Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Ok, basically I wanted to know what kinds of forces & strategies you all would use in a 1500pt battle. Don't give me an army list or anything, just a general idea. And the only real reason I'm asking this is because everyone debates over the usefulness of this or that squad, but it all comes down to what you do with them.
I have two lists, one that has gotten me this far, and another that is just on paper at this point. I'm looking for some other general ideas, as I've basically run out of variations beyond adding this weapon or taking away that power.
Existing army: GM/retinue, 2 Teleport Gk, 2 IST's, 1 Orbital Strike, and 1 Dread. Use the IST's to get a TP homer in position, call down all the GK's, and place the strike to cut the main conflict off from my dread and IST firebases. Works to a point, better against CC-oriented armies.
Plans for a new force: GM/small retinue, 2 Teleport GK, 3 Troop GK, 1 Purg Squad, 1 Orbital Strike. I've done the math on this, and it fits (like 1500 pts exactly). The GM/troops would move directly into assault ASAP, calling down the TP GK as needed for trouble spots (my usual opponents all have obsessions with digging in small squads of shooty units). Purg squad packs more shots than a Dread, and a Lance strike on the most tactically-useful piece of terrain my enemy can grab.
For such a small army, what kinds of strategies do you all use? I'm a bigger fan of GK than =I=, but I'd still use them given a good plan of action. Show me what you've got...
I'm beginning to decide that it's more fun to do =][= with some GK. There are more ways to be funny that way. GKs don't lend themselves to humor as well as =][=, because they're stoic disciplined soldiers. =][=s are perfectly corruptible (not by chaos) human beings, subject to emotions and laughter and such -- note my sig.
Onto strategy, MEATSHIELDS FOR THE PURGATION SQUAD. Period. Shrouding+Meatshield = Not going to be hit.
One big problemo here- vehicles. You have next to no anti-vehicle units. The purg squad's s6 attacks wont scratch alot of vehicles and even if they do they probably wont be able to do it effectivly, much less make up for their point cost (55 points a GK w/psycannon, ouch). Lance strike is pretty uneffective and unreliable for taking out vehicles, and your opponent will have alot of opportunity to simply move out of it's range. Unless you've got melta-bombs on justicars or hammerhand, you have no other anti-tank. unless youre playing nids or somthing, be careful.
2 dreads with lascannons and missiles, land raider. Takes care of tank problems
i know everyone says get blah blah GK's and blah blah termis and blah blha this and that it gets old we need a new sucsecful setup
i have a similar army setup:
GM+Retinue, 2 Troop GK, 2 TP GK, Purgation Squad
this is 1500pt. and i think it will work, i have only played two games against Blood Angels. I forfieted the first after losing the GM to TP off the board and then lost have my troops to the first turn of shooting. However, i easily won the second as he underestimated my army and forgot about the victory conditions.
my stratergies were to have the purgtion squad attack anyother squads or tanks that would really kill me first and then target normal troop choices. My troops would advance (hopefully under cover) and then charge into combat. My TP squads would either use the TP Homer on my squads or TP on their own and hopefully no scatter too far.
i don't know how succesfull this is going to be in the long run but i works in my first full game and so i have high hopes. :rolleyes:
Hope this helped
are you asking for a purist view? if so their isnt much you can do beyond add more grey knights.
me i use two strategies i set up a fire base with an inducted guard meat shield that portects my inquistor shooty squad and death cultists. I then flank each side with land raiders filled with grey knights and a grand master, and depending on how the battle flows they move to where the action is hottest or take objectives.
Im thinking you can do something similiar without the land raiders.
Just give a teleport homer to the inquistor lord, thus you have the option of teleporting behind the meat wall. Also maybe take some storm troopers in a chimera with a teleport homer for the same tactic. It gives the grey knights a forward deployable meat shield.
What I plan on doing next is having my GM with his buddies go up the middle if there is a middle on the board then have my 2 squads of GK go up the sides in cover or as much cover as possible then when everyones in position I squeeze on all sides with either my GM calling down the teleporters or both of my GK calling them down then its just squeeze until you can't stop thats against a shooty army against a assaulty/shooty army I usually just take 2 LRC put my GM in one and my other termy suad in the other and let them figure out which is which then when they are trying to destroy the more dangerous to them I move the knights up the board and when they notice its too late I strike into them heheheheheh.
my win loss record with the second plan is 12/2 pretty good if I do say so myself.