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Bulding a GK Apocalypse Army...


Cmdr Shepard

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Greetings Battle Brothers,

 

I'd like to build a GK Apocalypse army. I don't have a points limit in my since I plan to carry this project over years( thus the more the better ;) )

I'm willing to make good use of apocalypse's absence of FOC and include units not strictly present in GK in order to represent forces and equipments requisitioned by Inquisitions , GK allies and even alien technology acquired by radical Ordo Xeno Inquisitors.

 

The core of the army will be GK based but I have no futher limitations.

 

Currently I have the model needed for an apocalypse games: 25 GK terminators (paladins and standard TDA), 60 Power Armour GK, 3 Dreadknights, 4 Dreadnoughts with various modular weapons, a Land Raider Crusader, 2 Stormravens, Thech-Marines, every Imperial assassins, chimera and several inquisitorial henchmen, several rhino/razorbacks and every available special character, except Karamazov(this model is really painful to assemble).

Beside I have other Space Marine forces but for the moment I don't want to throw everything in. I'd prefer to buy a Grand Army around my GK.

 

I'm sure this collections's points value is high enough for an apocalypse game but I want to make the army competive/highly efficient.

The first step could be the inclusion of superheavies. I already have a baneblade( I need to add some Inquisition logos and it will be a perfect resource for the "Grand Army") and I plan to buy a shadowsword kit very soon.

 

What do you suggest? Ideas about units, tactics, etc?

 

Thank You for your assistance.

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get a stormlord. drop 20 terms into and have ait like a superheavy landraider.

The only limit of a superheavy transport is its speed. It moves 6" only and considered the lenght of apocalypse table it risks to remain out of combat, unless you don't use the stratagem that allows your units to enter from any border, that is, in my opinion, a must.

 

Stormlord can be a valid form of protection for dreads, since superheavy transports can embark dreads.

this looks eerily similar to what i have :). ill list it, maybe itll spark something. i think all i have left that i could possibly want would be 2 stormlords (for carrying the DCA and psyrifle dreads around) and 2 warhounds (they operate in pairs people, sack up and get the second :D )

 

Draigo, Stern, Mordrak (conversion), Thawn (Conversion), Coteaz, Valeria (proxy), Karamazov (yea, very painful to assemble), Crowe, Librarian (conversion)

60 PA GK (using as 40 purifiers and 20 interceptors)

33 TDA (using as 16 Paladins, 9 Terminators, 5 Ghost Knights and 3 Grandmasters)

5 Dreads (2 Psyrifle, 2 Venerable, 1 DW Librarian)

2 DK

3 Stormravens (1 Deathwatch)

10 Deathwatch (Honorguard/Sternguard/Vanguard), 1 DW Captain (Lysander), 1 DW Champion (Sammuel/Farseer diorama)

5 Landraiders (2 Terminus, 2 Redeemers, 1 Crusader)

4 Razorbacks

1 Chimera

4 Monkeys, 3 Servo skulls, 3 Acolytes

60 DCA

8 Assassins (2 of each)

Shadowsword

 

i think i roughed it out to around 14k, but never did the full list to figure out the exact points cost. I think the addition of some deathwatch kill team goodness gives it that little something extra. maybe thats what you should try and do, some unique unit with its own data sheet and such. all my deathwatch guys are unique, so ill be using individual options for each, probably use Honor Guard profiles for the base, sternguard shooting options for the shooty guys and vanguard cc options for the cc guys. expensive? yes. awesomeness? o yea :)

For Apoc, ignore Strikes and Terminators.

 

*Always* use Purifiers and Paladin instead.

 

Take both Draigo and Crowe.

 

Take multiple 5 man Interceptor units for Warp Quake.

 

Load up on as many Forge World units as you can. The now nerfed Achilles LR for example, and a Lucious Drop Pod for all your Dreads.

 

DCA are always useful, and maybe you could swing the old 'Assassinorum Execution' (or whatever it's name is!) Datasheet to take multiple Vindicare Assassins. :)

 

Useful Strategies are;

 

Flank March

Disruptor Beacon (not so much if you want to cover gorund with WQ)

Bunkers

 

Build your army list around which strats you'll think you'll take.

 

Legion Relic might be useful. I'd probably stick it on Draigo. 10 Attacks at S10 on a T5, W4, EW, 2+/3++ mini? Yes please!

