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500 pt tourny this saturday need advice pls

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VindicareAssassin
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Post by raven925 Thu Aug 06, 2009 2:45 pm

The re-grand openning of my local gw is have a 500 point elimination tourny and need advice on 2 lists that i have made

1st:
inq lord
-power weapon
-melta bombs
-artificer armour
-4 henchman

eversor assassin

6 pagk
-psycannon

dreadnought
-smoke

2nd:
brother captain
-none

6 pagk

6 pagk

dreadnought
-smoke

Remember its an elimination tourny so not trying to make friends here
so dont hold back on the advice and pls try not to tell me to use storm troopers because all i got is gk.

-nick
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Post by Ceasarian Thu Aug 06, 2009 3:16 pm

I like the second list- but what weapons are you putting on the Dread? I would suggest a LasCannon if you can as in a 500pt game some people can use a tank or two O.o

The only issue I can see from your first list, is that you have take a GK hero (the Brother Captain), in order to take a Dread.

Grey Knight armies are VERY hard to play at the 500pt level, so best of luck to you at your tourney- so don't get discouraged if you lose. I have two 500pt battle reports posted over at that section, they may be able to help you out a little bit hopefully.

-Cease
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Post by Rivan Thu Aug 06, 2009 5:48 pm

I agree with Caesarian. I like the 2nd list better. Make sure you attach your BC to one of the squads...at least to start. He can detach if he has to later in the game depending on what your mission is.

Good luck and let us know what happens! Very Happy
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Post by NemesisForce Thu Aug 06, 2009 7:35 pm

I agree on the second list as well. You have to remember though you need to purchase a right-arm weapon for the Dread. GK Dreads don't come with ac's as default. For the tournie do you still need 2 Troop choices? Just wondering since it's only 500 points.
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Post by Ceasarian Thu Aug 06, 2009 8:24 pm

I was thinking of your issue here- and what the best 500pt army may be for such a low cost, as well as what models that you said you had. SOoooo I dug up a few of the older lists that I had mocked up from when my gaming group initially hit the 500pt games (we were originally at 200pts to start with! which is like four MODELS LOL)
I would guess that your main opponents will be the standard orks and space marines from the Battle for black reach- in which case the strategy remains the same for each- SHOOT THEM! stay at your weapons max range and blast away until you get assaulted- or there are so few of them left that you can assault without having to worry about getting bogged down.
List One- Keeping with your Dread concept & and only have the GK models.
HQ - Brother Captain= Keep this unit attached to one of the Grey Knight squads to keep him alive for a while longer, as he'll do pretty well in close combat- with all those power weapons, but you want him to have a shield to protect him.
Troops= At this low of a points game, you'll want to make sure to use the best amount of cover possible to protect your few Grey Knights from incoming fire, the shrouding will help with this issue, but only a little. Another thing you'll want to do is to stay at about 24' from enemy targets. GK's are good in a close combat fight, but with so little of them they won't last all to long in a protracted fight. You'll want to open up with the storm bolter as much as possible, that will destroy IG, and any Horde army out there. Soften up the enemy so you can assault and kill the remainders when they finally get up to you. The grenades in the squad will help against light tanks- or the back of a Russ ^)- as well as letting your justicar attack first in a close combat into terrain- those power weapons do wonders against termies.
Grey knight squad 1- Justicar with a targeter and krak grenades & 4x GK’s.
Grey Knight squad 2- Justicar with a targeter and krak grenades. & 4x GK’s.
Heavy Support= Keep the Dread hull down if you can- and pop the other tanks, or aim for the heavy infantry (terminators). Same deal with this unit, your just shooting with it. You have smoke launchers on it as well, to help with it’s otherwise fragile armor.
Dread- equipped with a Twin linked Lascannon, and a smoke launcher.
500pts/500pts (1 HQ, 10 Troops- 2 squads, and 1 Heavy Support- total is 12 models).
List Two- Another way to solve the 500pt issue.
HQ- Inquisitor Lord with a Psycannon= You’ll have a good range with this weapon, you’ll be standing and shooting as usual lol. This gun will bring some pain in the lower pt. games, with it’s good AP value.
Retinue for the Inquisitor Lord-
2x Warriors- one with a Multi-melta, and the other with a Plasma Cannon (TEMPLATE DEATH HA!)
2x Sages- these two goons will work out well with the concept of a shooting army, and will ensure that your shooting is a lot more accurate than normal.
Troops-
Grey knight squad 1- Justicar & 4x GK’s.
Grey Knight squad 2- Justicar & 5x GK’s.
500pts/500pts (5 HQ, 11 Troops- and 2 squads- total is 16 models).
*The key to these two lists is well shooting a bit, at this pts cost not many armies will be able to outgun GK’s on the fly as they have their lovely storm bolter weapons. Put a few holes in a squad of lets’ say a group of Ork Boyz, and then charge in when you know that you’ll win the combat in one or maybe two turns (just don’t get bogged down), and make sure that your in good positions and focus fire on specific enemy units that can deal the biggest blow to your forces*

I hope that this helps you in your endeavors at GW- best of luck to you, and I look forward to hearing how you have done.

