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1500 pts GK list

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Post by Hamsterjoe Thu Aug 13, 2009 9:12 am

It was mostly the same.
The 1.5k list was the one i posted last.
The 1k was some termies with brothercaptain as HQ
Inquisitor with 2 mystics
2 PAGK units
and a LR


The reason it went well i think was that we played on a smaller table. I went to the middle of the table and had my mystics there.
His deepstrike didnt work that well. The units came in 1 after one each turn. So i had time to deal with one unit and then get ready for the one coming next round.



Wereas in the 1.5k game everything was down in turn 2 and the flamers were game winning.

Hamsterjoe
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Post by Zealadin Thu Aug 13, 2009 9:19 am

Hmm its quite hard to say, but as you said you where more in control the second game (even if it was due to bad reserve rolls on your opponents part) and generally as GK thats what you want.

Personally I'd suggest in 1500 points grabbing a second LR, that allows you alot more control, and makes your PAGK alot more deadly and alot more resilient, it also allows you to play with alot more strategy as LR's are quite literally one of the most flexible units a GK player can use. They are awesome transport, amazing cover when needed, great spearheads, anti tank, and fire sponges, and hard to kill, they also allow you to move GK a bit more swiftly AND disembark, shoot and assault all in one turn after moving.
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Post by Hamsterjoe Thu Aug 13, 2009 9:41 am

Yep I know but a land raider costs money:P

Hmm I dont really want to spend more money on warhammer just now. Since im moving and such. Hmm but i like inducting Imperial guard so that might be an option.
I've had good experiences with those. But we'll see. Smile

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Post by Zealadin Thu Aug 13, 2009 7:55 pm

Inducting guard is viable, but as with using anything non pure GK you lose alot of flexibility, because whatever you induct will be either fire or earth based (most likely) and while it can compliment your list it often patching up a weakness at the cost of other strengths.

I know what you mean about the price of a LR though!
I'm slowly putting money aside for my second, but its a huge chunk of money on a single tank Sad
Zealadin
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Post by Brother Captain Lee Fri Aug 21, 2009 9:20 pm

Pure Grey Knight 1500 pts
HQ
Stonewall Squad (340)
Brother Captain Jackson with 4 terminator retinue, 1 psycannon
Wargear
Icon of the Just
Teleport Homer
Daemon Hammer
Melta bombs

TROOP
Outlaw Squad (245)
Justicar Hood with 7 PAGK 2 incinerator
Wargear
Word of Emperor

Renegade Squad (275)
Justicar Beauregard with 7 PAGK 2 psycannon
Wargear
Word of Emperor

Heavy Support
Dreadnaught (130)
Brother Hood
Wargear
Twin Linked Lascannon

2x Land Raider Crusader (510)

This list has worked pretty well so far, I did take a loss to dark eldar. Anybody have any ideas to improve? I was thinking about sacrificing a LRC for one more term squad.
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Post by Zealadin Fri Aug 21, 2009 10:45 pm

Main weakness I see if lack of anti tank, and if you lose a LRC your going to be making your army even more liable to take damage from firepower armies.
That being said I love how GKT look, just not convinced their price tag (pointswise) is always worth it

You also only have two troops at 1500 points, which can be risky, and if your ferrying them in the LRC's then your making one squad very vulnerable by removing one LRC

It all depends on your opponents and playstyle though.
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Post by Brother Captain Lee Sat Aug 22, 2009 1:52 am

The idea was to have the one LRC as a Heavy Support, not a dedicated transport so that it could pick and drop off squads as it needs. But I think you are right about the lack of anti tank. I wanted to put in a purgation squad but I just couldn't fit it in.
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Post by NemesisForce Sat Aug 22, 2009 9:16 pm

The list looks good but unfortunately some of the wargear and psychic powers you've allocated are not allowed. Models in Termie armor are not able to take melta bombs. Though Justicars are technically psykers they cannot actually take psychic powers. Only Inquisitors, GM's and Hero-choice B-C's can take them. Since your Terminator squad is the only unit able to Deep Strike, you should be giving the Teleport Homer to one of your Justicars instead. All in all though I like the list. Welcome to the forum by the way. Smile
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