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73rd Brotherhood

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Post by Akoni Fri Dec 19, 2014 7:33 pm

Hello brothers!

I'm reworking my 1750 list and am currently at 1734-points. This is based on models built, so I'm looking for advice on gear upgrades, strategies, critism, and advice please.

GREY KNIGHTS (1734)

HQ

190 - Brother Captain
Psyker (Mastery Level 1)
Nemesis Daemon Hammer
Psycannon
Cuirass of Sacrifice

TROOPS

198 - Terminator Squad (5)
Psyker (Mastery Level 1)
(1) Nemesis Daemon Hammer
(6) Nemesis Force Halberd
(1) Psycannon
Banishment
Hammerhand

198 - Terminator Squad (5)
Psyker (Mastery Level 1)
(1) Nemesis Daemon Hammer
(4) Nemesis Force Halberd
(1) Psycannon
Banishment
Hammerhand

198 - Terminator Squad (5)
Psyker (Mastery Level 1)
(1) Nemesis Daemon Hammer
(4) Nemesis Force Halberd
(1) Psycannon
Banishment
Hammerhand

ELITE

145 - Dreadnought
(2) Twin-linked Autocannons

145 - Dreadnought
(2) Twin-linked Autocannons

FAST ATTACK

230 - Stormraven Gunship
(4) Stormstrike Missiles
Hurricane Bolters

HEAVY SUPPORT

215 - Nemesis Dreadknight
Personal Teleporter
Heavy Incinerator
Gatling Psilencer
Nemesis Daemon Hammer
Banishment
Sanctuary

215 - Nemesis Dreadknight
Personal Teleporter
Heavy Incinerator
Gatling Psilencer
Nemesis Daemon Hammer
Banishment
Sanctuary


Last edited by Nineteen73 on Tue Apr 21, 2015 7:13 am; edited 1 time in total
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Post by Constantine Fri Dec 19, 2014 8:05 pm

What changes have you made brother? I am not familiar with your original list.
I do love terminator lists though.
What strategies/deployments were you thinking of so far?
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Post by Akoni Sat Dec 20, 2014 10:59 am

Haha! Well, Brother Constantine, this is still my original list! I have BOXES of unassembled PAGK, Rhino/Razorbacks, and a Landraider that could expand this list. I haven't played 7th Ed but for a few games and have been on 40K hiatus for far too long now.

As for my strategies with this current edition, I've tried to stay within the Nemesis Strike Force FoC to utilize Rites of Teleportation. As such, I place a Dreadnought or two in the backend of my table, and keep them out of sight till I deep strike my retinue in. This leaves the fate of my squad in the hands of the Emperor's grace. If all rolls well, my squads are up close and personal and I can get the fighting started without delay.

I try and keep a Dreadknight per Terminator squad to be their defence and assist in their offense. In the last few months, I've come to terms with using terrain and buildings to my advantage in order to keep my units alive. I am still amazed at how resilient Terminators can be for so few on the field.

I admit I'm not very good at the game and lose more than I care to admit, lol. So, after being a member of this community for some time, I could use some ideas friends.
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Post by Akoni Sun Dec 21, 2014 12:01 pm

I could drop both Dreadnoughts, include the remaining 16 points left over, and fanagle a few more points from upgrades, I could add between 2-3 five-man Strike Force squads and utilize Brother Sai's Teleportation Wave strategem, https://greyknights.forumotion.com/t4107-teleportation-waves. Any thoughts?
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Post by Constantine Sun Dec 21, 2014 4:21 pm

As with Brother Sai's thread/strategy, I would say that you need to get out there and try different approaches on the tables. It really is about what style you like to play, who you face, how competative you are planning to be, and of course... my favourite fluff! Razz

Do you have any upcoming games planned? I noticed that you have a 7th edition win already, any insights from that game?
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Post by Akoni Sun Dec 21, 2014 4:52 pm

That win was a few weeks after out new codex was released. I actually won by a victory point while playing a Tyrannid list. The strategy and list I had used was is as listed above. I did better than expected, lol.
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Post by Constantine Sun Dec 21, 2014 9:01 pm

LOL!

Well, what were you able to learn from that battle? were there any holes in your force/strategies? What are others in your area doing for GK lists?
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Post by Akoni Mon Dec 22, 2014 6:43 am

As always, the biggest weekness was too few models on the board. I felt that an additional squad or two could have help secure more objectives and support. The Dreadnoughts were not ass effective with the loss of the psybolt ammunition upgrade. However, I enjoyed the ability to deep strike first turn, and shoot and run (and vice versa). I forgot to mention that in that sole game, I used a Librarian, which I was sorely disappointed with due to his squishiness. The ability to cast a few more psykic powers did nothing to promote his overall defence in challenges. But Gate of Infinity was a cool trick to get out of combat at one point in the game.
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Post by Sai Tue Dec 23, 2014 1:49 am

Heh. Ass effective.

