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GK + Coteaz Tourney List

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Post by Rivan Sun Jul 24, 2011 1:55 pm

Recently been toying around and play testing a mixed list to address some of the weaknesses of my all GK list. Also realized that Coteaz is really a bargain if you consider everything he brings into the game, not least of which is higher probability of control of the 1st turn (I know I've been burned several times when my opponent managed to seize the initiative from me Razz ).

HQ - GM w/ warding staff, 'cinnie, rad, PS, 2 skulls
HQ - Coteaz
EL - 6 x Paladins (2 psycannons, banner, warding staff & assorted load out)
EL - 6 x Purifiers (1 'cinnie, 1 hammer, 4 halberds); RB w/ TWLLC
TR - 6 x GKSS (1 psycannon)
TR - 10 x IHW (8 psykers & 2 warrior acolytes w/ plasma guns); Chimera
TR - 8 x IHW (8 psykers); Chimera
FA - 10 x GKIS (1 psycannon, 1 'cinnie, psybolt ammo)
HS - LRC

Main intent of this mixed list is to give me more range while LRC advances. Chimeras can provide 12 36" shots while RB has 48" AT. The psyker squads can drop 2 S10 AP1 large blast psychic barrages up to 36" and can be a threat to anything. Purifiers can perform a solid home defense role or reliable counter-charge unit, only coming out of their RB when they have to. GKSS can DS or deploy near the Chimeras to provide support. Main assault units will still be the HQ/LRC and the Interceptors. Fluff-wise I'm okay w/ this list since Coteaz is one of the most puritan inquisitors there is Razz

Open to suggestions to tweak or improve the list. Thanks.
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Post by sabian Sun Jul 24, 2011 2:29 pm

i've play tested psykers and though they seem great on paper, they scatter way too much. Though having some heavy fire in there with MM's or Plasma cannons with jokaero and coteaz would rock the cazba. :-D
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Post by Souba Sun Jul 24, 2011 3:30 pm

i have to agree. on all 3 games i played with psykers they got shut down so early. not by damage but due to psychic defences. if a enemy libby uses his psychic hood you have to beat him by 2 on the d6. wich can become pretty hard all thanks to their lacking LD8. also.. tyranids and eldar.. they they screw with GK but they totally kill psykers, sadly Crying or Very sad

as you want to play on a tourney you will face many allcomers and with that psychic defences. Sad

i however recommend warrior acolytes. i really have become a fan of them.
up to 12 man, 9 boltguns(or HE lazerguns, i preffer bolter however, more wounds = more failed cover saves) and 3 meltas really burn off faces. as we generally lack melta those guys can come in handy.
another thing that really goes for them is that they dont rely on the inquisitor much, unlike servitor groups or a group of DCA (not like they are weak on their own, just to settle things better). they are dirt cheap, grant your units behind them free 4+ cover and if they stand in cover themselves they are pretty hard to mow down for the enemy and on top are scoring units (like the rest of the IHW if you got coteaz Very Happy).
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Post by Rivan Sun Jul 24, 2011 3:55 pm

Very good points. I was hoping staying back 36" might put me out of enemy psychic hoods range. And also hoping that an enemy libby might want to stay closer to where my GM + Paladins are going to try shut them down.

Sadly, nothing to do against eldar and tyranids unless I can take out the farseer or stay more than 12" away from Shadows in the Warp.

As for the scattering, I was hoping to use skulls to mitigate that but I know that's iffy at best.

Warrior acolytes are definitely great choices for cheap Troops (w/ Coteaz) but what other viable long range units would you suggest other than getting more chimeras/razorbacks?

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Post by Souba Sun Jul 24, 2011 5:26 pm

well i guess you covered the GK troop section allready so lets think about the inquisitorial part.

well besides jokaero, warrior acolytes, psykers and servitors we dont got any other long range options in the inquisition part. psykers are really unreliable. servitors need a inquisitor.. only jokaero and acolytes can really work well on their own.

