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"Mechanised" GK List (2k - Standard Rules)

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Post by Bravehart Sat Oct 11, 2008 6:00 am

Hello - first post here Smile

Am an IG player but decided to expand my existing DH allies (for IG) into a fully playable 2k army. Just wondering if any brothers here had any experiments with such a list before?

HQ
1x GK Hero - Brother Captain (NFW + SB)
1x Inquisitor with 2 Mystics and 1 Sage
1x Land Raider (Std Loadout + Extra Armour + Smoke Launchers)

Troops
4x PAGK Squads (7 GKs incl Justicar)

Heavy Support
2x Land Raider Crusaders (Std Loadout + Pintle SB and Smoke Launchers)
1x Land Raider (Std Loadout + Extra Armour + Smoke Launchers)

Total Damage = 1991 pts and lots of $$$

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Post by NemesisForce Sat Oct 11, 2008 9:38 pm

Welcome to the site Bravehart. The more I look at this list the more I like it. The only advice I would give is to swap a GK squad for 4 Termies for added CC punch.
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Post by Bravehart Sun Oct 12, 2008 7:39 am

Thanks for the suggestion! The revised list as follows:

HQ
1x GK Hero - Brother Captain (NFW + SB)
1x Inquisitor with 2 Mystics and 1 Sage
1x Land Raider (Std Loadout + Extra Armour + Smoke Launchers)

Elite
1x GKT Squad (4 GKTs incl Bro Captain, 1 set of Thunderhammer/Storm Shield )


Troops
3x PAGK Squads (7 GKs incl Justicar, 3 targeters, 1 Justicar with Meltabombs, 1 Justicar with Kraks)

Heavy Support
2x Land Raider Crusaders (Std Loadout + Pintle SB and Smoke Launchers)
1x Land Raider (Std Loadout + Extra Armour + Smoke Launchers)

Total Damage = 2000pts

Just wondering will 3 troop choices be too few given the additional emphasis on troops in 5th ed?

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Post by NemesisForce Sun Oct 12, 2008 9:53 pm

I definitely wouldn't field any less than three troop choices. The Termies though are excellent for taking objectives either by themselves or in support of another GK squad. When we have so few units to begin with it's a good idea to have the best odds as we can for grabbing objectives.
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Post by Bravehart Tue Oct 14, 2008 6:50 am

Ah...thanks for the tips! Will experiment a few times via proxying before plunging in! hehe

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Post by Aelorthus Thu Dec 18, 2008 7:17 am

I didn't realize you could technically include 4 land raiders in a list! Pretty cool

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Post by Brother Ezekiel Thu Dec 18, 2008 7:26 am

and I thought that only Black Templars were able to use more than 1 Land Raider Crusader
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Post by For the Emperor Thu Dec 18, 2008 10:28 am

Welcome to the forums! Smile
HQ
1x GK Hero - Brother Captain (NFW + SB)
1x Inquisitor with 2 Mystics and 1 Sage
1x Land Raider (Std Loadout + Extra Armour + Smoke Launchers)
Make the Brother Captain use the retinue rules moving the elite slot to the HQ. Use GrandMaster too kill IC and MC in CC. Inquisitor could use a gun? A combi-melta would be good from the Raider.

Elite
1x GKT Squad (4 GKTs incl Bro Captain, 1 set of Thunderhammer/Storm Shield )
You might want to use an Incinerator for CC punch, and max out the wounds more.

Troops
3x PAGK Squads (7 GKs incl Justicar, 3 targeters, 1 Justicar with Meltabombs, 1 Justicar with Kraks)
Good but add Incinerators for CC punch, Genestealers, banshees etc will mince you if you don't use the incinerator.

Heavy Support
2x Land Raider Crusaders (Std Loadout + Pintle SB and Smoke Launchers)
1x Land Raider (Std Loadout + Extra Armour + Smoke Launchers)
You might want to consider dropping a LR and using the spare points to buy another GK squad, that can walk/run behind the LR's for protection.

Gk squads are really hard to keep alive if you don't know how.
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Post by Coyote Thu Dec 18, 2008 6:39 pm

Welcome to the forum bravehart

I do have one suggestion. Consider making your Inq a WH Inq. You can buy a LR for him from the WH codex.
This will benefit you because WH's don't use dedicated transports so your PAGK or TAGK will be able to use it.

I had forgotten about the 0-1 restrictions on the LRC's, but after looking through the dex I don't see it in ours.
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Post by Brother Ezekiel Fri Dec 19, 2008 5:10 am

Well it's probably only for Space Marines that restriction(except Blackies) as I think that the Ordo Malleus can get any vechile in the Imperium but I just readed from SM dex that only Blackies(who designed and made them)are able to field more than 1 LRC
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Post by Klomster Fri Dec 19, 2008 5:28 am

Check dh codex, if it's 0-1, then your screwed on your dream of having multiple crusaders.
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Post by Bravehart Sat Feb 07, 2009 6:57 am

Hi all,

Gee....haven't logged in for awhile...didn't realise this list generated some "heat".

Anyway I've also double checked my DH codex and confirm there is no restriction on the fielding more than 1 LRC in a DH list. So the list is technically legal. If its not in our codex or FAQ ... Smile Time to rumble the ground with up to 3 Crusaders. I guess strictly speaking the GKs do not follow the Codex Astartes (though we got a nice mention on pg 41 of the SM 5th ed codex).

for the emperor
Thanks for your suggestions~ I will do some tweaks as you recommended at playtests, though that would definately involve dropping one land raider (most probably the crusader).

And I thought being competitive with the guards was difficult enough already.....haha


Last edited by Bravehart on Sat Feb 07, 2009 7:05 am; edited 2 times in total

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Post by Bravehart Sat Feb 07, 2009 7:02 am

Coyote wrote:Welcome to the forum bravehart

I do have one suggestion. Consider making your Inq a WH Inq. You can buy a LR for him from the WH codex.
This will benefit you because WH's don't use dedicated transports so your PAGK or TAGK will be able to use it.

Wow....thanks for pointing out! Smile That's something I never realised before either~

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Post by Brother Ezekiel Sat Feb 07, 2009 10:01 am

yeah apperently that speciality have been dropped in the 5th ed codex, leaving only Black Templars with theyr larger than normal squads of tac marines,getting to have them all wear bolt pistol and chainsword free,the must have an Emperor's Chapion in force that is more than 750pts,etc. specialitys
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