I would argue with all the wonky deep striking units coming down on your head and infiltration and the like.. warp quake could be exceedingly useful, particularly in units that can ride inside a Land Raider ;)

 

I would suggest multiple Land Raiders (TLLC, psycannon forgeworld upgrade, and pintle mounted multi-melta sounds good to me!) of an assortment of variants, one or two Storm Ravens, several Dreads, several Dreadknights, then gobs of various infantry in all sorts of combinations. I usually try to get at least one of everything in a Codex, then get multiples of things I like or the fluff says I really should have multiples of :D

For Apoc, ignore Strikes and Terminators.

 

*Always* use Purifiers and Paladin instead.

 

Take both Draigo and Crowe.

 

Take multiple 5 man Interceptor units for Warp Quake.

 

Load up on as many Forge World units as you can. The now nerfed Achilles LR for example, and a Lucious Drop Pod for all your Dreads.

 

DCA are always useful, and maybe you could swing the old 'Assassinorum Execution' (or whatever it's name is!) Datasheet to take multiple Vindicare Assassins. ;)

 

Useful Strategies are;

 

Flank March

Disruptor Beacon (not so much if you want to cover gorund with WQ)

Bunkers

 

Build your army list around which strats you'll think you'll take.

 

Legion Relic might be useful. I'd probably stick it on Draigo. 10 Attacks at S10 on a T5, W4, EW, 2+/3++ mini? Yes please!

 

Why Crowe? The biggest reason one usually takes him is Purifiers as troops, which doesn't mean anything in apoc. Surely you would get more mileage out of a brotherhood champion instead of Crowe?

As many tech marines with OSR as possible.

 

If you bring enough, your bound to hit something =)

 

-Gib-

 

Apocalypse is maybe the best way to test OSR, at least it's worth of a try, especially in a crowded enviroment like apoc tables.

 

this looks eerily similar to what i have :tu:. ill list it, maybe itll spark something. i think all i have left that i could possibly want would be 2 stormlords (for carrying the DCA and psyrifle dreads around) and 2 warhounds (they operate in pairs people, sack up and get the second :) )

 

Draigo, Stern, Mordrak (conversion), Thawn (Conversion), Coteaz, Valeria (proxy), Karamazov (yea, very painful to assemble), Crowe, Librarian (conversion)

What do you use to proxy Valeria?

 

60 DCA

What minis do you use to represent them? The "standard" DCA models or alternative models? I started to build DCA units with Dark Elves wytches.

 

i think i roughed it out to around 14k, but never did the full list to figure out the exact points cost.

How long is since you started your GK collection?

 

Load up on as many Forge World units as you can. The now nerfed Achilles LR for example, and a Lucious Drop Pod for all your Dreads.

LR Achilles seems a very interesting vehicle. The rules can be found in IA Vol.10: The Badab War, part 2, right?

 

The drop pods appear a very interesting option. In apocalypse transport can embark allied units, freeing themselves from any codex limitation, but what about dedicated transport?

Since apocalypse rulebook states to ignore any limitation, like you can take X units if you include a give unit, I would suppose dedicated transports' limitation has been removed as well.

 

I would argue with all the wonky deep striking units coming down on your head and infiltration and the like.. warp quake could be exceedingly useful, particularly in units that can ride inside a Land Raider ;)

 

I would suggest multiple Land Raiders (TLLC, psycannon forgeworld upgrade, and pintle mounted multi-melta sounds good to me!) of an assortment of variants, one or two Storm Ravens, several Dreads, several Dreadknights, then gobs of various infantry in all sorts of combinations. I usually try to get at least one of everything in a Codex, then get multiples of things I like or the fluff says I really should have multiples of :)

 

Warp quake would be utterly efficient in apoc, since due to the table lenght most units tries to deep strike nearl onjective or behind enemy lines. An apocalypse army can be a change to add more Land Raiders to my collection.

 

The only question is: Land Raiders or superheavies? There are several FW land raider that seems more appealing than superheavies.

The best use of a Lucious Drop Pod is to get a load, full of CC/Melta Dreads, and make them part of a formation, so they count as one 'reserve' unit.

 

Then Drop Pod them all turn 1 (without the need of burning a Strat on Careful Planning), and watch your Dreads get right into CC with squishy units. After popping Transports with thier Meltas. ;)

The best use of a Lucious Drop Pod is to get a load, full of CC/Melta Dreads, and make them part of a formation, so they count as one 'reserve' unit.

