Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
After my recent lamenting of PAGKs, and some excellent responses, I find myself rejuvinated and ready to take on the enemy's of the emperor in an upcoming tournament.
I definatly want to make it PAGK heavy with my friend number6's flying angels, Seraphim to round out the list (and so I don't have to purchase any more PAGKS!:huh: ).
HQ: Brother Captain with Psycannon, 91pts
Elites: =][= with Psycannon and Artificer Armor 65pts
Eversor Assassin:ninja: , 95pts
Troops: 2 x PAGK Squads, Justicar w/Melta bombs + 9 Grey Knights, 560pts.
Fast Attack: FAGK squad, Justicar + 9 Grey Knights, 275pts
Seraphim Squad: Vet Sister w/Book of St. Lucious, Evicerator, 9 Seraphim, 2 w/hand flamers. 274pts
Heavy Support: 2 x Dreadnaughts with CCW/AC/EA and Smoke, 236pts
Dread w/TLLC/ML, EA and Smoke, 148pts
Total: 1749pts! 31 Knights + 10 Flying Sisters!
What do you think?
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
WooHoo! My name is in a Non-Mod only Title! I'll be Famous in no time at this rate!
Aaaaaanyways, I must say good job on geting 31 GKs in a 1750 list, even I'd only be able to get 41 and thats without Dreads.
Now, are the FAGKs going to DS or do you have them there for the deployment advantage? As that could effect the usage of the Seraphim... but still, you could save some points by removing the Artificer Armor from the =][= as its an IC and should be shot at anyways unless something bad happnes...and I feel teh Meltabombs aren't going to do you any good, as most tanks are already going to stay as far away as possible due to the NFWs...
um, yeah, I agree with these points.
Do NOT Deepstrike. I think if you walk/move them properly around terrain to minimise casualties you willl benefit more with their Stormbolter spamming. then again, a nice phat unit DSing down can work wonders, but its unreliable. Personal preferance, but i wouldnt.
you wont be needing the art armour. save it for something else, like emperors tarot or something.
same with melta bombs. fair enough you take them, but anything you cant hurt with Str6 you prob shouldnt waste an assault to try a single meltabomb, unless you are charging the tank + another unit (so you wont be shot to death in return because in assault with unit.) always remember you can assault even if you cant hurt it, maybe the extra 6" will benefit you in getting around (if its safe!)
get another inquisitor like the one i suggested, CCW Bolt Pistol and 2xmystics if you know he has Termies or DS stuff. not many people will target such a weak =I=, just walk him into a central place or somewhere to get some free shots off. and its like 34pts. one-trick pony, but is worth the points if you think you'll use it. can capture table-quarters etc too.
i remember a mates 5xAssault Termies dropping next to an assault of my grey knights and his scouts with telehomer, and the termies were licking their lips! until i said, "ah, 4D6, their in range of my =I=, i nominate a freindly unit for a free shot. 20 dice...."
by luck, i knocked down 2 of 'em, and when it was my turn, i shot them and the unit was gone. 34pts helped me keep those lightningclawed termies outta my face
i have no experience with the sisters but have heard they go well, and the mobility will help. faith is a bonus too.
dont like the dreads, but obviously you know they work and you know what your mate will be fielding to an extent. and they are cheap for the benefits they give you.
well, now i have finished gas-bagging (rabbling), go for it!
oh, i forgot, if you really want, go auspex on the Justicars. i dont, but once you are finished going for a flank and want to sweep across the other side of the board, maybe the auspex will assist in targeting the juiciest..... targets. that sentance sounds wierd......
anyways, yeah, go for it!
EDIT: seeing as its for a tourney, one piece of advice... take sacred incense. youll be happy you did when you face chaos and get to strike before those bloodletters (and it the same time as IC). or infiltrating raptors with infiltrating lord on turn one....
*bitter memories* <- sacred incense in the best piece of wargear in the armoury IMO
somehow, GK seem to come across chaos in tournies too easily... seems unaviodable....
