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Anti-Nid 1500pt

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Anti-Nid 1500pt Empty Anti-Nid 1500pt

Post by jay170788 Fri Mar 22, 2013 10:35 am

Hey guys i used to collect GK's purely for the fluff but never really gamed with them.

I have recently started gaming and obviously got back into knights and am going to run them in a campaign. My first battle is against Nids. We are playing a version of Purge the Alien. Main difference is that you also gain an extra VP for every unit you have left at the end of the game to help out horde armies.

I will likely be facing:-

1 or 2 Flying Hive tyrants
Stonecrasher Carnifex
1 or 2 Tervigon's spawning Termagaunts
Deepstriking Trygon
Doom
Various Troops



Now i know the force weapons will help with the big nasties but i will also need something to deal with the hordes. Also Doom has me a little worried. As he will use the tyranid drop pod thing to ensure no deep strike mishaps.

Now for my units, i plan to run a puritan GK list that must include my NDK w/hammer & incinerator.
I have plenty of varied TDA/PA units so it shouldn't be a problem fielding any variations.
Also have 1 Psyrifleman dread and could proxy another until i get around to buying the next.

I am new to GK list building so any and all help would be appreciated to get me going.

Thanks in advance,

Jay
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Post by jb317 Fri Mar 22, 2013 12:22 pm

I recently played my all GK list vs. a nid force with a flying tyrant and a tervigon in its roster. The flying tyrant was a big issue for me because I wasn't packing any anti-air. I was fortunate enough to eventually lock it in combat with Crowe before the game ended. I would definitely take some psyflemen, at worst they're a good deterrent (allowing the tyrant into CC with anything much less than WS8 Crowe is bad m'kay).

As for the Tervigon, NDK's absolutely EAT them for breakfast. Personally I would take the Sword over the hammer. It's absolutely devastating. Imo the personal teleporter is a must on an NDK. It also means the NDK has a 12'' movement range (something I found out during that game!).

Set your NDK on the Tervigon and it will be gone in one round of close combat.

We have great anti-deepstrike abilities with Warp Quake from our SS and "I've been expecting you" from Coteaz if you take him. There are only so many Psycannon shots the Trygon can take before it bites the dust.

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Post by Tiberius Fri Mar 22, 2013 12:23 pm

Right, as of now I'm lacking enough time to suggest a proper list, but I'll add in a couple of cents.

To begin with, the NDK:s hammer. You do NOT want to field it with a hammer. Have it count as a sword or simply a fist if you want to have the model as is. What you get with the hammer is concussive. Sure, if he survives the first round but fails to insta-kill with his force weapon it might help to strike first against a tyrant the next turn (he'll strike simultaneously with a trygon, and before a tervigon or carnifex anyhow). It is also a specialist weapon. Hence you LOOSE one attack since you're no longer claiming the bonus for having two normal CCW:s. You're paying 10 points to loose an attack. Don't.

With the sword, you instead re-roll all failed to hit and to wound rolls, and still claim the bonus attack as well as strike on str. 10. For 25 points, 15 points more than the hammer. Either keep the basic fists or go for the sword. The hammer is a no go.

Also, consider inquisitor Coteaz, even though you wish to go pure GK. His I've Been Expecting You rule will be anathema to the trygon and any follow-up troops with the correct placement and a squad to command. Twisted Evil
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Post by volvoe Fri Mar 22, 2013 1:53 pm

Although I haven't played against Nids I believe the best way to get rid of them is by having enough bodies to shoot them down. Since we have a pretty expensive army I'd suggest the standard strike squads over terminators. You get warp quake which will be really good against deep striking, give them psybolt ammunition and 2 psycannons and maybe a rhino and you've got a lot of strong shooting and maneuverability. Another idea would to run a squad of purifiers who are fearless and wreck in close combat. You could get 4 Incinerators part of that group too if you want to kill hoards.

If you're still worried about deep striking you could run someone that could provide you servo skulls (i.e. techmarine, inquisitor, GM, Libby). Since you're going to go against nids remember that they are psykers and so they will be striking at initiative 1 against your guys with psyk out grenades. Plus running a libby would be nice because of his psychic hood will help with denying the witch on a 4+.

I also agree with Coteaz. If you can, you could get 3 servitors with plasma cannons and maybe 2 jokero weapon smiths too for some strong fire power. With Prescience you'll be able to reroll gets hot! and misses.

