Wednesday, May 1, 2013
Tuning my GK all Shunt List, Part 1
So, I took my Shunt List to the tournament, and did pretty well with it, but there were some things that could be better. This is what I had.
ADL with Icaras Las Cannon
2x 1 Inquisitor with Prescience
3x 10 Strike Squads, 1 hammer, 2 psycannons, SGT with Halberd, Psybolt ammo
1x 10 GK Intercept Squad
3x NDK with teleporters and Heavy Incinerators
While the alpha strike worked pretty well, and in several of the games, most of the action took place in my enemy's deployment zone. While this was intentional, it meant that basically almost half of my army was fighting almost all of the enemy's army.
To get more out of my army, I need to either increase the range of the backfield, or I need to not have a backfield.
Moving Everything Up
The 2 GKSS I typically leave behind is are an easy fix - hold them in reserve and deep-strike. This leaves about 195 points (2 inquisitors and an ADL with Icarus Las Cannon) to move up.
195 Points is not enough to add allies, especially since I am going to need a HQ. Since I need mobility to keep up with the rest of my army, I am going to need Terminator armor (for deep-strike), since none of our HQ can take personal teleporters (hey GW, each unit type is supposed to be led by a brotherhood champion, what about GKIS....)
Mordrak - almost enough points for him, and he is an interesting choice because he would give me:
+ Grand Strategy,
+ Another unit of turn 1 punch, along with NDK and GKIS.
+ Psychic communion to help bring all my deep-strike units
- I would have to make big changes to include is retinue though, and without any special weapons, I'm not sure
they are worth it anyway (6 more storm bolters and charge threat are good, but I don't think they represent
400 points of good, and Mordrak without Ghost knights is practically giving away "Slay the Warlord", and
maybe "First Blood" as well.
Brother Captain-Stern is interesting but maybe TOO well-balanced.
+/- Re-roll is nice, giving it enemy is not
+/- Zone of Banishment could be a game changer, or not, but using it is almost certainly a suicide mission
+/- Psychic Communion is still good, won't be able to use it until turn 2, when, hopefully, most things are already
coming
Grey-Knight Grandmaster is probably better then Stern. No gimmicks, but solid performance, with enough points left over to include some war gear.
+ Grand Strategy - same as Mordak - make my NDK(s) scoring...
+/- Psychic Communion - Again, good, but turn 2 is a little late.
+ Cheap enough to add war gear (since there is only 20 points left after buying him, and there is very little I can
add to this list worthwhile for 20 points, may as well spend it on him)
With the sword already giving a 3+ invulnerable save in combat, there is no point upgrading the weapons, so maybe something like:
Grey Knight Grand Master with Psycotroke grenades and Incinerator - 195 Points.
Grey Knight Brother Captain is the same as Grey Knight Grandmaster, but cheaper, and without Grand Strategy. Since there is really no units for 50 points either, it comes down to is - is 25 more points of war gear worth losing the ability to make NDK scoring?
KG Brother Captain with Psycotroke Grenades, Incinerator, Rad Grenades - with digital weapons and master-crafted sword - 195 points, also not bad.
Librarian
+ Psychic Hood to extra protection
+ Mastery Level 2
+/- Can take a teleport beacon, but if he deep-strikes, it won't do much good.
+ By taking Grey Knight powers, which mimic blessings, but are cast during different phases of the turn, so there
is no penalty for deep-striking.
Librarian with Sword, with Might of Titan, Sanctuary, The Shrouding, Vortex of Doom, Warp-Rift. Still 20 points left, lets say master craft the sword, add digital weapons, and 2 Servo Skulls.
Ordo Malleus Inquisitors make the list because they can also wear terminator armor, and can, therefore, deep-
strike with the GKSS.
+ Cheap enough that I can have 2, with Psycannons.
- Weak enough that putting them in forward moving units increases chance of giving enemy "slay the warlord"
2x Inquisitor with Terminator armor, Nemesis Force Hammer, Psycannon, Servo Skulls (3 and 2) = 175 Points. With last 20 points, give all of the Sergeants master crafting on their Halberds.
Of these, I like the Grand-Master, who is a killer, and can make NDK scoring (cool, but I am not sure it is needed, since they can already contest pretty well, but every tool creates options....); the Librarian who kills almost just as well as the Brother-Captain, but adds a different type of utility, and the Inquisitors, who are a little weak, but add 2 psycannons, and 5 servo skulls (since there will be at least 3 deep-striking units) - probably in that order.
This is going to wrap up part 1, which is basically trading in an ADL and slow HQ for a HQ that can keep up with shunting and deep-striking army. Eventually I am also going to think about buffing the list with allies and/or extending the range of the defense line, but both of these ideas will involve a lot more juggling of points (and extending the range of rear support still divides my army into two smaller chunks, so I will probably be looking at allies who can join the GK in the front for this particular army).
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