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Beta Strike


L30n1d4s

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Many armies use the "alpha strike" as one of their strategies, with enough forces/firepower coming onto the board turn 1 to cripple the enemy (or at least they hope, since often these alpha strike strategies are based on a kind of "all or nothing" approach to achieving that effect.

 

I would argue that GKs don't really have the forces to pull off a legitimate "alpha strike" type strategy, but I do think they have the potential to pull of a "beta strike" or turn two all in, type scheme of maneuver.

 

The premier unit for this kind of tactic is the Dreadknight with a personal teleporter. Deployed out to 12", these guys can reach most of the board in their first turn with the 30" shunt and then are poised to move 12", charge 2d6" on the next turn, wreaking havoc on enemy forces. Using them in pairs (or even threes) really helps, as does their high toughness and great armor save. What they lack is really strong shooting (Heavy Incinerators are good, but not dominating by themselves) and a unit to support them/add another threat to diffuse enemy firepower.

 

Enter DA allies. Ravenwing Black Knights can scout, then turboboost turn 1 to gain a 3+ cover save and be basically the same vicinity as the shunting Dreadknights. Attach a DA Libby Biker with Power Field Generator and suddenly the Black Knights and Dreadknights within 3" all have a 4++ save. Turn 2, the Black Knights soften up the enemy with Plasma and Stasis Grenades and the Dreadknights charge in, carving a path through the enemy lines. Black Knights and Dreadknights work pretty well together, enhancing each's strengths and compensating for their weaknesses.

 

A sample 2000 pt army list would look like this:

 

1930

 

HQ [415]

-Grand Master with Rad, Blind, Incinerator

-Coteaz

*Allied DA Libby with Bike, Power Field Generator

 

TR [710]

-10 GKT with 2 Psycannon, BHB

-5 DCA

*Allied DA 10 man Tac squad with LC

 

FA [415]

-Stormraven

*Allied 5 man Black Knights

 

HS [460]

-Dreadknight with PT, Greatsword

-Dreadknight with PT, Greatsword

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Why use allies?

Utlise NDKs with Interceptors and Strike/Purgation Squads in Rhinos/Razors that have been given 'Scout' by TGS.

We have the upmost best 'alpha strike' denial, through Warp Quake and Servo Skulls.

The only thing i'd consider allies for is to swap out Mordrak (must resist nerdraging at the utter ruination of what I though of as *the* most interesting special character in any 40k army...) For Belial/Logan/Other SM TDA in a Drop Pod.

But I'd rather rely on 'shunt'. Which unlike Drop Pods/DWA/Scouts can't be stopped by Warp Quake/Servo Skulls.

'Shunt' The best Alpha/Beta 'strike' generator in the game. msn-wink.gif

1,560 Points gives you;

Interceptor x 10

Interceptor x 10

Interceptor x 10

NDK, PT, HI, Greatsword

NDK, PT, HI, Greatsword

NDK, PT, HI, Greatsword

Thirty Marines, and Three MCs in your Opponents DZ first turn. There's not much that can deal with that.

And you still have almost 500 points left for Coteaz and Henchmen/Allied Troops to fulfill Objective holding.

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This is kind of what my list is at the moment. Two NDKs with Teleporter, Heavy Incinerator and Greatsword backed up by 8 Interceptors and a Psycannon.

 

Aiming for these guys to cause havoc while my Purifer squad moves up in one of three transports and the 10 man Strike Squad either DS or in another of the transports

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