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Old 03-04-2008   #1 (permalink)
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Default 1500 Deathwing GK combo

Belial (claws) 130

GK Brother-Captain (psycannon, psychic hood, sacred incense, auspex) 123

DW squad 1: Sarge, 1 x lc, 1 x ac, 1 x cf, (including 1 x apoth) 280
DW squad 2: Sarge, 1 x lc, 1 x ac, 1 x cf 250
DW squad 3: Sarge, 1 x lc, 1 x ac, 1 x cf 250

Dread 1: Venerable TLLC/ML 175
Dread 2: Venerable plasma/DCCW/storm bolter 145
Dread 3: Venerable acannon/DCCW/storm bolter 145

1498 [17 termies, 3 dreads, 6 point scoring units]

I'm looking to take this lot to a couple of local tourneys before 5th edition kicks in. So maybe it's the last hurrah for my current DW configuration before I replace the dreads with LRs/LRCs.

It's tacticly flexible as I can hold all the squads and characters in reserve if needs be to Deathwing Assault – but more often I footslog it anyway.

I'm open on the dreads weapons, but the TLLC/ML is a must-have in my book and has earned it's way so far.

Comments and suggestions welcomed.

Cheers
I
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Old 03-04-2008   #2 (permalink)
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Default Re: 1500 Deathwing GK combo

Don't really have much experience here but don't you need two full force organization charts to ally two armies?

And very few guys...17 guys...Plasma will hurt
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Old 03-04-2008   #3 (permalink)
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Default Re: 1500 Deathwing GK combo

i don't know, but there are some weird rules for using GK with space marines, in this case i think 2 FOCs is a must. i think you can only use marines with inquisitors, their retinues and normal human units [ie, stormtroopers or whatever else]

cool idea though ! no shortage of 2+ armor saves...or scary, hard-to-kill termies !
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Old 03-04-2008   #4 (permalink)
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Default Re: 1500 Deathwing GK combo

there are rules that allow for you to use GKs with normal marines... just not that many of them...
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Old 03-05-2008   #5 (permalink)
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Default Re: 1500 Deathwing GK combo

Well the Daehomhunters allies rule is fairly straightforward:

You can take 0-1 HQs, 0-2 Elites, 0-2 Troop or 0-1 fast attack allied units but you must fill your own compulsory force org slots first.

The main reason for the inclusion of the Brother-Captain is for the Ld10 psychic hood, the Nemesis is an added bonus.

Cheers
I
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Last edited by isiah; 03-05-2008 at 03:16 PM.
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Old 03-05-2008   #6 (permalink)
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Default Re: 1500 Deathwing GK combo

The problem is that you havn't met the requirement to fill your own FOC. You still need a DW HQ in the army.

I would try and fit in some more troops some where, any thing with a power weapon or two is going to eat you alive. Either that or lots of ordiance/lascannon fire from a I Guard will tear you apart.

Maybe drop one of the Termie squads and one Dread for two squads of Grey Knights?

Just my thoughts,
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Old 03-05-2008   #7 (permalink)
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Default Re: 1500 Deathwing GK combo

wait belial counts as a DW hq right ?

i do agree though, it looks pretty flexible but a few well placed shots could really hurt your army's stopping power. though they're not termies, you could indeed think about dropping one of the dreadies or a squad of termies to get some normal GKs ? just for numbers sake ?
just a thought ! :]
-ant
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Old 03-05-2008   #8 (permalink)
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Default Re: 1500 Deathwing GK combo

LOL... didn't even see Belial at the top of the list... so the list is legit as far as I can see in terms of being a legal army to field.

I stick with the fact that it doesn't have enough minis on the table. To suseptable to a variety of armies in my opinion.

Casey
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Old 03-07-2008   #9 (permalink)
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Default Re: 1500 Deathwing GK combo

well small numbers is something I'm well used to!!! The idea of adding GKPA is a good one – I am thinking of adding them as Fast Attack choice where they can deepstrike in if needs be... and more warm bodies are always welcome.

Something to think on.

Cheers
I
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Last edited by isiah; 03-07-2008 at 02:48 PM.
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Old 03-07-2008   #10 (permalink)
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Default Re: 1500 Deathwing GK combo

OK thinking done.

I am after some input on the BC setup, and the viability of the Grey Knight Squad. This squad in particular is a new venture in this set up, but, given that everything thing else apart from the dreads can deep strike if needs be, the idea of a teleport GK squad appeals plus it fits the "allied" theme. The option is of course is to forget about it and take RW bikes and an attack bike anyway – it's a simple swap <_<.

