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View Full Version : Astra + GKs - Bring out the big guns!



Halollet
09-03-2014, 11:21 AM
HQ
Company Command
Vox Master of Ordnance Camo gear x4

Ministorum Priest x1

Commisar x1

Troops

Veterans
Plasma Rifle x1 Melta gun x1 Flamer x1 Autocannon Carapase Armour

Platoon Command
Vox-Caster Grenade Launcher x2

Infantry Squad
Grenade Launcher Auto Cannon Vox

Infantry Squad
Grenade Launcher Auto Cannon

Lords of War
Baneblade
Stubber Side Guns.


Grey Knights - Ally Formation
HQ
Librarian
Mastry Level 3 Combi-Melta Nemesis Halberd

Troops

Terminator Squad x6
Psycannon Nemesis Hammer x2
Land Raider Crusader (Dedicated Transport)
Multi Melta

Fast Attack

Rhino

Officio Assassinorum
Callidus Assassin


Veterans go in the Rhino, Terminators with the priest and librarian in the Land Raider, Commisar goes with 20 man blob.
I deploy a command squad, a blob, a rhino, a Landriader, a baneblade, and the assassin goes and be annoying.

I like the Callidus a lot, she's always been my favourite so I'm going to see how she works.

Thoughts?

GM Rex Nihilo
09-10-2014, 06:47 PM
I am not familiar with the Astra Militarum Codex but the veteran should be focused in purpose, I would give them plasma or Melta or Flamers and let them pour out wrath on those who would oppose the Emperor!

The BaneBlade should be fun to put down on the table! :) Maybe show some pics and share the Love!

The Libby is your only anti psyker gig so the stave might be good with his Psychic Hood Shenanigans! Also for 15 points consider the Cuirass of Sacrifice! FNP and IWND not bad!

Also on the GKT Falchions are a VERY viable option as they have low numbers and the additional attack adds value.

Let us know how she works out! The new rules are a little different but she is to be used in a similar fashion as far as I can see.

GN Rex Nihilo