 

Then Drop Pod them all turn 1 (without the need of burning a Strat on Careful Planning), and watch your Dreads get right into CC with squishy units. After popping Transports with thier Meltas. ;)

 

Can I put GK dreads inside drop pods? As I said I believe apoc removes the limitations that bound dedicated transport to a particular unit. What do you think?

 

Can I use standard drop pods as lucius pattern ones or should I buy FW dreadnought drop pod? I'd prefer not to invest 56£ in a larger drop pod when I can use the standard ones who are still able to transport dread in standard games. There are more interesting FW kits around.

i think taking the drop pod would be fine, its apoc afterall :). id use the regular ones, making sure i say what they are of course. no need for that money to go to waste, like you said there are more interesting forgeworld products out there.

 

i use one of the regular DH inquisitors right now (pistol and sword guy), im debating whether i want to convert one or wait to see if they release a model for it. im using the DE wyches too, didnt want to pay that cash for the metal ones that only have 2 variations. i think the DE ones are suitably represented, fluff and game-wise (some death-cults worship khorne, use excentric weapons, scantily clad etc etc). i dont think im going to do much in the way of altering, i like the models as-is. i started probably 4 or 5 years ago id say. i added a couple boxes of the new PA and TDA guys for the release, plus all the little bits and bobs (like 2 more landraiders, the stormravens, razorbacks, etc :)).

 

still working on painting, but ive got necrons and way too many lizardmen to paint as well, so its time consuming to say the least. just picked up an air brush and compressor to speed it up a little. ive got the gw one, but its either the propellant or the gun that sucks. my guess is propellant but ill hook up the compressor to the gw gun to see if that makes a difference

still working on painting, but ive got necrons and way too many lizardmen to paint as well, so its time consuming to say the least. just picked up an air brush and compressor to speed it up a little. ive got the gw one, but its either the propellant or the gun that sucks. my guess is propellant but ill hook up the compressor to the gw gun to see if that makes a difference

I'm collecting GW minis from less time than you but I have still to paint most of my collection. I tried the GW spray gun and I had terrible experiences. The propelland seems to be the real issue. The gun can function only for few consecutive minitues before the paint flow starts to decrease. If you stop the procedure and await for the propellant's pression to reach the starting condition, the paint still present inside the "nozzle" begins to solidify.

 

Currently I'm using army painter metal primer for GK minis' base but sadly I noticed it is no longer available on the producer's website.

 

About Drop Pods:

The more I read apocalypse rulebook the more I'm inclined to believe it removes any limitation to units' deployment requirements. It is clearly stated the only limit is the unit's size ( for example you canno field a 20 men terminator squad).

The 0-1 limitations is explicitly removed. It is logical to not bound dedicated transport to such limit. That's the spirit of apocalypse games, in my opinion.

i wasnt even getting minutes out of mine. 2 or 3 models before i had to switch around to another bottle. never got a flow close to what their video of "how it works" showed. id say the spirit of apocalypse is to have fun and cause the biggest explosion, so im sure youll be fine :). ive decided to fiddle with my shadowsword and redo some of its guns. i greenstuffed the heavy bolters to look like psycannons a while ago but i did a terrible job at it, so im putting in hurricane bolter sponsons with a gatling psilencer on top for each side mount, heavy bolters back on front, and an AA mount on the top somewhere using tornado launchers
get a stormlord. drop 20 terms into and have ait like a superheavy landraider.

The only limit of a superheavy transport is its speed. It moves 6" only and considered the lenght of apocalypse table it risks to remain out of combat, unless you don't use the stratagem that allows your units to enter from any border, that is, in my opinion, a must.

 

Stormlord can be a valid form of protection for dreads, since superheavy transports can embark dreads.

 

Get a couple of Thunderhawks and have them drop those terminators in Redeemer raiders :)

Those would make nice Knight-class Titans, as they are 10" (just under a Warhound) in height, and sport just one ranged weapon and one close combat weapon. You's still need a datafax to cover it. Or, if you are crafty, you can mount 2 Warhound-styled on it, and treat it as a "Psy-Hound" or GK superheavy "Crusader-Knight" assigned to your GK strike force.

 

SJ

 

*Thought of a better "Knight" name.

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