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Thread: 1500 point Water Warrior Tourn.

  1. #1
    Member dinodeanpostcat's Avatar
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    1500 point Water Warrior Tourn.

    I've played a foot slogging / deep striking pure GK army for a while now and am in need of a diversion. So, what about the following, based on the excellent Water Warrior tactica on Bolter and Chainsword.

    HQ
    Brother Captain, Psycannon

    Inquisitor Lord, Psycannon, CCW, Auspex
    Retinue: Sage, Heavy Bolter Gun Servitor x2, Plasma Cannon Gun Servitor

    Elite
    6 x Death Cult Assassins
    Eversor Assassin

    Troops
    Justicar + 5 Grey Knights, 1 with an Incinerator
    Justicar, Melta Bombs + 5 Grey Knights, 1 with an Incinerator

    Heavy Support
    2 x Land Raiders with Extra Armour and Smoke Launchers

    This 'little' lot comes in at exactly 1500 points

    I also have 4 Terminators in addition to the BC who could replace the Assassins and use one of the Land Raiders or Deep Strike.

    Thoughts and comments appreciated. Plus an answer to the following question,

    As the Land Raiders are not transports can the Brother Captain start the game with a Grey Knight squad in a Land Raider. From what I have gleaned from the tactica he can.

    It seems, in my opinion, to have a bit of everything. Land Raiders with Lascannons, Assassins who are fantastic close combat executioners and a gun line of Grey Knights backed up by the Inquisitor's retinue.
    Last edited by dinodeanpostcat; February 3rd, 2008 at 22:03. Reason: minor spelling/grammar changes

  2. #2
    Luke Harvey Lord Lucias's Avatar
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    Quote Originally Posted by dinodeanpostcat View Post
    I've played a foot slogging / deep striking pure GK army for a while now and am in need of a diversion. So, what about the following, based on the excellent Water Warrior tactica on Bolter and Chainsword.

    HQ
    Brother Captain, Psycannon

    Inquisitor Lord, Psycannon, CCW, Auspex
    Retinue: Sage, Heavy Bolter Gun Servitor x2, Plasma Cannon Gun Servitor
    This retinue lacks numbers, the beautiful thing with an Inquisitors retinue is all the numbers it has before you get into the juicy centre. Before affording a plasma cannon I would say you need two sages and more henchmen.
    I would drop the Plasma Cannon and replace with another Heavy Bolter, 2 mystics & familiar. If you can then find the points I would give the Inquisitor a Power weapon. For me this character normally survives the demise of his retinue and can make a little formidable force on his own after

    Quote Originally Posted by dinodeanpostcat View Post
    Elite
    6 x Death Cult Assassins
    Far too expensive for non scoring units in a 1500pt army, get rid of them and get more grey knights (at least lose 4 of them = 6 greyknights & PW for Inquisitor)

    Quote Originally Posted by dinodeanpostcat View Post
    Troops
    Justicar + 5 Grey Knights, 1 with an Incinerator
    Justicar, Melta Bombs + 5 Grey Knights, 1 with an Incinerator
    Bump theses up, too small at the moment. Will hinder their ability to hold objectives and survive.

    Quote Originally Posted by dinodeanpostcat View Post
    Heavy Support
    2 x Land Raiders with Extra Armour and Smoke Launchers

    This 'little' lot comes in at exactly 1500 points

    I also have 4 Terminators in addition to the BC who could replace the Assassins and use one of the Land Raiders or Deep Strike.

    Thoughts and comments appreciated. Plus an answer to the following question,

    As the Land Raiders are not transports can the Brother Captain start the game with a Grey Knight squad in a Land Raider. From what I have gleaned from the tactica he can.

    It seems, in my opinion, to have a bit of everything. Land Raiders with Lascannons, Assassins who are fantastic close combat executioners and a gun line of Grey Knights backed up by the Inquisitor's retinue.
    I don't think you have enough grey knights, I personally would lose the Death Cultists and spend it all on grey knights.

    In most games and esp tournaments Scoring Units mean so much, so wasting points on things like death cultists will hurt you in the end.

    Good luck.



    Get out while you can, next thing you know you'll have 4x 2k 40k & 1x 5k fantasy armies

  3. #3

    Truthfully, this isn't really a Water Warrior list. The idea is to maximize the amount of Grey Knights and Landraiders in the list.

    The first things that I would completely eliminate from the list are:

    1. Inquisitor Lord + retinue
    2. All the Death Cult Assassins
    3. The Eversor Assassin

    Then, I would use all those points to buy a BC (no psycannon), 3 units of PAGK, 2 of 8 and 1 of 7, then 2 Land Raiders and a Land Raider Crusader. That should pretty much fill your 1500, you might be able to fit an incinerator in there if you want to, or at least give all the LR smoke.

    -Spaar
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    Fantasy: Daemons (Angels), 40k: Black Templars

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    Luke Harvey Lord Lucias's Avatar
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    Quote Originally Posted by spaar View Post
    Truthfully, this isn't really a Water Warrior list. The idea is to maximize the amount of Grey Knights and Landraiders in the list.

    The first things that I would completely eliminate from the list are:

    1. Inquisitor Lord + retinue
    2. All the Death Cult Assassins
    3. The Eversor Assassin

    Then, I would use all those points to buy a BC (no psycannon), 3 units of PAGK, 2 of 8 and 1 of 7, then 2 Land Raiders and a Land Raider Crusader. That should pretty much fill your 1500, you might be able to fit an incinerator in there if you want to, or at least give all the LR smoke.

    -Spaar
    I hear what your saying, though it doesn't need to be that way. He "based" his army off it, not copied it.



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    Like Luke Harvey, I think the big problem with your list is the massive points invested into assassins. It's just way too many, and while raider-centric GK lists are known for being low on numbers, I think your list is unacceptably low. Essentially, you've taken the standard 1000 pt land raider list, and added on 500 pts of units that either can't score (assassins) or can't move yet are extremely vulnerable to being eliminated with ease (inquisitor).

    The thing to note about playing with land raiders is that you have to make them the key, most important parts of your list. By plopping down a handful of infantry models, you've suddenly given your opponent targets for their anti-infantry firepower and assault elements, elements that in a maximized raider list have nothing to do and are wastes of space for the opponent.

    If you don't want or can't field a 3rd raider at 1500 pts, I would do some combination of the following to fill out your points:

    * Take inferno-toting Seraphim. Run them behind the raiders and other terrain and spring them at full-strength upon the enemy. Still leaves you points for a GK squad or GKTs (see below).

    * Take a full GKT retinue around the GK Hero. I would be tempted to make them assault-oriented and deep strike them in this list, but giving them a pair of psycannons can't hurt, and gives you the option to footslog them effectively. Though, as I said above, if this is your only infantry unit on the table, even the shrouding can't save them from everything. You'll need other infantry on the table, too. (You should reserve points to get a 2nd infantry squad of some kind.)

    * Take two large, vanilla GK squads (or just one and the rest of the points are spent on GKTs, above). As with GKTs, you have the option to deep strike or footslog. But I'd either deep strike both squads or footslog both squads, never split them. You need to dilute enemy fire and attention as much as is possible.
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