My suggestion for a 1500 list would be:
HQ
Coteaz
Ordo Xenos Inquisitor w/ Conversion Beamer, x3 Servo Skulls

Troops:
Inquisitorial Henchmen: 5 Acolytes, 3 Servitors w/ Plasma Cannons, 2 Jokero Weapon Smith
(2) GKSS: 2 Psycannons, 2 NDH, Psybolt

Heavy:
(2) Dreadnought: 2 TL Autocannons w/ Psybolt
NDK w/ Heavy Incinerator + Heavy Psycannon

Aegis Defense Line w/ Quad Gun
Total: 1499

Love it or hate it that's what I would play against my friend who's playing Nid. The idea would to put the two inquisitors together in the Aegis Defense line and start shooting away. You get 4 mini pie plates of Plasma/Conversion Beams and an additional autocannon to boot (with reroll!). Next you have your two other troops that could zoom around and capture objectives and shoot stuffs. If you get the chance you could even cast prescience onto the NDK and reroll your heavy Psycannon shot. Like Tiberius said don't use the hammer, its pointless, you're already striking with S10, AP1? and its nemesis. You're paying extra points for concussion, if you go with the hammer.. I think with the Psycannon you'll take out hoards much better. The quad Gun will act as your anti air + your psyflemen dreads. So the list has about a 35 model count which isn't too bad for us grey knights. This is only a suggestion so again be nice to my silly creativity.



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Post by jb317 Fri Mar 22, 2013 2:41 pm

Another thought: don't rely heavily on psychic powers vs. Nids. Shadow in the Warp will ruin your day if you do!

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Post by Aubec le noir Fri Mar 22, 2013 3:17 pm

Against hordes purifiers are well armed.
Occasionally the BroChamp can take down any big creature and as nids are psyker a Culexus could be nasty ! Twisted Evil
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Post by Embolden40k Sat Mar 23, 2013 5:38 am

The trick to beating the Flying Tyrant (and all flying MCs) is to ground them, for this I use the humble Razorback with twin linked Heavy Bolter, all you need is a hit and a failed grounding check, then you use the Strikes/Purifiers/Interceptors/ whatever to shoot the beast dead.

Tervigons fall to mass fire power, same as the gaunts, here is my 1500pts list:

Coteaz
10 Strikes - 2 Psycannons, Psybolt ammo, Razorback, Psybolt - 290
10 Strikes - 2 Psycannons, Psybolt ammo, Razorback, Psybolt - 290
10 Strikes - 2 Psycannons, Psybolt ammo, Razorback, Psybolt - 290
6 Warrior Acolytes, 6 Storm Bolters, Razorback, Psybolt - 92
Dreadknight - Heavy Incinerator - 160
Dreadnought - 2 Autocannons, Psybolt Ammo - 135
Dreadnought - 2 Autocannons, Psybolt Ammo - 135

with a few pts left to spend on whatever you want, you have 4 TL heavy bolter to try to down the Tyrant and then 30 Strikes with attached Coteaz with Prescience + second power to finish the beast off, while the Dreadnoughts can start to chip off wounds from a Tervigon/Carnifex from distance, while you have Warp Quake to stave off the Doom, which the Dreads can take out with relative ease.

The Dreadknight is great at killing swaths of Gaunts so I wouldn't bother with the Sword or Hammer, both are way too expensive for what they do.


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Post by jay170788 Sat Mar 23, 2013 10:34 am

Sorry n00b question, how is NDK S10AP1? I thought all monstrous creatures were hitting at AP2 and DCCW are only AP2 anyway


Last edited by jay170788 on Sat Mar 23, 2013 11:45 am; edited 1 time in total
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Post by jb317 Sat Mar 23, 2013 10:41 am

I have to disagree with Embolden on the sword not being worth it. 25 points to reroll to-hit and to-wound on S10 hits? Imo the NDK attacks are too precious to leave to the vagaries of fate.

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Post by volvoe Sun Mar 24, 2013 12:39 pm

jay170788 wrote:Sorry n00b question, how is NDK S10AP1? I thought all monstrous creatures were hitting at AP2 and DCCW are only AP2 anyway

They changed it in the FAQ to where it still counts as S10 because you have both your sword and your nemesis doomfist. The doomfist gives you S10 and the AP value I'm not sure. The sword gives you the bonuses of re-rolls so you could technically beat them with your fist and get the benefits of the sword.
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Post by Embolden40k Sun Mar 24, 2013 12:49 pm

volvoe wrote:
jay170788 wrote:Sorry n00b question, how is NDK S10AP1? I thought all monstrous creatures were hitting at AP2 and DCCW are only AP2 anyway

They changed it in the FAQ to where it still counts as S10 because you have both your sword and your nemesis doomfist. The doomfist gives you S10 and the AP value I'm not sure. The sword gives you the bonuses of re-rolls so you could technically beat them with your fist and get the benefits of the sword.

Exactly its a win win, I still stand by my point on 25pts for rerolls is to much at 1500pts
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Post by volvoe Sun Mar 24, 2013 2:16 pm

Eh, not necessarily at 1500. You're WS 5 and Str 10 with 4 attacks (5 on the charge). That basically means its 3's to hit and 2's to wound. Against other monstrous creatures then maybe it's worth it but it's not necessary.
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