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Advice on what SM allies to use in a GK list


corai

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Personally, I'm loving the new GK codex, as it seems to encourage the combined arms (lower case, not the FO chart lol) approach to an imperial army. At the moment I'm toying around with a libby, a paladin squad (not optimal, but I already have one!) termi troops and a NDK in the NSF detachment.

 

Backing this up I'm also planning to have my trusty TDA Ordo Malleus Inquisitor and his 3 plasma servitor pals (+ a psycher) and a further henchman squad of 2 bare bones acolytes and a psycher (18 points for +1 warp charge? yes please). This gives me a bit of a firebase and a cheap objective grabber (once first blood has been given up and they can afford to come out of hiding!)

 

I'd also like to squeeze and imperial knight in as I love the model and haven't had an excuse to pick one up since they were released. Seems like a knight errant is a nice way to combat other LoW options. Still, this seems like the likely candidate for being dropped to allow points (if onyl becasue I don't already own one!)

 

Finally, to round out my arms of the imperium approach I thought about a small Space Marine allied detachment to squeeze some Red Hunters in (points realistically very tight at this point though!). I had thought a small centurion squad to skyfire (undecided about armament though) and a melta/combi melta squad in a drop pod with a ML1 Libby.

 

They way I see it, this gives me a locator beacon for any GK units which don't make it in turn 1, another warp charge point, a (risky) chance for a 1st turn alpha strike against enemy armour and a way to deal with one nasty enemy flyer. I'm not sure if diluting the GK further is really worth it though, or whether the Lascannons or Gravcannons are going to be better on the centurions. Only one turn of skyfire makes me think the lascannons are best as they can one shot a flyer and they give me some anti tank for the rest of the game, but having done the maths, I don't think there's much in it between the grav and las for bringing down a flyer in one round of shooting (espescially not if the Inq puts prescience on them)

 

Does anyone have any thoughts?

 

Cheers

Dan

As for Centurion armament, Grav Cannons. Every other option might as well be pea shooters. They are sickening, even at vehicle hunting thanks to re-rolls form the Grav Amps and every 6 doing a hull point and immobilising the target (which turns into more hull points if already immobilised). Does Immbolised crash flyers (can't remember off the top of my head). If they're not snap shooting, Grav Centurions can be relied on to kill almost anything in the game in 1 turn.

If your area allows for FW. I'd like to suggest looking at Sevrin Loth of the Red Scorps, he's straight up one of the best psykers in the game. He can choose his powers off the tables he knows, and you can discard a psy dice to give him a 2++. 

 

Also, Red Hunters fits nicely with the Inquisition theme, plus their Chapter Tactics are a toolbox of goodies. I'd just take a SM Librarian, with Centurions and the Red Hunters Chapter Tactics.

 

Otherwise, yeah. For now... Tiggy and Cents are the obvious go to choice.

 

I really want to stick, Loth and some Centurions with Draigo and either give Loth Biomancy, for Endurance and personal buffing or gate with Draigo and make the squad invisible.

Immobalized on a Flyer forces a roll, on a 1-2 if crashes :-(

on a 3+ the result is downgraded to a 4 result a mentioned above.

 

This effectively means that you can't "2 shot a flyer," with Grav. due to the downgrade effect, but they need a 3+ for every 6 you get to not crash and burn. 

What would an 1850 list look like, using the new GK book and allying in Tiggy and Centurions...

 

I have a hard time making anything 'good'...

 

This is probably the best I can come up with:

 

Librarian, ML3, Liber Daemonica, Falchions - 164

5 terminators, Hammer, Falchions, 2 Halberd, Meltabombs, Psycannon - 208

5 terminators, Hammer, Falchions, 2 Halberd, Meltabombs, Psycannon - 208

Dreadknight, Hv. Incinerator, Hv. Psycannon, Teleporter, Hammer - 220

Dreadknight, Hv. Incinerator, Teleporter, Hammer - 185

 

Allies Coddex Space Marines

 

Tiggy - xxx

5 Scouts, shotguns, Landspeeder Storm - 100

5 Scouts, shotguns, Landspeeder Storm - 100

6 Centurions with Grav Cannons and Grav Amps, Hurricaine Bolters, Omniscope - 500

 

Adds up to 1850 Even.

 

Would love a second psycannon on dreadknight, maybe drop both incinerators for one... but I'm loath to part witht he incinerators...

 

I could see using Draigo to guarantee Gate, but where are you going to get the points?

 

I guess I could do 60 points of sniper scouts instead of the landspeeders, but I think they're useful as fast objective secured vehicles. 

 

 

OOOooo....

