Hi fritz
I have been toying around with full terminator list at 1750
This is what I have for now
HQ
Grand master 215
3x servo skulls, rad grenades, psybolt and masterwork weapon
Elite
Callidus assassin 145
Troop
10 terminator 470
2x psycannon, psybolts
10 terminator 470
2x psycannon, psybolts
10 terminator 455
2x incinerator, psybolts, brotherhood banner
With grand master ability to give arleast one unite the scout rule and modifying the reserve roll will have out flanking terminators with incinerators and with the help of the servo skulls the 2nd unite will deep strike accurately if anything goes for the skulls that will give my main unite will eat them.
Servo skulls will be placed on the center line one dead center and two each 12 inch from each end of the table
I tried to use madrak but couldn't set him in with his ghost because of the lack psycannons
What do you think?
Thanks,
Fajhan
Reply Out:
Fajhan, I think yours setup is spot on with the two psycannons and ten man terminator squads. Incinerators are a personal preference and I think they give some flexibility to the list even though most will tell you just to stack up on more psycannons.
With your list right now, as it is, I’d consider getting halberds on your terminators (which they might already have and are just not noted) and maybe drop the psybolt ammo. It is nice and adds some extra punch and the chance to stun AV 11 vehicles, but the freed-up points can help in other places.
Interesting that you mention Mordrak- I would consider using him for a few reasons- maybe proxy him in a few games to try this idea out?
I’ve really fallen in love with him as an HQ choice and what he brings to the rest of my army- valuable time for them to accomplish their mission goals.
My setup is Mordrak, a few ghost knights, and a librarian with warp-rift. Mordrak always drops first turn right into the heart of my opponent to lay down the warp-rift template for fun. Sometimes I nail a few things, other times I don’t- but it always gets my opponent’s attention.
The key, is to drop the ghost nights and M in cover and chance that dangerous terrain- you get an invul save and it is worth the risk. This turns the unit into a 2+ armor save and a 3+ cover save- if you go to ground it is a 2+/2+ save which is very hard to dislodge, and for the first wound or so on Mordrak you generate more ghost knights.
Yes it is A LOT of points- but they are Grey Knights, yes? I get this unit stuck in and my opponent has to deal with it for a few turns. If I face a ton of shots then I do go to ground- keep them pouring more shots in, doing everything they can to try and kill it. In a recent game I took an entire 2000 point IG army shooting into it for two and a half turns before they went down- hundreds of shots!
Meanwhile the rest of my army- land raiders, dreads are moving and shooting without any resistance.
In your list you would drop Mordrak first (he is still a Grand Master so you get the other benefits also, etc.) and then bring up your terminators as a second wave- your opponent may want to deal with the termies, but force them to deal with Mordrak through good placement of M. on the table- blocking units with other units, etc.
A further variant of my list which could also work with yours perfectly has my librarian with a teleport homer- Mordrak and the libby drop first, get stuck in, and then I drop a power armored Grey Knight squad with halberds and two incinerators off the homer point blank- you could use a homer to bring in your two incinerator squads for a sure strike.
If you give it a try you will have to play around with the points- losing the assassin (which I think also has value), psybolts, and some extras on the Grand Master- choices but doable if you want to try.
-Fritz
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