HQ
Belial (twin claws) 130

Elites
GKT Squad: Brother-Captain (psycannon, psychic hood, sacred incense) 121
GKTs: 1 x psycannon/nemesis, 2 x storm bolter/nemesis 163

Dread: Venerable TLLC/ML 175
Dread: Venerable plasma/DCCW/storm bolter 145

Troops
DW Squad: Sarge, 1 x twin claws, 1 x ac, 1 x cf (including 1 x apoth) 280
DW Squad: Sarge, 1 x twin claws, 1 x ac, 1 x cf 250

Fast Attack
GKs: 1 x Justicar w/ meltabombs, 7 x storm bolter/nemesis 230

1494 [15 termies, 8 GKTs, 2 dreads, 6 point scoring units]

... a few points to fill, so maybe targeter or auspex somewhere.

Cheers
I
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Last edited by isiah; 03-07-2008 at 03:37 PM.
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Old 03-07-2008   #11 (permalink)
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Default Re: 1500 Deathwing GK combo

in my humble opinion i would drop the dreads and being a squad of grey knights. i think that would be cool. i would also have to say great idea in mixing grey knights and the deathwing i would have never thought of doing that, but does it work with the fluff considering the DA'a fear, for the lack of better terms, of the inquistion
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Old 03-08-2008   #12 (permalink)
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Default Re: 1500 Deathwing GK combo

Quote:
Originally Posted by isiah View Post

HQ
Belial (twin claws) 130

Elites
GKT Squad: Brother-Captain (psycannon, psychic hood, sacred incense) 121
GKTs: 1 x psycannon/nemesis, 2 x storm bolter/nemesis 163

+++ very expensive and if you really want a psychic hood, you may well go with a dark angel libby in termie armour... the dark angel psychis powers, while a bit random, can be absolutely brutal! (just think about the look on your opponent's face if you manage to pull off that S10 ap1 template!)+++

Dread: Venerable TLLC/ML 175
Dread: Venerable plasma/DCCW/storm bolter 145

+++ i find venerable to be a bit of a waste actually... more often i find that when my opponent forces me to re-roll my damage result, i get a better one!.
for the pts spent on the venerable upgrades, you can add more bodies.+++


Troops
DW Squad: Sarge, 1 x twin claws, 1 x ac, 1 x cf (including 1 x apoth) 280
DW Squad: Sarge, 1 x twin claws, 1 x ac, 1 x cf 250

+++ make sure you put the chainfist onto the assault cannon marine. unless there's a vinidcare about, you'll hang onto your upgrades longer! (assuming of corse your opponent doesn't know the torrent of fire/blows rule...)+++

Fast Attack
GKs: 1 x Justicar w/ meltabombs, 7 x storm bolter/nemesis 230

+++ i'm not too fond of grey knights really. they're dead expensive and they're no harder to kill than a 'normal' marine...+++

1494 [15 termies, 8 GKTs, 2 dreads, 6 point scoring units]

... a few points to fill, so maybe targeter or auspex somewhere.

Cheers
I
i'd go your some ravenwing units over the knights personally... this way you get your teleport homers and can really make that deathwing assault hurt! (scout on ravenwing is plain evil!)

i simply can't see the grey knights adding much tactically to the army that couldn't be solved by simply adding in the ravenwing instead. you'd also get the option for plasma guns with the bikes which gives you some mobile anti-MEQ.

be very carefull around sisters armies however... they're likely the one army that will absolutely rape you silly thanks to their flamers & devine guidance!>.<

cheers!
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Old 4 Weeks Ago   #13 (permalink)
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Default Re: 1500 Deathwing GK combo

OK guys thanks for all the replies. I'd forgotten that I had posted this here to be honest – so a bit late with this reply.

On Ven Dreads I find them invaluable, one or both surviving till the end of the game and still firing is well worth the points.

On putting the chainfist on the assault cannon trooper, no I've never done this becuae of the Torrent of Fire rule, I prefer to spread the goodness around. Probably safer as far as 5th edition goes too :wink:

Cheers
I
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Old 2 Weeks Ago   #14 (permalink)
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Default Re: 1500 Deathwing GK combo

its legit and it will hit hard but its weak numbers wise so watch the template weapons and try to keep your ass in cover
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