1000pt 1500 Pure GK List (Tryin this out) - Friendly - Warhammer 40K Fantasy
 

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  1. #1
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    1500pt Pure GK List (Tryin this out) - Friendly

    Edit: Sorry! I just relized I messed up on the title. If a mod sees this, please change to 1500pt not 1000pt 1500. Thanks.


    HQ:

    [1] Brother Captain
    [4]GK Terminators
    +Psycannon
    265

    Elite:
    None.

    Troops:
    [1]Justicar
    [9]Grey Knights
    300

    [1]Justicar
    [8]Grey Knights
    275

    Fast Attack:
    [1]Justicar
    [9]Grey Knights
    275

    [1]Justicar
    [9]Grey Knights
    275

    Heavy Support:
    Dreadnaught
    +Twin Linked Lascannon
    +Missle Launcher
    +Extra Armor
    +Smoke Launchers
    168

    Dreadnaught
    +Assault Cannon
    +Incinerator
    +Extra Armor
    +Smoke Launchers
    135

    Total: 1496/1500
    Comment, please and thank you.

    Last edited by Noctem; September 1st, 2006 at 22:18. Reason: User Request

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  3. #2
    Shrubs for the Blood God Undead Bonzi's Avatar
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    207 (x5)

    Good solid list. The only thing I would do is take the psycannons from your regular troops and put them on your Termies in your command retinue, they can make the best use out of them moving and still fireing at 36". Otherwise this is a good solid base list for a pure GK army, as time goes on you might decide to spice things up with Inquisitors and Assasins or whatnot but this is pretty solid as is.
    The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.
    -Undead Bonzi

  4. #3
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    Switched the Psycannons around. Anything else?

  5. #4
    Son of LO mEGALOMANIAC's Avatar
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    103 (x8)

    HQ:
    [1] Brother Captain
    [3]GK Terminators
    +Psycannon x3
    269
    Special weapons are 0-1 for a GKT squad. You can put a second on the squad's BC, if you like. But there's no way to get 3 psycannons into a single GKT squad.

    What I would do with psycannons is this: make one of your Troop squads a more dedicated ranged squad with 2 Pyscannons, and/or put 1 in the HQ unit (on a GKT, not the BC). They're handy weapons, but not something you need to load up with. When you put one Psycannon into a footslogging unit (in power armor), the gun is LESS effective at long ranges than a stormbolter (since you usually don't want to keep a PAGK unit stationry). If you put two in, and maybe use a smaller squad (if you need the points elsewhere), you can try and use them as a dedicated firebase out of some kind of cover on the board. Or, of course, the ever-handy "not upgrading at all" idea is always viable.

    If this list is supposed to be built off of the last one (the 1000pt list), why no Incinerators in the FAGK or IST at all?

  6. #5
    PP is my master now... Hasten's Avatar
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    Quote from mEGALOMANIAC:

    "Special weapons are 0-1 for a GKT squad. You can put a second on the squad's BC, if you like. But there's no way to get 3 psycannons into a single GKT squad."

    Always dangerous trying to contradict mEGALOMANIAC :rolleyes: , but I do believe you could get three in one squad of GKT, if you took them as an elite choice, and had your GK Hero join the squad. Then you could have one on your hero, one on the squad's BC, and one as an upgrade to a squad member.

    Alternately you could take an elite choice inquisitor with a psycannon and join him to the GK Hero's retinue. It's not what I'd call a good idea, but if one were hell-bent on getting that third Psycannon in there...

    Heheheheheheh, not trying to be a pain mEGALOMANIAC, it's just fun trying to sneak one by you =P

    -H
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  7. #6
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    Returned it to its original state.

  8. #7
    Son of LO mEGALOMANIAC's Avatar
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    103 (x8)

    Quote Originally Posted by Hasten
    I do believe you could get three in one squad of GKT, if you took them as an elite choice, and had your GK Hero join the squad. Then you could have one on your hero, one on the squad's BC, and one as an upgrade to a squad member.

    Alternately you could take an elite choice inquisitor with a psycannon and join him to the GK Hero's retinue. It's not what I'd call a good idea, but if one were hell-bent on getting that third Psycannon in there...
    Of course, you definitely could add in other characters with psycannons on them...
    Quote Originally Posted by mEGALOMANIAC
    But there's no way to get 3 psycannons into a single GKT squad.
    ...but then it wouldn't be a single squad, like I'd specified
    Quote Originally Posted by Hasten
    Always dangerous trying to contradict mEGALOMANIAC
    Sorry, couldn't resist after that bait!



    Quote Originally Posted by Noctem
    Returned it to its original state.
    I wasn't disagreeing with Bonzi's advice at all - one psycannon in each PAGK squad is a waste. Then you have a weapon in each squad that works best when that squad doesn't move - not what you want in an army that can't field transports! I was giving alternative methods of including psycannons that *didn't* involve one in each squad.
    Last edited by mEGALOMANIAC; August 31st, 2006 at 20:33.

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    So... how should I set it up then? Knock out the psycannons on PAGK and add to what? Make the BC single and then set it up with a terminator elite squad?

  10. #9
    Son of LO mEGALOMANIAC's Avatar
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    Quote Originally Posted by Noctem
    So... how should I set it up then? Knock out the psycannons on PAGK and add to what? Make the BC single and then set it up with a terminator elite squad?
    As I said above, you have some choices:

    - You could put two psycannons into a single squad, and if points are needed, drop a few GK models from that same squad. Using them as a fairly stationary firebase will get the most out of the psycannons.

    - You could put one psycannon into the HQ squad. They *are* handy on terminators because of the ability to always use the max range. But you're limited to 1 in a GKT squad, not counting character upgrades. If you take one, don't put it on the Brother Captain - being an independent character, he can be picked out in melee. And has only one wound. This is different if/when you use a Grand Master - the GM's higher BS score makes it worth the risk.

    -You could, of course, not use any psycannons. When you upgrade to use special weapons, PAGK/FAGK lose their stormbolters AND nemesis force weapons - meaning that they lose their +2S bonus and True Grit, removing pretty much all of their melee specialties.

    Using one psycannon in each squad hurts their effectiveness - they're short range when moving, and footslogging GK shouldn't really stand around all day. So you basically pay double for a half-as-effective GK in this situation.

    Purgation squads are the opposite extreme. With four psycannons, you can keep a squad absolutely still (or as near as possible) without losing out on stormbolter shots. If you can get them into cover as well, you're golden!

  11. #10
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    Took it out for simplicity, and because I could add another terminator to the BC squad.
    other than that, how is this list? Will it fare against a Thousand Sons 1500pt? Or a Vanilla SM 1500pt?

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