Captain Psycho Posted March 16, 2011 Share Posted March 16, 2011 I'm playing around with different GK lists, one of which is all mech and another all deep strike (I'm a big believer that you go all one or the other). Time will tell if GKs can be equally good at both - what does everyone think? Which are the best units for an all deep strike list? Just playing around with the recently available "photo-dex" here's a 1000 point list I put together that I might actually be able to assemble and paint by the end of the year (I'm so slow): HQ: Grand Master, 3 x servo-skulls (190 points) Termie Squad, add 3 termies, brotherhood banner, psycannon (370 points) Strike Squad, add 5 GKs, 2 x psycannon (220 points) Same as above The GM joins the termie squad (grand strategy gives them scout or counter-attack), each unit deep strikes near a servo skull to reduce scatter (hopefully behind some cover). Might be worth dropping a termie to give both strike squads psybolt ammo. The banner is there to ensure instant death on wounds against MCs or deathstars. The strike squads provide mobile fire support and / or camps objectives. Going up to 1500 - 1750 I'd probably add a libby, more termies and / or interceptors (GM could make them scoring so might be worth replacing one strike squad with interceptors even at 1000 points). Paladins sounded great when the leaked dex came out but the playtesting reviews seem mixed. I wish Purifiers could DS but since they can't they're going to be the basis for the mech list I hope to finish before the next GK codex comes out. Any thoughts on all deep strike? BTW - I'm posting here not in the army list subforum because I'm talking more conceptually and not looking for advice on a final list (the list above was just an example). Edit: forgot to mention grand strategy - what's the best use in all deep strike (safe to assume scout?) Link to comment https://bolterandchainsword.com/topic/224933-anyone-planning-on-all-deep-striking/ Share on other sites More sharing options...
kiwitexansfan Posted March 16, 2011 Share Posted March 16, 2011 All footslogging Inquisition list. Link to comment https://bolterandchainsword.com/topic/224933-anyone-planning-on-all-deep-striking/#findComment-2690955 Share on other sites More sharing options...
Captain Psycho Posted March 16, 2011 Author Share Posted March 16, 2011 All footslogging Inquisition list. Sorry not sure what you mean by that (in relation to the topic) Link to comment https://bolterandchainsword.com/topic/224933-anyone-planning-on-all-deep-striking/#findComment-2690966 Share on other sites More sharing options...
Resv Posted March 16, 2011 Share Posted March 16, 2011 I would change up the core units of your army just a little bit. Drop a Terminator and give both of your GKSS Psybolt Ammo. Since these guys are going to be your lose range fire support having them at strength 5 is fantastic. Instead of Psybolt Ammo I would also REALLY recommend taking Rad Grenades on your Grand Master. Being able to knock down an opponents Toughness is well worth the price and really helps in combat. You could then take the remaining points and buy up a Daemon Hammer for each of your GKSS and Master Craft your GM's hand to hand weapon. This way your Strike Squads will have a little extra punch to deal with Vehicles and such. Expanding this list I would highly suggest Interceptor Squads as you can use their mobility to offset the rest of your army. Like it or not, once you deep strike, your army isn't going anywhere fast having a unit or two that can easily get into your opponent's back field or quickly counter assault might be really useful. Link to comment https://bolterandchainsword.com/topic/224933-anyone-planning-on-all-deep-striking/#findComment-2690995 Share on other sites More sharing options...
Captain Psycho Posted March 16, 2011 Author Share Posted March 16, 2011 Thanks for the input Resv - I've been following your battlerep thread, looking forward to reading your analysis of the heavy units next. One thing about an all GK deep squad list that I do think is a problem is the lack of anti-armor ranged weapon options like melta guns (I'm talking AV12 and above - I think the psycannons will be able to pop AV10 - AV11 transports, particularly if stationary for the turn). A Daemon Hammer won't be of any use against a vehicle that can move away from and fire on footslogging deep strike units. Again I'm talking generally not necessarily about the example list above. If you mix in Psyrifle Dreds you lose the synergy of an all DS list (without any other armor on the board you can be sure they'll draw all of the low AP fire on turn one). The solution could have been Interceptors with Daemon hammers but they can't assault in the turn they shunt. So, how do you counter vehicles with an all DS GK army? Link to comment https://bolterandchainsword.com/topic/224933-anyone-planning-on-all-deep-striking/#findComment-2691037 Share on other sites More sharing options...
RedMoon Posted March 16, 2011 Share Posted March 16, 2011 you could try dreadnaughts with multi meltas and a warp stabilization field then throw in a libby with summoning that gives you some melta at least and gives you some reinforced agis suits as well. Link to comment https://bolterandchainsword.com/topic/224933-anyone-planning-on-all-deep-striking/#findComment-2691063 Share on other sites More sharing options...
