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Thursday, April 28, 2011

Email in: 2k GK Orbital Strike



"The Idea here is to deploy only the IC's 1st turn with the GKSS, using the Orbital Strike Relays to weaken the enemy. Reserve everything else and use the Servo-Skulls to ensure safe arrival of the Terminators and Psychic Communion allows me to control when they arrive. I think the Shield of Blades Grand Strategy would be best, this way it doesn't matter if my opponent assaults the Terminators after they arrive.

Bhaal006

HQ

GKGM: 240
-x3 Servo-Skull
-Orbital Strike Relay


GKGM: 240
-x3 Servo-Skull
-Orbital Strike Relay

Elites

Techmarine: 149
-x3 Servo-Skulls
-Orbital Strike Relay

Troops

MSU GKT: 230
-x4 NFH
-Psycannon
-MC Daemon Hammer

MSU GKT: 230
-x4 NFH
-Psycannon
-MC Daemon Hammer

MSU GKT: 230
-x4 NFH
-Psycannon
-MC Daemon Hammer

MSU GKT: 230
-x4 NFH
-Psycannon
-MC Daemon Hammer

x9 GKSS: 180

Heavy Support

Dreadnought: 135
-x2 TL AC
-Psybolt Ammo

Dreadnought: 135
-x2 TL AC
-Psybolt Ammo"


Don't like it I'm afraid! You're spending 600ish points for three orbital strikes which is really inefficient. If you want to run a bunch of Orbital Strikes I'd be looking at Techmarines rather than Grand Masters as they are really pricey. The whole concept of lots of Orbital Strikes is pretty useless though if servo-skulls don't reduce their scatter and an aggressive opponent can make a bunch of skulls disappear quickly though you can conceivably get 15 of them with three Techmarines and two Inquisitors. You could run Grand Masters for five of them but I'd rather Inquisitors as cheaper HQs and access to henchmen units.

I like the rest of the list other than the foot GKSS squad but would probably consider some Henchmen units for AP1 (i.e. reliable anti-tank). That being said, GKT probably aren't the best choice. The problem will become that you cannot move your units and shoot the OSR so you rely don't gain anything by spending the extra points on the GKT for relentless psycannons. You could change these then to Psyback GKSS squads w/a psycannon and run the Techmarines in them. Push these guys midfield early and deploy them as you would a ''normal' GK list with the bonus of five orbital relays. You could use henchmen units then as screens, tank shock defense and melta weapons.

Here's a rough outline:

2x Inquisitor w/Skulls
3x Techmarine w/OSR, Skulls
6x MSU Psyback units
3x Psyfledreads

This takes you to 1895. You'd really want the Inquisitors in TDA w/psycannon and then building henchmen units with melta acolytes, MM, extra acolytes and a Chimera so we're going to need to shave some points. I'd drop a Psyfledread and see if we have the points. Let's see what type of points we're investing in the henchmen units first. We want a Chimera, 3 MM Servitors and a bunch of acolytes which is going to cost around 105 points for each squad and a further 55 each for the Inquisitors to get TDA and a Psycannon.

This leaves us at 2080 points unfortunately so we'll have to drop the TDA + Psycannon from the Inquisitors and use those 30 points elsewhere (i.e. Incinerator on each Inquisitor). The end list ends up looking like this:

2x Ordus Mallus Inquisitor w/Incinerator, 3x Servo Skulls
2x Henchmen units w/3x MM, 5x Warrior Acolytes, Chimera
3x Techmarine w/Orbital Strike Relay, 3x Servo Skulls
6x 5x GKSS w/psycannon, Razorback w/Psybolt Ammo
2x Psyfledread

Totals: 2000 points
51 infantry
10 tanks

If you're willing to sacrifice a Techmarine so you only have two OSR you can run the Inquisitors in TDA which adds some reliable firepower. You could also combine four of the MSU GKSS to two large squads and use that extra points to get another Dreadnought for extra ranged firepower or 3 MSU GKSS squads + 2 large ones.

