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Monday, June 20, 2011

Email in: Razorknights with Conversion Beamers

LO


"Hi Kirby,

After the comments I made in response to the GK Codex Review article on Elites I thought I should back up my claims with a competitive list using Coteaz and conversion beamers. I remember you did a post a while back with five beamers but I wanted to build a balanced list that uses beamers as a force multiplier to coax your opponent into midfield (where GK want them to be) rather than focussing on them as a core capability.

My initial idea was to take cheap Henchmen squads of basic Warriors to simply use as ablative wounds for the Techmarines. I've decided that, while viable, a better list can be made by taking full-sized GKSS units and combat-squadding half of them into bodyguards for the beamers:


Coteaz [100]
Techmarine, conversion beamer [110]
Techmarine, conversion beamer [110]
5x Purifiers, 2x psycannon, 1x MC hammer, Razorback, psybolt ammo [200]
10x GKSS, 2x psycannon, 1x hammer, Razorback, psybolt ammo [280]
10x GKSS, 2x psycannon, 1x hammer, Razorback, psybolt ammo [280]
5x GKSS, 1x psycannon, 1x hammer, Razorback, psybolt ammo [170]
5x GKSS, 1x psycannon, 1x hammer, Razorback, psybolt ammo [170]
3x MM Servitor, 2x Jokaero, 5x Warriors, Chimera [175]
Dreadnought, 2x autocannon, psybolt ammo [135]
Dreadnought, 2x autocannon, psybolt ammo [135]
Dreadnought, 2x autocannon, psybolt ammo [135]

2000 pts

The two 10-man GKSS split into combat squads with the psycannons and hammer going into the Razorback and the other five normal guys loiter in backfield Bolstered Defences cover with an attached Techmarine. Get the beamer squads into the best firing positions available near the extreme corners of your deployment zone and you then have max-power conversion beamer shots to punish any units your opponent tries to hold back outside of your 24" optimum kill-box.

The rest of the army has five Psybacks and a Chimera pushing up into midfield with a total of eight psycannons, six multilaser/psybolters, five multimeltas and up to three heavy flamers. The advancing elements are supported by three Psyflemen and two beamers in backfield. A good mixture of suppression fire, true anti-tank and anti-infantry firepower spread across the short, medium and long range brackets. The six midfield squads each have a hammer as an assault deterrent (plus Sanctuary projected from a Chimera hull) and you can cover most of the table with Warp Quake bubbles if you are so inclined.

The only thing missing from this list is a Librarian for a Hood and Shrouding but I think you can live without it.

Charlie"


Charlie, the list looks good though I would probably lean towards your initial idea of Acolyte bodyguards for the Beamers. Even chucking in a Jokaero or two into each squad is going to give you some extra firepower to throw downfield with the Beamer shots and you're not sacrificing MEQ bodys in the backfield. This allows you more stormbolter shots and assault capacity when necessary but leaves your backfield a bit more vulnerable if anything breaks through.

You could even still combat squad them and put them into the transports of the Henchmen squads but that is going to be quite tight on points. I might try running around with this concept just to see if you can get more heavy weapons into the army (Jokaeros) whilst still running Coteaz upfield. You'll probably lose some Psycannons but your backfield will have more bodies and more output.

Food for thought and let's see what everyone else thinks.

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