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Thursday, April 28, 2011
Email in: 2k GK Orbital Strike
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Unknown
"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.
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Email in: 2k GK Orbital Strike
2011-04-28T13:58:00+10:00
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fester40k 73p · 728 weeks ago
Kirby 118p · 728 weeks ago
DinoDoc · 728 weeks ago
DinoDoc · 728 weeks ago
Kirby 118p · 728 weeks ago
maddoc · 728 weeks ago
Prometheus 101p · 728 weeks ago
Marshal_Wilhelm 71p · 728 weeks ago
Gimme the real one back!
Auretious Taak · 728 weeks ago
ASRTRAL AIM.
Kirby 118p · 728 weeks ago
One word Taak:
Explain.
Bhaal006 · 728 weeks ago
Kirby 118p · 728 weeks ago
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.
Bhaal006 · 728 weeks ago
Also I have now moved back towards the OSR concept, I just Made a new list.
Bhaal006 · 728 weeks ago
Kirby 118p · 727 weeks ago
Conversion Beamers work best with Henchmen units with long-ranged guns as short-ranged Beamers are pretty blah so they are workable.
Prometheus 101p · 728 weeks ago
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.
ben · 728 weeks ago
ben · 728 weeks ago
. 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.
Prometheus 101p · 728 weeks ago
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)
ben · 728 weeks ago
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