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General advice for a footslogging / deep striking list


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I am talking general theory here really rather than specific list building. Assume no vehicles, except, maybe walkers. What would go well in such a list, what should be left out? Stick with mostly strike squads? Mix in terminators? Use interceptors or not?

 

Whay say you?

I've played a few small (1500 pts) games with mostly deep striking units. 2 Strike Squads, 1 Squad of Terminators, and 1 Deep striking DK with a psyfile dread hiding in some terrain and it has worked out fairly well. The trick is to figure out what is needed where when they come in and to plan out that unit's objectives. I like that both of the troop selections can deep strike, it reminds me of the Drop Pod Deathwing days of "I start off the board!" and my opponents looks are still priceless :)

 

With that being said, I haven't really tested out interceptors but I'm sure they would be awesome in an all deep striking list. Personally I would stick to Strike Squads and terminators. The ability to deep strike on top of an objective and claim it is really worth it, especially with Terminators. They can be really tough to kill sometimes. But like I said I haven't had the opportunity to try out the interceptors.

Interceptors are great for contesting. Remember you only need one more objective than your opponent to win, and a last minute teleport shunt from a Dreadknight or Interceptor can save the day. Psycannons are golden, especially at a closer deep strike range. You'll want lots of servo skulls (as many as your HQ options let you take, or elites, etc) to help, and/or Inquisitorial Mystics or a teleport homer on a Librarian.

 

In my opinion Storm Ravens bearing Dreadnoughts would be useful, as would a Dreadknight or two. I'd stick to your plan, go with Termies, a Strike Squad or two, then Storm Ravens, and the various forms of Dread for some anti-vehicle support. Keep it simple and stick to your theme and it aught to do okay.

 

Perhaps say:

HQ

2 Termie groups (5 man)

1 Strike Squad (10 man)

1 Interceptor Squad (could even go in the Storm Raven for pinpoint no scatter drops)

Storm Raven

Dreadnought w/ Autocannons

Dreadknight

 

Rather suspiciously similar to my own list ideas come to think of it... :angry:

Strikes and Purifiers would suffer from the abudance of AP3 weaponry out there. ML spamming and Dark Reapers to name a few. While Terminators would suffer from Plasma & Melta weaponry and even torrenting.

 

It really depends on what you think you'll face more, ML/Plasma/Rapid Fire Torrents.

 

Personally, the only Terminators I'd ever consider using are Mordraks Ghost Knights. For Stealth (to help survivability versus Plasma/Melta) and for the 1st turn placement.

 

If you run Dreads, you'll have to run multiple of them. Possible Ven alongside the usual Heavy versiosn. Otherwise with no other armour in your list, they'll be the focus for every anti armour shot, and won't last long.

 

If you really want to footslog, I'd go for something along the lines of Paladin (with Apothecary if you think you'll face torrenting) and DreadKngihts, coupled with Dreadnoughts. All will be the focus of yur opponents Plasma/Melta/Rending weaponry, and both will largly make torrenting/anti infantry weapons redundant.

 

If you have the points, Take Draigo and use up to 6 Dreads with Paladin.

 

I just don't think Power Armour guys will be much use out of Transports. :angry:

 

(Unless you go for a scout/shunt list and take Interceptors, PT DreadKnights and Mordrak and go for a fast moving, scouting & shunting list to tie up deadly shooting units quickly)

Just some quick and dirty tips.

 

1)Servo Skulls are way worth their points. They make your pie plates and Deep Strikers more accurate for minimal points cost and they are set up during deployment.

2)Deepstriking Squads should be armed with enough ranged firepower to decimate your opponents biggest threat to the Deepstriking squad. You should attempt to DS as close to it as possilbe and eliminate or minimize its threat. This will give your DS squad maximum chance at surviving to assault next turn.

3)Halberds in DS squads and blind grenades (if available) also increase survivability of DS squad vs Assault.

4)Warp Quake will help prevent counter Deep Strikes.

5)Sanctuary is awesome.

 

In short, you want to DS as many units as possible, as close as possible and maximize your shooting, while considering the implications of his counter attack.

 

EDIT: Spelling.

Hmm, great thoughts everyone.

 

What do you think about using Mordrak for this type of list? No scatter Deep Strike, he's got a retinue and Grand Strategy. Best HQ choice for a list like this? Or someone else?

I think Mordrak has potential. Take him and a reasonable-sized ghost retinue (of course). Toss in a couple of teleporting dreadknights and interceptor units. Take footslogging terminator units with psycannons and/or minimal Strike Squads with psycannons. Either I think would be fine. If you have any points left over, take psyfleman dreadnoughts.

 

This is extremely points-intensive, and I'm not quite sure how it will shake out, but as a template it seems reasonable. Mordrak can either make DKs and/or Interceptors scoring, or he can Scout any units, especially the footslogging terminators units.

Whoops, forgot about this thread!

 

Anyway, I know some people complain about Mordrak and his Ghosts because they don't have access to psycannons. But an Inquisitor HQ can be outfitted with terminator armor and a psycannon for cheap and attach to the Ghost Squad. 25 points base + 40 for the armor + 15 for the psycannon. 80 points isn't bad IMHO for that. Take one less Ghost (4 instead of 5) and this upgrade costs 40 extra points. Or 40 and some change with servo skulls added. Seems worth it to me...