You could probably do with another terminator squad, but then combine them into 10 man squads:

Sai wrote:Consider reorganising your squads into squads of 10 terminators- it gives a huge amount of flexibility. The terrain, opponent and mission are all variables that you can then adapt to. Sometimes you'll want big units to deny kill points and first blood, sometimes you'll want double hammers or double heavy weapons in a squad, especially if they're psycannon or incinerators.
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Post by Constantine Tue Dec 23, 2014 10:01 am

Any other games yet?
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Post by Akoni Tue Dec 23, 2014 5:46 pm

I have a game tonight actually. I'll post my list soon.
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Post by Constantine Tue Dec 23, 2014 5:48 pm

Cool. Good luck.
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Post by Akoni Tue Dec 23, 2014 6:33 pm

I increased my points margin to 1850:

GREY KNIGHTS (1845)

HQ

195 - Brother Captain
Psyker (Mastery level 1)
Nemesis daemon hammer
Psycannon
Cuirass of Sacrifice

TROOPS

203 - Terminator Squads ( 5-man squad)
Psyker (Mastery level 1)
(1) Nemesis daemon hammer
(4) Nemesis force halberd
(1) Psycannon
Grenades: Frag, krak, and psyk-out
Banishment
Hammerhand

404 - Terminator Squads (10-man squad)
Psyker (Mastery level 1)
(2) Nemesis daemon hammer
(7) Nemesis force halberd
(2) Psycannon
Grenades: Frag, krak, and psyk-out
Banishment
Hammerhand

141 - Strike Squad (5-man quad)
Psyker (Mastery level 1)
(1) Nemesis daemon hammer
(3) Nemesis force halberd
(1) Incinerator
(1) Teleport homer
Grenades: Frag, krak, and psyk-out
Banishment
Hammerhand

262 - Strike Squad (10-man quad)
Psyker (Mastery level 1)
(2) Nemesis daemon hammer
(6) Nemesis force halberd
(2) Incinerator
(1) Teleport homer
Grenades: Frag, krak, and psyk-out
Banishment
Hammerhand

FAST ATTACK

200 - Stormraven Gunship
(4) Stormstrike missiles

HEAVY SUPPORT

440 - 2X - Nemesis Dreadknight
Psyker (Mastery level 1)
Personal teleporter
Heavy incinerator
Heavy psycannon
Nemesis daemon hammer
Banishment
Sanctuary
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Post by Akoni Sun Jan 04, 2015 2:45 pm

I'm going to build some more models and play this list:

GREY KNIGHTS (1850)

HQ

195 - Brother Captain
Psyker (Mastery level 1)
Nemesis daemon hammer(MC)
Psycannon
Cuirass of Sacrifice

TROOPS

195 - Terminator Squads ( 5-man squad)
Psyker (Mastery level 1)
(1) Nemesis daemon hammer
(4) Nemesis force swords
(1) Psycannon
Grenades: Frag, krak, and psyk-out
Banishment
Hammerhand

220 - Strike Squad (10-man quad)
Psyker (Mastery level 1)
(Cool Nemesis force swords
(2) Incinerator
(1) Teleport homer
Grenades: Frag, krak, and psyk-out
Banishment
Hammerhand

70 - Aegis Defence Line
Comm Relay


255 - Strike Squad (10-man quad)
Psyker (Mastery level 1)
(Cool Nemesis force swords
(2) Incinerator
(1) Teleport homer
Grenades: Frag, krak, and psyk-out
Banishment
Hammerhand
Dedicated transport: Rhino

265 - Strike Squad (10-man quad)
Psyker (Mastery level 1)
(Cool Nemesis force swords
(2) Incinerator
(1) Teleport homer
Grenades: Frag, krak, and psyk-out
Banishment
Hammerhand
Dedicated transport: Rhino



FAST ATTACK

205 - Stormraven Gunship
(4) Stormstrike missiles
Extra armor

HEAVY SUPPORT

440 - 2X - Nemesis Dreadknight
Psyker (Mastery level 1)
Personal teleporter
Heavy incinerator
Heavy psycannon
Nemesis daemon hammer
Banishment
Sanctuary
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Post by Sai Mon Jan 05, 2015 1:51 am

Are you moving towards fighting in a codex marine style? Seems you have a lot of tactical squads and rhinos with an aegis defence line. If you dropped the line you could make a strike squad interceptors instead. It would have the benefit of being more fluffy too.
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Post by Akoni Mon Jan 05, 2015 6:31 am

That's a great idea Brother Sai. I incorporated the Aegis with Comm Relay because I uncanningly fail my rolls. And my reserves fail to come in first and second turn. Also, the group I play with use Las Vegas Open (LVO) and Bay Area Open (BAO) rules, so I thought the Aegis would help add cover for a squad holding an objective, etc.

