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2K GK list - 3LRs - Reviewed! MkII

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For the Emperor
skinomyteeth
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Post by skinomyteeth Thu Aug 13, 2009 4:57 am

Hello, this is my first post. Love the site/forum. Cheers to all the mods and members for making this place so friendly fun and informative.
GK is my only 40k army. Here goes (please take it easy on me as I am relatively new to 40k... all criticism is very welcome - don't stop yourselves from spelling things out.)

Background - I love converting, modelling but painting has to be done... although it can sort of be fun too. The force has to be at least semi-competitive to make the effort feel worth it.

Fluff - my force: an inquisitor going round the universe with a few squads of GKs. If situations get a bit out of hand, thunderhawk gunships ferry in a few land raiders for confrontations. The logic is that GKs are precious and spread thin throughout the imperium but LRs are just resources that can be requisitioned as needs be. I haven't quite worked out why a grand master is along for the ride but hey, maybe the inq lord and he are old drinking buddies or butt chums, who said SMs can't love... each other????

Strategy - stay back and shoot, run around, shoot some more. Enemy mech has been countered (hopefully). When enough damage has been done (enemies) whittled down, move up in/with remaining LRs and slaughter.

Have I missed out any upgrades, are any upgrades OTT? Is the GM too much? Should I get the GK hero retinue for the extra psycannon?

HQ
Inq Lord 107pts
w psycannon, Ret: 1 vet, 1 sage, 2 mystics
GK Grand Master 175pts
w psycannon

ELITES
GK termis (BC+4) 300pts
w 2 psycannons

TROOPS
GKPA squad (just+6) 200pts
GKPA squad (just+6) 200pts
GKPA squad (just+6) 200pts

HEAVIES
LR 273pts
w extra armour, smoke launchers, HK missile
LR 273pts
w extra armour, smoke launchers, HK missile
LR 273pts
w extra armour, smoke launchers, HK missile


TOTAL 2001pts


Last edited by skinomyteeth on Fri Aug 14, 2009 11:12 am; edited 1 time in total

skinomyteeth
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Post by For the Emperor Thu Aug 13, 2009 11:29 am

Welcome to the Forum! Smile

Personally i'd move the elites choice to the HQ slot giving the GrandMaster a bodyguard is invaluable in combat.

You mite want to add a single incinerator to each GK squad and max them to 7-8 to help boost them completing wiping out holding units and close combat specialist units.
Personally id have an Inquisitor with a Incinerator and possibly something else like artificer armour, thunderhammer, holocaust, hammerhand etc.

Sorry if I am a little critical Razz I'm sure most of the other members have more sense of humour than me Wink
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Post by NemesisForce Thu Aug 13, 2009 8:15 pm

Hello and welcome. The list looks solid but I'd definitely drop the HK missiles. The points spent on them are not worth the single shot. You can almost get another 2 GK's for the price. I applaud the fluff your Inquisitor brings but to me the unit is actually quite weak and the points would be better served buying more GK's and/or psycannons and incinerators for your squads. I understand you not changing though as he is part of your background. As for the emperor suggested, a bodyguard for the GM would be good bet as well seeing that he will almost always be involved in a lot of close combat.
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Post by belissand Thu Aug 13, 2009 8:38 pm

Hi, sorry if my comments don't go along your Army Idea.
My 2 cents:

HQ
Inq Lord 107pts
w psycannon, Ret: 1 vet, 1 sage, 2 mystics

Ok so he has a Psycannon and 2 mystics... but he can do the same thing if he were an elite inq.
If you wish him to be your main char, he will need better equip or a mission (like vets with plasma o a Rhino to shoot from the hatch and add a Plasma Servitor).


GK Grand Master 175pts
w psycannon
GKGM is solid but gets better with a retinue (so he won't be targetted and instakilled by PW fist)


ELITES
GK termis (BC+4) 300pts
w 2 psycannons
Not Bad, they could be with the GM as ret.

TROOPS
GKPA squad (just+6) 200pts
GKPA squad (just+6) 200pts
GKPA squad (just+6) 200pts
Always nice to have PAGK Razz

HEAVIES
LR 273pts
w extra armour, smoke launchers, HK missile
LR 273pts
w extra armour, smoke launchers, HK missile
LR 273pts
w extra armour, smoke launchers, HK missile

Please, NO HK T_T, plz, add pagk or melta bombs.
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Post by Zealadin Thu Aug 13, 2009 10:56 pm

Welcome to the forums!

Personally I love the HK's and think it adds a bit of flavour to a GK list, but its a personal choice, its an investment versus a dubious gain but its like everything.... it will pay off some days and won't on others.