 

This could be fun:

 

Librarian, ML3, Liber Daemonica, Falchions - 164

5 terminators, Hammer, Falchions, 2 Halberd, Meltabombs, Psycannon - 208

5 terminators, Hammer, Falchions, 2 Halberd, Meltabombs, Psycannon - 208

Dreadknight, Hv. Incinerator, Teleporter, Hammer - 185

Dreadknight, Hv. Incinerator, Teleporter, Hammer - 185

Dreadknight, Hv. Incinerator, Teleporter, Hammer - 185

 

Allies Coddex Space Marines

 

Tiggy - xxx

5 Scouts, sniper rifles - 60

6 Centurions with Grav Cannons and Grav Amps, Hurricaine Bolters - 490

 

Lose the speeders, and 5 scouts, all heavy psycannons and the omniscope, gain +1 dreadknight... now we're talking... Omniscope is pretty useful though for split fire, stopping one vehicle and annihilating another target.

Those NDK are too cheap.  NDK with PT, HI are 185 before the Hammer (Unless I'm misremembering and the Hammer is now a free swap.   At which point I'll always take it for the Force effect).

 

If you only want 2 NDK, you could use a NSF and only need 1 squad of Terminators.

Because the NSF is just an alternate detachment, no additional limitations on allies. There's nothing stopping you from mixing it with Combined Arms/Allied detachments to make your army. You could even mix it with another unique detachment, like the Wolves Unleashed or Company of the Great Wolf.

Well, Draigo+Centurions has been talked about.  Draigo tanks and also provides Gate of Infinity to get them across the table faster.  Couple that with Locator Beacons on Drop Pods (or servo skulls if you take an Inquisitor) and you got a pretty dangerous Death Star unit right there...

What would an 1850 list look like, using the new GK book and allying in Tiggy and Centurions...

 

I have a hard time making anything 'good'...

 

This is probably the best I can come up with:

 

Librarian, ML3, Liber Daemonica, Falchions - 164

5 terminators, Hammer, Falchions, 2 Halberd, Meltabombs, Psycannon - 208

5 terminators, Hammer, Falchions, 2 Halberd, Meltabombs, Psycannon - 208

Dreadknight, Hv. Incinerator, Hv. Psycannon, Teleporter, Hammer - 220

Dreadknight, Hv. Incinerator, Teleporter, Hammer - 185

 

Allies Coddex Space Marines

 

Tiggy - xxx

5 Scouts, shotguns, Landspeeder Storm - 100

5 Scouts, shotguns, Landspeeder Storm - 100

6 Centurions with Grav Cannons and Grav Amps, Hurricaine Bolters, Omniscope - 500

 

Adds up to 1850 Even.

 

Would love a second psycannon on dreadknight, maybe drop both incinerators for one... but I'm loath to part witht he incinerators...

 

I could see using Draigo to guarantee Gate, but where are you going to get the points?

 

I guess I could do 60 points of sniper scouts instead of the landspeeders, but I think they're useful as fast objective secured vehicles.

 

 

OOOooo....

 

This could be fun:

 

Librarian, ML3, Liber Daemonica, Falchions - 164

5 terminators, Hammer, Falchions, 2 Halberd, Meltabombs, Psycannon - 208

5 terminators, Hammer, Falchions, 2 Halberd, Meltabombs, Psycannon - 208

Dreadknight, Hv. Incinerator, Teleporter, Hammer - 185

Dreadknight, Hv. Incinerator, Teleporter, Hammer - 185

Dreadknight, Hv. Incinerator, Teleporter, Hammer - 185

 

Allies Coddex Space Marines

 

Tiggy - xxx

5 Scouts, sniper rifles - 60

6 Centurions with Grav Cannons and Grav Amps, Hurricaine Bolters - 490

 

Lose the speeders, and 5 scouts, all heavy psycannons and the omniscope, gain +1 dreadknight... now we're talking... Omniscope is pretty useful though for split fire, stopping one vehicle and annihilating another target.

Is it really not worth upgrading the hurricane bolters to missile launcher? Given every GK model has a storm bolter I dmwouldnt have thought a few more bolter shots would be as useful as a few missile launchers to try and capitalise on the unit as a tank hunter

 

What would an 1850 list look like, using the new GK book and allying in Tiggy and Centurions...

 

I have a hard time making anything 'good'...

 

This is probably the best I can come up with:

 

Librarian, ML3, Liber Daemonica, Falchions - 164

5 terminators, Hammer, Falchions, 2 Halberd, Meltabombs, Psycannon - 208

5 terminators, Hammer, Falchions, 2 Halberd, Meltabombs, Psycannon - 208

Dreadknight, Hv. Incinerator, Hv. Psycannon, Teleporter, Hammer - 220

Dreadknight, Hv. Incinerator, Teleporter, Hammer - 185

 

Allies Coddex Space Marines

 

Tiggy - xxx

5 Scouts, shotguns, Landspeeder Storm - 100

5 Scouts, shotguns, Landspeeder Storm - 100

6 Centurions with Grav Cannons and Grav Amps, Hurricaine Bolters, Omniscope - 500

 

Adds up to 1850 Even.

