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1008 for 1000 point game with permision

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Zealadin
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1008 for 1000 point game with permision Empty 1008 for 1000 point game with permision

Post by Inquisitor Lord Sat Nov 22, 2008 4:40 am

Grey knights 1008 point list
Hq
Grand Master 145 points
Icon of the just 25 points
Total 170 points

Elite
Brother captain 61 points
Terminators x4 184 points
Psycannon 25 points
Total 270 points

Troop 1
Justicar 50 points
Grey Knight 3x25 75 points
Grey Knight +Psycannon x2 100 points
Total 225

Troop 2
Justicar 50 points
Grey Knight 3x25 75 points
Grey Knight +Psycannon x2 100
Total 225


heavy
Dreadnought 80 points
Assault cannon 30 points
Incinerator 5 points
Total 125
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Post by Zealadin Wed Nov 26, 2008 11:45 pm

How did the game go?
How come you went the elites instead of a retinue for the GM, with an extra termie instead of the BC GKT and you would have been right on the points almost
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Post by Klomster Thu Nov 27, 2008 2:51 pm

I think i wan't that extra attack and the ability fro my Grand master to run off and assult something else than the rest of his pals.

That's why my GKT are alite rather than a retinue.

Plus you get an extra (safer) holocaust that the brother cap can use.
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Post by Zealadin Thu Nov 27, 2008 4:55 pm

Ohh true that. The way the perils effects the whole squad is horribly bad if you ask me.

Is the above listing more of a fire power GK army, with all those psys?
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Post by ferrochrome669 Thu Nov 27, 2008 5:34 pm

Good idea about the GM being a sepperate selection to the Termies. Really gives more flexibility.

Not much tank busting hardware though... although at 1000pts, you shouldnt face too many. tongue
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Post by Zealadin Thu Nov 27, 2008 6:23 pm

Does anyone get meltabombs for the justicars for tank hunting?
Against a 14 AV its probably worht it, but your losing attacks at str 6 + d6 ap against most vehicles
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Post by Klomster Thu Nov 27, 2008 7:48 pm

You may still choose to use melta bombs,or not use melta bombs.

You can even choose to fight with your hands, although i'm not sure about gk with nfw as they get +2 strength, and i don't recall it as beeing "while using the nfw"

But then, it's not that often you would wan't to hit at str 4 instead of 6.
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Post by Zealadin Thu Nov 27, 2008 8:23 pm

What I mean is, to use meltabombs, a target may make a single attack using the meltabomb profile INSTEAD of their normal attacks.
So your losing your NFW attacks for the meltbomb attacks,
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Post by ferrochrome669 Thu Nov 27, 2008 8:34 pm

It's handy to have against CSM (or other SM) if they use LRs. Even if you dont use it, at least you have the option. It opens quite a few possibilities strategy wise.
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Post by Zealadin Thu Nov 27, 2008 8:42 pm

Hmm true that, and its not that expensive.
I guess it also gives an almost guaranteed kill if it hits on a low AV vehicle and your rolls aren't horrible.
Shame the Justicar can't get hammerhand Razz
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Post by ferrochrome669 Thu Nov 27, 2008 9:26 pm

Lol, slightly overkill... I like it! tongue
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Post by NemesisForce Fri Nov 28, 2008 1:14 am

If there is points to spare I take melta-bombs more for countering enemy Dreads. Even with our S6 attacks those pesky Dreads can still prolong a melee for too dang long.
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Post by Zealadin Fri Nov 28, 2008 1:19 am

Hmmm because you hit against front armour vs a dread in CC don't you?
Do you always hit on the front armour, or if you have models behind do they hit rear armour?
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Post by Klomster Fri Nov 28, 2008 7:35 am

I think it hits front until it is immobilized, it is supposed to be that the dread swiwels the front towards his enemies.
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Post by For the Emperor Fri Nov 28, 2008 8:42 am

Yeah Hammerhand will be better than meltabombs against dreadnoughts, especially on the GM.
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