LO RULESOriginally Posted by Jaffar_Hasad
No GKTs? In 1750 pts? Now this is a radical list! :w00t:Originally Posted by Diggums HammerI am liking the twin independent character snipers you have for HQ choices. They can't be targeted, they are a constant nuisance. Fun! :yes: Does artificer armour allow you to fire heavy weapons at full range while on the move? I can't recall. But if not, I would upgrade to terminator armour just for this purpose.Originally Posted by Diggums HammerMy fave, too.Originally Posted by Diggums HammerYES!Originally Posted by Diggusm HammerThis is the only place that I would recommend any changes at all. I would actually field this squad as a unit of 8, not 10. You only get the 1 Faith point, and you never know whether the power you want is going to require a roll over or under the squad size. I know that my needs vary with each and every game, opponent, and situation. Taking a squad of 8 very nearly guarantees your odds of passing your Faith test while not unduly weakening the squad's capabilities. I would also want to take at least one set of inferno pistols instead of hand flamers. You may want to pop some armour, or get an ensured wound on a high-T unit or model. You can always make up for missing hand flamers in the squad by replacing the VSS's bolt pistol with a Brazier of Holy Fire; 10 pts for a 1-time flame template is not a bad deal at all. Here are the builds I most commonly field in my general all-comer's lists.Originally Posted by Diggums Hammer
* [241 pts] 8 Seraphim, 2x inferno pistols; VSS w/eviscerator
* [251 pts] 8 Seraphim, 2x inferno pistols; VSS w/eviscerator, brazier of holy fire
* [233 pts] 8 Seraphim, inferno pistols, hand flamers; VSS w/eviscerator
* [243 pts] 8 Seraphim, inferno pistols, hand flamers; VSS w/eviscerator, brazier of holy fire
Any of these builds -- with or without the Book of St Lucius -- will be cheaper than what you currently have, and who knows what you could do with those points? Maybe throw in a Death Cult Assassin for coordination kicks with the Eversor? Or an upgrade to TLLC/ML for another dread?
On the subject of the BoSL: if memory serves correctly (and please correct me if I'm wrong), I don't think that the squad containing the model carrying the Book can take advantage of it. In which case the Book serves almost no purpose in an army of Fearless infantry. That's melta bombs for your FAGKs!These are great Great GREAT as is. I too have started leaning toward using more AC/DCCW dreads. Verdict for me is still out, but I'm becoming a bit less religious on maximizing TLLC/ML dread count.Originally Posted by Diggums Hammer
It's a very cool list, Diggums. Everything is mobile and dangerous whether shooting or in close combat. I can't wait to hear how you do with it.
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
Thought I do agree on your points on the Seraphim, smaller size works out well, and I had never even thought about the Faith roll, I'll remember that, plus it can make them easier to hide behind terrain.
Mixing the weapons is good too, plus do you really need 2 hand flamers? If anything you'll end up wiping the enemy squad after the first round and be stuck out in the open!
Thought I'm more of teh PW/BP combo for VSSs, but thats just me.
Hey hey, I really like the list! I did have a couple of thoughts that might be helpful, though:
Good luck, and have fun!
Political language is designed to make lies sound truthful and murder respectable, and to give an appearance of solidity to pure wind.
If you're intruiged by doctors who are also ninjas, then this is the webcomic for you!
Once again the lone voice of dissent on Monat Inquisitors...
Keep that Inquisitor plane jane. Psycanon and nothing else and heres why.
1. Hes an independant character and if you have any ability at all its easy to keep this guy sheilded with other units. I run this build all the time and every game where I lose he is one of my last models to die, no need spending wasted points giving him an armor save if the enemy will never be able to take a shot at him untill all is lost anyway.
2. Terminator Armor. MORE POINTS WASTED!!! This guy has a 36" range stationary, unless your playing on some ungodly sized board proper setup will guarantee that this guys has targets to shoot at every turn till the fat lady sings. Also, deep striking this guys to pop tanks...unexpected and unlikely to work in any meaningful way on a consistent basis. Keep this guy with your main army, keep him plain, and use his IC and Ill guarantee that he'll do everything you could want and make his points back no questions.
Independent Inquisitors are not game winners. They are an effective multipurpose unit that is also a serious pain in the but for your enemy. They can acomplish this without any flash or glitz tacked on and upping their points to the level of cost where they better singlehandedly turn the tide of battle just for their points investment. I personally run two of these Monat Inquisitors and an Eversor typically. It gives my a lot of firepower that I can direct against vital enemy units like turbo boosting bikes, enemy transports (Rhinos), infiltraiting units and the like. Keep the inquisitor, keep him cheep and make him work for you.
The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.