I've been doing a good bit of playtesting with the Grey Knight + IG list recently posted, and I've been trying out various combinations. The following is the current incarnation, and is pretty well set to be what I am using for the 2013 Alabama CAGE Match provided Dark Angels doesn't give me something more awesome to work with.
You can see the list and my thoughts on it after the break.
Primary Detachment
- 100 Inquisitor Coteaz
- 63 Inquisitorial Henchmen Warband
- 3 Warrior Acolytes
- Razorback
- Psybolt Ammunition
- Searchlight
- 63 Inquisitorial Henchmen Warband
- 3 Warrior Acolytes
- Razorback
- Psybolt Ammunition
- Searchlight
- 63 Inquisitorial Henchmen Warband
- 3 Warrior Acolytes
- Razorback
- Psybolt Ammunition
- Searchlight
- 63 Inquisitorial Henchmen Warband
- 3 Warrior Acolytes
- Razorback
- Psybolt Ammunition
- Searchlight
- 321 Grey Knight Strike Squad
- 5 Additional Grey Knights
- 2 Psycannons
- Psybolt Ammunition
- Razorback
- Lascannon & TL Plasma Gun
- Searchlight
- 321 Grey Knight Strike Squad
- 5 Additional Grey Knights
- 2 Psycannons
- Psybolt Ammunition
- Razorback
- Lascannon & TL Plasma Gun
- Searchlight
- 135 Dreadnoguht
- 2 TL Autocannons
- Psybolt Ammo
- 135 Dreadnoguht
- 2 TL Autocannons
- Psybolt Ammo
Fortification
- 100 Aegis Defense Line
- Quad Gun
Allied Detachment
- 80 Lord Commissar
- Power Weapon (Axe)
- 275 Infantry Platoon
- [50] Platoon Command Squad
- 4 Flamers
- [75] Infantry Squad
- Flamer
- Autocannon
- Power Weapon (Axe)
- [75] Infantry Squad
- Flamer
- Autocannon
- Power Weapon (Axe)
- [75] Infantry Squad
- Flamer
- Autocannon
- Power Weapon (Axe)
- [50] Platoon Command Squad
- 130 Vendetta
Total: 1849/1850
The most obvious changes here, are the removal of the primaris psyker, the battle squads, chimeras, and ordinance. This is made up for with some psybolt strike squads and lascannon/plasma gun razorbacks. This gives the list some more robust troops options, which were vastly needed before, and actually increases the anti-infantry firepower, since the quality of the strike squad shooting is so good. The range is lower, but we can't have everything.
The list also gains protections against deep strike armies, such as Pods and Daemons through the addition of Warp Quake. This is going to be very important, especially since 1/3 of the mishap table lets me place enemy models where I want. I can use this to put troublesome units out of reach, but also to put units within range of Coteaz if I want, so his unit can throw a ton of S5 and S7 shots the turn things come around. With 1/2 of the mishaps delaying the units from arriving, this also makes enemy units come in piecemeal so i can isolate and destroy them. With the buffs Daemons got in the recent White Dwarf, I think this is an important tool to have, especially since I expect to see a couple at the CAGE Match!
The extra razorbacks help protect the acolytes when their own rides blow up, and they do a decent job at killing stuff too. We really want the acolytes just camping inside near objectives so they can pop out on the late turns for objectives. I don't like the vulnerability to AV14, so I'm contemplating downgrading the Lascannon razorbacks to Psybolts and using the extra points on some more robust AV. Right now I only have 4 models capable of dealing with the LR, and my blob is very vulnerable to a dreadnought assaulting them. Meltabombs and Daemonhammers could give me what I need to keep up in that situation.
As always, I am open to suggestions for improvement. It's always a constant tweaking progress!
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