plawolf
11-25-2012, 10:35 PM
I've been meaning to do an allies list with my BA and GK for a while now and only just got around to messing around with putting a list together.
BA
HQ:
Regular Tycho: 175pts
Troops:
1)Regular Assault Marine Squad (RAS) : 240pts
-5 extra men
-2 x meltaguns
-Infernus Pistol
-Power Weapon
2)RAS: 455pts
-5 extra men
-2 x plasmaguns
-Storm Shield
-Land Raider (LR) Dedicated Transport (jump pack discount)
Elites:
Sanuinary Priest: 50pts
Fast Attack:
Vanguard Veteran Squad (VV): 280pts
-3 extra men
-Jump packs
-2 x Storm Shields
-1 x Powerfist (serg)
-2 Power weapons
-1 x Lightening Claw
Heavy Support:
Storm Raven (SR): 230pts
-Hurricane Bolter Sponsons
Sub total: 1430pts
GK
HQ:
Corteaz: 100pts
Troops:
Grey Knights Terminator Squad (GKT): 470pts
-5 extra men
-2 x psycannons
-psybolt ammo
-2 swords
-2 hammers
-6 halberts
Sub total: 570pts
Grand total: 2000pts
Normally, Tycho will deploy with the LR RAS squad, they will serve as a shooty anti-heavy infantry unit and make a bee-line for any terminators or other 2+ save units. The fast LR provides long range AT to take out enemy armor or soften up heavy infantry from afar.
Corteaz will take the Diviation primaris power and see what else he can get, attach to the GKTs and also start on the board, following the LR and using it to block LOS until they get within that magical 24" range and then use it to screen the GKTs to minimize incoming fire.
The Jump pack RAS, VV squad and Stormraven (SR) will start in reserve, the priest will start in the SR and stay in it providing a large, highly mobile FNP bubble for the BA units that needs it most.
The plan is for the VV squad to come in ASAP and use HI to tie up an important enemy unit, preferably a shooty one or anything that can seriously threaten my LR or SR or GKTs.
The twin melta RAS will serve as a dedicated anti heavy armor unit. Or as a general purpose unit in case there are no suitable armored targets to go after.
The SR will also be a general purpose unit, while also providing a nice big FNP bubble for nearby BA squads.
Ultimately, all of the BA units are suppose to soften up and tie down the enemy so the GKT hammer can smash them.
I like to play very aggressively and will be aiming to push up and control the centre with the LR and GKTs ASAP while using the threat of I've Been Expecting You to control enemy reserve placement and try and pin the enemy in his deployment zone for as much of the game as possible.
The speed of the SR and jump pack squads should allow me to quickly redeploy against anything that drops deep in my deployment zone, and make late game objective grabs.
As you can see, this is mainly a shooty list based on the old DH stratagem of shooting the enemy to pieces first before mopping up in CC.
Well, that's the plan anyways, do not expect it to go anything like I planned in games. :p
So, that is the list and a very general plan for how to use it. Any comments, suggestions or criticisms would be welcome.
I also have a few choices I am agonizing over, so if everyone can let me know their own feelings on them, it would help me to decide.
1) Should I make the LR a GK LRC with psybolt ammo? Tycho and co can hop in the SR with the priest for an improvement in mobility at the expense of taking a risk either with hover mode for the SR or booting everyone out of a moving vehicle, and of course loosing the -35pts RAS jump pack swap discount.
This would boost the GKT's mobility and survivability meaning they are more likely to get into CC sooner and in full strength. With the changes made to 6th gen PWs, CC has become one of the safest places for terminators to hang out provided the opponent isn't wielding a lot of AP2 or lower weapons. The added mobility of an LRC should help to allow me to choose what fights my GKTs get in.
If I go with this option, I am inclined to drop the psybolts on the GKT and maybe downgrade the psycannons to incinerators to free up some points to cover the shortfall, and also drop some special weapons from the VV squad to get the GKTs a BroBanner.
2) Should I make the SR a GK one and get it psybolt ammo for extra strength goodness (although those sexy Bloodstrike missiles do also get nurfed to the situational mindstrike missiles.
The priest would have to ride with Tycho in the LR, and the GKTs still have to hoof it upfield, but I don't need to think about finding the points to change their intended primary role, and the upgrade to psybolts is a lot fewer points I need to find.
