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1500 pts GK list

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Post by Hamsterjoe Mon Aug 03, 2009 7:19 am

Hey everybody. I've been toying around with some new experiemental things for my standard list and would like to hear your input:)

My standard list is mostly something with some termies 2x8 PAGK units, landraider and or dreadnought and other fun stuff.


HQ:
Brother captain w/ psycannon 91 pts (goes with purgation squad)

Brother captain 260 pts
- 4 terminators w/ incenirator (this will most likely be switched off with a psycannon since they are walking)

Elites:
Inquisitor w/ psycannon, artificer armour, targeter 186pts
3 warriors, 2 with heavy bolter, 1 with plasma cannon
2 sages

2 death cult assasins 80pts

Troops:

8 greyknights w/ incenirator 235pts

8 stormtroopers w/ 2 meltas 100pts

Heavy:

Purgation squad 8 PAGK w/ 4 incenirators (goes in landraider) 285pts

Land raider w/ extra armour and stormbolter 265pts


The plan with this one is basicaly move it up together while the stormies might hold an objective instead. The Inq gives fire support while the rest move together with the land raider.
The purgation squad is meant to get out of the landraider, roast some heretics and then assault them. Sure there will be less s6 attacks in cc but more s5 hits in shooting? And with a BC helping them out, it should work.
The death cultists will be infiltrating/ outflanking maybe? Ideas? and support the GK

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Post by Zealadin Mon Aug 03, 2009 7:31 am

Hmmm interesting army list

Just so you know the second BC needs to be an elite choice.

Also the purgation squad.... well they are very expensive, and you would probably be more effective with your normal PAGK squad having 1 incinerator, and your HQ BC having one too, and putting them in the land raider, thats 9 models, 8 with NFW attacks (two who have power weapons) 2 flamer templates, and a hell of alot of punch, almost definately more than the purgation squad, without losing all those NFW attacks. Remember that a land raider is an awesome transport for GK because you can disembark, shoot THEN assault, with a purgation squad you will only have 4 PAGK with NFW attacks after the flamers

On the other hand if you pruned down your purgation squad and had less members, and some psycannons you have another firebase, (just food for thought)

The main issue I see is your very light on troop for a 1500 point army, I'd normally recommend 3 for this many points, just because PAGK outside a LR die easily
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Post by Hamsterjoe Mon Aug 03, 2009 7:45 am

Ah yes i totally forgot about the 0-1 GK hero thing.

Some good suggestions!

I have noticed that PAGK without escort die pretty fast.
I mainly play against thousand sons so their bolterfire hurt like hell.

I dont think i will ever use a Purgation squad with psycannons, they are just too expensive. I rather put them on as many terminator models as possible.

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Post by Hamsterjoe Mon Aug 03, 2009 10:26 am

Okay a more serious list


HQ
Grandmaster 190pts
Master crafted nfw +15
Psycannon


Elites

Termie squad
1 brother captain w/ psy cannon 91, holy relic +30 330pts
4 termies w/psy cannon +25

Inquisitor, psy cannon+30 150pts
3 warriros+30
2 heavy bolters+15
1 plasma cannon +35
2 sages+20

Troops

6 PAGK 175pts
justicar


6 PAGK 175pts
justicar

8 Stormtroopers 100pts
2 plasma guns

Heavy:

Landraider, extra armour 255pts

Dreadnought, extra armour, assault cannon 80+30 125pts
heavy flamer +10

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Post by Hamsterjoe Mon Aug 03, 2009 10:27 am

Im thinking of dropping the grandmaster for a brother captain and beef up the PAGK.

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Post by VindicareAssassin Mon Aug 03, 2009 10:53 am

psycannon on gm = no no in cc. tried the same thing and it did not work. i made the psycannon the justicar of my PAGK but you can start your retinue with him. an acolyte would help and give the inquisitor artificer armour
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Post by Hamsterjoe Mon Aug 03, 2009 11:17 am

That didnt make much sense.


Hmm regarding the grandmaster. I dont know if he will join a PAGK unit or the termies. The termies will be foot slogging.

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Post by VindicareAssassin Mon Aug 03, 2009 11:29 am

sorry. i meant to say "i put the GKT with the psycannon in my PAGK squad as the justicar." i usually put the grand master with the termies in my land raider.
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Post by Hamsterjoe Mon Aug 03, 2009 11:34 am

What GKT are you talking about? The brother captain? He cant leave the termie squad?

:/

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Post by VindicareAssassin Mon Aug 03, 2009 12:00 pm

sorry. again. hahaha. i was referring to my gm who originally had a psycannon but i decided that i wanted hm to have a stormbolter so i bought another model and put the original gm(with psycannon) into the PAG squad.
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Post by Hamsterjoe Mon Aug 03, 2009 12:02 pm

Haha xD

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Post by Zealadin Mon Aug 03, 2009 8:32 pm

Psycannon on a GM is a bit of a waste if your adding a psycannon to a firebase squad its better off as a BC, Also keep in mind you could get Stern at 1500 points and he has heaps of neat rules and is argueably better than a normal GM (and cheaper), plus you can then get another HQ BC as well (allowing him to be placed in any PAGK squad)

Articifer armour for your Inquisitor is a good idea as Vindicare said

I'm also a bit dubious about the ST's who don't have a vehicle, not sure they will be of much/any use without transport

Bulking out the PAGK squads is a good idea though
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Post by Hamsterjoe Tue Aug 04, 2009 3:35 am

The terminators arent meant as a firebase but are just footslogging it towards the needed place while firering 9 psycannon shots every turn. If the GM joins them, that is.
I dont think a psycannon on a bs5 model is a waste.

