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Post by piquedram Tue Aug 09, 2011 4:11 am

EDIT: New and improved list (after comments):

HQ (150 pts)
Crowe

Troops (796 pts)
4x 5 purifiers with 2 psycannons, 2 halberds,1 Nemesis Daemon Hammer, Razorback with psybolt ammo

Elite (285 pts)
5 paladins with 2 incinerators, 4 halberds, 1 nemesis Daemon hammer

Heavy (760 pts)
Nemesis dreadknight with heavy psycannon, teleporter and greatsword
Nemesis dreadknight with heavy incinerator, teleporter
Land Raider Redeemer with multimelta and psybolt ammo for its TL assault cannon

Total: 1996 points


Alright, plan for an in-your-face army that can hopefully handle all comers, it's fairly low on model count, but all models are fairly protected.

I currently do not yet own all of the models needed for this army, but it's a plan i've been mulling over in my head that I think might just work...

HQ (150 pts)
Crowe

Troops (756 pts)
4x 5 purifiers with 2 psycannons, 2 halberds,1 Nemesis Daemon Hammer, Rhino

Elite (340)
5 paladins with 2 psycannons, 4 halberds, 1 brotherhood banner

Fast (235)
Stormraven with Hurricane bolters, TL multimelta and TL Lascannon

Heavy (505)
Nemesis dreadknight with heavy psycannon, teleporter
Nemesis dreadknight with heavy incinerator, teleporter and greatsword

Total points count: 1986 (my year of birth, yay!)

Plan and thoughts:
HQ
crowe follows behind the troops in their rhinos, which supply him with cover and make sure the enemy can't charge him, he'll be ready behind the purifiers, ready to countercharge
Troops
race forward in their rhinos, psycannons firing away at anything strong (in a transport they can always fire their heavy option). Popping smoke if on a map with little terrain or other view-obstructing stuff, jumping out and charging whatever comes too close (too bad they're not assault vehicles, hehe)
Elite + Fast
The Paladins mount the Stormraven, stormraven lands in cover as much as it can while racing forwards, using its lascannons and multimelta to take out vehicles where needed, and delivers the Paladins up in the enemy's face. The paladins are the main close combat force vs enemy HQ and high T and S units (mainly because of their great saves and multiple wounds).
Heavy
the DK with 2 fists and heavy psycannon shoots at larger enemy squads while rushing up to enemy vehicles and pounding them into the ground (2 fists = +1 attack in close combat, monstrous creature makes it able to take out vehicles)
the DK with sword and incinerator makes for larger enemy squads, burning them down. If opportune he'll then charge into the enemy as well to finish him off (the sword means his 4 attacks will probably all hit and kill). Might also hunt down vehicles depending on the enemy army composition.
Both DK's will try to get out of close combat near the end of the game in objective games, to use their 30" shunt to contest objectives. If the game lasts a round longer they should have enough staying power to stay in place.

Where I see this army struggle is probably against hordes. I am wondering if it might be better to replace the stormraven with a land raider redeemer for his awesome flamers, which will put me at 1996 points. I also might replace the brotherhood banner with another daemon hammer, giving me even more anti-vehicle close combat prowess, and another 25 points to invest elsewhere.


Last edited by piquedram on Mon Apr 02, 2012 10:19 am; edited 3 times in total

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Post by DonFer Tue Aug 09, 2011 6:46 am

I'd probably loose the personal teleporter on the NDKs and perhaps try to squeeze in a Librarian instead. you still have 15 points to buy some Psychic powers.

Also try to make those Rhinos, Razorbacks+Psybolt ammo. You won't regret it. I have played a similar list @ 1750 and the support firepower the RB provide is awesome.

Just my 2c!
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Post by piquedram Tue Aug 09, 2011 6:54 am

without their teleporters they become slow though, doesn't the personal teleporter allow them to "jump" (ignore intermediate terrain) 12"? That would be the main thing that allows them to keep up with a fully mechanised army.

The RB's don't have firing ports do they? Then the purifiers can't shoot their psycannons while moving up to soften up the enemy.

Think I'll playtest losing the teleporters in favor of a libby. The loss of mobility for the NDK's might be compensated by the increase in power in the pally squad.

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Post by DonFer Tue Aug 09, 2011 9:56 am

Yes, the RBs don't have fire points, you sacrifice them in order to have more shooters on your list. It's a matter of taste and what fits better to your strategy, but 12 additional shots @S6 is something you can't ignore. The added firepower will serve your army well.

As for the teleporter, you're right they can move 12" every turn, but I reckon your Palis and army overall will benefit from a psychic hood and shrouding, and of course Might or Warp Rift.
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Post by shadow Tue Aug 09, 2011 12:14 pm

Sorry to thread steal, but is this right:
"race forward in their rhinos, psycannons firing away at anything strong (in a transport they can always fire their heavy option)"
Move up to 12" and shoot?
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Post by Rivan Tue Aug 09, 2011 12:30 pm

@piquedram: Just wanted to point out that your psycannons can only fire in assault mode if your vehicle moves, and only up to combat speed. They can't fire at all if you move cruising speed (12").

I personally would prefer the LRR in lieu of the SR but then again, the SR gives is faster and gives you longer range. Personal preference I guess.
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Post by Souba Tue Aug 09, 2011 12:34 pm

well you can move up to 12" disembark and shoot with the assault mode, i think he ment that
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Post by Rivan Tue Aug 09, 2011 12:36 pm

Oh ok. My bad, I thought he meant shoot from the hatch Embarassed

But even if you hop out after the vehicle has moved, you can only shoot in assault mode that turn.
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Post by shadow Tue Aug 09, 2011 2:16 pm

That's what I thought, I was hoping you could move 12" and shoot heavy option but didn't think so Sad
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Post by Rivan Tue Aug 09, 2011 2:18 pm

Souba wrote:well you can move up to 12" disembark and shoot with the assault mode, i think he ment that

Sorry Brother Souba, I just realized I just repeated exactly what you had written already. I think my eyesight is going w/ old age Razz
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Post by SmokinBrown Tue Aug 09, 2011 3:07 pm

you could give the NDK that is intended for vehicle killing a daemon hammer to make it strength 10 instead of strength 6, you have the points left over.