Captain Psycho Posted March 16, 2011 Author Share Posted March 16, 2011 you could try dreadnaughts with multi meltas and a warp stabilization field then throw in a libby with summoning that gives you some melta at least and gives you some reinforced agis suits as well. Interesting idea - would you deploy the dread at the start of the game behind heavy cover waiting to be "summoned" or have it come in from reserves? The libby's powers could be of more use than grand strategy in a DS list with all troops like the one I posted above, but they don't have access to servo skulls which are really useful in this case. I couldn't see having a GM + TDA Libby in a list under 1,500 points though, could be an all DS list won't work in smaller games (so much for putting together a list with under 30 models and no vehicles). Does the teleporter on the Dreadknight work the same way as the interceptors (so no assaulting after a shunt move)? I'm assuming it does so they'd be of no more use against vehicles that can just move out of assault range following the shunt move. Link to comment https://bolterandchainsword.com/topic/224933-anyone-planning-on-all-deep-striking/#findComment-2691133 Share on other sites More sharing options...
ToI Posted March 16, 2011 Share Posted March 16, 2011 you could try dreadnaughts with multi meltas and a warp stabilization field then throw in a libby with summoning that gives you some melta at least and gives you some reinforced agis suits as well. Interesting idea - would you deploy the dread at the start of the game behind heavy cover waiting to be "summoned" or have it come in from reserves? The libby's powers could be of more use than grand strategy in a DS list with all troops like the one I posted above, but they don't have access to servo skulls which are really useful in this case. I couldn't see having a GM + TDA Libby in a list under 1,500 points though, could be an all DS list won't work in smaller games (so much for putting together a list with under 30 models and no vehicles). Does the teleporter on the Dreadknight work the same way as the interceptors (so no assaulting after a shunt move)? I'm assuming it does so they'd be of no more use against vehicles that can just move out of assault range following the shunt move. I agree that below 1500 the libby and GM are going to be just too expensive in an already expensive list, but at 1850 I think it's a wonderful combination. As to the Teleporter, assuming it's the same piece of wargear then no it cannot assault, however the teleporter also makes the NDK jump "infantry" (correct me if I'm wrong, I am not sure how that effects a MC) so it can move 12" and assault 6". so you shunt right up next to something and shoot it up (if you took a shooty weapon) and if/when they don't kill it with fire you can move assault anything within 18" of the NDK on your next turn. I personally like the shunt -> layout (insert psycannon or incinerator here) template -> assault sequence Link to comment https://bolterandchainsword.com/topic/224933-anyone-planning-on-all-deep-striking/#findComment-2691147 Share on other sites More sharing options...
daismith906 Posted March 16, 2011 Share Posted March 16, 2011 Im going to do a "Greywing" for sure. Need to have a good read of the codex & how servo skuls actually work before i finish my list but it should be fun. If you take a GM and combat squad your terminators 2-3 groups could use the scout ruling & move mid tabe & lay down supressing fire with x2 pyscannons in each squad along with a few pysfle dreads. The remaining squads can then DS in and do the business Link to comment https://bolterandchainsword.com/topic/224933-anyone-planning-on-all-deep-striking/#findComment-2691182 Share on other sites More sharing options...
The Paladin Posted March 16, 2011 Share Posted March 16, 2011 you could try dreadnaughts with multi meltas and a warp stabilization field then throw in a libby with summoning that gives you some melta at least and gives you some reinforced agis suits as well. Interesting idea - would you deploy the dread at the start of the game behind heavy cover waiting to be "summoned" or have it come in from reserves? The libby's powers could be of more use than grand strategy in a DS list with all troops like the one I posted above, but they don't have access to servo skulls which are really useful in this case. I couldn't see having a GM + TDA Libby in a list under 1,500 points though, could be an all DS list won't work in smaller games (so much for putting together a list with under 30 models and no vehicles). Does the teleporter on the Dreadknight work the same way as the interceptors (so no assaulting after a shunt move)? I'm assuming it does so they'd be of no more use against vehicles that can just move out of assault range following the shunt move. In the final codex, the libby can take up to 3 servo-skulls just like the GM :D Link to comment https://bolterandchainsword.com/topic/224933-anyone-planning-on-all-deep-striking/#findComment-2691187 Share on other sites More sharing options...
Captain Psycho Posted March 16, 2011 Author Share Posted March 16, 2011 I forgot that the NDK counts as jump infantry - that could work, I'd certainly prefer that option over 1 or 2 dreads being moved via libby's summoning only because I get nervous with any list with a couple of dreads and no other armor on the board. I'm sure its been said already but it is such a shame the NDK does not have any options for low AP weapons (or even an assault cannon with psybolt ammo). It would make it so much more useful. Link to comment https://bolterandchainsword.com/topic/224933-anyone-planning-on-all-deep-striking/#findComment-2691202 Share on other sites More sharing options...
