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HQ 379 points
Grand Master 170 points
Nemesis Force Weapon, Storm Bolter, Terminator Armour, Icon of the Just
Terminator Retinue 209 points
3 Grey Knight Terminators with Nemesis Force Weapons and Storm Bolters, 1 Grey Knight Terminator with Nemesis Force Weapon and Psycannon
Elites 175 points
Inquisitor 175 points
With Power Armour, Psycannon, Two Gun-Servitors with Heavy Bolters, One Gun-Servitor with Plasma Cannon, Two Sages
Troops 270 points
Inquisitorial Stormtrooper Squad 110 points
7 Storm Troopers with Hellguns, Targeters and Frag Grenades, 2 Storm Troopers with Meltaguns and Frag Grenades
Rhino Transport 58 points
Storm Bolter, Extra Armour, Smoke Launchers
Inquisitorial Stormtrooper Squad 80
8 Storm Troopers with Hellguns, Targeters and Frag Grenades
Fast Attack 530 points
Grey Knights Squad 275 points
6 Grey Knights with Nemesis Force Weapons and Storm Bolters, 2 Grey Knights with Incinerators, Grey Knight Justicar with Nemesis Force Weapon, Storm Bolter and Melta Bombs.
Grey Knights Squad 255 points
9 Grey Knights with Nemesis Force Weapons and Storm Bolter, Grey Knight Justicar with Nemesis Force Weapon, Storm Bolter and Melta Bombs.
Heavy Support 138 points
Grey Knights Dreadnought 138 points
With Twin–Linked Lascannons, Dreadnought Close Combat Weapon, Storm Bolter, Extra Armour and Smoke Launchers
Total – 1,492
This is the first list I've drafted which I'll use to play friendlies with mates. I'm more out to have fun than win - so I'm not looking for an ultra competetive army (maybe i should have chosen orks! ). The sort of plan I'm looking at is the Grandmaster, Terminators and Grey Knights will Deep Strike and attempt to slaughter everything in close combat, whilst the Inquisitor, Inquisitorial Stormies without Meltas and Dreadnaught will provide fire-support. The plan with the Melta-Stormies is to run in with the Rhino and either take out tanks or, if the enemy has no tanks, then try and inflict some instant deaths on the opponent. Feel free to poke holes in the list and tactics, thats what its here for! Thanks.
Edit: Uses for the extra 8 points I have would be cool. Also, I'm not exactly sure my maths on this is right, but I think I'm right. Don't hold me to it though!
Last edited by plinky; April 24th, 2006 at 18:35.
I used to build my HQs very much like this at about 1500 pts and up. I haven't made up my mind entirely, but I can see now why several people -- mEGALOMANIAC in particular comes to mind -- rarely take a GM at all. And if so, only at 2000 pts and up. Points! Points points points! Many points can be saved by this simple change. Granted, the GM is a very awesome model, and you've got a crack retinue for him (love the psycannon), but if you get tight for points, you could do worse than to downgrade to a BC with a psycannon. (And don't bother with an Icon on a one-wound model. More points!) Five terminators, with one or two psycannons, is still a killer unit.Originally Posted by plinkyDon't bother with the power armor on the inquisitor. If this unit sees any kind of fire or combat, it's dead anyway. They should be deployed safely in cover and left there. The idea is to have the rest of your army making enough of a threat that your enemy has other targets they'd rather take care of. Otherwise, this is a perfect build.Originally Posted by plinkyThe first unit -- which I assume is mounted in the Rhino -- is good. If you can find 10 pts to fill out the squad, that'd be nice. Though, assuming you are tank-hunting with these guys, you can actually get away with a unit as small as 6 models if you're scrounging for points.Originally Posted by plinky
Unless you mount the 2nd IST unit in a Chimera or Rhino, you simply must get the model count up to 10. Additionally, you must find the points necessary to give them special weapons. ISTs without special weapons have no reason to exist. You'd be better off marching a unit of FAGKs -- turning them into Troops -- than taking a plain vanilla unit of ISTs. 2x plasma guns or 2x melta guns if you mount them, plasma or 2x grenade launchers if you march them. This list could use some more anti-armor, so mounted melta-gunners would be useful.One too many incinerators. I personally think the default GK weaponry is the best build for your GK, but a single incinerator might come in handy from time to time. More than one special weapon, however, is weakening your CC capabilities too much. Also, find points to make this squad 10 models strong.Originally Posted by plinkyPerfect.Originally Posted by plinkyNot a good idea to equip your dreads for any contingency. Focus them into anti-armor -- lascannon and missile launcher -- or close combat -- assault cannon and close combat weapon. For this list, I'd say you need the TLLC/ML build more than anything else. And if you can get a 2nd one, same build, that'd be good, too.Originally Posted by plinky
All told, I'd drop the 2nd, unmounted unit of ISTs, move the 2nd FAGK unit into Troops (marching GKs are every bit as useful as their deep-striking brethren), and then find points to get the ML on your dread plus a 2nd dreadnought.
Last edited by number6; April 24th, 2006 at 20:31.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
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