Edit:
Also, you mention a brotherhood banner, so does your paladin squad only have 3 halberds??
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Post by Souba Tue Aug 09, 2011 3:32 pm

Rivan wrote:
Souba wrote:well you can move up to 12" disembark and shoot with the assault mode, i think he ment that

Sorry Brother Souba, I just realized I just repeated exactly what you had written already. I think my eyesight is going w/ old age Razz

haha, no offense taken there Razz
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Post by piquedram Tue Aug 09, 2011 11:39 pm

Rivan wrote:@piquedram: Just wanted to point out that your psycannons can only fire in assault mode if your vehicle moves, and only up to combat speed. They can't fire at all if you move cruising speed (12").

I personally would prefer the LRR in lieu of the SR but then again, the SR gives is faster and gives you longer range. Personal preference I guess.

My bad, i got confused by the small rulebook page 58, top left
"In addition, the normal penalties of movement on shooting rapid fire and heavy weapons do not apply - when fired from a vehicle, these weapon types always fire as if the firing model had not moved, regardless of whether it actually did or not"
But this rule talks of heavy and rapid fire weapons attached to the vehicle itself, not those fired from inside. As stated on page 66, bottom left:
"Models firing from a vehicle count as moving if the vehicle moves, and may not fire at all if the vehicle moved at cruising speed that turn"
Guess I was guilty of some heavy wishfull thinking xD

This does render the firing points less useful, and makes me consider razorbacks from a new point of view. A razorback with psyammo is just 10pts more expensive than a Rhino, perhaps I should lighten the paladins load from psycannons to incinerators and thus free up 30 points, maybe drop the brotherhood banner for another 25 points, giving that guy a free hammer. Gives me 55 points to play with razorback-wise...

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Post by DonFer Wed Aug 10, 2011 7:47 am

Stick with the Great Sword. The NDK already has 2d6 armour pen, and wiht the sword you can reroll evereything, so a Daemonhammer is actually not great at all.
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Post by piquedram Wed Aug 10, 2011 7:49 am

the hammer is going to the paladin who just lost his banner Wink

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Post by DonFer Wed Aug 10, 2011 8:42 am

Oh, ok... my bad Razz
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Post by piquedram Thu Aug 11, 2011 12:28 am

New and improved list:

HQ (150 pts)
Crowe

Troops (796 pts)
4x 5 purifiers with 2 psycannons, 2 halberds,1 Nemesis Daemon Hammer, Razorback with psybolt ammo

Elite (285 pts)
5 paladins with 2 incinerators, 4 halberds, 1 nemesis Daemon hammer

Heavy (760 pts)
Nemesis dreadknight with heavy psycannon, teleporter
Nemesis dreadknight with heavy incinerator, teleporter and greatsword
Land Raider Redeemer with multimelta and psybolt ammo for its TL assault cannon

Total: 1996 points

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Post by Jonathan Thu Aug 11, 2011 7:03 am

DonFer wrote:Stick with the Great Sword. The NDK already has 2d6 armour pen, and wiht the sword you can reroll evereything, so a Daemonhammer is actually not great at all.

The hammer is great for vehicle killing actually, because it will 80% of the time place a penetrating hit on landraiders, and it's going to utterly break every other vehicle on hit. and also.. i think the hammer is much cooler looking than the sword Very Happy
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Post by piquedram Thu Aug 11, 2011 7:08 am

drop the sword on 1 NDK and give both a hammer? All S10 hits but no rerolling... hmmm...

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Post by Souba Thu Aug 11, 2011 7:32 am

The hammer is great for vehicle killing actually, because it will 80% of the time place a penetrating hit on landraiders, and it's going to utterly break every other vehicle on hit. and also.. i think the hammer is much cooler looking than the sword Very Happy

the hammer is worse for vehicle killing. if a vehicle moves you hit it only on a 4+.. if it moves at cruising speed you hit it on a 6. the sword may deal 3-4 less points of damage but the reroll on hit& penetrade are a bigger bargain.
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Post by DonFer Thu Aug 11, 2011 8:23 am

Rerolls are the best. Very Happy
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Post by TheCrimsonGlass Thu Aug 11, 2011 3:08 pm

Definitely stick with the swords. This is actually one of my favorite purifier lists yet.
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Post by piquedram Thu Aug 11, 2011 11:30 pm

Thanks! I just slapped together stuff I loved and thought it might just work Smile

Time to build it, give me a few months... I need 4 more rhinos, an extra 10 marines, 1 NDK and of course crowe...

and I need to re-fit my pally's somehow or buy a new box and make new ones...


ugh, the very thought of all that work hurts my head...
Perhaps i should start out building a 1500 pts list headed this way...

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Post by TheCrimsonGlass Fri Aug 12, 2011 6:43 pm

You can always just make smaller versions of the list and build it up if you're so inclined. Competitively you should always build a list from scratch, but as far as building the models is concerned, it's a pretty good idea.
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Post by piquedram Sat Mar 03, 2012 5:40 am

Alright! Not usually a fan of resurrecting threads, but in this case...

Just to let my fellow grey knights know I have just ordered the final boxes I needed to finish this army, don't know when I'll have time to playtest it, when I do I definitely will post results. Of course I am not a great player by a long shot, so expect my battle report to contain its fair share of tactical mistakes Wink

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