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RebG's 202 Point Gap


RebG

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Morning gents

I've recently (finally) been getting in some games with my GK while I'm meant to be painting up my Angels Sanguine for the Throne of Skulls next month. The problem is I've really enjoyed the change of army and am now considering taking the Knights.

 

List is 1500:

 

Coteaz

 

5 Purifiers, Hammer, 2 PsyC, 2 Halb

Rback, Psy Ammo, Dozer Blade

 

5 Purifiers, Hammer, 2 PsyC, 2 Halb

Rback, Psy Ammo, Dozer Blade

 

10 Termies, 2 PsyC, Mix of Sword, Halb, Hammer, Psybolts

 

6 Strikes, PsyC, Hammer

Rhino, HK Missile

 

5 Interceptors, Hammer, Incinerator

 

NDK, Hammer, Hvy Incinerator

 

That hits 1498.

 

To cut a long story short I don't really like the NDK without a teleporter so wamt to exchange it for preferably something with some anti-AV ability and preferably a range greater than 36". Im also maybe a little light on troops.

 

Henchmen have the ability to fill both these gaps. If I rrmove the NDK and a couple of other bits psy ammo from termies and missile from Rhino) I have 202 points to play with.Here's some of what I'm looking at:

 

2 Jokero, 4 ablative wound acolytes

6 psykers in a chimera

 

Or

 

Vindicare

1 jokero, 5 acolytes

 

Or

 

Basic Inquisitor, 3 plasma servitors, 2acolytes, chimera

Jokero, 4 acolytes

 

And so on...

 

So, I open the floor to suggestions. The Chimera would be useful as it provides an option also for the termies to get about in or a mid table fire base for one of the above units if cover is light. Also, as you can see, I like the idea of a jokero or 2.as I think lascannons would fill a bit of a gap in the force.

 

Any thought and experience would be greatly appreciated, I'm a bit spoilt for choice with these guys and don't know where to start!

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would not run a single chimera . too much of a fire magnet . actualy a rifleman would help the list more , but you probably know that .

personaly I would do this . drop the 6th strike and the hunter killer .

 

take 2 x4 DCA in psybolt razorbacks . this way you get 2 hvy weapons and 2 units which are very cheap , but at the same time cant be ignored 4DCA are not the doom of any meq unit , but they can hurt full units and finish off those who get shot up. they also make great objective campers or sucide HQ killers you wont miss if they die .

 

am also not sure about the interceptors . with the NDK they make sense[probably only way they make sense at 1500pts] without the NDK they are a very hight cost 5 wound incinerator . that unit should be cut too , if the NDK is thrown out of the list. the points could go in to buying a librarian . but to be honest what I would do is take 1 4man razor DCA counter/objective camper and 2 rifle man . has nice anti horde enough anti meq and small weapon fire , but lacks some over 30" high str shots .

A couple of worthwhile observations you made - the Interceptors are also a weak link. They were made so I had a use for my old metal PAGK. I could always snap off their packs and add them to the Strike squad for the extra troop numbers. They were originally there to run with the NDK as you say (the list was originally designed at 1750).

 

Anti-horde I'm pretty much fine for from experience, especially if I'm allowed to set up mid-table.

The Chimera would be on it's own but there'd also be 3 Rhino chassis around it so not my only tank.

The Libby was considered but I don't totally love Libbys (a general thing, not a GK thing) so I decided no thanks. Similar with the psyfleman dread, just not quite my cup of tea. For the points it's probably the best option available, I'd just rather not take them.

Finally the thing with the DCA is that I'd still struggle vs armour and at range. The extra CC punch would always be appreciated but I think going up against higher AV is a bigger issue.

 

I'd rather not have to go out and buy tons of new models too. I have two chimeras, a rhino (could become a razorback) parts for almost any henchmen and a few spare GK parts, also all the Assassins. Swapping the Interceptors to Strikes (with hammer and incinerator) and the other Strike squad down to 5 would mean 252 to play with.

 

So, who want to give me some examples of 252 points worth of Henchmen? Shootier is better. Tank threatening desired. Doesn't have to be WAAC'y etc, just useful and fun...

