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1000 pt. NSF


CWfitz

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Librarian 160

 -Mastery Level 3

 -Domina Liber Daemonica

 

Terminator Squad 404

 -Justicar w/ sword

 -2x Terminator w/halberd

 -2x Terminator w/sword and psycannon

 -3x Terminator w/hammer

 -2x Terminator w/sword

 

Purifier Squad 211

 -Knight of the Flame w/halberd

 -2x Purifiers w/ Incinerator

 -2x purifiers w/halberd

 -2x purifier w/hammer

 

Nemesis Dreadknight 225

 -Personal Teleporter

 -Heavy Incinerator

 -Heavy Psycannon

 -Nemesis Greatsword

 

 

general plan: With 4 powers on the librarian I'm banking on gate from sanctic. Librarian deploys with the purifiers gating into position for cleansing flame.

The terminators combat squad with 1 hammer, 1 halberd, and both psycannons in one squad; 2 hammers, 2 halberds and the justicar in the other.

the psycannon squad pops light transports.

the 2 hammer squad takes heavy vehicles.

the dreadknight shunts forward and takes out whatever critical target remains and is equipped to be able to take vehicles or hordes as necessary.

 

edit: math mistake and number of terminators in squad fixed

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I want to use this as the basis to grow into larger lists adding a second Dreadknight, a Stormraven, and filling up the purifiers so I can Combat squad them. probably add a second hq or draigo to go along with the terminators at that point since the purifiers will no longer need gating to get up the field

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Personally, I'd drop some bling and the Purifiers for a second DK, but I get that these are the models you have. I'd even rather go Interceptors over Purifiers at 1000pts, but I'm in the minority when it comes to Purifiers. Just don't like their lack of mobility, although you solve that with Gate.

 

SJ

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Do not rely on getting 'Gate'. Sanctic is a poor lore choice anyway, go Divination instead. 

 

Purifiers without a way to get to enemy lines fast are deadweight. You don't have the points for a Raven or Allied Drop Pod (1000 is very restrictive). 

 

I hate 1k, I think it distorts the game and it's only workable with Kill-Team restrictions or narrative missions constraining power builds (xenos have some truly obnoxious stuff they can cram into 1k, we don't). 

 

That said, here is what I'd be fielding;

 

HQ:

 

Librarian

(110 points)

 

Troops:

 

Justicar w/sword, 2x Terminators w/sword+psycannon, 2x Terminators w/hammer, 5x Terminators w/swords

(390 points)

 

Heavy Support:

 

(2) Dreadknight w/hammer, heavy psycannon, teleporter

(200 points each)

 

Comes to 900 points. I'd probably add an Aegis Line with Comms Array for 70pts, which leaves you 30pts for maybe a gatling psilencer or a relic on the Librarian. 

 

Dreadknights are pretty strong at 1k. Most people aren't bringing plasma in sufficient quantities, and stupidity like Knight-Titans, Riptides, Wraithknights etc will be outnumbered unless they field tiny amounts of infantry (which makes your infantry that much stronger). Your two DK's will do most of the work, all your Terminators have to do is not die and take objectives. They will also kill stuff, but their main job is forcing bad shooting decisions between them or the DK's. 

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I'd go with this.


++ Grey Knights: Codex (2014) (Nemesis Strike Force) ++

+ HQ +

Librarian [Cuirass of Sacrifice (Replace TDA), Nemesis warding stave, Psyker [ML 3]]

+ Elites +

Paladin Squad
····Apothecary [Nemesis force sword]
····Paladin [Nemesis force sword]
····Paladin [Nemesis force sword]
····Paladin (special weapon) [Nemesis force sword, Psycannon]
····Paladin (special weapon) [Nemesis force sword, Psycannon]

+ Troops +

Strike Squad [3x Grey Knight (sword)]
····Grey Knight (incinerator) [incinerator]
····Justicar [Nemesis force sword]

+ Heavy Support +

Nemesis Dreadknight [Heavy Psycannon, Nemesis Daemon hammer and power fist, Personal teleporter]

Nemesis Dreadknight [Heavy Psycannon, Nemesis Daemon hammer and power fist, Personal teleporter]

Created with BattleScribe

 

 

 

or CAD


+ HQ +

Librarian [Nemesis warding stave, Psyker [ML 2]]

+ Troops +

Strike Squad [3x Grey Knight (sword)]
····Grey Knight (psycannon) [Psycannon]
····Justicar [Nemesis force sword]

Strike Squad [3x Grey Knight (sword)]
····Grey Knight (psycannon) [Psycannon]
····Justicar [Nemesis force sword]

+ Heavy Support +

Nemesis Dreadknight [Heavy Incinerator, Heavy Psycannon, Nemesis Daemon hammer and power fist, Personal teleporter]

Nemesis Dreadknight [Heavy Psycannon, Nemesis Daemon hammer and power fist, Personal teleporter, Warlord]

Nemesis Dreadknight [Heavy Incinerator, Heavy Psycannon, Nemesis Daemon hammer and power fist, Personal teleporter]

Created with BattleScribe

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I like what Darius has said, halberds are deadweight since now you use Hammerhand for 1+ Strength. I would switch them for falchions for 1+ attack.

remember you'll not always successfully cast that.

Doesn't matter. +1 Attack trumps +1 Strength versus most opponents. The difference between S4 and S5 are negligible when you can have 1 more S4 than S5, while the difference between S6 and S7 is easily counter by S10. This is why Falchions with Hammers trump Halberds with Hammers. On the low end, more attacks matter. On the high end, 1 more Strength does not matter.

 

SJ

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I'd honestly just leave Terminators without any upgrades (except the squad hammer and psycannon). They don't really need more attacks, and that leaves even more points for DK upgrades, or maybe a relic on your Librarian. 

 

Even in larger games, with S6 and Force available, I don't find my Terminators needing more attacks. If anything, you want to constrain your combat ability, to get the sweet 'hide in melee during enemy Shooting phase' trick, then exit at the end of the enemy Assault phase. I sometimes Smash with DK's to do just that. 

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