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1998pts 2 battalions 9CP

Lias 195

Lt MC bolter jp 81

 

Tac LC (5) 90pts

Tac LC (5) 90pts

Tac LC (5) 90pts

 

Sternguard (10) 180pts

Dev (5) mm×4 cherub 170pts

Dev (5) mm×4 cherub 170pts

 

Veterans LC sniper×3 bolter 87pts

Veterans LC sniper×3 bolter 87pts

Veterans LC sniper×3 bolter 87pts

 

Company commander WLT grand strategist_ kurov Aquila_relic bolter 31pts

 

GMNDK 260pts

GMNDK 260pts

 

Drop the Guardsman and add Strikes...?

Edited by MayorDaley
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I think of a small deathwatch force. Watchmaster, libby, killteam with frags, a CB to carry them. Will help with AV stuff (sitll seems to me our main problem) and SM lib with Might of Heroes will be a heavy buff to GMNDK (6 attacks, S14 with Hammer, t7).

 

Some LoWs to ally would be nice to. They have their own detachment so no screwing BoP and ObSec. IK are not as good as they were, but crusaders have some shooting and will distract attention from NDKs. Other than that? A baneblade variant? Something from FW, like Cerberus Tank Destroyer. A lot of points, but it will one-shot everything you point it at.

 

A mechanicus spearhead of 3 onagers and a priest under Stygies is very good choice of long-range support. Not very expensive too.

 

More SM or IG stuff will be helpful too. Lasdevs, artillery, tanks. But it will clearly outperform GK force and do the most of the job. A tempestus force, however, is fluffy and helps to deal with heavy infantry and vehicles. They became expensive recently, however. "Divisia Psycana"-style (Primaris Psykers spam) is a nice smite bomb. With Valkyrie it can join battleline turn 1. Another way to deal with targets we cannot crack ourselves. Think of Terrifying Visions + Purge Soul combo.

 

Friends from inquisition are not as hepful as they used to be. And nothing about them was in CA. I wonder if they are even going to give them a codex? Anyway, Coteaz is nice if you can deliver him to target. Terrify, smite, LD10. Add 3 acolytes for +1 CP. Terminator one is able to deepstrike, but it cost more. He also can provide some plasma or melta fire.

 

Assassins are nice (except VIndicare), but not that we need them a lot. Culexus may help to completly shut down enemy psykers. The problem is that they are elite. They'd better made them one per army models again, but gave them a rule to prevent ruining monodetachments.

 

Talons - just no. They do nothing to really benefit our force.

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I'm excited! 2.5k match tomorrow versus nids.

 

Decided to take the plunge and add some marines to my GK.

 

What do you think of;

 

GK Battalion 3CP

 

Lord Kaldor Driago, Purge Soul, Hammerhand 240

GMNDK H Psycannon, Greatsword, Teleporter, Sanctuary 265

GMNDK H Psycannon, Greatsword, Teleporter, Sanctuary 265

 

Strike x10 GoI 210

Strike x10 GoI 210

Strike x10 GoI 210

 

Paladin x3, Hammer, GoI 178

 

Apothecary, Hammer, GoI 103

 

Total. 1,681

 

 

Exorcist Battalion 3CP

 

Captain, Master Crafted Boltgun 77

Warlord - Storm of Fire. In Shooting Phase wound rolls of 6+ increase AP by 1. 6" bubble

Chapter Tactics Raven Guard -1 hit if over 12"

 

Lieutenant, Master Crafted Boltgun 63

 

Scouts x5, Shotguns, Camo Cloaks 70

Scouts x5, Shotguns, Camo Cloaks 70

Scouts x5, Shotguns, Camo Cloaks 70

 

Contemptor Dreadnought 2x Kheres AC 156

Contemptor Dreadnought 2x Kheres AC 156

Contemptor Dreadnought 2x Kheres AC 156

 

Total. 818

 

Overall. 2,499

 

In the future, strike from the shadows with flamer aggressors looks wicked.

 

I've kept a solid core of GK and added some support in areas in lacking.

Edited by Gentlemanloser
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1998pts 2 battalions 9CP

Lias 195

Lt MC bolter jp 81

 

Tac LC (5) 90pts

Tac LC (5) 90pts

Tac LC (5) 90pts

 

Sternguard (10) 180pts

Dev (5) mm×4 cherub 170pts

Dev (5) mm×4 cherub 170pts

 

Veterans LC sniper×3 bolter 87pts

Veterans LC sniper×3 bolter 87pts

Veterans LC sniper×3 bolter 87pts

 

Company commander WLT grand strategist_ kurov Aquila_relic bolter 31pts

 

GMNDK 260pts

GMNDK 260pts

 

Drop the Guardsman and add Strikes...?