The stormtroopers were put in there just to take an objective.

I want to beef up the PAGK but dont know where the points should come from?


Stern, meh. I prefer a grandmaster.

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Post by Zealadin Tue Aug 04, 2009 4:14 am

Looking at the bigger picture you have two high priority targets for an opponent to pop in your army: the LR and the GKT

They are most likely going to be utterly destroyed within a few turns unless you roll amazing saves and the opponent rolls terrible shots, or they are kept constantly in cover or out of sight which means no shots. (or your opponent has no high powered ranged guns)
Also the weapons that would be firing at this squad are likely to be the str 7+ ap 1 or 2 kind, which means your getting a 5+ save, and if its a 8 str gun your GM dies as easily as a BC
In 1500 point games particularly you can generally expect plenty of high powered guns in the enemy army, unless your facing specific opponents who have armies which don't utilise that kind of ranged weaponry, or don't play that way

Most people who use psycannons either sit them as a firebase or keep them max distance so they can use shrouding,

I don't know your opponents, or your playstyle but thats the issues I'd see with this choice for a general GK army
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Post by Hamsterjoe Tue Aug 04, 2009 4:27 am

True but you wont be able to pick out the GM if he is in a unit.
I mostly play against: THousand sons, tyranids, orks, tau, CSM, IG and now daemons as well.
The biggest threats i face are vindicator shots and bolt of change.

But what do you suggest then? I have mostly used a BC everytime and thought i would try out a GM this time.

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Post by Zealadin Tue Aug 04, 2009 4:52 am

Hmm its a hard choice with the GM's he has certain advantages but is also a really expensive unit, I think he is overpriced so don't use one often, but that being said.....

I am working on a GM + Retinue atm, but I'm still trying to figure out how to incorporate a LRC into my 1500+ lists to carry them

The other option is deep striking with all those psycannons, you would be able to try and land behind people and pop light tanks etc, alot of people find deepstriking quite unreliable though
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Post by Hamsterjoe Tue Aug 04, 2009 4:59 am

Yea this is also what i've heard about deepstriking. I want to start with them on the table.
Hmm i have also read that one shouldnt march a grandmaster but give him a ride. I dno.

Im trying to change the list. Maybe adding stern instead og the psy cannon GM to get some points free. But I always seem to cut the GM away to get more points.
Maybe drop the heavy bolter servitors to get some more PAGK?

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Post by Zealadin Tue Aug 04, 2009 6:03 am

Its a hard choice, that Inq + retinue is good value for money points wise, but GK armies are just so low on models its really a tradeoff no matter what you do :S
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Post by Hamsterjoe Tue Aug 04, 2009 6:06 am

Haha Razz Hmm i've made some changes and here is an updated list with more PAGK but still no better armour for the inquisitor so cover will be important.
The single BC will be added to either the 8 man PAGK unit which goes in the LR or the walking unit to add firepower.
It seems like chances are that i will face daemons for the first time tommorrow.

HQ
BC stern 141pts
4 termies w/psy cannon +25 209 pts

1 brother captain w/ psycannon 30, 91pts

Elites

Inquisitor, psy cannon+30 150pts
3 warriros+30
2 heavy bolters+15
1 plasma cannon +35
2 sages+20

Troops

7 PAGK 200pts
justicar


8 PAGK 235pts
justicar
Incenirator

8 Stormtroopers 100pts
2 plasma guns

Heavy:

Landraider, extra armour, smoke 258pts

Dreadnought, extra armour, assault cannon 80+30 115pts

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Post by Zealadin Tue Aug 04, 2009 7:42 am

It looks good, you'll really have to try it and see how it suits your playstyle, there are lots of different ways to play GK for different strategies, and they are quite hard to play so don't get disheartened if you get stomped first few games!
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Post by Hamsterjoe Tue Aug 04, 2009 8:07 am

Yea I know:P

But this looks like what i usually play with. Though i try different things almost each time to vary.

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Post by VindicareAssassin Tue Aug 04, 2009 9:07 am

Take an acolyte or two because you can pin the wounds from the inquisitor onto them.
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Post by Hamsterjoe Tue Aug 04, 2009 9:47 am

With what points?

Im not really that interested in spending more points in my inquisitor, he's expensive enough already. I would give him artificer armour before any acolytes, but i just cant find any points.

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Post by Hamsterjoe Thu Aug 13, 2009 7:27 am

Okay... my dear models got pretty much owned against a Deamons list... i Made the mistake of beeing defensive and well terrain didnt like me either.

I gave up in turn 4 or 5 i think.

Hmm we played a 1k game afterwards where i smacked him though.

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Post by Zealadin Thu Aug 13, 2009 9:08 am

Your problem is you have a list stuck between either a shooty list, or a CC list, and I'm guessing when you prune down to 1k points you distill the list a bit more.

GK are highly effective as a water army, this means they can do both CC/Shooty but they don't excell at either, but you need a strategy that supports this, and realistically without LR's its a very very hard list to play, and even with them is challenging.

You have two PAGK squads and a Termie squad using up over half your points, and only 1 LR to transport one of those squads
Realistically PAGK die as easily as SM, and Termies while being very tough, can be taken out especially from range, and all need to be used to their maximum potential by getting shooting in, as well as assaults

Going defensive is also sometimes a bad choice, as a GK army, you want to be in control and defensive generally means a reactive army, which has you on the back foot.

What was your 1500 point list, and what was the 1000 point list you won with? If we see those we will be able to see how you play, and whats your preferred style I would think
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