (2)
Nemesis Force Daemon Hammer
Nemesis Force Swords (7)
Rhino Transport

Grey Knight Purifier Squad (10)
Psy-Cannon (2)
Nemesis Force Daemon Hammer
Nemesis Force Swords (7)
Rhino Transport

Grey Knight Purifier Squad (10)
Psy-Cannon (2)
Nemesis Force Daemon Hammer
Nemesis Force Swords (7)
Rhino Transport
975 points

Troops
Grey Knight Terminator Squad (5)
Melta Bombs
Psy-Cannon
Nemesis Force Halberd (5)
210 points

Fast Attack
Storm Raven Gunship
Twin-Linked Assault Cannon
Twin-Linked Typhoon Missile Launcher
225 points

Heavy support
Grey Knight Nemesis Dreadknight
Heavy Psi-Cannon
Nemesis Great Sword

Grey Knight Nemesis Dreadknight
Heavy Psi-Cannon
Nemesis Great Sword
410 points
2000 total
Andarius the Red
Andarius the Red
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Number of posts : 433
Age : 40
Location : Hamilton Ontario
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Registration date : 2008-07-28

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Post by DOMIN4TRIX Fri Oct 31, 2014 8:06 am

Good looking list, just a couple of things that struck me

1. Can we take two relics on the same HQ?

2. Incinerators, I don't see any in your army which makes me sad - at 5 points these are dirt cheap on Purifiers, remember as salvo psycannons on power armour are firing at half range and 2 shots on the move and you can't assault if you fire them. Torrent incinerators on Dreadknights are amazing...

3. Interesting to see the melta bombs on the Termies - I always forget we have that option now

4. I prefer the hammer rather than the greatsword on a Dreadknight

Please let us know how this plays - mass Purifiers would be interesting to play and you have a potential warp charge 18 army there as well as 5 powers on the Libby (if you count banishment!)
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Post by Souba Fri Oct 31, 2014 11:53 am

1. a HQ can only select one relic.

2. cant agree more on this Very Happy

3. yeah and we also got the only terminators with assault grenades. which most people forget aswell Wink

4. both are good. the sword just allows you more hits compared to the hammer and for 5 points more, that aint that bad.
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Post by Andarius the Red Fri Oct 31, 2014 12:00 pm

Hmm, in that case I think I mild revision is in order.
Andarius the Red
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Number of posts : 433
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Post by Andarius the Red Fri Oct 31, 2014 12:59 pm

And here we go, revision complete.

HQ
Grey Knight Librarian Andarius
Nemesis Force Warding Staff
Storm Bolter
Psychic Mastery 3
Domina Liber Daemonica
165 points

Elites
Grey Knight Purifiers (10)
Incinerators (2)
Nemesis Force Daemon Hammer
Nemesis Force Swords (7)
270 points

Troops
Grey Knight Strike Squad (10)
Psycannons (2)
Nemesis Force Daemon Hammer
Nemesis Force Swords (7)
Teleport Homer

Grey Knight Strike Squad (10)
Psycannons (2)
Nemesis Force Daemon Hammer
Nemesis Force Swords (7)
Teleport Homer

Grey Knight Terminator Squad (10)
Psycannons (2)
Nemesis Force Swords (10)
Teleport Homer
920 points

Fast Attack
Grey Knight Storm Raven Gunship
Twin-Linked Assault Cannon
Twin-Linked Typhoon Missile Launcher
Teleporter Beacon
235 Points

Heavy Support
Grey Knight Nemesis Dread Knight
Heavy Psycannon
Nemesis Force Greatsword

Grey Knight Nemesis Dread Knight
Heavy Psycannon
Nemesis Force Greatsword
410 points
2000 total


I had to skim down the rhinos a tad to make my force more mobile (ironic I know) and sadly downgrade my purifiers to strike squads, but NOW just about everything in the army can deep-strike and support each other to avoid scattering. 6 psycannons and 2 heavy psycannons will ensure heavy firepower throughout on turn 1 and with the purifiers in the storm raven they will be able to full out move, land, cleansing flame, shoot/burn AND assault all in one crispy turn!

Also the strike force rules will allow almost my entire army to deep strike on the first turn with a better chance to gain a warlord trait preferable against my enemy. Control is POWER!
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Post by Andarius the Red Mon Nov 03, 2014 11:10 am

I feel pretty good about this revised list, and if I can I'll post pics of my updated forces.
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Post by Liberian Martel Wed Feb 11, 2015 6:36 am

Librarian Andarius, Your List is quite clever and much can be learned from it, How has it worked out for you? I find that with the new (And frustrating) Psycannon salvo... it makes my units much less flexible. and i normally settle for dedicated psycannon Purgation squads. and do you ever combat squad your 10 man units?