-Cease
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Post by Nausaden Thu Aug 06, 2009 10:35 pm

Very nice lists Brother Cease; that's the way to go. Whittle down the opposition while keeping yourself just out of range until there's a manageable amount of enemy troops to strike down. Nice addition to a 500 point Daemonhunters army.
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Post by VindicareAssassin Thu Aug 06, 2009 10:38 pm

Ceasarian wrote:
List Two- Another way to solve the 500pt issue.
HQ- Inquisitor Lord with a Psycannon= You’ll have a good range with this weapon, you’ll be standing and shooting as usual lol. This gun will bring some pain in the lower pt. games, with it’s good AP value.
Retinue for the Inquisitor Lord-
2x Warriors- one with a Multi-melta, and the other with a Plasma Cannon (TEMPLATE DEATH HA!)
2x Sages- these two goons will work out well with the concept of a shooting army, and will ensure that your shooting is a lot more accurate than normal.
Troops-
Grey knight squad 1- Justicar & 4x GK’s.
Grey Knight squad 2- Justicar & 5x GK’s.
500pts/500pts (5 HQ, 11 Troops- and 2 squads- total is 16 models).
*The key to these two lists is well shooting a bit, at this pts cost not many armies will be able to outgun GK’s on the fly as they have their lovely storm bolter weapons. Put a few holes in a squad of lets’ say a group of Ork Boyz, and then charge in when you know that you’ll win the combat in one or maybe two turns (just don’t get bogged down), and make sure that your in good positions and focus fire on specific enemy units that can deal the biggest blow to your forces*

I hope that this helps you in your endeavors at GW- best of luck to you, and I look forward to hearing how you have done.

-Cease
With the retinue i would say bring an acolyte and give either hi or the inquisiotro artificer armour as you can put wounds from the in quisitor on the acolyte.
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Post by Hamsterjoe Fri Aug 07, 2009 4:45 am

Ceasarian wrote:
HQ - Brother Captain= Keep this unit attached to one of the Grey Knight squads to keep him alive for a while longer, as he'll do pretty well in close combat- with all those power weapons, but you want him to have a shield to protect him.
Troops= At this low of a points game, you'll want to make sure to use the best amount of cover possible to protect your few Grey Knights from incoming fire, the shrouding will help with this issue, but only a little. Another thing you'll want to do is to stay at about 24' from enemy targets. GK's are good in a close combat fight, but with so little of them they won't last all to long in a protracted fight. You'll want to open up with the storm bolter as much as possible, that will destroy IG, and any Horde army out there. Soften up the enemy so you can assault and kill the remainders when they finally get up to you. The grenades in the squad will help against light tanks- or the back of a Russ ^)- as well as letting your justicar attack first in a close combat into terrain- those power weapons do wonders against termies.
Grey knight squad 1- Justicar with a targeter and krak grenades & 4x GK’s.
Grey Knight squad 2- Justicar with a targeter and krak grenades. & 4x GK’s.
Heavy Support= Keep the Dread hull down if you can- and pop the other tanks, or aim for the heavy infantry (terminators). Same deal with this unit, your just shooting with it. You have smoke launchers on it as well, to help with it’s otherwise fragile armor.
Dread- equipped with a Twin linked Lascannon, and a smoke launcher.

-Cease

Why would you want to give the justicar krak grenades?? They already have S6. Never hestitate to destroy tanks with your grey knights, with their s6 they have a very good chance to destroy them.
Otherwise i agree with Cease. Stormbolters pack a lot of firepower, use it well to make the numbers more fair.

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Post by Brother Ezekiel Fri Aug 07, 2009 6:19 am

[quote="NemesisForce"]GK Dreads don't come with ac's as default.quote]

Nor do SM dreads.Not anymore.Now they come default with a multi-melta.I know that just a small error on your part,but wanted to make it right because if you see 2 normal SM dreads with the other having multi-melta and other ac you should try to pop the ac dread as it is the more pricey one.
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Post by For the Emperor Fri Aug 07, 2009 6:35 am

So you can't use IST's couldn;t you borrow some?
Personally I would use the following:

Inquisitor Lord, Incinerator, Thunderhammer
Warrior (3) 3 meltagun.
Acolyte (3) 3 bolter-flamer
Mystic (1)
Familiar (2)
Rhino- Extra armour, smoke launchers

Grey Knights (Cool

I know it's not exactly advice but personally IMO it's a great list! You'll be able to deal with dreadnoughts, wraithlords, hordes, actually I can't think of anything you might struggle with!

Are you allowed one troops? Are using the normal force organisation chart?

Edit: Your dreadnought has to always take a shooting arm!
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Post by Zealadin Fri Aug 07, 2009 10:44 pm

Food for thought:
Your going to be paying like 110+ points for a dread you either trade alot of points for a TLLC or AC, obviously the unit has some survivability but your also creating a rather large target of an expensive unit, especially when people can easily pack a 500 point list in other armies with good AT weaponry. (also your second pure GK list is over 500 points once you purchase your dread a weapon, remember PAGK squads must have a Justicar)

On the other hand something like:
BC+Psy (91)
PAGK Squad 1-
Justicar
PAGK+Psy
4 PAGK (you could also make this squad two PAGK with psycannons, and only two normal PAGK)
PAGK Squad 2-
Justicar
6 PAGK

This gives you one squad to add the terminator too for a large firebase of str 6 weaponry (argueably better than a dread) or put it with the more CC orientated squad to shoot on the move (but limiting your choice of targets due to SB range)
Main downside is you lose some of your PAGK flexibility adding the psycannons and your BC will be the main target in your army.
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