Singularity - a hypothetical point in space-time at which matter is infinitely compressed to infinitesimal volume. For us, its the application of force to a single point in your opponent's battle line, to try and smash that line.
Word is fairly heavy, that is to say something like that must have some meaning. I'm using it to create a concept, something that I hope is competitive, while using some of the GK units that others are happy to consign to "Kantorism", or the 9th plain of bad list hell. For us, its the application of force to a single point in your opponents battle line, to try and smash that line.
I've been doing a lot of thinking lately, that I'm going to roll into a series of posts about GK list building, and what I've been running through in my mind.
My take on the GK codex - balanced. At first blush, its got lots of good, solid options, in multiple slots, akin to the Dark Eldar Codex before it. They are not all great, but all are in at least some shape or form, viable. Today, I'm going to focus on a character that we all thought was going to be the new Loganwing (Knightwing?) staple- Mordrak, the Haunted Knight.
Mordrak is a GM, that is to say he has Grand Strategy, which to my mind, is one of the most useful tournament abilities in our game. Being able to improve your mobility, change reserve locations and especially create scoring units is a great boon for an all comers list, as it allows you to tailor your force game to game, to some degree. Mordrak comes with a master crafted Hammer, armour, and the usual trimmings. He also brings a retinue of Ghost Knights - Terminators with no psycannon option, but inherent Stealth. His last ability, and the focus of this list, is his First to the Fray ability - He arrives first turn, with the unit he is in, via deep strike, and does not scatter.
I know, we all hoped for deepstriking psycannon stealth knights, which would have been grand, but this is not the case. As it stands, Mordrak is an upgrade for his unit, and is treated as an upgrade character. Therefore other IC's can join this unit. So on your first turn of the game, you have Mordrak, some terminators, and a librarian porting in with pinpoint accuracy.
To what advantage, one might ask? Everyone is in love with the first turn Jump DK/Interceptor Charge. Yes, it is good. Yes, they hit hard. The strategy has an inherent flaw though - infiltraitors/bubble wrap used to prevent your bignastys from landing in combat either quickly, or with something of value. ( Remember skulls will block infiltrators, but infiltrators WILL block your shunt move. ) Good players will use this against you, and then work on your fire support after the immediate threat is eliminated. I'm going with a different tack - You multiply the immediate threat, and make the ranged targets less appealing.
So we have our HQ's, Mordrak, 5 Ghost Knights (couple of hammers, probably, for some CC smashing, although Mord's himself has one), and a Librarian. Librarian powers are Sanctuary, Summoning, and might, as a minimum - I'd also use warp rift, and definitely a couple of servo skulls.
Next comes our elites choices. Purifiers, as always, are an excellent choice, they bring together solid CC ability, a neat psychic attack, and 2 special weapons choices. However, for this list, I'm trying to focus more on the lesser used units of the GK codex - we are going to roll with paladins. 2 Master Crafted Psycannons, porting in and firing 8 shots, plus storm bolter fire, is enough to give anything a headache, especially with well placed porting. I'd like two units of these, but we will see what points allow us.
Troops are simple - 2 squads of 10 GK Terminators, MC Hammer, 2 psycannons, melee weapons to flavour.
Heavy Support again is self explanatory in the strictures of the list - 2 Dreadknights, Personal Porters with heavy incinerators, and DCCW's (if your TO rules that these don't work, because he is dumb, we might have points for hammers.).
So list would be something like this
Mordrak, +4 Ghost Knights, Brotherhood banner.
Libby, Summoning/Sanctuary/Shrouding/Might of Titan, 2 skulls
5 Paladins, 2 Cannons MC'd, 4 mixed MC CC weapons
5 GKT, 1 Cannon, MC Hammer
10 GKT, 2 Cannons, MC Hammer
2 Dreadknights, Personal Teleporters
2000pts.
The MC melee weapons on the pallies exist because I had 20 spare points. You could also spend them on things like warp rift, or other powers, if you so chose.
So basically, first or second is irrelevant - you deploy your Paladins, and Dreadknights, in a well protected (preferably out of LoS area). Scout move your DK's into a solid position, and wait for first turn. Mordrak and friends arrive, and you use a skull near your librarian (because you deployed him within 12" of a skull, right?) and you summon your required unit to within 6". Your choice here is based on opponent - your paladins are the first option, but obviously vs a more template heavy army, cc terminators might be more advantageous with their run move. On your opponents first shooting phase, they should have to deal with 2 x MC's, 1 x Command Hammer squad of ghostly awesome, and 1 other 2+/5++ unit with stealth (if required - yay shrouding) very close to their lines. All the while, your remaining units are tromping down field (one of which may even have scouted, thanks to GM) unloading 4 Psycannon shots a turn into vehicular threats, looking for a stunned result.
