Tuesday 15 March 2011

1500pt Grey Knights crap

Posted this over at H-O, postan' it here too.  Barring some mathematical failure I think they should work okay:

Grey Knights 1500
HQ
Mordrak
Coteaz

Elites
Purifier Squad
- 5 bods, 3 Halberds, 1 Incinerator, 1 Hammer, Rhino
Purifier Squad
- 5 bods, 3 Halberds, 1 Incinerator, 1 Hammer, Rhino

Troops
Terminators
- 5 bods, 3 Halberds, 1 Sword, Psycannon, Justicar w/ Hammer
Henchman Warband
- 2x Jokaero, 2x Crusader, Las/ Plas Razorback
Henchman Warband
- 2x Jokaero, 2x Crusader, Las/ Plas Razorback

Heavy Support
Psyfleman Dread
- 2x TL Autocannons, Psybolt Ammunition
Psyfleman Dread
- 2x TL Autocannons, Psybolt Ammunition

Backfield consists of 2 Dreads, the Monkey Bulters and their Razorbacks, and Coteaz. Purifiers, Mordrak and the Terminators go forwards. Purifiers are to hoover up hordes and infantry, everything else is sort of self-explanatory. Use Mordrak's super-powers to make as many units Scoring as possible; prefer the Purifiers if you have to chase objectives and the Dreads if you have to hold ones you're sitting on. Coteaz can sit in a Monkey Bulter squad and use Sanctuary to stop people charging them, or he can mongle forward with the Terminators if you're not Deep Striking them. Shove Mordrak in people's faces so they shoot him and he spawns Knights.

Coteazwing 1500

HQ
Coteaz
Croweballs

Troops
Purifier Squad
- 10 bods, 2 Halberds, 1 Sword, 1 Incinerator, 1 Hammer, 3 Psycannons, Rhino
Purifier Squad
- 10 bods, 2 Halberds, 1 Sword, 1 Incinerator, 1 Hammer, 3 Psycannons, Rhino
Henchman Warband
- 2x Jokaero, 1x HB Servitor, 2x Warrior w/ Boltgun, Las/ Plas Razorback
Henchman Warband
- 2x Jokaero, 1x HB Servitor, 2x Warrior w/ Boltgun, Las/ Plas Razorback

Heavy Support
Psyfleman Dread
- 2x TL Autocannons, Psybolt Ammunition
Psyfleman Dread
- 2x TL Autocannons, Psybolt Ammunition

Same as the last one more or less, except here you have Purifiers who'll want to Combat Squad; close combat gear and the Incinerator go into the Rhinos, 3 Psycannons walk around on their own. Use Coteaz and Crowe together; Sanctuary, and the threat of being charged by a loony with Rends-on 4+ attacks who will remove your Hive Tyrant from play if he dies in base contact, should provide a reasonable disincentive to launch assaults on your Psycannons.

The Warriors with Bolters are wound counters. They fail at being anything else.


Fuck You And Your Henchmen 1500
HQ
Grand Master w/ 3x Servo Skulls & Incinerator
Librarian w/ Halberd, The Shrouding, The Summoning & Teleport Homer

Elites
Purifier Squad
- 5 bods, 2 Psycannons, TL-AssCan Razorback w/ Psybolt Ammunition
Purifier Squad
- 5 bods, 2 Psycannons, TL-AssCan Razorback w/ Psybolt Ammunition

Troops
Terminators
- 5 bods, 4 Halberds, Incinerator, Justicar w/ Mastercrafted Hammer
Strike Squad
- 5 bods, Psilencer, TL-AssCan Razorback w/ Psybolt Ammunition

Heavy Support
Psyfleman Dread
- 2x TL Autocannons, Psybolt Ammunition & Warp Stabilisation Field
Psyfleman Dread
- 2x TL Autocannons, Psybolt Ammunition & Warp Stabilisation Field

More or less the same dealie as the Mordrak list, except instead of Monkey Lascannons you have S7 Rending all over the place and a Librarian to do Flying Circus-style tricks.

You may want to drop the Warp Stabilisers off the Dreads and stick them on the Purifiers' Razorbacks instead that might be an idea, although with everything either riding forward or Deep Striking in having the Dreads sitting in the backfield on their own might be a problem.

The Servo-Skulls are to keep landing zones clear for the DSing Termies, while the Strike Squad has a Psilencer because they are free and pretty neat, despite looking like a Pie Gun from Bugsy Malone.

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