ToI Posted March 16, 2011 Share Posted March 16, 2011 I forgot that the NDK counts as jump infantry - that could work, I'd certainly prefer that option over 1 or 2 dreads being moved via libby's summoning only because I get nervous with any list with a couple of dreads and no other armor on the board. I'm sure its been said already but it is such a shame the NDK does not have any options for low AP weapons (or even an assault cannon with psybolt ammo). It would make it so much more useful. I really don't have an issue with this, because I feel the NDK is/was designed to be a CC model, not a shooty model. It is capable of getting some good shooting, but it excels in combat where the MC status and force weapon attacks are really fun. Also, we have so many other options for shooting. Yes you have to stay pretty close to your enemy to utilize a lot of it, but...we can multimode rending weapons that eat through even heavy armor with decent rolling. Link to comment https://bolterandchainsword.com/topic/224933-anyone-planning-on-all-deep-striking/#findComment-2691240 Share on other sites More sharing options...
Captain Psycho Posted March 17, 2011 Author Share Posted March 17, 2011 In the final codex, the libby can take up to 3 servo-skulls just like the GM :eek D'oh - don't know how I missed that! So I just stopped by my local GW store and saw the NDK (assembled but unpainted) and I have to say it is much better looking in person, I could see taking one in an all DS list but definitely in a larger point games only. Another idea popped into my head on the way home of a way to run an all DS GK list at 1500 or higher: GM w/ rad grenades (190 points) 3 x Techmarines with Orbital Strike Relay and 3 servo skulls (149 points each) Terminator Squad w/ Psycannon and Brotherhood Banner (250 points) 2 x GKSS w/ 2 psycannons (220 each) That comes to 1327 points - leaves points left over for 3 - 4 more Terminators and/or upgrades like Master Crafted weapons, Deamon Hammers and/or psybolt ammo for strike squads. Tactics - deploy each techmarine behind cover w/ bolstered defenses and servo skulls all over the place to prevent infiltration / deep strike into own deployment zone and set up DS zones for my troops. Turn one call down 3 - 9 large blasts and hope they scatter all over opponents deployed forces and blast the living sh#t out of them, pinning any survivors. From turn two on start bringing on reserves either into the midfield via DS or just walk on if I want to keep the ordinance barrage going (otherwise the techmarines switch to lance strike). I'd expect most opponents to keep their forces in reserve to avoid the first round barrage - in which case I keep my forces in my deployment zone and just keeping firing barrages until my techmarines are all dead or he's forced to come to me and my deployed psycannons. Could also switch one of the techmarines for a Vindicare and / or keep the Termies at 5 and add a Dreadknight (I'd have to lose some points to afford the teleporter though). Best part is ~30 models and no vehicles means I still have a chance to get such a force on the table before the end of the year (well maybe not the NDK)!!! Have I unlocked the formula to a successful all DS list or is this just such a long shot to succeed that I should go ahead and order some more rhinos and land raiders now??? Link to comment https://bolterandchainsword.com/topic/224933-anyone-planning-on-all-deep-striking/#findComment-2691399 Share on other sites More sharing options...
Valerian Posted March 17, 2011 Share Posted March 17, 2011 Yes, I think I'll try it, at least for a while. Except, of course, for my two Psy-rifleman Dreadnoughts, I can throw everything else down via Deep Strike. It'll be fun! Valerian Link to comment https://bolterandchainsword.com/topic/224933-anyone-planning-on-all-deep-striking/#findComment-2691416 Share on other sites More sharing options...
Fred Johnson the 3rd jr Posted March 17, 2011 Share Posted March 17, 2011 I've always wanted to do a mostly terminator list, but never got around to it. I also almost painted my army silver because I like silver even though silver doesn't work for them at all. So I figure I may try terminators with Grey Knights. :eek I figure Grand Master, or at least someone with Psychic Communion is a must. Getting in guys from deep strike earlier (or if you prefer, later) would be invaluable in a list like this. Also, I feel that Grand Strategy is key. Some units could footslog, and giving them Scout means they get within 20 inches of the enemy faster. And of course, if you don't go with crazy expensive Draigo (who makes Paladins troops) Grand Strategy can make d3 of your units troops. With all that said, I have no freaking clue where to begin with my list. Question: In a list of mostly deepstriking terminators, does Mordrak and his ghosts still kinda suck? (Note he does have Grand Strategy). Link to comment https://bolterandchainsword.com/topic/224933-anyone-planning-on-all-deep-striking/#findComment-2691429 Share on other sites More sharing options...
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