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Inquisitor Lord w/ Psycannon, Emperor's Tarot
w/ Plasma Cannon, 2 Heavy Bolters, 2 Sages
6 Grey Knights w/ 2 Psycannons
5 Stormtroopers w/ 2 Meltas in Rhino w/ Smoke, Extra Armor
Platoon: 2 Lascannons, Missile Launcher (1 of the LCs in Command Squad)
Armored Fist: Heavy Bolter in Chimera w/ 2 Heavy Bolters, Smoke, Extra Armor
7 Grey Knights w/ Incinerator
7 Grey Knights w/ Incinerator
Cadian Patter Sentinel w/ Improved Comms
Grey Knight Dreadnought w/ TL-Lascannon, Heavy Flamer, Smoke, Extra Armor
Grey Knight Dreadnought w/ Plasmacannon, Heavy Flamer, Smoke, Extra Armor
Leman Russ Battle w/ Lascannon, 2 Heavy Bolters, Smoke
Teleport the two FAGK squads behind their lines forcing movement towards my shooting line.
The GK Troops and Inquisitor's Retinue will sit behind the Platoon and shoot of course
The Armored Fist is light troop death with 3 Mobile Heavy Bolters.
The Stormtrooper Squad is the basic cheap kamikaze squad.
The Sentinel is a cheap, versatile means of getting reserves in that can tie up a squad of weaker troops, take on light tanks or just run around and take quarters. If it draws some fire away from the good stuff, all the better.
The Two Dreadnoughts are a must to make up for the lack of Grand Master and Retinue.
Dropping the Callidus with one squad can be amazingly effective. Drop the GK behind a line of troops and the Callidus near that line. Shoot with the GK, then charge the Callidus at the weakest point in the line. Most likely you will protect your GK from fire with this combat and the Callidus will not die as she can jump out of combat next turn, then cause more trouble elsewhere while your Grey Knights charge in.
I'd actually drop the Troop GK squad on this list for a second IST squad. Use the extra points to max the FAGK squads, and definitely add a mystic to the InqLord's retinue.
Minor thing: change the improved comm's to the Russ instead of the Sentinels. Sentinels die quick, the Russ probably won't.
I believe you need two armoured fist squads or two platoons to induct IG, not one of each. Could be wrong here though.
Thanks for the suggestions... just a couple things:
1. It clearly states in the DH codex that inducting guard the way I have done it is allowed.
2. I put Improved Comms on the Sentinel because 90% of the time it lasts longer than the Russ... the Russ is the first target of any good player, while the Sentinel just kind of runs around and hides. I only really need the comms for one turn anyways. I also put it on the sentinel because if I play Patrol, the Sentinel is immediately playable, along with another model, whereas if I was to have it on the Russ, I'd have to start the Russ, which I wouldn't want to do. I'd much rather place the Sentinel and one of the Armored Fist Squad or one of the two Dreadnoughts or possibly even the Platoon against heavy tank.
3. I don't like maxing out Fast Attack squads because I like dropping them close... the smaller the squad is, the more likely I am able to get all troops under the template without losing any... Trying to get 10 Grey Knights under the blast template is not an easy task as it is, try doing that while positioning them greater than an inch away from any opponents you just scattered in to...