Jump to content

Optimal GM/Libby/Inq builds


Wulfebane

Recommended Posts

Ok, so I'm toying with building a small GK force. I have 25 TDA bodies to work with and since I want to keep it small, likely won't acquire any more than that. Of that number, 5 of them will likely be built as HQ units, so with the limited resources I'll be magnetizing quite a bit.

 

In favor of magnetizing, I wanted to know which TDA builds are THE most optimal for the HQ units (debateable, I'm guessing), most specifically the Grand Master and/or Brother-Captain, the Librarian, and the Inquisitor (as well as which Inq. ordo).

 

I realize that most (if not all) builds are generally opponent-specific, so I'm only looking for an all-around, ready-for-anything optimization (e.g. 'Ard Boyz). What I've noticed from most of the army lists, giving a GM/BC a psycannon is a popular choice, but I'd appreciate any confirmation or debate on the matter.

Link to comment
https://bolterandchainsword.com/topic/239022-optimal-gmlibbyinq-builds/
Share on other sites

That is 1 option.

 

You could go for mordrak and ghost knights, and some paladin's or regular terminators too.

 

Or you could go for a GM or libby and several regular terminator squads, and maybe a squad of paladins too.

 

I've only used Draigo and a Libby, but the pretty stock GM with rad +psychotroke grenades and some servo skulls looks like a good buy. Libby with 4-5 powers and either teleporter homer or servo skulls is also good. warding stave is expensive but good if you expect to get into combat.

 

Depending on what points value you are playing, you could also just take a inquisitor with psycannon and terminator armour for 80 points.

Ok, so I'm toying with building a small GK force. I have 25 TDA bodies to work with and since I want to keep it small, likely won't acquire any more than that. Of that number, 5 of them will likely be built as HQ units, so with the limited resources I'll be magnetizing quite a bit.

 

In favor of magnetizing, I wanted to know which TDA builds are THE most optimal for the HQ units (debateable, I'm guessing), most specifically the Grand Master and/or Brother-Captain, the Librarian, and the Inquisitor (as well as which Inq. ordo).

 

I realize that most (if not all) builds are generally opponent-specific, so I'm only looking for an all-around, ready-for-anything optimization (e.g. 'Ard Boyz). What I've noticed from most of the army lists, giving a GM/BC a psycannon is a popular choice, but I'd appreciate any confirmation or debate on the matter.

 

Hi Wulfebane,

 

Some folks like the GM with Psycannon, due to his BS6, but at 45 points, it is ridiculously expensive. You could get 4x Psycannons in Strike Squads, or 2x Psycannon for GKT, and still have points left over. I would rather save the points and spread the weapons around a bit - even if it means a little less accuracy. However, the GM can get an Incinerator for only 5 points - a great deal when you compare that price to other units with much more expensive Incinerators. The range is short, but your GM will be wanting to get to grips with enemy units anyway, so I think it is the one worthwhile ranged weapon upgrade. If you don't care for the Incinerator then just leave him with the stock Storm Bolter (at 5 points the Psybolts aren't worth it on a single model).

 

For his close combat weapon, pretty much everyone agrees that the GM and B-C should just keep their Nemesis Force Swords and get a free 3++ in close combat.

 

After that, the important upgrades are the grenades. Rad grenades and/or psychotrope grenades are the standard; your GM shouldn't leave home without at least one, if not both, of those. Get Servo Skulls if you think you are going to do some Deep Striking, or simply want to block enemy Scouting units, like Blood Angel's Baal Predators.

 

For Librarians, the Warding Stave is fairly popular, if expensive. It get's them a nice 2++ Save in close combat that also works to protect against Perils of the Warp attacks, if they happen to occur in the Assault phase. Other than that, there aren't really any worthwhile upgrades, except the Teleport Homer and/or more Servo Skulls (again, if you plan on a Teleport Assault style army).

 

Valerian

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.