I'd also bulk out your PAGK squads at the cost of the GM, adding him to the GKT WON"T make them a retinue unless he is purchased with them in the same unit, otherwise he is just a joining IC, or purchase him in the squad (I think thats what belissand was trying to say)

Also assuming your GKT are going to be a mobile firebase since they are psycannon heavy and won't be in a LR? Making the HQ a BC if he is just shooting might be an idea too
If so that seems a good solid choice, but again that means your PAGK's are in the LR and will be transported up to assault from the LR's (I assume) which means you -might- benefit from an incinerator
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Post by Nausaden Thu Aug 13, 2009 11:49 pm

Welcome to the forums brother; it is good to see your investing in a Grey Knights army. My first army as well, in fact.

So far your list looks good; as for everyone's in put on the Hunter Killer missiles, it really all comes down to who your facing and if you think it's worth it. I'd grab them just because I'm greedy and like to have all the anti-armor as possible.

Having a retinue for your Grandmasters a good idea; considering without it he is much much MUCH more vulnerable. With it, they are nigh unstoppable against any form of infantry. Greater Daemons, Carnifex's, etc. etc. all fall without even scratching them in most cases. You might also want to fit in master crafting wargear for you Grandmaster, as being able to re-roll a dice is always a nice payoff. It could just be the one that critically exterminates a Daemon from existence.
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Post by skinomyteeth Fri Aug 14, 2009 10:25 am

Brothers, thank you all very much for your feedback. I've taken all suggestions and modified my list:

@ for the emperor - PAGK squads bulked up, GK Hero given a retinue. I do have a dilemma with the incinerators. Granted they would be great for softening up any assaulting units or units to be assaulted but they would be not contributing up until that point. With a storm bolter, he could be shooting all turns up to the assault and hitting with an extra str 6 attack. However, bathing the heathens in liquid fire (without their invulnerable save) does appeal no end... I can't afford the incinerators right now but I will look to try them and see if not having them hurts me badly.

@ NemesisForce - HKs gone replaced by melta bombs, inq unit beefed up and actually given a brief. HQ GK hero given a retinue.

@ belissand - Inq lord demoted to elite and given a task: extra shooty. I'll place him centrally, near a flank or near the LRs for the two mystics. He might also take the long range shooting heat off the GKPA squads not having shrouding.
GM demoted to BC and given retinue.
HKs removed.

@ Zealadin - The LR costs were restricting the list so, sadly, the sunroof, alloy wheels and HK missiles were left out. I will try them out at some point. I do get anti-armour greedy looking at how little of it GK's seem to have!
I've packed out my PAGK squads and demoted the GM to a BC (sniff) as the termies were just a gun-platform.

@ Nausaden - I love the idea of the GM kicking all manner of a** but this list was getting expensive. I also decided to tailor the strategy to sitting back and shooting for as long as possible. A la Water Warrior style, if I need to assault, the army's nature is that way inclined anyhow - yeay awesome GKs.


HQ
6 man GK termis (BC+5) 346pts
w 2 psycannons

ELITES
Inq 172pts
w psycannon, Melta Bombs
Ret: 3xgun servitors (2 HBs, 1PlasC), 1 sage, 2 mystics

TROOPS
8 man PAGK squad Melta Bombs 230pts
8 man PAGK squad Melta Bombs 230pts
8 man PAGK squad Melta Bombs 230pts

HEAVIES
LR 258pts
w extra armour, smoke launchers
LR 258pts
w extra armour, smoke launchers
LR 258pts
w extra armour, smoke launchers


TOTAL 1982pts

Pretty bare bones but three LRs seems to do that to a list. Any Wargear I've missed, please let me know. Perhaps I could try an incinerator.
Only 3 psycannons does worry me a bit though.
If I had the points, I'd get an extra elite Inq with psycannon as an IC. More points and I'd get an Elite 3 man termie squad with 2 psycannons. Ahhh well.

Cheers all for the feedback. Any more would be welcome (I'm even toying with the idea of a 2 LR 3-4 Rhino 2K list... hmmm).

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Post by NemesisForce Fri Aug 14, 2009 8:57 pm

Much better-looking Inquisitor and ret. Classic shooty build. Way more effective.
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Post by Zealadin Fri Aug 14, 2009 9:33 pm

Looks like a very effective list!
I'm not a fan of meltabombs, since PAGK are generally more effective just assaulting 95% of tanks (most tanks don't have better than 12 rear armour (which is where you hit when assaulting), and all those NFW attacks are pretty darn good! That being said I guess its not a bad idea against armies with 14 armour
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Post by Nausaden Sat Aug 15, 2009 1:27 pm

If there's one thing that the Knights have going for them it's their epic Str+6 attacks. They really give them the strength to hack through infantry and even demolish the weaker tanks.
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