1-2 jokaero and 10 man acolyte squad can also become extremly interessting.
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Post by Rivan Sun Jul 24, 2011 5:51 pm

So the way I see it, 10 acolytes w/ bolt guns + 2 jokaeros (120pts) gives me 2 lascannons shots and up to 20 bolter shots to any unit that gets close. Plus whatever random effects the jokaeros can have.

175pts w/ transport is not bad at all. Don't have the FAQ with me but thought I read that the jokaero's ingenuity also applies to their own weapons? So, their lascannons can potentially reach 60"?
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Post by Souba Sun Jul 24, 2011 6:20 pm

give 1 or 3 of those acolytes melta or plasma and you will deal out pain by a big amount Smile

it doesnt stand in the FAQ that the jokaero dont benefit from it. also the ingenuity affects the whole squad. so why not the jokaero?
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Post by sabian Sun Jul 24, 2011 7:32 pm

Jokaero work on everything but template weapons, which to me mean flamers.
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Post by Souba Sun Jul 24, 2011 8:21 pm

but dont forget that only the +12" range wont work on flamers/template weapons. the rending however does work and is absolute awesome
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Post by Rivan Mon Jul 25, 2011 5:57 pm

Since I have Coteaz with them, I can probably work 3 servitors along with the acolytes. Borrowing the idea from Brother BrentK's list so it will look something like this:

3 servitors (2 HB, 1 MM), 1 jokaero, 4 acolytes w/ boltguns and 3 acolytes w/ plasma guns
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Post by TheCrimsonGlass Mon Jul 25, 2011 7:05 pm

Believe me, Brother Rivan, that I wanted to fit Coteaz and multiple henchmen squads in my list. However, I really don't feel like there was room for him. I could remove a strike squad (or both), but I think that would totally change the dynamic of the list. If I find that I get decimated by horde armies, then I may have to try out some MSU with Coteaz to support the paladins. Only time will tell!
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Post by Souba Tue Jul 26, 2011 7:46 am

why no plasmacannons instead of heavy bolters? with the BS of 3 only 50% of their shots are even able to hit and against MEQ you cause 0.6 wounds wich certainly is a lackluster. as you are using servo skulls those plasma cannons can become much more deadly ontop of beein able to actually be a threat to every unit the game has to offer.
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Post by TheCrimsonGlass Tue Jul 26, 2011 7:55 am

Aren't plasma cannons the ones that cost an extra 10 points? 20 points for a servitor just seems a little much. Especially considering that a PAGK is 20 points as well. Servitor ≠ PAGK
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Post by Souba Tue Jul 26, 2011 8:08 am

well he could get the needed 20 points if he takes one less acolyte with bolter and one with plasmagun. as mixing rapid fire with heavy weapons is not that good anyway (ontop of mixing them with multiple ranges)
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Post by TheCrimsonGlass Tue Jul 26, 2011 8:37 am

Ah true. I was thinking in terms of my list which doesn't include the acolytes. There is definitely room for them here.
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Post by Souba Tue Jul 26, 2011 9:22 am

i think you will still be running the chimera brother rivan? if yes i would run it like this :

1 MM Servitor
2 servitors with plasma
1 jokaero
7 warrior acolytes with bolter.
and coteaz, stick them in the chimera and fire away.
if your not in a chimera stick to cover and use those warrior acolytes as "additional wounds" the true inquisitor way Laughing

it would be a bit cheaper than the ones you wanted but you still got enough firepower on long range with a good body count to allocate wounds onto. however, as you i think want to stick into that chimera and shoot i guess this would work better:

2 plasma servitors
1 MM servitor
2 jokaero
1 warrior acolyte with boltgun
coteaz.

as above, same costs as your posted units. if you got points left to spend, some more acolytes for additional wounds.
stick them in the chimera and fire out of it. as the chimera got 5 firepoints you can use them all for long range godlyness. also with 2 jkoaero you wont run into that roll of 1 for their tinkering and always get the benefits Smile

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Post by TheCrimsonGlass Tue Jul 26, 2011 9:30 am

I like these loadouts much better personally. I love the thought of using the acolytes as "additional wounds" Wink . Gotta love the inquisitors.
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