1500 Tournament - Warhammer 40K Fantasy
 

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Thread: 1500 Tournament

  1. #1
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    1500 Tournament

    Theres yet another tournament being held that I want to attend
    this time is a doubles tournament::

    Rules are simple, 1 FoC, 1500 points (split how we want)
    Each side must have 1 Troop minimum
    In order to take a second choice in either Elite, Fast or Heavy, there must be 1 choice in the others, and to take a third choice, the other 2 slots must have 2 takers as well


    This is the army were thinking of atm::
    Grey Knights & Black Templar
    HQ::
    1 Brother Captain
    - Psyc Hood
    4 Termy Retinue
    - 1 Incinerator
    Elite::
    1 Dreadnought
    - Assault Cannon, Heavy Flamer, Smokes, Extra Armour
    1 Dreadnought
    - Assault Cannon, Heavy Flamer, Smokes, Extra Armour, Venerable

    Troops::
    5 IST
    -Plasma Gun, Melta Gun
    -Rhino, Extra Armour, Smokes
    5 Crusaders (is that what there called?)
    -Boltguns, 1 Lascannon

    fast::
    1 Land Speeder (HB, AC)
    1 Land Speeder (HB, AC)

    Heavy::
    2 GK Dreadnoughts - TWLC, ML, Smokes, Extra Armour
    1 GK LRC - Smokes, Hunter Killer

    this works out to just under 1500 (if my math is correct)
    Im thinking of dropping the Hood and a Termy to make the Brother Captain a Grandmaster

    We have taken an Incinerator because we know we will be seeing a CC Warlock squad appearing in our friends army

    Last edited by Draago; October 22nd, 2007 at 20:34.
    The Inquisition - 38-2-3

    Tomb Kings - 1-1-1

    Grey Company Elves - 16-1-3

    Saurons Force of the Black - 8-1-3

    It's better to reign in hell than to serve in heaven

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    Senior Member daisho's Avatar
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    Instead of the psychic hood you could get another incinerator. (for the BC)
    A Brother Captain is already pretty good for a 1500 point game.

    Why not make the non-Venerable Black Templar Dreadnought a TLLC/ML build and instead give one Grey Knight Dreadnought a CCW and an Incinerator.

    Your IST Squad should either have 2 Plasma Guns or 2 Meltas, maybe stock the squad a bit up cause they are one of your very spare infantry units.

    Drop the Hunter Killer from the LRC, first the LRC should stay low on "exceptional look" to (try) not get the primary target (however the large number of Dreadnoughts should already help on this), second the LRC should move move move. A Hunter Killer Missile prevents you from moving more than 6". Once in range of enemy troops he can use the Multimelta for better use.
    Smokes are a good way to defend the LRC while driving to enemy army.

    What are Crusaders? Describe them or tell on which Codex you can find them as a troop choice.



    Something I would criticise is that there are somehow too less troops to make good use of them. But it is heavily Armour-based, so maybe it could work ... I would like to see a battle report or at least the experiences with such an army build.
    I assume the GKT team sticks in the LRC? Then protect it at all cost, place the melee Dreads in front of him as cover or ('cause Dreads are not that tough) use Smokes to conceal the LRC. (and everything behind, means the melee Dreads)
    Else you will loose a big bunch of your army in no time. It's somehow risky, but if you get close enough to the enemy without being slaughtered because of bad rolls it could be fun.

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    in the test games we've played so far its worked wonders


    The hunterkiller is just there because we can have it --- we found that a first-turn anti-take unlimited range potential is too good to miss out on (plus in 2 practice games we took out a Monalith on the first turn with this baby)


    The Crusadors (as I put them) are the basic Black Templars infantry unit (I cant remember there name)


    I am tempted to drop the IST and the Crusador and go for 2 units of Grey Knights but not sure atm
    The Inquisition - 38-2-3

    Tomb Kings - 1-1-1

    Grey Company Elves - 16-1-3

    Saurons Force of the Black - 8-1-3

    It's better to reign in hell than to serve in heaven

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