I would replace the GMs with G-man, replaced the sternguard with predators. Also why not drop the vets and run regular IG, cheaper and AC got nice buffs in the new update

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because I can't bring myself to paint that many guardsmen and i'm not a fan of strike squads (model wise. in game they are solid as anything), i'm looking at primaris to bring some horde clearing and objective claiming, while using the grey knights (GMNDK and Paladins) as the hammer

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Mechanicus are also good as allies. They have really solid firepower with Kastellans and Onagers, and some of their strats are quite nasty. Cheap scoring with Rangers/Vanguard is also good, and they bring one of the best sniper rifles in the game as an option. 

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Sisters of battle are also good allies, with their acts of faith scaling better to small detachments. Their Dominions can take stormbolters for 12 pts, get scout, 3+ armor and the aof ability. Cbined with a Cannoness for reroll 1's (can take decent melee weapons or Bolter and stormbolter) it's a viable number-boost.

 

Likewise retirbutors add some serious antitank (double firing multimelta squads)

Edited by Beams
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Yeah I agree GML, I much prefer the 30k army to the 40k incarnation. The Skitarii units and Onagers look fine, but stuff like Kastellans and Electropriests look like garbage but are kinda essential for competitive lists (Kastellans more so, just due to their insane anti-infantry). Can't wait for Fires of Cyraxus, really hope they don't screw it up.

 

Sisters are good but they're a bit difficult to get your hands on, model wise. I'll be selling my models soon, they seem to go for a lot on eBay these days. 

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I was lucky enough to get most of mine during seventh edition, when they were incapable of competing, and every so often someone would ditch the army for cheap.

 

There's always the option of converting, supposedly a mix between Skitarri helmets and sisters of silence looks alright, or there's the Panzerjagers from dreamforge.

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You can potentially get Turn 1 charges by doing that. Screening still defeats it though. It's something I've been considering for Purifers however (would need to Teleport Strike a Brother-Captain nearby to make it work, but still doable). 

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You can potentially get Turn 1 charges by doing that. Screening still defeats it though. It's something I've been considering for Purifers however (would need to Teleport Strike a Brother-Captain nearby to make it work, but still doable). 

Psychic comes after the move phase though, and disembarking is at the start of the move phase :(

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Not super fluffy, but ravenguard scouts for some defensive board control or a spearhead of ravenguard predators. I love the idea of a librarian in a jump pack to drop null zone or land speeders. But that is just me. 

 

Scout sentinels are an ok choice as well, though you'll bleed kill points with them.

I would also say sisters for some aggressive, in your face offensive units that might draw attention from a dread knight. 

For GK any ally that forces your opponent to make a choice that isn't a GK unit is a solid one. That is why Inquisition units aren't the best, they tend together ignored while 15 sniper rifles, 3 las predators or seraphim with melta won't be.      

Edited by TheCastigator
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Something I have been considering is Primaris. Specifically Dark Angel Hellblasters or Inceptors with plasma. Their relic weapons strat that pumps damage and Strength by 1 on plasma is pretty brutal. Inceptors also have the advantage of built-in Deepstrike. Chuck in a Master to prevent overheats and a cheap jump pack Lt to pump their wound rolls...might add a nice punch to our alpha we sorely lack. 

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I toyed with the idea of 6 aggressors (222 points, boltstorm gauntlets) and the ravenguard strategem "strike from the shadows"

 

Essentially an infiltrate before the first turn and after deciding who goes first. You could place them 9" from the opponent's deployment zone if you know you are going first or as a defensive line if you are going second.

 

If you don't move them in your first movement phase, they can shoot twice. That's 72 shots with the gauntlets and 12 D6 shots with the grenade launcher. Maybe drop shotgun scouts to hold position from other infiltrators first. Add jump pack Captain/Liutenant/Chaptermaster for extra fun.

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I've faced RG Aggressors before, that Turn 1 nuke is pretty annoying. They can shred small power-armoured squads (in my case they took out two Purgator squads). I still think I'd prefer plasma units for allies, simply because it offers a ranged solution we lack in-codex. Spamming S4 hits we can already do. 

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