On the foot slogging front I use a trio of teleport dreadknights to be in the opponents deployment zone turn 1. This gives the appropriate distraction for my 30 purifiers to take position. Along side Crowe and a librarian

 

For mordrak a librarian with him would also be a Great choice you will have access to I 10 and S 6 as well as warp rift. Pricy but it will do some serious damage.

I'm aiming to run a paladin heavy draigo wing, and this issue/thought has been on my mind. When I played my logan wing I lost most of my games when foot slogging, as soon as I started drop podding in with 2-3 squads it helped me win and gave me better options, though thanks to cyclone launchers I didn't have to worry too much about range issues either.

 

Problem with running draigo is that it means you need to take another IC to get access to servo skulls, I'd like one with fancy grenades too if possible, but a lib would really help I think.

 

Aiming to take a dreadknight or 2 if possible, these could be good if equipped with the rather expensive teleporters, getting in your opponents face with a MC worked wonders for my chaos army.

 

There is something that scares me about deepstriking an expensive squad of 2 wound termies, but I've been too spoilt by using drop pods, think learning when to foot slog and when to deepstrike will play a big roll.

 

Oh and in regards to mordrak, best bet would be to stick an IC with a homer with him. using communion to bring stuff down near it when needed, or striking down near the servo skulls.

 

sorry if i seem a bit distracted, was watching the end of the texas chainsaw massacre 2, and it was so bad i couldnt help but watch

I think Mordrak has potential. Take him and a reasonable-sized ghost retinue (of course). Toss in a couple of teleporting dreadknights and interceptor units. Take footslogging terminator units with psycannons and/or minimal Strike Squads with psycannons. Either I think would be fine. If you have any points left over, take psyfleman dreadnoughts.

 

This is extremely points-intensive, and I'm not quite sure how it will shake out, but as a template it seems reasonable. Mordrak can either make DKs and/or Interceptors scoring, or he can Scout any units, especially the footslogging terminators units.

 

As a GM, Mordrak also has Psychic Communion, which could really help you get all of those Deep Striking units in earlier/simultaneous, rather than piecemeal.

 

Also, I think going with more, smaller units (eg 5 man units) would be better than less, larger units.

 

V

The following was taken from an old post I did on footslogging with Space Wolves; I'll borrow from it and try to adapt to Grey Knights:

 

"You can do "footslogging" and be successful, but you'll still need mobility. A lot of the game is about getting where you need to go. 2 of 3 standard Missions require you to get your units to Objectives to control them, while the final mission still requires you to get into position to destroy enemy units for Kill Points.

 

Mobility comes in two forms: Operational Mobility (getting to the battlefield), and Tactical Mobility (moving around on the battlefield). With Teleport/Deep Strike options, most of our units have have excellent Operational Mobility, and can arrive usually right where you want them; this capability is amplified by Servo Skulls, Teleport Homers, and Psychic Communion. However, once these units arrive they typically only have average Tactical Mobility.

 

Interceptor Squads and Stormravens (and units embarked in Ravens) have excellent TM, and with the ability to Deep Strike, can have improved OM, as well.

 

A Librarian can use The Summoning to pull units, including vehicles/Walkers, granting them a limited version of mobility that they wouldn't otherwise have.

 

You will need several units with good mobility to perform the tasks that your otherwise footslogging infantry will not be able to do for you. You won't be able to walk Purifier Squads all across the board to control enemy objectives or assault enemy support units. However, your units with good mobility can take care of those tasks (at least contesting objectives for you), while your less-mobile units, like Purifiers and Purgators, focus on preventing the enemy from achieving his goals.

 

Other than limited mobility, the other primary disadvantage of "footslogging" armies is that they lack the Protection that mechanization offers. By making maximum use of terrain (cover/concealment), and leveraging your mobility to out-maneuver your enemy, you can offset your disadvantage in this regard. The "Alpha Strike" concept is an example of this.

 

Valerian

Lots of excellent points here. Basics:

 

Crowe + Purifiers don't work as footsloggers, they'll just get shot up as they take their leisurely stroll across the board.

 

Use Strike Squads and Terminators as the core of your force, teleporting them in. Bring HQ's with Communion, Skulls, Beacons, and/or Summoning to assist with the arrival of your forces.

 

Bring Interceptors and/or DK's with PT's to add mobility to your footslogging list or you may not have the Tactical Mobility to reach your objectives, much less achieve them. Also note that these units can Deep Strike as well and fit with the theme/overall type of Operational Mobility as the rest of the army. (Nod at Valerian :lol: )

 

Paladins also fit in the list and you can justify bringing them simply because you're not spending points on Rhinos/Razorbacks/Drop Pods/Land Raiders/Stormravens.

 

Other slow moving units (eg, Dreadnoughts) can fit in the list if they have long range weaponry or are transported via Drop Pod/Summoning.

 

Really, the Grey Knights can do a footslogging list better than many other armies because both of the GK Troop choices can Deep Strike onto the battlefield at no extra cost and more accurately than anyone outside of DoA BA or Icon-heavy Chaos.

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