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First List of a Noob (1750pts)

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Post by Omegerion101 Fri Jan 25, 2013 1:17 pm

Okey dokey, first post Very Happy

New to GK (ie very new), but I think I know what's good. I've come up with a list, but I don't have much money atm, so just wanted to put it out here to see if its any good before I waste the little money I have on GW products I don't
need Smile

Here's the list:

HQ:
Castellan Crowe
150pts

Troops:
Purifier Squad A: 8 men, 2 psycannons, 1 hammer (not on KotF), 5 halberds, Rhino
267pts

Purifier Squad B: 8 men, 2 psycannons, 1 hammer (not on KotF), 5halberds, Rhino
267pts

Terminator Squad: 10 men, 2 psycannons, 2 hammers, 6/8 swords, 0/2 halberds (not sure atm)
450pts

Strike Squad: 6 men, psycannon, hammer (not on justicar), Razorback with lascannon + twin-linked plasma gun, Searchlight
221pts

Fast Attack:
Stormraven Gunship: Twin-linked Multi-Melta, Twin-Linked Lascannon, Teleport Homer, Searchlight
221pts

Heavy Support:
Dreadnought A: 2x Twin-Linked Autocannons, Psybolt Ammo, Searchlight
136pts

Dreadnought B: 2x Twin-Linked Autocannons, Psybolt Ammo, Searchlight
136pts

1746pts

Crowe lets me take purifiers as troops for 150pts (less than a grandmaster, not that I don't like GMs but too expensive here), and purifiers seem awesome. He will probably ride in the stormraven, cause then I can suicide an expensive mofo that my opponent controls fast, but I'm not particularly bothered if he dies.

Purifiers are my favourite unit in the 'dex - they're 2 attack marines that can deal with other marines (power weapons + psycannons) and hordes (cleansing flame + storm bolters). I picked 8 for a reason: it means that they're are enough purifiers to be a threat, without going overboard on them. 8 purifiers (well, my unit) are also (almost) equivalent in cost to a 10man strike squad with 2 psycannons, 1 hammer, and a Rhino, but I think the purifiers have the edge due to their versatility.

Terminators seem pretty cool in 6th edition, what with power weapon nerfs and all...and they act as a big fire magnet. However, I'm not sure whether to take 10, or 5, or even any at all, and even then, i don't know about the weapon loadout. Should I take halberds or stay with swords? Personally, I prefer swords for a 4++ in CC, but if it's really bad...then I'll change it

The Strike Squad is there because it's a troop choice which I can afford to leave in my deployment zone to capture
objectives and shoot at stuff with a lascannon and plasma gun.

The Stormraven is cause I NEED long range firepower! And flyers are awesome. Teleport Homer is so I have a bit more flexibility with my terminators, but I don't really think I need it.

Psyflemen are Psyflemen. Nuff said.

So that's what I'm thinking of. Is it OK? I'm open to feedback, no matter how critical it may be.

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Post by Rivan Fri Jan 25, 2013 1:35 pm

Welcome to the forums Omergerion101 Smile

For all the reasons you already stated, I think the list makes sense. As for your question about the GKT, I personally love them so I would say yes include them and stay w/ the 10-man squad. Gives you the option to combat squad if you need/want to. I usually give them 4 halberds, 3 hammers, 2 swords & 1 banner (personal preference).

Enjoy your stay!
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Post by Omegerion101 Fri Jan 25, 2013 2:08 pm

Thank you Brother Rivan!

Termies are awesome Very Happy

Might I ask why you run 3 hammers? Just seems a bit pointless. How's the banner working? It sounds like an interesting idea.

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Post by Rivan Fri Jan 25, 2013 2:18 pm

For a 10-man squad, the banner is golden--they get an extra attack so have a base 3 attacks, 4 on the charge. This applies to IC as well so my GM who normally runs with them has base 4/5 on the charge Smile Plus, the banner is an auto-pass for activating force weapons. This is extremely handy vs. eldar and 'nids (runes of warding and shadows in the warp).

