Sunday, March 27, 2011

Grey Knights: Hybrid MSU

It seems like everyone on the blogosphere is putting GKs into list-building mode and spewing out their ideas. Some of it looks solid, some of it looks like crap. Today I'm gonna show off my version, and we'll see where it ends up. I'm looking for some serious analysis in the comments to let me know if I'm just not getting it, but so far this looks promising.

The list comes first, with my thoughts afterwards:






HQ:

260 Grey Knight Grand Master
- Nemesis Force Halberd
- Psycannon
- Blind Grenades
- Rad Grenades
- Psychotroke Grenades

245 Grey Knight Brother Captain
- Nemesis Force Halberd
- Psycannon
- Blind Grenades
- Rad Grenades
- Psychotroke Grenades
- 3 Servo Skulls

- Troops:

160 Grey Knight Strike Squad
- 1 Justicar
- 4 Grey Knights
-- 1 Psycannon
- Razorback
-- Psybolt Ammunition

160 Grey Knight Strike Squad
- 1 Justicar
- 4 Grey Knights
-- 1 Psycannon
- Razorback
-- Psybolt Ammunition

160 Grey Knight Strike Squad
- 1 Justicar
- 4 Grey Knights
-- 1 Psycannon
- Razorback
-- Psybolt Ammunition

160 Grey Knight Strike Squad
- 1 Justicar
- 4 Grey Knights
-- 1 Psycannon
- Razorback
-- Psybolt Ammunition

450 Grey Knight Terminator Squad
- 1 Terminator Justicar
- 9 Terminators
-- 2 Psycannons
-- 2 Nemesis Daemon Hammers
-- 6 Nemesis Force Halberds

Heavy Support:

135 Dreadnought
- 2 Twin-Linked Autocannons
- Psybolt Ammunition

135 Dreadnought
- 2 Twin-Linked Autocannons
- Psybolt Ammunition

135 Dreadnought
- 2 Twin-Linked Autocannons
- Psybolt Ammunition

This list totals in at 2000 points with a nice little hybrid army. Let's take a look at a quick option summary:

6 Twin-Linked Psybolt Autocannons
4 Twin-Linked Psybolt Heavy Bolters
8 Psycannons (4 Relentless, 4 not)

3 Dreadnoughts
4 Razorbacks
20 PAGK
10 TAGK
2 Mini-Rock HQs

Overall that's not bad as far as a hybrid force goes, and it puts out a ton of high-quality shooting. Let's take an analysis of each unit piece by piece.

First up we have the Dreadnoughts. These guys are gonna be the staple heavy support choice for GKs, plain and simple. They are cheap and extremely effective. They are basically rifleman dreads on steroids. They hit harder at range (Strength 8) and they are much harder to suppress (with Fortitude). Simply put, these guys will be responsible for your long range-anti-transport and anti-MC needs, and they'll typically last the whole game due to staying at a safer range.

Next up, our transports to play up our MSU concept. These guys clock in with some very reliable mid-strength firepower with 3 Twin-Linked Strength 6 shots each, and can help the list operate at a bit longer range. Again, these guys come with Fortitude, so suppression will be harder on the opponent. This is key when operating an elite army, as every shot will count. These guys give our strike squads adequate protection for getting into the midfield and onto the objectives. They also work exceptionally well for blocking line of sight after we disembark to start the madness.

Moving into the infantry, we have our solid core of Strike Squads with a Psycannon. Duality is built into this list, giving it ranged and melee threats for almost every unit in the game. Ideally these guys want to spend most of their time shooting, as 5 space marines aren't hard to kill in assault. They key here is going to be using terrain and the transports to limit the opponent's firing lanes and use local superiority to overwhelm enemy units with weight of quality firepower.

The 10-man terminator squad is fully intended to combat squad with one of the HQs joining each combat squad. The halberds and offensive grenades provide a fast-hitting strike force that can take on almost everything. The idea is to hit fast and hard and take on those units that would normally overwhelm the strike squads. Each unit has 1 Daemon Hammer, 1 Sword Guy to add some minor durability and wound allocation to the combat squad, and 3 Force Halberds with one holding the Psycannon. This gives the unit 4 out of 5 different units to play around with dangerous wounds, and gets magnified when an HQ is attached. This also gives each unit a base of 6 Initiative 6 Attacks, 2 Initiative 4, and 2 Initiative 1, providing a solid mix across the combat phase and letting you go before most enemy units.

Each of the HQs plays an important role in bringing the list together. Both are geared out to be comparable in shooting and combat. I went with Halberds to push some Initiative 7 love, but swords are also extremely useful for 3++ in close combat. I'd say it's a preference thing, and I'm gonna be testing the halberds first.

Each HQ is packing 3 types of special grenades to greatly boost the squad's potential. Blind Grenades (defensive grenades) will prevent charge-happy units from overwhelming our mini-rock units with volume of attacks. Rad Grenades will ensure we wound more in the first round of combat, going as far as to cause instant death on units with a normal toughness of 3. Psychotroke give just enough oomph to make the squad take on vastly superior numbers through the random chart. If we are to drop anything, this will be the first thing to drop, but I heave a feeling I'll end up loving them.

With the basic combat potential out of the way we look at what unique things each of them is bringing to the field. The Brother Captain brings us nearly identical combat stats on a cheaper frame, and gets his psycannon cheaper too. This lets the double-rock actually take place while still keeping the Psychotroke Grenades. I have purchased 3 Servo Skulls on him to limit the enemy's scouting and infiltrating potential as well as open up some safer deep strike opportunities if I want to drop anything in from reserves.

The Grand Master's Grand Strategy (GS) ability opens up a ton of beefy options. Scoring for the Dreadnoughts can always be fun, but I'm thinking that Scout and Counterattack are our biggest benefits here. The list has intentionally set up the terminators in a single 10-man unit so that even with a minimum roll for GS, both rock units will get the benefit. Scout has some obvious benefits, but what I'm really liking is the combination of Blind Grenades and Counterattack for dealing with enemy assaults.

That gives you all some basic analysis of my choices. Now give me some feedback on how effective you think this will be or where some improvements could come in.

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