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I have a REALLY annoying friend whose chaos army keeps trumping my templars (footsloggers vs. noise maries is BAD news) so I designed a GK army to take care of his army (he uses 2 squads of noise marines, a daemon prince, a defilier and a LOAD of daemons)
BC stern w/ 3 termies, 1 w/ incinerator (he guards his DP with daemons)
5 GK termies 1 w/ psycannon and holocaust
2 squads of 10 GK, 1 w/ 2 psycannons, the other w/ 2 incinerators
5 man GKTA squad (just in case)
GK dreadnought with TLLC/ML/X armour
it comes out to 1499 points, just need your guys opinion
Does your friend take any anti tank weapons at all? Because having just the one Dred will mean that it will probably be nothing more than a crater by turn two.
You should find some points for a second Dred, especially with a defiler walking around the board. This will be easy because you can afford to lose a few GKTermies.
Personally Im not a fan of the holocaust power... or BC Stern either.
If you must include incinerators, put them into your FA squad. There is just no point in paying for those incinerators and then trying to foot slog them into those noise marines. Personally, I wouldnt take incinerators.
Further more, 5 FAGKs are really not enough. Take two GKs from each troops squad to fill out this squad.
It's worth a krak!
Well, GK shrouding should help some. But still, a direct hit with a battle cannon is a direct hit, and you'll lose GKs by the dozen....Originally Posted by Comm_Nagrom
On to the list!No BC Stern! He's lame Lame LAME! For the price of a GM you get a lesser model with a gimpy special ability that your opponent also gets to use. Drop him like a hot potato and either replace with the real deal -- GM with sacred incense -- or a BC with sacred incense and two more GKTs in the retinue (they cost almost exactly the same points). Don't ever use Stern.Originally Posted by Comm_Nagrom
The incinerator is OK, but if you need to squeeze points, ditch it. Conversely, if you're willing to invest points, getting a psycannon on the GK hero and one in the retinue and then footslogging the squad is very effective. At max psycannon range, the shrouding and TDA saves keep the squad alive for just about as long as you like while you whittle away the enemy with dakka and angle for an assault kill.You don't need holocaust against a MEQ army. It's almost more of a liability, especially when bought as a squad power, because Perils of the Warp will kill everyone right quick.Originally Posted by Comm_Nagrom
You also don't need two squads of GKTs in any 1500 pt army. I'd trade this squad in for more of everything else you have.Dump the special weapons off these squads entirely. You're spending points to rob your GKs of everything that distinguishes them from bog-standard space marines. Instead of having seven full-strength GKs (three of which can go in your undermanned FAGK squad), you have just four wildly expensive, but otherwise unremarkable, space marines.Originally Posted by Comm_Nagrom
In the case of the psycannons, as the squad marches around, the range of the psycannons becomes short range, less than that of the majority stormbolters. And if you're that close, you'll need all the assault power you can get. You don't want to be held back by expensive deadweights.
In the case of the incinerators, those weapons are only useful for pre-charge kills on your way into an assault. If you are assaulted, you wasted your points. And if you are charging, you still wasted those points because it's in assault that you really want your full-strength GKs and not GK wannabes.You should easily be able to fill this squad up to a more respectable 8+, and then you're golden. Deep striking is then a viable option, though I would probably still opt to footslot, even against noise marines. You have the shrouding to protect you until you're in stormbolter range!Originally Posted by Comm_NagromExcellent. You just need at least one more of these guys, and then you're probably OK.Originally Posted by Comm_Nagrom
If you drop the extraneous GKT squad, you should still have points left to spend even after all these changes. Reorganizing squads and points could probably net you 4 GK squads of 8+ members each....
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
ok so I'll drop the second GKT squad, make stern into a base BC (or maybe a GM), take away the special weapons from the squads, add more GKs to the FAGK (with the leftover points), and get another TLLC/ML GKdread
oh and other than the defiler (and demolisher he sometimes uses) he only has 2 noise squads with sonic weapons and a $#!* LOAD of daemons, no actual "anti-tank" weapons to speak of (except Blastmasters which he'd much rather use against my marines)
I'll remake and repost the armylist when I get back home (stupid school comps won't let me access me Army Builder programs)
EDIT: ok I got a new list now thell me what you guys think of this
BC w/ psycannon, NFW, and 4 GKT bodyguard w/ 1 psycannon
4, 8-man GK squads with no special weapons
2 GK dreadnoughts with TLLC/ML/X armour
you guys were right I really can add a LOT more marines if I drop the expensive terminators
This list is MUCH better! In fact, you cant do too much better than this list for 1500 pts.
It's worth a krak!