 

Would love a second psycannon on dreadknight, maybe drop both incinerators for one... but I'm loath to part witht he incinerators...

 

I could see using Draigo to guarantee Gate, but where are you going to get the points?

 

I guess I could do 60 points of sniper scouts instead of the landspeeders, but I think they're useful as fast objective secured vehicles.

 

 

OOOooo....

 

This could be fun:

 

Librarian, ML3, Liber Daemonica, Falchions - 164

5 terminators, Hammer, Falchions, 2 Halberd, Meltabombs, Psycannon - 208

5 terminators, Hammer, Falchions, 2 Halberd, Meltabombs, Psycannon - 208

Dreadknight, Hv. Incinerator, Teleporter, Hammer - 185

Dreadknight, Hv. Incinerator, Teleporter, Hammer - 185

Dreadknight, Hv. Incinerator, Teleporter, Hammer - 185

 

Allies Coddex Space Marines

 

Tiggy - xxx

5 Scouts, sniper rifles - 60

6 Centurions with Grav Cannons and Grav Amps, Hurricaine Bolters - 490

 

Lose the speeders, and 5 scouts, all heavy psycannons and the omniscope, gain +1 dreadknight... now we're talking... Omniscope is pretty useful though for split fire, stopping one vehicle and annihilating another target.

Is it really not worth upgrading the hurricane bolters to missile launcher? Given every GK model has a storm bolter I dmwouldnt have thought a few more bolter shots would be as useful as a few missile launchers to try and capitalise on the unit as a tank hunter

 

This is what I'm itching to hear opinions on, Missile Launcher or Hurricane Bolters?

 

However 6 Cents = 30 shots of Grav but it seems overkill lol.

I'd definitely drop that 6 cent squad a little if for no other reason than to get draigo. 6 cents is ridiculous levels of overkill, to the point that it is going to make you suffer when it comes to engaging other targets in the same turn.

 

A smaller squad of cents with draigo is still very lethal (moreso in an assault) and a lot more mobile.

I may be at risk of showcasing my tactical ignorance here, but why Tigurius?

 

I get that ordinarily he is super cheap for a ML3 Libby and comes with a useful warlord trait and access to divination so marine players love him but as a GK ally what's the big deal? We already have access to cheap ML3 Libby's with divination. His warlord trait isn't used and (arguably his most useful ability) his reserve manipulation won't help us as we're not from his detachment.

 

For all the world it seems to me like paying 100 points over a normal Libby for +2 warp charge and there are far cheaper ways of doing that. So what am I missing?

I may be at risk of showcasing my tactical ignorance here, but why Tigurius?

 

I get that ordinarily he is super cheap for a ML3 Libby and comes with a useful warlord trait and access to divination so marine players love him but as a GK ally what's the big deal? We already have access to cheap ML3 Libby's with divination. His warlord trait isn't used and (arguably his most useful ability) his reserve manipulation won't help us as we're not from his detachment.

 

For all the world it seems to me like paying 100 points over a normal Libby for +2 warp charge and there are far cheaper ways of doing that. So what am I missing?

1) Need a SM HQ anyways. Tiggy is ML3 like you stated, and every WC is important for GK lists. Gives us more dice to drop on GoI, sanctuary, hammerhand, and more importantly deny the witch rolls.

 

2) That guy has crazy special rules. Rerolling reserves. Once per game prescience as a warlord trait if you want to go that way (I think that's what it is). Rerolling powers increases the chances of getting things like invisibility. And finally has access to biomancy, something GKs have no access to. If you really wanted some spice in your army.

 

I shudder to think of Draigo hopped up on FnP and IWND (brotherhood curiass is good, right?).

 

Edit: SM libby is also level 1 ML. Oh, and apparently tiggy rerolls failed psychic tests.

But 100 points for 2 warp charge to buff the rest of your army us very steep compared to the 36 points it costs for 4 acolytes and 2 psychers to do the same job from codex inq

 

I'll accept rerolling psychic tests and access to biomancy (hadn't factored that in) but the rerolling reserves is basically useless as an ally as it only affects his detachment so doesn't benefit any GK, and as he's an allied HQ he can't be the warlord so his warlord trait is never used

But 100 points for 2 warp charge to buff the rest of your army us very steep compared to the 36 points it costs for 4 acolytes and 2 psychers to do the same job from codex inq

 

I'll accept rerolling psychic tests and access to biomancy (hadn't factored that in) but the rerolling reserves is basically useless as an ally as it only affects his detachment so doesn't benefit any GK, and as he's an allied HQ he can't be the warlord so his warlord trait is never used

A second squad of scouts says he can. :D

 

Pretty pricey tax, but I think tiggy at least is worth it over a generic HQ.

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