Bam-AoD Posted February 10, 2015 Share Posted February 10, 2015 I have a list idea for a completely deep striking army, thought I'd share. Primary detachment: 573pts. Grey knights nemesis strike force Brother-Captain 190pts. Psycannon, the soul glaive. Terminator squad 193pts. × 4 Halberds, daemon hammer Incinerator. Paladin terminators 190pts. Apothecary, warding stave. __________________________________ Secondary detachment: 627pts. Space Marines Pedro Kantor 185pts. Tactical Squad 225pts. Storm bolter, power weapon Meltagun, multi-melta Drop pod with locator beacon. 6 Sternguard 217pts. ×3 combi-bolters Drop pod with locator beacon. ________________________________ Total: 1,200pts. Link to comment https://bolterandchainsword.com/topic/303283-1200pts-grey-knightsmarines/ Share on other sites More sharing options...
tomsev Posted February 10, 2015 Share Posted February 10, 2015 Hi there , dont take paladins theyre not worth it, take another five man termie squad with another psycannon, what combos are your taking on the sternguard? Also drop the stormbolter and power sword on the tac sarg for a combi melta tout better compliment the squad... Ans if you really a beatstick hq go for the grand master with ml2 and +1a hes considerably better Link to comment https://bolterandchainsword.com/topic/303283-1200pts-grey-knightsmarines/#findComment-3946244 Share on other sites More sharing options...
Bam-AoD Posted February 10, 2015 Author Share Posted February 10, 2015 Haven't decided on the combo's yet so left them blank, the tac sarge was armed for fluffy reasons but you're probably right, the extra melta shot can take more armour down. ML2? I'll definitely replace the paladins with more termies then, I need the bodies, the idea is the drop pods come down and the knights strike within 6" so they don't scatter. The fluff reason is that the marines are actually representing grey knights that aren't psykers, or at least a chapter that works very closely with them to the point they are grey knights. Link to comment https://bolterandchainsword.com/topic/303283-1200pts-grey-knightsmarines/#findComment-3946266 Share on other sites More sharing options...
angrom Posted February 10, 2015 Share Posted February 10, 2015 Your Combo about using the pod as locator beacon for GK don't work. The locator beacon have to be on the table at the beginning of the turn to have an effect so if you plan to teleport your GK turn one with your pods they will scatter Link to comment https://bolterandchainsword.com/topic/303283-1200pts-grey-knightsmarines/#findComment-3946373 Share on other sites More sharing options...
tomsev Posted February 10, 2015 Share Posted February 10, 2015 Mastery level 2 for psychic powers... Do you have or could get a ndk? Link to comment https://bolterandchainsword.com/topic/303283-1200pts-grey-knightsmarines/#findComment-3946384 Share on other sites More sharing options...
Quozzo Posted February 10, 2015 Share Posted February 10, 2015 The Multi-melta wont work as it will only fire as snap shots and you have 6 sternguard with 3 combi-weapons. Why buy the extra guy? Paladins are too expensive too, the apothecary would be good to keep the GM alive but you can get it cheaper from BA. Kantor is a bit much for a low point game, especially as you already have a GK B-C Brother Captain, Psycannon, Soul Glaive (190) Terminator, Hammer, Psycannon (195) Dreadknight, Teleporter, H. Incinerator, H. Psycannon (Warlord) (215) Sang Priest (60) Tactical Squad, Flamer, Combi-flamer, Drop Pod (120) Tactical Squad, Meltagun, Meltagun, Drop Pod (125) Sternguard, 5x Combi-melta, Drop Pod (195) Total: 1100 Before the game begins you can decide if you need the two melta pods or a melta and a flamer. The other melta can drop in afterwards. You could buy two fast attack drop pods and leave those two behind so all three with units in enter on turn one. The Priest can go in a pod or, if you buy a jump pack, can tag along with the captain and terminators to come on turn one that way, but teleport homers wont work if there's a JP in there too (hence the lack of teleport homers). You have enough points for halberds falchions and hammers to spread around and power swords on sergeants if you're inclined. Almost forgot. The BA are using the Baal Strike force which give an initiative boost when charging, which will also work with any GK IC you attach. (Some would argue that attaching the Sang Priest to the terminators would grant them an initiative boost too, but many more disagree) You have enough points to increase the flamer squad another 5 and get a heavy flamer, which isn't restricted to firing as snap shots when deep striking. Choose which method you want. It's a flexible list and although it's comprised of mostly tacticals, they can deal some pain in melee too thanks to Furious Charge. Link to comment https://bolterandchainsword.com/topic/303283-1200pts-grey-knightsmarines/#findComment-3946790 Share on other sites More sharing options...
Bam-AoD Posted February 10, 2015 Author Share Posted February 10, 2015 It's a shame my original idea doesn't work, but I like that list Quozzo. Jp and ndk? I've been out of the game for a while so I'm not up to date on abbreviations. Link to comment https://bolterandchainsword.com/topic/303283-1200pts-grey-knightsmarines/#findComment-3946952 Share on other sites More sharing options...
tomsev Posted February 10, 2015 Share Posted February 10, 2015 Jump pack, nemesis dreadknight... Link to comment https://bolterandchainsword.com/topic/303283-1200pts-grey-knightsmarines/#findComment-3947006 Share on other sites More sharing options...
Bam-AoD Posted February 11, 2015 Author Share Posted February 11, 2015 Ah okay, thanks. I'd like a dreadknight to add eventually but I hate the stock model so I'd need venerable dread to make it look good. Link to comment https://bolterandchainsword.com/topic/303283-1200pts-grey-knightsmarines/#findComment-3947124 Share on other sites More sharing options...
Quozzo Posted February 11, 2015 Share Posted February 11, 2015 I forgot to mention. Halberds are substandard now. The increase to strength is easily obtainable with hammerhand which would benefit greatly from more attacks, so get falchions on those guys if you want. A Hammer I think it pretty much standard, you cant expect you're NDK to kill everything in melee. Link to comment https://bolterandchainsword.com/topic/303283-1200pts-grey-knightsmarines/#findComment-3947364 Share on other sites More sharing options...
Reclusiarch Darius Posted February 11, 2015 Share Posted February 11, 2015 1 hammer per 5 is important, because it gives you guranteed combat threat (hammers kill everything in melee, the only thing they're weak against is Eternal Warriors or strong invul saves, neither of which you're likely to fight). Terminators generally don't need help in melee, I've found falchions overkill. More commonly, you want to charge in and hide in melee during the enemy Shooting phase, then exit combat at the end of their Assault phase. Link to comment https://bolterandchainsword.com/topic/303283-1200pts-grey-knightsmarines/#findComment-3947395 Share on other sites More sharing options...
Quozzo Posted February 11, 2015 Share Posted February 11, 2015 1 hammer per 5 is important, because it gives you guranteed combat threat (hammers kill everything in melee, the only thing they're weak against is Eternal Warriors or strong invul saves, neither of which you're likely to fight). Terminators generally don't need help in melee, I've found falchions overkill. More commonly, you want to charge in and hide in melee during the enemy Shooting phase, then exit combat at the end of their Assault phase. You don't need all 4/8 using falchions, just one or two to ensure they don't get more hits against you than necessary. if it might be then you could try and do a disordered charge to reduce the number of attacks, if possible. Link to comment https://bolterandchainsword.com/topic/303283-1200pts-grey-knightsmarines/#findComment-3947477 Share on other sites More sharing options...
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