Oh, the choices!
BA
HQ:
Regular Tycho: 175pts
Troops:
1)Regular Assault Marine Squad (RAS) : 240pts
-5 extra men
-2 x meltaguns
-Infernus Pistol
-Power Weapon
2)RAS: 455pts
-5 extra men
-2 x plasmaguns
-Storm Shield
-Land Raider (LR) Dedicated Transport (jump pack discount)
Elites:
Sanuinary Priest: 50pts
Fast Attack:
Vanguard Veteran Squad (VV): 280pts
-3 extra men
-Jump packs
-2 x Storm Shields
-1 x Powerfist (serg)
-2 Power weapons
-1 x Lightening Claw
Heavy Support:
Storm Raven (SR): 230pts
-Hurricane Bolter Sponsons
Sub total: 1430pts
GK
HQ:
Corteaz: 100pts
Troops:
Grey Knights Terminator Squad (GKT): 470pts
-5 extra men
-2 x psycannons
-psybolt ammo
-2 swords
-2 hammers
-6 halberts
Sub total: 570pts
Grand total: 2000pts
Normally, Tycho will deploy with the LR RAS squad, they will serve as a shooty anti-heavy infantry unit and make a bee-line for any terminators or other 2+ save units. The fast LR provides long range AT to take out enemy armor or soften up heavy infantry from afar.
Corteaz will take the Diviation primaris power and see what else he can get, attach to the GKTs and also start on the board, following the LR and using it to block LOS until they get within that magical 24" range and then use it to screen the GKTs to minimize incoming fire.
The Jump pack RAS, VV squad and Stormraven (SR) will start in reserve, the priest will start in the SR and stay in it providing a large, highly mobile FNP bubble for the BA units that needs it most.
The plan is for the VV squad to come in ASAP and use HI to tie up an important enemy unit, preferably a shooty one or anything that can seriously threaten my LR or SR or GKTs.
The twin melta RAS will serve as a dedicated anti heavy armor unit. Or as a general purpose unit in case there are no suitable armored targets to go after.
The SR will also be a general purpose unit, while also providing a nice big FNP bubble for nearby BA squads.
Ultimately, all of the BA units are suppose to soften up and tie down the enemy so the GKT hammer can smash them.
I like to play very aggressively and will be aiming to push up and control the centre with the LR and GKTs ASAP while using the threat of I've Been Expecting You to control enemy reserve placement and try and pin the enemy in his deployment zone for as much of the game as possible.
The speed of the SR and jump pack squads should allow me to quickly redeploy against anything that drops deep in my deployment zone, and make late game objective grabs.
As you can see, this is mainly a shooty list based on the old DH stratagem of shooting the enemy to pieces first before mopping up in CC.
Well, that's the plan anyways, do not expect it to go anything like I planned in games. :p
So, that is the list and a very general plan for how to use it. Any comments, suggestions or criticisms would be welcome.
I also have a few choices I am agonizing over, so if everyone can let me know their own feelings on them, it would help me to decide.
1) Should I make the LR a GK LRC with psybolt ammo? Tycho and co can hop in the SR with the priest for an improvement in mobility at the expense of taking a risk either with hover mode for the SR or booting everyone out of a moving vehicle, and of course loosing the -35pts RAS jump pack swap discount.
This would boost the GKT's mobility and survivability meaning they are more likely to get into CC sooner and in full strength. With the changes made to 6th gen PWs, CC has become one of the safest places for terminators to hang out provided the opponent isn't wielding a lot of AP2 or lower weapons. The added mobility of an LRC should help to allow me to choose what fights my GKTs get in.
If I go with this option, I am inclined to drop the psybolts on the GKT and maybe downgrade the psycannons to incinerators to free up some points to cover the shortfall, and also drop some special weapons from the VV squad to get the GKTs a BroBanner.
2) Should I make the SR a GK one and get it psybolt ammo for extra strength goodness (although those sexy Bloodstrike missiles do also get nurfed to the situational mindstrike missiles.
The priest would have to ride with Tycho in the LR, and the GKTs still have to hoof it upfield, but I don't need to think about finding the points to change their intended primary role, and the upgrade to psybolts is a lot fewer points I need to find.
Oh, the choices!