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Your must take units of the new codex?


Brother Lavis

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Post what you units you think are must take and why

 

for me it has to be the Psyfleman Dreadnought, at only 135pts i can have 2 long range str 8 shots that i can reroll the missed shots. Almost an essential for an army that has a slight weakness at the long range side of things.

Post what you units you think are must take and why

 

for me it has to be the Psyfleman Dreadnought, at only 135pts i can have 2 long range str 8 shots that i can reroll the missed shots. Almost an essential for an army that has a slight weakness at the long range side of things.

 

You mean 4 shots, yes?

I gotta say Dreads as well. I have 3 and so far they have mushed a lot of men and tanks in pretty much every game. In fact I'm so used to them doing really well that on games when they only do moderately well I'm a bit 'They weren't doing too well that game' despite having popped open a few tanks and maybe some men.

 

On the flip side my GM has probably been the most useless unit in the army. In a pretty much PA Mech list he doesn't really have a place but I like Grand Strategy so I've been putting him with a unit that sits on an objective and shoots. He's the first guy to take a wound in the unit B) I've also recently been running him out when stuff gets close but he's definitely one of the worst units in my list when it comes to how he performs turn to turn.

All of them!

 

Well bar normal Terminators (as I see *no* use for them what so ever) and Henchmen of any type (even though the DCA are godly!).

 

Seriously. I want to use Strikes, Interceptors, Purifers, Paladin, Mordrak and Ghost Knights, Libbies, Storm Ravens, Dreads and DreadKnights. Just can't fit it all in!

 

(Actually, I'll add Purgation squads, Brotherhood Champion and Crowe to the Terminators and Henchmen on stuff I don't want to use, and don't tihnk I'll ever touch...)

 

On the flip side my GM has probably been the most useless unit in the army. In a pretty much PA Mech list he doesn't really have a place but I like Grand Strategy so I've been putting him with a unit that sits on an objective and shoots. He's the first guy to take a wound in the unit I've also recently been running him out when stuff gets close but he's definitely one of the worst units in my list when it comes to how he performs turn to turn.

 

How about Mordrak over him?

Post what you units you think are must take and why

 

for me it has to be the Psyfleman Dreadnought, at only 135pts i can have 2 long range str 8 shots that i can reroll the missed shots. Almost an essential for an army that has a slight weakness at the long range side of things.

 

You mean 4 shots, yes?

 

sorry yes you are correct

i love my grandmaster. when him and his 7 terminators got charged by logan and 7 wolf claw termies he held when all his squad died then killed off the 7 wolf guard then held logan for 2 turns of combat lol he always does what i need him to. so i would say either my grand master, dreadknight, or my purifiers. all 3 always earn the points back and thats what matters.
I rather enjoy my Interceptors. They are an amazing utility. Reserve them and depending on your Grand Strategy roll, you can outflank for a charge, or deep strike them onto oponents objectives to claim them. And the once per game 30" move is just nuts. Interceptors, I'll never leave home without!
Personaly I go for Psycannon spam as opposed to Rifleman dreads. Psycannons are harder to target in a unit and I find Dreads tend to be a bit squishy against concentrated fire. Strength 7 rending tends to make even land Raiders go boom.
Purifiers and Psyflemen. Played a Purifier list last night against DE with 3 dreads, and 3 squads of purifiers with Crowe and and a Libby. Grounded most of his transports early in the game and was happy to see Crowe smack Lilith into the ground with his Heroic sacrifice.
All of them!

 

Well bar normal Terminators (as I see *no* use for them what so ever) and Henchmen of any type (even though the DCA are godly!).

 

Seriously. I want to use Strikes, Interceptors, Purifers, Paladin, Mordrak and Ghost Knights, Libbies, Storm Ravens, Dreads and DreadKnights. Just can't fit it all in!

 

(Actually, I'll add Purgation squads, Brotherhood Champion and Crowe to the Terminators and Henchmen on stuff I don't want to use, and don't tihnk I'll ever touch...)

 

On the flip side my GM has probably been the most useless unit in the army. In a pretty much PA Mech list he doesn't really have a place but I like Grand Strategy so I've been putting him with a unit that sits on an objective and shoots. He's the first guy to take a wound in the unit I've also recently been running him out when stuff gets close but he's definitely one of the worst units in my list when it comes to how he performs turn to turn.

 

How about Mordrak over him?

 

There is plenty of use for the normal terminators. More attacks per point, simple as that. And a 10 man unit of paladins + a flag does not prove me otherwise, as such a unit can be avoided far too easy by a somewhat mobile army. And only ever kill a single enemy during a turn, providing you've bought the psycannons to do anything at range, otherwise they will be useless until turn 3 (against MEQ).