Comments (20)

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Cant Inquisitors take OSR too ?
1 reply · active 728 weeks ago
Conversion Beamers only.
Only Ordo Xenos
Out of Interest wouldn't Karadread have a place in a list like this?
1 reply · active 728 weeks ago
Why? He brings a nifty OSR this is true but that's about it and gaining some reliability in Ld but without large squads, less necessary. In essence he's too expensive for what he's bringing.
Why do people take MC Demonhammers on the first to guy to die in a Squad?
1 reply · active 728 weeks ago
The only thing you could possibly be talking about is perils of the warp. That happens 1/18th of the time you use a power. Is that really worth worrying about?
*Shakes fist at DoW2*

Gimme the real one back!
Auretious Taak's avatar

Auretious Taak · 728 weeks ago

Two Words People:

ASRTRAL AIM.
1 reply · active 728 weeks ago
Which does what for OSR? Yay I can hide out of LoS and cast a scattering barrage and still fire psycannons as well. It's nice but I'd much rather a bunch of psycannons in a squad shoot at something else and have the OSR attached to a squad with a single psycannon.

One word Taak:

Explain.
the point of the list is to take advantage of the reliable deep strike available to GK's, however I've kind of moved away from the whole OSR concept and more toward reliable heavy weaponry in the form of either Purifier or Purgation squads supported by Dreadnoughts, as well as dropping the GKGM's in favor of inquisitors for cheap access to Psychic Communion and the ability to remain mobile via Razorbacks. I went with terminators because I already own 20.
4 replies · active 727 weeks ago
Re-reading your e-mail and my bad, missed the DS part. I will say that DSing and using OSR is dangerous as you're both wanting to be within a set distance of the skulls and are therefore likely to scatter onto your guys with the OSR.

Are you still wanting a reserve based list? I love psychic communion but I think it's more utility based in being able to bring units down to support your main army when they are needed most rather than making a reserve based list. GKT/Paladin squads are a great example of this.
I want to reserve everything and use the OSR to weaken the opposing force and reduce the fire power he is able to bring to bear against them because we all know the standard response to Terminator units is to torrent them down. BTW what do you think of Conversion Beamers on the Techmarines?

Also I have now moved back towards the OSR concept, I just Made a new list.
Actually, what do you think of Conversion Beamers on Ordo Xenos Inquisitors
I'm not sure using OSR to weaken the enemy and then bring your army in is always going to work against all opponents; it's very much a one trick pony. Rather try and include OSR into a balanced list and use a couple squads of reserves with communion rather than a full army sort of thing.

Conversion Beamers work best with Henchmen units with long-ranged guns as short-ranged Beamers are pretty blah so they are workable.
OK, I like the concept of Orbital Strikes, think they're cool as hell. Pretty put off by how badly GW messed up their rules......why are they less likely to hit towards the center of the ring? Was there no more elegant solution?

They are however, very attractive against the typical IG or rhino "parking lot" or just a field full of Orks.

I could see taking a bunch of them (maybe one on a GM, the rest on techmarines) in order to try to ameliorate the super randomness.

But on the other hand, this will just show you how much they tend to shoot in a 14" dia ring, completely missing what you originally aiming at. (and I think you do, unfortunately, have to aim at something, rahter than a central, empty space).

Also, they're only useful in a few specific situations anyway, why are you gonna to spend 400+ pts optimizing for that?

In short, it seems like 1 or none, to me.
In basic squads the phycannon is pretty much the only option. But the Incinerators really shines in either terminator squads where the cannons are overpriced but the incinerators dirt cheap (the extra cost is slight justified because of the relentless rule). And the really jewel of the codex in purgation squads witch get four for free. So a basic 100pt+ transport cost get let you lay down four heavy flamers (with better AP) for either drive by flaming from a rhino or sitting back in a razor as a counter charge anti horde unit.
Stupid computed why does it remember so random comment in the box
. Any way sorry this is what I should have posted
The problem with the Techpriest is that he’s always suffered for a bit of a split personality. On one had his ability’s give the impression of a back field unit with his bolster defences/ repair and ability to take heavy ranged wargear. I’m not sure why he’s lost the ability to counteract mindlock this time out?? It would have helped play him in the role with the now cheap heavy servitors.
Whist on the other hand his stranded equipment is all CC originated. Even more so now his got access to all those lovely grenades (it interesting how he’s finally got the power weapon as standard but lost the bolt pistol option).
The really problem is that you sort of pay for both leaving you slight out of pocket in terms of cost effectively. He is a lot better in this addition but I can only really see him being used (as has already been suggested in previous posts) as a boaster for cc originated warbands. Where both ATSKNF and hammerhands plus grenades will turn them into a true hammer unit, all be it at a price tag of nearly of that of the unit itself.
The OSR look a lot of fun but far too unreliable to base your army around, the cost is just too high. This is defiantly no cheap and cheerful master of ordnance. Its seems something that you should only really consider in apox games where the GK short range would become a really issue IMO.
As to Karamazov it has to be said I really like him. Ok you’ve proved the point that he’s not really worth his points, but what not to like about a guy sat on a dreadnought? My only real wish was that he could have unlocked henchmen making him an alternative to coteaz , since you pretty much have to take both to get any real use out of him.
2 replies · active 728 weeks ago
He doesn't have a split personality, you get pick one of two directions with him. You can do Shooty, or assaulty. Assaulty is easier frankly, it's his default build + Grenades.

