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Hmm…using termies in a game under 2000pts….only having 25 models on the board…..only 16 PAGKs….huge point sinks in HQ and Heavy Support yet no effective anti armour….???
Yes I know it’s a bit crazy but it epitomises the grey knight rep of being elite and working as a secretive rapid reaction force. It may be a little hard to use (understatement I think) but it’ll look cool on the table!
And just think of the look on your opponent’s face if you were to win with just 25 models on the table!:w00t:
7 PAGKs + 1 Justicar
7 PAGKs + 1 Justicar
4 Purg Squad GKs + 1 Justicar
As you can see I have 16 points remaining: any ideas how I should spend them?
So then….how long will I last?
Really at a 1000 points you wont see anything that as more then a 12 armor value, so you should be ok. You could keep your theme and gain another GKT by dropping the psycannon off the brother-captain and using your 16 extra points.
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I'm guessing this list is supposed to be fluffy/cool looking. I'd invest in a Grand Master. In 1000 points, should he make it to assault, you can actually win. My friends GM carves through mostly anything. I agree you won't be seeing any Land Raiders in 1000 but you will see Russes and Predators. You'll want Flanking squads with Psycannons, that way they gotta point at one and the other gets the lovely side armor. Melta-bombs aren't really needed. I think this list could be a 1000 point contendor. Just gotta play smart, roll good saves and learn to use your army against one squad at a time. GKs are all tactics, no room for error. I'd be jazzed to see a Battle Report with this army.
thanks for the replies guys.
Dropping the psycannon for another terminator is certainly a possibility, but what do you think is better in the HQ: 46 points on a vanilla termie or 45 points on a psycannon, bionics and sacred incense (there probably ought to be some anti chaos in there somewhere!)?
Prince, pointwise i don't think I can afford a gm, and fluffwise i don't think he would be in charge of such a small force. I'm glad to see you're optimistic about my chances (so long as I have the skill:cry, but I think that getting rid of the melta bombs would really leave me open to abuse! It would be nice to be able to free up an extra 10 points though so tell me more...
What do you think is the best way to use the purg squad? Leave them back and there is a waste of a very expensive justicar, bring them forward and waste very expensive psycannons! Could they use meltabombs do you think (for defense) or would that be a waste?
Haha I've just seen a GM take down everything in the world so maybe I'm overpsyched on them. I like having as many Psycannons as possible they cover your advance and are a decently brutal gun. I said drop the melta bombs because.....well it's ONE melta bomb. The tank would have to be standing still for it to do anything and you already have shiny S^ swords that stab holes in side and rear armor. Leave melta bombs to Space Marines. As to the squad useage, I vote they're flexible, not wasteful. Against Guard or Tau you walk up, fire those pretty bullets and kill a few beofre the Justicar starts to stab. Against let's say Khorne or Orks, hold down that Psycannons trigger and use the Justi as a counter attack. Like I said, flexible.
I see your point, but if I spend those spare 16 points on bionics and sacred incence for my hq (bringing me to 1004 including meltabombs), what would I do with the 6 I would have remaining from getting rid of my meltabombs?
How would you arrange the 30ish points left over (16 left over form the list, 10 from bombs etc)?
I just thought I'd throw in my two cents regarding the purgation squad. If you're going to load up on psycannons (pretty much the only reason to take a purgation squad), they should most definately be sitting at long range, taking advantage of the Shrouding, preferably in cover, and laying down the hurt. The Justicar is sort of a waste in a purgation squad, but there's nothing much you can do about it =). At the very least, you have a high-strength power weapon that strikes at decent initiative guarding your expensive investment. The worst thing you could do would be to send a purgation squad into close combat. Remember that by giving them psycannons, you've robbed them of true grit and their nemesis force weapons. So what you have in assault are four regular ol' space marines -- that cost 55 points each! Yuck :x!
You could look at it this way: keeping them at range is a waste of 50 points (Justicar). Sticking them in close combat is a waste of 220 points. So the least wasteful way to use them is to keep them at range =).
Last edited by Hasten; March 27th, 2007 at 16:33.
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Usually when there's a small points buffer I try to increase it but you've kinda cut all the fat that needs to go. Consider Master Crafting something, always useful, or maybe some psychic powers. Holocaust is quite good, and Scourging can add some more hits. That help?
Thanks for all the help guys, I look forward to putting them to the test. I'll tailor the last few points depending on who I'm facing. Any last minute tactical ideas?
Uh get those Termies in CC asap, doesn't matter with what they can usually kill it and it's better than taking all the firepower. Cover your assault with your other squads, try to advance down a narrow firing line so they can't use the usually superior numbers against you. Terrain is gonna be your greatest ally, that and low Shrouding rolls.