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Fortifications for GK


Krieg

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After years on again off again dabbling in just the hobbying side of 40k, I'm committed to going all the way from assembly to painting through to actually playing a game. I've always had an eye for the GK models and my project to put together a 1500 point list is already underway.

 

I'm planning on using the NSF (or 2x NSF) formation and would like to get a comms relay in there to help ensure clean turn 1 deployment. I'm still learning the rules but I'm not 100% clear if fortifications are allowed in normal (ie casual) games of 40k? The only thing I found online said something about having to be playing "stronghold assault" to use them. Any clarification on that would be great.

 

If they are allowed, I was thinking of a bare bones imperial bunker with relay manned by a 5 man squad of interceptors. If you have alternate suggestions, I'd be all ears.

 

Thanks

 

 

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There are allowed thanks to new detachments. All the fortifications are in stronghold assault yes, but its not needed for a normal game.

 

Also with way rules have been written, if you take bunker with relay, it does not need to be manned to man the coms. It is self manning now, But if your opponent goes in said building un manned, then yeah its lost and your opponent is yelling "all your base are belong to us!"

There are allowed thanks to new detachments. All the fortifications are in stronghold assault yes, but its not needed for a normal game.

 

Also with way rules have been written, if you take bunker with relay, it does not need to be manned to man the coms. It is self manning now, But if your opponent goes in said building un manned, then yeah its lost and your opponent is yelling "all your base are belong to us!"

 

Wait are you sure about that? I thought it had to be manned?  Because this changes a few plans I had...

 

Anyway about the original question, as said the rules are in the Stronghold assault book, however I think there's at least one, if not more pieces out there that are not covered in it (the new plasma cannon thingy for instance). I just picked up the pipes, but most people have the good ol' Aegis. I also own the Bastion but not with GK... I use it with other armies with access to long range and I usually put a Quad Gun on  it as well (one guy fires it, the rest fire las/ML).

 

Just so you're aware, it's actually part of your force org. So you don't need anyone's permission... it's good to go. You are allowed to take one per force org, and you'd have to look up your detachment of choice otherwise. :) (NSF is okay)

Aegis Line with Comms Array is the way to go. Can't be blown up unlike a Bunker, it grants more models a 4+ cover save (decent buff, although can be countered), and it's pretty cheap (70 points in total). Also, just a pro tip, you don't need to camp it. So long as you have a single model within 3" of the Comms Array, it'll work. Once you've brought on all your Turn 1 NSF alpha strike, you're free to move off it and go hunting. Unless you have Ravens or anything else waiting to come on, you don't need to camp it past Turn 1. 

Pro tip: don't bother with Comms Array. Too many ways to defeat the bonus, which can cripple you if you rely to heavily on having it. And if you aren't relying on it, why take it?

 

Unless they get first turn AND kill every model within 3" of it, it still works. It's a great bonus, plenty of armies use Comms Array. If they have firepower able to remove 2x DK's Turn 1 with impunity, you have bigger issues than if your Reserves turn up. 

 

Pro tip: don't bother with Comms Array. Too many ways to defeat the bonus, which can cripple you if you rely to heavily on having it. And if you aren't relying on it, why take it?

 

Unless they get first turn AND kill every model within 3" of it, it still works. It's a great bonus, plenty of armies use Comms Array. If they have firepower able to remove 2x DK's Turn 1 with impunity, you have bigger issues than if your Reserves turn up. 

 

 

Still not sure 70pts to get a re-roll on reserves and needing a unit 2" from it to man it suits an "up-close and personal" style army. The only time I'd do that is if i was using Guard as allies.

I have a 'fun' purgation build.... the only other thing I can think of is if I was stacking some Razorbacks for lascannon support behind an Aegis. Other than that, I just can't see sticking around long enough in anything other than Maelstrom (even then, I'm not sure I'd want to be there more than turn 1).

Still not sure 70pts to get a re-roll on reserves and needing a unit 2" from it to man it suits an "up-close and personal" style army. The only time I'd do that is if i was using Guard as allies.

 

I have a 'fun' purgation build.... the only other thing I can think of is if I was stacking some Razorbacks for lascannon support behind an Aegis. Other than that, I just can't see sticking around long enough in anything other than Maelstrom (even then, I'm not sure I'd want to be there more than turn 1).

 

Guys, it's dead simple. 

 

Deployment: Put Comms Array behind a LoS blocking piece of terrain. Deploy DK's/Interceptors within 3" of it (multiples). Reserve your Terminators

Turn 1: Roll for Reserves, get everything on (barring truly awful rolls). Terminators land. Movement phase, Shunt up DK's and Interceptors to support. Shoot the hell out of the enemy, hopefully alpha-striking their key units. 

Turn 2: Your entire army is on the field, the Comms Array no longer matters

 

Like I said, if your DK's are dead Turn 1  to enemy fire, it's GG anyway. 

When using the nemesis strike force, what units are you guys typically bringing in from deep strike?

 

I don't see much point for anything besides Terminators without Draigo or a gating librarian attached.

 

Is it pretty much standard usage that DKs, Interceptors, and Draigo units start on the board and shunt/gate up to avoid potentially not getting the reserve roll / mishaps etc?

 

Or is the run-shoot deepstrike bonus too good to ignore?

When using the nemesis strike force, what units are you guys typically bringing in from deep strike?

 

Terminators

Is it pretty much standard usage that DKs, Interceptors, and Draigo units start on the board and shunt/gate up to avoid potentially not getting the reserve roll / mishaps etc?

 

DK's and Interceptors start on table. Terminators go in Reserve. Draigo for 'Gating' Allies. 

Or is the run-shoot deepstrike bonus too good to ignore?

 

It's amazing. You can be a lot more conservative with your Deepstrike, and still Run into great positions. Do not underestimate a free move+Shoot. 

At this point in the game, I only null deploy when my opponent does not have the ability to make arriving difficult, and even then it's only a unit or two of GKT for objective grabs deep onto the table. Jump, Shunt, and Gate are much safer versus Reserve denial shenanigans.

 

SJ

At this point in the game, I only null deploy when my opponent does not have the ability to make arriving difficult, and even then it's only a unit or two of GKT for objective grabs deep onto the table. Jump, Shunt, and Gate are much safer versus Reserve denial shenanigans.

 

Yeah I agree that despite how awesome 'Rites' is, you can't go TDA heavy these days. Shouldn't be all your list does. But I still think it's worth 70pts to bring your Terminators on Turn 1, when they can have the most impact. Also, if you're wanting to delay them, the Comms Relay allows that too (it's re-rolls, says nothing about success or fail). 

 

I'm trying out a Shunt army. Still on the fence, because Interceptors are still just PA dudes at the end of the day. But it's promising, and it's our only list fast enough to catch Eldar. 

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