Meh, on the conversion beamer. It's best at long range, but at that range basically everything gets cover. Also, we don't have bikes like vanilla marines.

Orbital Strike has it's use....mainly parking lots. Requires a little luck, but it will be awesome. You can use it for orks and such at large, but I feel like stormbolters already fill that need. Not really sold on it.

On the other hand, he is a more than decent close combatant....though that doesn't quite justify his cost on his own. As a grenade and skull carrier, + his own output, he's pretty fantastic. Making a ruin a bunker is just frosting.

Killer app for him is in a LR. Has "I win" grenades, and can repair it if it ever gets down. Remember, you're only giving up his shooting. Hell, he could fix it from the assault ramp, and then charge afterwards!

If you wanted to go overboard, techmarine, I win grenades, and a champion, + "whatever arbitrary GK squad" (use a purgation squad, I don't care) will kill just about anything coming out of an LR. Seems overkill, don't know that you ever need to do that, but if you're committed to a hardass CC GK squad, that'll do it. Not too expensive, either, besides the LR. (and in my opinion, LRs are almost always worth it.)

Hate on the OSR if you want, but techies are golden. (well, silver, actually)
No one denying that he offers quit a lot of buffs for his points. If you had to pay for all those ability’s on any other unit the cost would be staggering. He’s really problem is his basic SM state line, ok he get a better armour save but the lack of an invulnerable and the one wound and the IC statues means his far too easy to take out, especially in CC losing all those buffs (well the boaster defences sticks). Anyway had a mess around trying to get the most out of him and came up with this (below) which pretty much use everything he brings to the party.
HQ
Inquisitor coteaz 100pts
HQ total 100pts
Elites
Techmarine 90pts with Rad grenades 10pts and psychotroke grenades 15pts total 115pts
Techmarine 90pts with Rad grenades 10pts and psychotroke grenades 15pts total 115pts
Techmarine 90pts with Rad grenades 10pts and psychotroke grenades 15pts total 115pts (still not to sold on the psychotroke grenades their a bit random and situational but still quite cheap. Blind are a steal but unneeded in this set up)
Elites total 345pts
Troops
Inquisitorial henchmen warband of 7 death cult assassins 105pts and 5 crusaders 75pts total 180pt (these may need cutting down to stop over kill and allowing the unit to hide in assault)
Inquisitorial henchmen warband of 7 death cult assassins 105pts and 5 crusaders 75pts total 180pt
Inquisitorial henchmen warband of 7 death cult assassins 105pts and 5 crusaders 75pts total 180pt
Inquisitorial henchmen warband of 10 warrior acolyles with bolters 50pts and two jokaero weaponsmiths 70pts total 120pts (The weapon smiths are there to get some long range shooting whist taking advantage of the boaster defences)
Inquisitorial henchmen warband of 10 warrior acolyles with bolters 50pts and two jokaero weaponsmiths 70pts total 120pts
Inquisitorial henchmen warband of 3 inquisitorial servitors with multi-meltas 30pts and 8 warrior acoltyltes 32pts total 62pts (basic cheap unit to go with coteaz)
Troops total 842pts
Heavy Support
Land raider crusader 255pts with psybolt ammunition 5pts and multi-melta 10pts total 270pts (went with psybolts to get the assault cannon up to start getting those swishy troops out of their boxes, losing the defence bit on the hurricanes not a massive loss in this list with all it CC ability frankly you want the enemy infantry still alive when to hit)
Land raider crusader 255pts with psybolt ammunition 5pts and multi-melta 10pts total 270pts
Land raider crusader 255pts with psybolt ammunition 5pts and multi-melta 10pts total 270pts
Heavy support total 810pts
Total 2097pts
Whist it needs trimming preferable to get it down to 1750pts (massively) you can see what the idea is

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