Friday, February 6, 2015

GK list ideas

I have yet to bust out my GK with their new 7th edition codex, but I'm coming around on the Nemesis Strike Force detachment. I usually hate keeping stuff in reserve because of the potential to not come in until turn 4.  I'm sure it doesn't happen as often as I feel it does, but it has occurred enough to make me skittish.

To mitigate this, we can take a comms relay with an Aegis Defense Line, Imperial Bunker, or Imperial Bastion.  I tend to face so much barrage that I've stopped considering an ADL.  The other two are better options and block LoS.  I have a bunker but not a bastion, so that's what I'm going with, plus it's cheaper.  Might as well take a void shield for extra protection while I'm at it.

As far as I can tell in the rules, buildings are units and can man the comms relay.  Place the relay behind the building and it can't be destroyed.

Here's what I have for an elite list:

1500 Nemesis Strike Force detachment
125 Librarian, falchions, combi-melta, melta bombs
200 5 Terminators, 1 Psycannon, 1 hammer, melta bombs
275 10 Purifiers, 2 hammers, melta bombs
225 Dreadknight, teleporter, greatsword, incinerator, heavy psycannon
225 Dreadknight, teleporter, greatsword, incinerator, heavy psycannon
200 Stormraven

100 Bunker w/comms & void shield

150 Vindicare assassin

I place the bunker far away from my opponent and reserve everything else.  The Vindicate sits inside the bunker and mans the comms.  The 2 DKs and the terms can come in turn 1, then hopefully the Purifiers in the SR should come in turn 2.  You probably want to go second with this list unless the opponent has something that can destroy AV14 HP4 at range.  Pods are a problem too.

The Vindi tries to snipe HQs, banners, special weapons, etc.  His gun is only AP2, so you'll still need 6s to blow it up, otherwise you're just taking off a hull point.  Open-topped vehicles could be worthwhile to shoot at.  Maybe you could shake a wave serpent. Ok, the Vindicator is a bad idea, but I really want to run him.

To improve this list I could easily drop him.  In small points games like this, dual weapons on the Dreadknights are too generalist since they target different types of units.  The greatswords can be downgraded to hammers as well while losing very little efficiency.  That's another 65 pts.  We can do a lot with 215 points.

Option #1 - More GK units

Add a second storm raven for 200pts.  This is a durable unit that can pack a punch.  It will most likely be empty and won't arrive until turn 2. 

Beef the GK Terminators up to 10 models. A fine option if I had the models, but I don't.  They would be able to come in turn one and I can choose to combat squad.

A 3rd Dreadknight.  If I was taking this to a tournament this would probably be my best option.  They add so much pressure.  I don't have a 3rd and don't plan on purchasing a 3rd though.  On top of that the NSF only has 2 HS slots, so no go anyways.

10 Strikes with 2 incinerators and melta bombs. They can deep strike in as well.  This clocks in at 225, so I would need to trim a further 10 points off the above list, but all in all not the worst option.

8 interceptors with 1 incinerator and melta bombs. Pretty much the same as the above but swapping 2 guys for jump packs because of points.

All of these options suffer from the same problem in that there is nothing worthwhile to put in the bunker in the GK codex since everything is short ranged.

Option #2 Add a BA detachment

191pts - Priest, Drop pod, 8 sniper scout
The Priest could attach to the Purifiers and come down turn 1.  They would gain FNP, but not benefit from +1 WS.  You would have to drop a purifier to fit and lose the ability to combat squad.  He can take some cool upgrades like an Inferno pistol, combi-melta, lightning claw etc.  Or you could  make him your warlord and grab the Veritas Vitae for an extra strategic trait.  Although in this list they won't benefit too much.  Nothing is in the storm raven, but at least you have 8 sniper shots coming out of the bunker

Option #3 Legion of the Damned

160 pts for a melta, combi-melta. and multi-melta squad to come down turn 2.  Still no one in the bunker.  It ignores cover, which is awesome. 

Option #4 Load up on Inquisition

I have the models and it gives me a ton of flexibility.  Since they are often so cheap, I can load up as needed, mixing and matching from the below units.

100pts Coteaz
Adding another ML 2 Psyker is pretty sweet.  He can attach to the Purifiers and add some Divination.  I really miss his seizing protection.  Getting seized on is another action that seems to happen more than it should (or the impact is so big it merely makes it more memorable).  He can't take skulls though

64 Xenos Inquisitor  with Rad & Psychotroke grenades and 3 skulls
The skulls are awesome because they can protect your bunker from infiltrators and, even better, reduce scatter of your deep strikers within 12" to only D6.  I wouldn't count on the blast reduction helping very much though.  The psychotroke and rad grenades are part of the cheese of old GK.  I've never used them, but they can be very effective.  I expect them to be gone with the next Inquisition update.

119 Malleus Inquisitor in Terminator armor w/psycannon, hammer, ML1
My old standby.  This would attach to the terminator squad adding another Psycannon to double up the shots.  The ML1 isn't strictly necessary anymore, but don't leave home without the skulls

124 2 Joakero, 6 stormbolters, 1 psyker
All the henchmen units are going to have a psyker.  It's hard not to resist another ML for only 10 points.  The Jokaero bring a lascannon, multimelta, and heavy flamer to the fight, plus they can turn your stormbolters rending or add 6".  All henchmen are BS3 though, so it's not too effective.

139 inquisitor w/3 skulls, a jokaero, Psyker, and 3 plasma cannon servitors
You're really hoping for the 6" to range (42" plasma cannons) but otherwise you can still put out a reasonable amount of AP2. 

129 inquisitor w/3 skulls and Psyocculum, psyker, 3 plasma cannon servitors
We're exchanging the monkey for BS10 vs. Psykers.  The armies that tend to take psykers tend to take a lot so it can be effective, but vs. a lot of armies it's just a waste.

126 inquisitor w/3 skulls, conversion beamer, and psyocculum, 2 henchmen and a psyker
The minimum squad doesn't really need to be there since you can take an inquisitor on his own.  He sits in the bunker and fires away.  The idea is that you deep strike the rest of the army so that the Inq can continue to fire at range.  He will scatter onto your own unit on occasion then you'll be pissed.

Option #5

213 Big Mek, 8 Lootas, 2 Traktor Kannons w/runts
A little more out of the box here.  They are CtA allies, but they won't be near each other and fluff wise, whatever-I don't care.  The 8 lootas sit inside and fire 8-24 S7 shots out to 48".  The kannons sit on top with the big mek for morale and try to shoot any fliers.  You could try to squeeze a few more points out and get 4 or 5 lobbas that  can hide behind the bunker for barrage, but you're likely to scatter onto your own squad.


Conclusion
I think I'll stick with the inquisition and try it out.  I can make the purifiers more effective and put a potent shooting unit into the bunker.  The skulls are key to the deepstriking capabilities though.

Final list:
1500 Nemesis Strike Force detachment
125 Librarian, falchions, combi-melta, melta bombs
200 5 Terminators, 1 Psycannon, 1 hammer, melta bombs
275 10 Purifiers, 2 hammers, melta bombs
190 Dreadknight, teleporter, greatsword, incinerator
200 Dreadknight, teleporter, hammer, heavy psycannon
200 Stormraven

100 Bunker w/comms & void shield
64 Xenos Inquisitor  w/3 skulls, Rad & Psychotroke grenades
76 Xenos Inq w/2 skulls & conversion beamer
70 psyker, 3 Servitors w/plasma cannons

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