slobulous
07-03-2012, 10:52 PM
So with the massive buffs to Jump units, 2+ armor saves, and Monstous Creatures, as well as the nerf to vehicles, I believe my idea for a hyper-aggressive GK list with extreme mobility and precision deep strikes is more viable now. Almost the entire army instantly appears in my enemy's face on the first turn, with my Terminators deep striking on turn 2 where they are needed. What do you think?
HQ
Mordrak : 400
- 5x Ghost Knights w/ Halberds
Troops
5x Terminators : 225
- Justicar w/ Hammer
- 4x Halberds
- Psycannon
5x Terminators : 225
- Justicar w/ Hammer
- 4x Halberds
- Psycannon
Fast Attack
10x Interceptors : 315
- Justicar w/ MC Hammer
- 7x Swords
- 2x Psycannons
- Psybolts
10x Interceptors : 315
- Justicar w/ MC Hammer
- 7x Swords
- 2x Psycannons
- Psybolts
10x Interceptors : 315
- Justicar w/ MC Hammer
- 7x Swords
- 2x Psycannons
- Psybolts
Heavy Support
Dreadknight : 235
- Personal Teleporter
- Heavy Incinerator
Dreadknight : 235
- Personal Teleporter
- Heavy Incinerator
Dreadknight : 235
- Personal Teleporter
- Heavy Incinerator
Total : 2485
HQ
Mordrak : 400
- 5x Ghost Knights w/ Halberds
Troops
5x Terminators : 225
- Justicar w/ Hammer
- 4x Halberds
- Psycannon
5x Terminators : 225
- Justicar w/ Hammer
- 4x Halberds
- Psycannon
Fast Attack
10x Interceptors : 315
- Justicar w/ MC Hammer
- 7x Swords
- 2x Psycannons
- Psybolts
10x Interceptors : 315
- Justicar w/ MC Hammer
- 7x Swords
- 2x Psycannons
- Psybolts
10x Interceptors : 315
- Justicar w/ MC Hammer
- 7x Swords
- 2x Psycannons
- Psybolts
Heavy Support
Dreadknight : 235
- Personal Teleporter
- Heavy Incinerator
Dreadknight : 235
- Personal Teleporter
- Heavy Incinerator
Dreadknight : 235
- Personal Teleporter
- Heavy Incinerator
Total : 2485