I usually run 3 hammers just in case I want to go vehicle hunting or go up against walkers and monstrous creatures Smile
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Post by Omegerion101 Fri Jan 25, 2013 2:54 pm

Sounds interesting.

Do you think there's space for the banner in the list? If so, what do I drop?

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Post by Rivan Fri Jan 25, 2013 3:16 pm

My suggestion would be to drop the lascannon/plasma from the RB and just give it psybolt ammo to make is S6 TWL heavy bolters. Saves you 30pts.

Drop the teleport homer on the SR. Saves you 15pts.

I would give the terminators a banner AND psybolt ammo. Every turn that you're not in assault, you can pump out 8 S7 rending shots and 16 S5 stormbolter shots.

Just my two cents Smile
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Post by Omegerion101 Fri Jan 25, 2013 3:26 pm

Fair enough on the teleport homer, that''ll be out of the list. Tbh, it was only there for flexibility - dropping termies in with extreme accuracy sounds fun, but probably not the best idea.

But I do love the Razorback: problem is, the list is missing some dedicated fire support that could be used against tougher infantry (teminators, plague marines, bikes etc) which is what the razorback's for. And for shooting things with a lascannon. But I'll definitely think about switching for the psyback.

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Post by Rivan Fri Jan 25, 2013 3:34 pm

Fair enough. If you want to keep the las/plas, then I'd suggest dropping the hammer on the 6 man strike squad. They probably won't get into assault w/ something big anyway. That's what your purifiers and termies are for.

B/w the hammer and the TH, you should have enough points for the banner Smile
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Post by Guest Fri Jan 25, 2013 5:23 pm

Noooo rivan! Stop telling em' silly things! What you should have said was:

When taking Crowe.... You either maximise on purifiers or drop that son of bitch. You are effective only taking him to make purifiers scoring. If you don't load up on him. Cut him. You would be better off with a cheap inquisitor, coteaz or a grandmaster.

If you take Crowe, drop all other troops choices, the termies and the strike squad. Replace with purifiers.

Most things these days won't cut through termie armour, I'd suggest if running termies equip halberd and hammers, that's it. You effectively carve through marines which is what you should be targeting termies with anyway.

That is all for now.

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Post by Rivan Fri Jan 25, 2013 5:36 pm

Grandmaster Arratak wrote:Noooo rivan! Stop telling em' silly things! What you should have said was:

When taking Crowe.... You either maximise on purifiers or drop that son of bitch. You are effective only taking him to make purifiers scoring. If you don't load up on him. Cut him. You would be better off with a cheap inquisitor, coteaz or a grandmaster.

If you take Crowe, drop all other troops choices, the termies and the strike squad. Replace with purifiers.

Most things these days won't cut through termie armour, I'd suggest if running termies equip halberd and hammers, that's it. You effectively carve through marines which is what you should be targeting termies with anyway.

That is all for now.

Laughing I personally like mixing my units up to benefit from their unique abilities (ie. strike squad's warp quake). The list has merit (although not min/max'ed out) and I think it's a good start for a new GK player Smile
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Post by Omegerion101 Sat Jan 26, 2013 1:13 pm

@ Arratak: I like Crowe. He's a kamikaze son of a bitch. Reminds me of Doom Diver Catapults and exploding Eversors. Yes, I could well add in more purifiers, but squad wise, the only thing I'd take out of the list is the strike squadies, and they have warp quake (which is useful). I'd like to point out now that I don't exactly live in the most competitive of all environments, so I don't really have to worry about 6 man grey hunter squads in razorbacks with plasma guns all over the place. I will agree on the terminators though. 2 hammers, 6 halberds, 2 psycannons and 2 swords (on people with psycannons, just in case)

@Rivan: Thank you for the compliment! Agree on mixing of units, 'tis why I haven't gone overboard on purifiers.

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