Grand librarian Martel
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Post by Andarius the Red Wed Feb 11, 2015 5:49 pm

Actually after a bit of play testing I've made some more revisions on my original army list, this has come from several play tests on some pretty tough players.

HQ
Grey Knight Librarian Andarius
Nemesis Force Halberd
Storm Bolter
Psychic Mastery 3
Domina Liber Daemonica

Grey Knight Librarian Gorelbrecht
Nemesis Force Halberd
Storm Bolter
Psychic Mastery 3
305 points

Elites
Grey Knight Purifiers (10)
Incinerators (2)
Nemesis Force Daemon Hammer (2)
Nemesis Force Swords (6)

Grey Knight Purifiers (10)
Psycannons (4)
Nemesis Force Swords (6)
600 points

Troops
Grey Knight Terminator Squad (5)
Psycannon
Nemesis Force Halberds (4)
Nemesis Force Warding Staff
Melta Bomb

Grey Knight Terminator Squad (5)
Psycannon
Nemesis Force Halberds (4)
Nemesis Force Warding Staff
Melta Bomb
406 points

Fast Attack
Grey Knight Storm Raven Gunship
Twin-Linked Assault Cannon
Twin-Linked Typhoon Missile Launcher
Teleporter Beacon
235 Points

Heavy Support
Grey Knight Nemesis Dread Knight
Heavy Psycannon
Nemesis Force Greatsword

Grey Knight Nemesis Dread Knight
Heavy Psycannon
Nemesis Force Greatsword
410 points
1996 total

I decided to scrap one of the strike squads for a second fully geared Librarian and upgrade the remaining two to Purifier squads, the terminator squad has been split into two bodyguard squads for both libbies and armed appropriately as 'all rounders', wielding staves to reduce enemy psychic shenanigans. The two purifier squads will be combat squaded by default to double up on psy-charges and better positioning, the gunship will carry the purifier squad armed with incinerators for a flat out assault unit. Combat squading makes it where both halves can take the transport AND count as two units for the purpose of psychic powers!

With two mastery 3 librarians I now have 2 outlets for my more powerful spells since having one meant that if he dropped then, poof... Hammer hand only.


Last edited by Andarius the Red on Thu Feb 12, 2015 3:48 pm; edited 1 time in total
Andarius the Red
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Post by Liberian Martel Thu Feb 12, 2015 2:58 am

That Brother is quite an impressive list of assests,
Do you find that the lack of other Blessed Nemesis blades ( halberds, falcons, hammers Cool  in your terminator teams affects their combat ability?
What Psychic disciplines do your Liberians follow?

In the Name of the emperor and the sigilite.
GL martel
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Post by Andarius the Red Thu Feb 12, 2015 4:08 pm

Halberds are probably the best choice for terminator squads but swords are still a good default if you're worried about points. Falchions are a little over priced just to get the extra attack and are probably best given to squads devoted wholly to melee or assault. Daemon Hammers are also a good choice but its best not to go overboard with them, our terminators are some of the few that can boast power/force weapons that can strike FASTER than initiative 1! Best to keep it that way.

As for psychic powers I keep to the Sanctic power list in the codex, a lot of the powers provided are blessings and therefore are difficult to stop. Sanctuary can very easily turn your troops and caster into real juggernauts. Termies at +4 invulnerable is a scary thought for some...

What few offensive spells we have are dynamic enough that they can be used or exploited easily. Cleansing Flame for example can be used even if in close combat and Purge Soul has the focus fire benefit, meaning if we roll 6 to hit we can actually choose who we hit in a squad. (goodbye pesky heavy gunner)

Vortex of Doom goes off whether you succeed in casting it or not. The only X factor is if it centers on your opponent or your librarian, good news is if the latter occurs it still scatters as normal. It also benefits from the vortex rule meaning that after its cast... It doesn't go away, it takes a scatter roll of 2 even numbered dice for it to dissipate meaning potentially with two casters capable of it you can have up to 3-4 vortexes of doom whirling around like angry tornados around the game board.
Andarius the Red
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Post by Liberian Martel Fri Feb 13, 2015 6:47 am

your Council is wise Brother. although maybe my eyes deceive me did your terminators not have swords before? .

In the Name of the emperor and the sigilite.
GL martel
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Post by Andarius the Red Fri Feb 13, 2015 2:01 pm

They were supposed to have halberds... Bad copy paste on my part Embarassed
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