So that's my Singularity Bubble Idea. The application of all your force, to a single point in the opponents lines.
I'm trying to work outside the Purifier/Inq's.
Thanks for reading
SneakyDan
5 GKT, 1 Cannon, MC Hammer
10 GKT, 2 Cannons, MC Hammer
2 Dreadknights, Personal Teleporters
2000pts.
The MC melee weapons on the pallies exist because I had 20 spare points. You could also spend them on things like warp rift, or other powers, if you so chose.
So basically, first or second is irrelevant - you deploy your Paladins, and Dreadknights, in a well protected (preferably out of LoS area). Scout move your DK's into a solid position, and wait for first turn. Mordrak and friends arrive, and you use a skull near your librarian (because you deployed him within 12" of a skull, right?) and you summon your required unit to within 6". Your choice here is based on opponent - your paladins are the first option, but obviously vs a more template heavy army, cc terminators might be more advantageous with their run move. On your opponents first shooting phase, they should have to deal with 2 x MC's, 1 x Command Hammer squad of ghostly awesome, and 1 other 2+/5++ unit with stealth (if required - yay shrouding) very close to their lines. All the while, your remaining units are tromping down field (one of which may even have scouted, thanks to GM) unloading 4 Psycannon shots a turn into vehicular threats, looking for a stunned result.
So that's my Singularity Bubble Idea. The application of all your force, to a single point in the opponents lines.
I'm trying to work outside the Purifier/Inq's.
Thanks for reading
SneakyDan
tzeentchling 76p · 732 weeks ago
Jasonc · 732 weeks ago
abusepuppy 121p · 732 weeks ago
sirbiscuit 81p · 732 weeks ago
Mordrak and the Ghost Knights is clearly the best band name. When he strikes in and summons all his groupies, that's the camp; so 'round here we call this tactic "band camp".
Also, EVERYTHING in your list can DS. That means you should start, at most, 2 units on the board, and have the rest DS in with the libbie's teleport homer and the +1 to reserves Mordrak gives you. There's no reason to risk summoning more than you have to.
Also, The Shrouding is CRITICAL in a tactic like this- almost everyone spends the first few turns within 6" of the libby, and they better be in cover.
abusepuppy 121p · 732 weeks ago
bccorin · 732 weeks ago
abortedsoul · 732 weeks ago
Katie_Drake 49p · 732 weeks ago
SneakyDan · 732 weeks ago
Kirby 118p · 732 weeks ago
Vogrin · 732 weeks ago
abusepuppy 121p · 732 weeks ago
Morgrim Dark · 732 weeks ago
HQ - Mordrak; 4 mixed terminators
HQ - Librarian; Shrouding, Summoning, Warp rift, Sanctuary, 2 x servo skulls
Elite - 10 x Purifiers w/2 x psycannon, 2 x hammer, 6 x halberds, rhino
Troop - 10 x GKSS w/2 x psycannon, 1 x hammer, rhino
Troop - 10 x GKT w/2 x psycannon, 8 x halberds, 2 x hammers
Heavy - Land raider redeemer; warp stab. field, psybolt ammo
Heavy - Dreadnought; warp stab. field, assault cannon, psybolt ammo
I ran this list over the weekend and Mordrak got reamed. This had more to do with trying to run them up field without proper cover and some bad armor saves. I should have struck them next to an infantry squad with adjacent vehicle. Warp rift to auto pen the vehicle and cover the squad.
I did roll 3 scouting g/strat squads which gave me a scouting gkp, gkss, and dread which were able to support the librarian.
supra · 732 weeks ago
2 cannons and pinpoint drop for flank rear shots? just skip the knights all together
basically 2 mobile dks, libby mordrak paladins with cannons, build from there
-supra
Kirby 118p · 732 weeks ago
ManusCelerDei 53p · 732 weeks ago
Auretious Taak · 732 weeks ago
SneakyDan · 732 weeks ago
Auretious Taak · 732 weeks ago
B) The codex isn't out yet, unleash the cheatyness on a random noob for lulz. Not my fault I am stupidly screwed on lack of sleep and mis-reading one little rule. :p
BigRedOne · 732 weeks ago
Kirby 118p · 732 weeks ago