<3000 2500 Shunt Rush - Competitive??? - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member slobulous's Avatar
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    2500 Shunt Rush - Competitive???

    HQ

    Mordrak - 200

    Ghost Knights x5 - 4x halberds, hammer 200

    Troops:

    Strike Squad x10 - MC hammer, 2x psycannons, psybolt ammo 255

    Strike Squad x10 - MC hammer, 2x psycannons, psybolt ammo 255

    Fast Attack:

    Interceptors x10 - MC hammer, 2x psycannons, psybolt ammo 315

    Interceptors x10 - MC hammer, 2x psycannons, psybolt ammo 315

    Interceptors x10 - MC hammer, 2x psycannons, psybolt ammo 315

    Heavy Support:

    Dreadknight - teleporter 205

    Dreadknight - teleporter 205

    Dreadknight - teleporter 205

    Total:
    2470

    General Strategy:

    Quite simple really, and this is assuming that the scout shunt will be FAQed as illegal. Mordrak issues roles as needed. On my first turn, the entire army more or less appears right next to my opponent's army (minus the GKSS's, who begin DSing second turn where ever they are needed most) That's 7 high priority targets in charge range for next turn right away. Do you think this is tournament worthy?

    Last edited by slobulous; June 10th, 2011 at 05:49.
    I WANNA GET STUCK IN WIT DA BOYZ

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  3. #2
    Senior Member Mad Cat's Avatar
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    Looks good. I would swap 10 interceptors to being strike squads (just magnetise the backpacks). Along with your 30 points free you can then put a heavy incinerator on each dreadknight vastly increasing your anti horde ability. They are even reasonably good against transports particularly turboboosting dark eldar raiders - poor armour and the cover save is ignored by the template. You would also now have 30 scoring marines so it frees you up to use grand strategy on other things. Even without scout/shunt you can still get turn one charges by using 12" scout move then 12" move and 6" charge.

    Since the ghost knights don't scatter it would be nice to see an incinerator on them too, drop a mastercraft from somewhere.
    Quorn! - Protein for the Protein God.

  4. #3
    Senior Member Zagman's Avatar
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    Mad Cat: You can't purcahse ranged upgrades for ghost nights. He needs all three of those interceptor squads.

    I think that this is a potentially viable build. I don't like how naked the DKs are, though its difficult to find the points for HIs or at least Swords.
    What makes 40k fun is that sometimes, if we do it just right and lady luck smiles on us, rock will kick the **** out of paper. And thats the way it should be.

  5. #4
    Member kzqq's Avatar
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    It looks good, the trouble is at 2500 points, I think your opponents army will look better. A fully mech army would give you a hell and your quite vulnerable to templates. With only two troop choices your also setting your grand strategy to be used for scoring 100% of the time. If your opponent goes first and has heavy ranged capabilities, you may be crippled without the protection of transports.
    Tau my love! You are back!

  6. #5
    Senior Member slobulous's Avatar
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    I'm trashing this concept due to the ruling of how the DK doomfists work in the new FAQ. I'm really shocked and disappointed that they don't give the DK strength 10...
    I WANNA GET STUCK IN WIT DA BOYZ

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