bonedale
11-05-2009, 12:57 PM
Looking for advice on final touches to my list. I face mostly BTs, BAs, SWs, DW. Most are power builds with heavy hitting HQs, etc.
Problems up to this point have been GK initiative. I go at the same time, or second to most HQ units. Especially SWs as they tend to grant benefits to squads easily. Second, getting left in the open and shot up.
Solution to my problem, the GK Redeemer. Thank you Forgeworld. Of course for it's benefits, it has no real firepower in my opinion. I never count on flame weapons until you actually use them.
My list so far:
HQ
Grand Master with 5 Terms (375pts)
Cannoness tooled out for CC (105)
Elites:
6 GK Terms (315)
Troops:
5 GKs (150)
5 GKs (150)
6 SoB, 2 meltas, 1 combi-melta, rhino (125)
6 SoB, 2 meltas, 1 combi-melta, rhino (125)
Fast Attack
5 GKs (150)
Heavy
GK Land Raider Redeemer (for GK terms) (270)
GK Land Raider Redeemer (for GK terms) (270)
Use:
Obviously I am relying on rhinos with SoB to take out the advancing armor. Always risky, and I would frankly prefer shooty dreads, but I want to try this to also increase scoring units. My goal would be to pop opposing LRs.
The Redeemers seem even more risky, but success would be one squad getting to assault at initiative 10 taking out an enemy god squad. Anything more is bonus.
Cannoness I was thinking would be used to hang out with the GK troop units. She provides a nasty punch to anything that assaults them. My GK squads will hang out close together, acting more as a 10 or 15 man unit. It allows me more justicars, and small fearless units have no drawback in shooting.
My FA GKs, will be deployed based on my opponents deployment, units, etc. They can be anything from suicide squad to joining up with the other troops. I may fork over the point to give them 2 psycannons to knock out rear armor. I face annihilators, vindicators, etc., all the time.
Points are approximate.
Thanks
Problems up to this point have been GK initiative. I go at the same time, or second to most HQ units. Especially SWs as they tend to grant benefits to squads easily. Second, getting left in the open and shot up.
Solution to my problem, the GK Redeemer. Thank you Forgeworld. Of course for it's benefits, it has no real firepower in my opinion. I never count on flame weapons until you actually use them.
My list so far:
HQ
Grand Master with 5 Terms (375pts)
Cannoness tooled out for CC (105)
Elites:
6 GK Terms (315)
Troops:
5 GKs (150)
5 GKs (150)
6 SoB, 2 meltas, 1 combi-melta, rhino (125)
6 SoB, 2 meltas, 1 combi-melta, rhino (125)
Fast Attack
5 GKs (150)
Heavy
GK Land Raider Redeemer (for GK terms) (270)
GK Land Raider Redeemer (for GK terms) (270)
Use:
Obviously I am relying on rhinos with SoB to take out the advancing armor. Always risky, and I would frankly prefer shooty dreads, but I want to try this to also increase scoring units. My goal would be to pop opposing LRs.
The Redeemers seem even more risky, but success would be one squad getting to assault at initiative 10 taking out an enemy god squad. Anything more is bonus.
Cannoness I was thinking would be used to hang out with the GK troop units. She provides a nasty punch to anything that assaults them. My GK squads will hang out close together, acting more as a 10 or 15 man unit. It allows me more justicars, and small fearless units have no drawback in shooting.
My FA GKs, will be deployed based on my opponents deployment, units, etc. They can be anything from suicide squad to joining up with the other troops. I may fork over the point to give them 2 psycannons to knock out rear armor. I face annihilators, vindicators, etc., all the time.
Points are approximate.
Thanks