I'd suggest adding more strikes to the 6 man squad and another psycannon, that way you can shoot 2 from the hatch of the rhino :whistling:

 

maybe some multi melta servitors in a chimera with coteaz attached could be interesting, or a vindicare for some anti tank (i'm not a huge fan of him, but he can be nasty, and your one is painted so means less painting to be done).

3 MM Servitors in a Chimera would be nasty-ish, though they'd have to be accompanied for it to be worth the effort. The Vindicare is indeed my one 100% finished model, he's there as a reserve at the minute.

 

I could realistically take both Chimeras plus 3 mm Servitors with a naked Inquisitor and a couple of wound Acolytes followed up by a more punchy squad in the other one like 5 DCA or Crusaders and a couple of Banishers. So on and so on.

 

The thing I'm struggling with is figuring out how these small units are likely to work. I get it if I had more points and can imagine what I'd take, I'm just struggling to envisage a couple of small units being anything but a couple of easy kill points (though that's not essential in 2 out of 3 games...)

From what I have seen in certain lists, people take small henchmen squads so they can take more razorbacks, providing more tanks to help provide cover and what not.

 

I've never used razorbacks, mainly due to playing chaos. Whole razors provide another weapon, you can't shoot from the hatch, or fit large squads.

 

Maybe a smallish close combat squad could help, though a rhino would be better then a chimera I would think. Maybe with a grenade caddy inquisitor?

Hello,

 

If you are still looking for a bit shooty and some anti mech henchmen units how about this:

3x WA MG/SB, 2x WA SB, Chimera HF/ML 120

3x WA MG/SB, 2x WA SB, Chimera HF/ML 120

 

Keep these small units in their av12 hulls and ride up with the rest of your light mech force providing a total of 20 SB shots into something until an av12+ target gets in range to be melta'd...

From what I have seen in certain lists, people take small henchmen squads so they can take more razorbacks, providing more tanks to help provide cover and what not.

 

I've never used razorbacks, mainly due to playing chaos. Whole razors provide another weapon, you can't shoot from the hatch, or fit large squads.

 

Maybe a smallish close combat squad could help, though a rhino would be better then a chimera I would think. Maybe with a grenade caddy inquisitor?

 

True, I get that 12 points of Acolytes 'unlocks' the R'back or Chimera but taking them just for a Razorback doesn't add much considering the gap in my list. A combat squad would be nice, though I think it'll arrive in the list if we start playing back at 1,750. Maybe after ToS...

 

Hello,

 

If you are still looking for a bit shooty and some anti mech henchmen units how about this:

3x WA MG/SB, 2x WA SB, Chimera HF/ML 120

3x WA MG/SB, 2x WA SB, Chimera HF/ML 120

 

Keep these small units in their av12 hulls and ride up with the rest of your light mech force providing a total of 20 SB shots into something until an av12+ target gets in range to be melta'd...

 

So you can arm a WA with both? Not thought of it like that (swap the pistol for one weapon and the chainsword for the other right?) nice tip - this is why I need the help - bet its a pain to model that though :(

 

This is more like I'm thinking and very similar to what I wrote up earlier. I was trying to fit in some MM Servitors too for a little variety. Has got to something like this (I dropped one from the Strikes so they're at 9):

 

Xenos Inq, Grenades (make the servitors work/for fun/break off to another squad if they're going to need it) 55

 

2 MM Servitors, 3 SB WA

Chimera 96

 

2 Melta/SB WA, 3 SB WA

Chimera 110

 

I'm guessing the Inq isnt the most efficient use of points as it's 25 points to make sure the MM Servitors can shoot. It adds a little more variety though (something I'm a fan of) but I think you're suggestion is more all round efficient.

 

Thanks for the help, I'll continue to tweak it after some sleep!

if you want ranged anti tank, you either spam more psycannons, or take decent melta.

 

My issue with henchmen is bs3, basically I see you driving up to something tough, jumping out, missing, then dying. A squad of 3 servitors at least has better range, and if you stick coteaz in them they make a semi decent no deepstrike/reserve area, probably useful with some more bodies in the squad though.

 

maybe bite the bullet and take a venerable psyrifle dread? to me, venerables are less cheap then normal ones...

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