Also, I sacrificed a 10-man Terminator squad to increase the number of models on the board. This rhinos are intended to push my units forward as well as add mobile cover. I've never employed this strategy, so I'm not sure how it'll work just yet.

Your thoughts?
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Post by Sai Mon Jan 05, 2015 8:10 am

With that format I can definitely see why you'd want more infantry: you need to be very flexible to attempt both missions at the same time. Advancing behind APCs is pretty sound tactically too. Another plus is having a lot of psychic power dice.

Be aware of your weaknesses though. Rhinos are very easy to kill which means you start bleeding kill points and will quite possibly lose first blood because of it unless you're very conservative in deployment.
Power armour is also much easier to breach for some armies. If there are battle cannons or chaos fliers about you're going to miss terminator armour. As silly as it sounds, Grey Knight terminator armies are going to enjoy cleaving through your armour with 2 attacks each while keeping their 2+ save.

I see why you would want the relay when teleporting: it's up to you to decide what you value more. I would lose it to upgrade a squad to interceptors who can shunt across the board on turn 1 or 2 anyway rather than teleporting. It's pretty much the same effect with different pros and cons. Otherwise you could lose the rhinos and take the interceptors and the wall.

I prefer small forces because I can hide them in terrain or concentrate on one side of the board- the best way to keep knights alive is to not get shot at in the first place, but I think most people prefer having more models on the board. That and Grey Knights are a terminator army for me- the other guys are there to help out.
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Post by Constantine Mon Jan 05, 2015 10:30 am

Also, the GKT squad would be better at 10. More firepower and survivability... That, and you can never have too many terminators!!! Razz
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Post by Akoni Tue Jan 06, 2015 5:46 pm

If forego using Nemesis Strike Force formation, can I use the Combined Arms Detachment (CAD) in the rulebook instead? And if so, then I could use up to 3 Fast Attack and Heavy Support slots then?


Last edited by Nineteen73 on Wed Jan 07, 2015 11:02 pm; edited 1 time in total (Reason for editing : Corrected name for CAD to Combined Arms Detachment found in rulebook.)
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Post by DonFer Wed Jan 07, 2015 11:48 am

I'd drop the storm raven, mobility issues with the NSF are very much mitigated. With thos points anothe NDK would be really nice.
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Post by Akoni Wed Jan 07, 2015 11:00 pm

I've considered dropping NSF entirely. Without a teleport homer situated on a good spot at the start of first turn, or luckily rolling Master of Ambush on Strategic Traits, missing reserve rolls and deep strike scatters can turn a well laid plan into a first turn disaster.

If I used the Combined Arms Detachment (CAD) then I could employ a third Dreadknight or Stotmraven and two Inteceptor squads.
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Post by DonFer Thu Jan 08, 2015 7:50 am

I like NFS, in fact I use it as much as I can. It gives you a great oportunity to alpha strike the opponent.
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Post by Constantine Thu Jan 08, 2015 8:29 am

I say keep play testing until you find the play style that fits you the best.
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Registration date : 2008-05-26

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Post by Sai Fri Jan 09, 2015 6:59 am

It is a case of best fit to the player. I'd keep the stormraven because it's excellent for hunting fliers- I rarely use it to transport anything, but if fliers don't worry you then drop it.
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Post by Akoni Sat Jan 10, 2015 7:43 am

Sai wrote:It is a case of best fit to the player. I'd keep the stormraven because it's excellent for hunting fliers- I rarely use it to transport anything, but if fliers don't worry you then drop it.

I deal with a lot of flyers and tanks in my community, so the Stormraven has helped me in the past. However, when other players jinxk, I don't always take down other flyers efficiently. Against a single tank, taking a hull point or two helps an assisting squad eliminate the threat quickly., but against multiple tanks and vehicles, the single Stormraven has been impotent.

Since I don't typically custom build my army to my opponent's list at the time we play, I don't field Dreadnoughts. In fact, since we lost Psybolt ammunition, I stopped using my Dreadnoughts altogether. I've mainly used my Dreadknights and GKT's psycannons as my means of destroying vehicles and tanks.

On the subject of special weapons, I stopped fielding psycannons on my PAGK entirely. Salvo hurt my ability to effectively use them. Once, I managed to take two or three turns to get in range, players wouldl manoeuvre their remaining models outside of range. I mainly equip psycannons on Dreadknights and GKT. I now use Incinerators for all my PAGK. The cost is great and strength six with soul blaze has proven to be a beast against other models, even monstrous creatures.

Any more advice on Stormraven uses and special weapons experience?
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