Things I feel I must have in every list:

 

Psyflemen are definitely on my list of "must". AV 12 Hulls that are harder to stun than normal AND have S8 Shots? Yum.

 

Basic Strike Squads provide (comparatively) inexpensive bodies, and I like a 5 man squad with Psycannon and Heavy Bolter Razorback with Psybolt ammunition. It's cheap and gives more firepower above the 24" range. Obviously get about 4 or 5 of these. Option of Deep Striking gives some utility, but probably best if they start on the board.

 

I personally like GKT's, they make good "retinues" for HQ's in terminator armor. Add in an always Heavy 4 Psycannon, free Halberds, and scoring capabilities they make a pretty nasty unit. Option to Deep Strike again, gives some utility, but I find it best to probably start on the board to get the most out of the Psycannons. A single squad of 10 can combat squad to give 2 HQ's "retinues" meaning you can get more Strike Squads. Also, these guys don't lose NFW's with Psycannons, they really have the ability to excel in any phase of the game.

 

Interceptors are on the list too. I can see so many uses for them and I can change my use on the fly depending on the game. Grand Strategy to make them troops, or scouting, or whatever is just gravy.

There is plenty of use for the normal terminators. More attacks per point, simple as that.

 

I don't want to derail the thread, but this is wrong. There's an in depth look why in my thread comparing SS to Termies.

 

Opinion does not equal fact. And I'd take the terminators, to keep it on topic.

At 145pts of long-ranged death I expect, and have so far seen, a heck of alot of vindicaires. Their amazing shooting abilities seems to make up for the lists general problems with long-range firepower in a big way at 1500. Quite possibly the best anti-vehicle unit in the game.
For me its Coteaz - can't even field my army without him :lol:

 

I'm only really particularly interested in Coteaz lists. So henchmen are my automatic selections.

 

But if you're asking about what squads are especially good for their points, psyflemen are certainly one of the best things in the codex. So much so that I'd have a hard time taking anything else in a heavy slot. Henchmen have a lot of potential, especially with Coteaz. The cheapness and versatility is excellent, even just as a small shooty squad with a chimera that can be stolen by termies. Strike Squads are a very good deal with psybolt ammo, I feel. Purifiers are obviously good, although I'm not nearly as impressed with the Crowe build as most people seem to be.

Yeah I like the henchmen as well, basic warrior acolytes tooled up with just hot-shot lasguns should make most marine armies think twice once they start rapid firing.

For me though I think it's going to be the Interceptors that I include atleast one squad of in an army mainly because I tend to use hammer and anvil tactics. With Nemesis halberds I think that they will make a very nice assault and rapid response squad.

Terminators, Vindicares and Stormravens for me. I've always been partial to Grey Knight Terminators and the new plastic kit is just absolutely spectacular. The Vindicare is, as mentioned, just so useful it's not funny. Between doing two wounds to a single target, eliminating invulnerable saves or popping vehicles the Vindicare is never short of valuable shots. I'm especially partial to removing that pesky 2+ Dark Eldar invulnerable save so often born by Archons. The Stormravens on the other hand have simply proven their worth in my lists time and again. Fast, versatile and effective. I generally arm them for anti-tank and leave the anti-infantry to hurricane bolters and my Grey Knights. Teleport homers help bring my Strike Squads down where they need to go. I always take Stormravens in pairs, one gets targeted too much but two have generally been able to barge through incoming fire to disgorge my squads and commanders into the enemy, give them Scout with the Grand Master and I can fairly reliably get a first turn charge.
I like to field Grand Master because he's a house and a great supplement unit from the grenades and special rules he can potentially hand out. I also like fielding the Vindicare Assassin. I also like fielding terminators in 1 of the 2 forms whether it's troop choice if points are tight or elite paladins. At first I wasn't sold on the paladins but then compared what I would spend on a squad of 5 terminators in my old daemonhunters dex giving a psycannon to the squad and a psycannon to the brother-captain for the more points, and after comparing the 2 it wasn't much more maybe 25 points for same number of special weapons allowing a mix of halberd, sword, and hammer and an additional wound per guy.
I always take Stormravens in pairs, one gets targeted too much but two have generally been able to barge through incoming fire to disgorge my squads and commanders into the enemy, give them Scout with the Grand Master and I can fairly reliably get a first turn charge.

 

Grand Master cannot give a Stormraven Scout. Sure would have been nice if he could though.

 

Valerian

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