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restarting GKs with the new Codex and 7th ed - advice?

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restarting GKs with the new Codex and 7th ed - advice? Empty restarting GKs with the new Codex and 7th ed - advice?

Post by returnofirv Mon Dec 22, 2014 3:09 am

Hi - im looking to restart my GKs using what I have and was wondering how this looked:

HQ/Warlord
Librarian (lv 3, combi melta, personal teleporter)

Troops
5 Termis (personal teleporter, 5 halberds, psilencer)
5 Termis (personal teleporter, 5 halberds, psilencer)
5 Termis (personal teleporter, 5 halberds, psilencer)
5 Termis (personal teleporter, 5 halberds, psilencer)

HS
dreadknight (gatling psilencer, personal teleporter, greatsword)
dreadknight (gatling psilencer, personal teleporter, greatsword)


Which gives me about 150 pts left over. From the previous edition I have 2 strike squads, purgation squad and a dread that I could add.


Last edited by returnofirv on Mon Dec 22, 2014 5:38 am; edited 1 time in total

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Post by Aubec le noir Mon Dec 22, 2014 3:59 am

hi bro !
PT are a must imho for the DKs... so you'll use your 150 points left... Twisted Evil
what do you mean with homers ? you put them on every single model of your list, but i can't figure why ?...Suspect scratch
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Post by returnofirv Mon Dec 22, 2014 5:36 am

Hi - by homers i meant teleporters (as in homing beacons). I'll revise my list to make it make more sense.

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Post by Akoni Mon Dec 22, 2014 6:31 am

Do you plan on deep striking first turn? is that what your using the homers for? Maybe you've mistakenly mixed up terms by referencing personal teleporters. Those upgrades are used solely for Interceptors and Dreadknights. I agree with Brother Aubec, the Dreadknights need personal teleporters if they're going to effective. I also suggest equipping them with a heavy incinerator each. Heavy incinerators have a 20-inch reach and benefit from the Torrent special rule which allows the Dreadknight to attack 360°.

One quick note, Librarians are very squishy as a sole HQ. I advice a Brother Captain instead for durability. A librarian may will not hold up wel in challengesl with just two wounds. I strongly encourage you to equip hammers onto your Dreadknights and at least one per Terminator squad.
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Post by returnofirv Mon Dec 22, 2014 6:40 am

Hi - OK, I\'ve added a hammer to each Termi unit (given it to the Justicar) and put an incinerator and hammer on each knight.

The plan was pretty much to deep strike, yes. I\'ve added a teleporter to each termi unit to reduce the scatter. Its only 40pts spread across the units, so I could easily swap it out.

Would it be worth running the brother captain as well as the Librarian? I ran a librarian before but as you said he got squished quickly - i also have Draigo.

I used to run a dread with T/L autocannon in my old list, but from what I have read they are not so good now, right?

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Post by Sai Tue Dec 23, 2014 1:41 am

No point putting a hammer on a justicar unless you plan to use it in a challenge.  Otherwise an enemy champion can tie it up and even worse, a peril of the warp can just take it away.  You lose nothing by putting it on a trooper- they all have the same stats.

Reorganising your squads into squads of 10 terminators- it gives a huge amount of flexibility.  The terrain, opponent and mission are all variables that you can then adapt to. Sometimes you'll want big units to deny kill points and first blood, sometimes you'll want double hammers or double heavy weapons in a squad, especially if they're psycannon or incinerators.

It would mean you only have 3 homers though.  When you use the Nemesis Strikeforce you can choose when to roll reserves for each unit.  The homers need to be on the table before you use them, so have Justicar teams land first (or deploy normally) and then bring on the second squads where you need them.

Your Librarian's homer is going to usually be redundant seeing as he'll be in a squad, but if you use the combat squads he can join a non justicar unit and spread the homer love.

What are you going to do for anti-aircraft fire? Or don't you usually need it?
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Post by returnofirv Tue Dec 23, 2014 5:04 am

Hi - thanks that's really helpful :-D

rejigging to 10 termi squads gives me about 200pts for something else. I havent played for ages and then there were hardly any flyers around.
Im also still wondering whether to drop the Librarian completely or have a brother captain as well. I\'ve seen him squished in one round of combat before, but i like the idea of having a lv3 - but then do i really need it if i have so many pyskers already?

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Post by Sai Tue Dec 23, 2014 8:04 am

I really hate relying on psychic powers, which is a bit strange for a Grey Knight player I suppose. Deny the witch and perils along with the constant possibility of not rolling 4+ means I'd rather put my faith in halberds and incinerators. Then again, they work for most people I think. I just see hammerhand as a bonus.

Your best AA option is the stormraven, but that takes up all of your spare points and it's restricted to the normal reserves from turn 2 onwards. On the other hand it's handy for anti-armour so it might be worth the risk. Otherwise you're stuck with running up and punching tanks to death, which while genuinely fun, can be tiring.
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Post by returnofirv Tue Dec 23, 2014 8:27 am

Thanks!

So, im looking at this?

HQ
Brother Captain

TROOPS
10 Termis (2 psilencer, halberds apart from 1 hammer, teleporter)
10 Termis (2 psilencer, halberds apart from 1 hammer, teleporter)

FAST
Stormraven (T/L lascannons)

HS
Knight (teleporter, incinerator, hammer)
Knight (teleporter, incinerator, hammer)

Which pushes me 12pts over. This isnt a problem as i always play friendly games, but if i could trim 12 pts somewhere that would be better. I could get under the limit with a basic lv3 librarian, but he is gonna get squished straight away :-/

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Post by Sai Wed Dec 24, 2014 1:38 am

See if it works for you and take it from there. How does your Librarian get squished usually?
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Post by returnofirv Wed Dec 24, 2014 2:10 am

hi - usually by getting into combat. I attach him to a unit of termis and he gets attacked first

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