Jump to content

Recommended Posts

Hi guys,

In a few weeks I have my first 8th edition tournament upcoming, its a 1000 points restriction and its will most likely be based around Maelstorm mission.
Unfortunately I havent gotten around to play any 8th edition games yet so my knowledge what the ''meta'' is right now is lacking, Wich is why I hope you guys can help me come up with a competitive list, I basically have all the GK models apart from a Stormraven and Dreadnoughts.


The following list was also suggested to me:

SPEARHEAD DETACHMENT  - Grey Knights 988 points.

HQ  -  190 Points.

Voldus 

FAST ATTACK - 123 Points.

Interceptor Squad x4
1x Incinerator

HEAVY SUPPORT - 675 Points.

3x Nemesis Dreadknight 

- DK Teleporter x3
- Greatsword x3
- Gatling Psilencer x3
- Heavy Psycannon x3
 

What do you guys thinks? Thanks in advance!





 


 

Dreadknights have suffered a bit from the change in edition, there 2+ sv can be chipped away by weapon ap, they become less effective as they take would and with multi damage weapons they can quickly become ineffective or die outright to concentrated fire, 4 lascannons can quickly kill or cripple a Dreadknight per turn.

 

Unfortunately they also get the -1 to bs if they move and shoot which hampers them in the shooting phase.

 

It would probably be beneficial to take atleast one unit of paladins, others on the forums would suggest multiple units of them.

 

Heavy weapons of any kind, except a psilencer purgation squad arent going to perform any better than mass stormbolter fire, as stormbolters are proving to be excellent this edition as they are rapid fire 2, so 4 shots at half range.

 

Interceptors are good for board control but dont synergise well with the incerator as they teleport any more than 9" away from enemy units, and incinerator has 8" range.

 

Voldus is fine, but i havent used him so cant give any advice.

 

In matched play you are also limited to casting one of each psychic power except smite, so more units = more mortal wounds per turn when you are within 12", only one mortal wound per smite with grey knights though.

Hi

 

in pure maelström game, I would take three interceptors squads and only two NDKs.

 

About the stuff, incinerators and Hpsycannon don't worth their prices imho...

 

And I prefer two dreadfists for the extra-punch, specially when you start loosing wounds.

 

Falchions are the way to go, Valdus is great.

 

I quite desagree about the NDK, they've done well with me so far, but I was'nt playing tournaments. It'll depend on youre meta I guess...

Paladins are really great but too expensive for 1k games and their lack of mobility will leave you naked for bord control imho.

 

Interceptors can start on the board and still participate in the alpha-strike if needed and keep a good mobility in the next turns.

Don't hesitate to wait before making your reinforcements arrive, even shooty army will have to leave their covers to take objectives...

 

Hope it helps,

 

David

Edited by Muaddib

Dreadknights have suffered a bit from the change in edition, there 2+ sv can be chipped away by weapon ap, they become less effective as they take would and with multi damage weapons they can quickly become ineffective or die outright to concentrated fire, 4 lascannons can quickly kill or cripple a Dreadknight per turn.

 

Unfortunately they also get the -1 to bs if they move and shoot which hampers them in the shooting phase.

 

It would probably be beneficial to take atleast one unit of paladins, others on the forums would suggest multiple units of them.

 

Heavy weapons of any kind, except a psilencer purgation squad arent going to perform any better than mass stormbolter fire, as stormbolters are proving to be excellent this edition as they are rapid fire 2, so 4 shots at half range.

 

Interceptors are good for board control but dont synergise well with the incerator as they teleport any more than 9" away from enemy units, and incinerator has 8" range.

 

Voldus is fine, but i havent used him so cant give any advice.

 

In matched play you are also limited to casting one of each psychic power except smite, so more units = more mortal wounds per turn when you are within 12", only one mortal wound per smite with grey knights though.

 

Thanks for the quick response! Wouldn't paladins be very slow in a Maelstorm based game though, even if I changed my goal to just table the other player? What weapon would you suggest on the interceptors instead?

Edited by 4rchetype

Falchions for interceptors.

 

Dont forget paladins can be taken in units of three so even 3 with the paragon armed with daemon and the other 2 with falcions they should be enough to disrupt any campers on objectives be deepstriking near by then charging.

 

If you are looking for boots on the ground that can quickly secure an objective than inceptors are your best choice, but a unit of deepstriking PAGK are also cost effective, just a bit lacking in overall punch.

 

Dont forget you can use Gate of Infinity to teleport one unit a turn around the board so this would overcome your movement issues for slower units.

I would suggest:

 

Outrider deatachment (+1cp):

Voldus

3 × Interceptor (5 man)

- 5 paired falchions

Paladin (5 man)

- paragon w/ daemon hammer, 2 paired falchions

Purgation (5 man)

- justicar w/ any 0pt force weapon, 4 psilencers

 

This would give you 966pts so there is room for any changes you would prefer.

 

Tactics wise, give both the paladins and purgation squad the Gate of Infinity psychic power.

Turn 1 deepstrike the paladins and voldus to alpha strike your opponent, use gate of infinity on the Purgation squad to move them within Voldus' aura so they can reroll to hit rolls of 1, they will have -1 to bs this turn from Gate but the rerolls will hopefully help, and they will be putting out 6 shots each doing d3 damage.

Then use your interceptors to claim objectives and do what you need to, to get tactical objectives.

Then charge with the paladins and hopefully get the lucky high charge roll, follow up with voldus and try to force your opponent to contain the threat on their doorstep rather than play for objectives.

Win by playing aggressively and preventing you opponent from claiming as much as possible, at 1000 pts you wont have alot on the table so making sure you do damage in a short space of time is definately going to benefit you, and some opponents wont expect you to be so aggresive with low numbers.

 

On a final note, you are not classed as falling back if you use Gate of Infinity to remove your paladins or purgation squad from combat, so they can still shoot and charge afterwards.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.