Thursday, April 28, 2011

Is this the strongest list concept in Grey Knight Codex?

Picture jacked online somewhere, no malicious intent intended

I have been reading the Grey Knight Codex all weak trying to think of a good list concept to use for them.  It has so many themes you can run it is silly, but I also wanted to come up with a really strong list that would be pretty competitive.  I think what I came up with is very strong, but who knows this is the internet and every list fails on here except ones made by that guy.

I am only throwing the concept in this post with what I think the list needs.  I haven't pointed up any of this yet, but am shooting for 2,000 pts and there is room for tweaks and units I could do without.

Before the list, I must say this pivots on a rules interpretation that I think I am correct on, but really need others opinions.  The rule is regarding henchmen and inquisitors.  If I take two inquisitors of any type I can have a unit of henchmen to act as a retinue, which doesn't take up any force org slots.  Now, if one of these two inquisitors is Coteaz, I feel as if you can also take six units of henchmen as Troops choices for a total of eight units.  I think this is the key to the list and haven't seen this addressed anywhere.  However, I do not surf forums daily for lists info and all that bs where the same two people critique everyones lists and tell them where they failed and what they should really have in it if they want to play 40k. Rant over.  Seriously though, I need this cleared up.

The list concept: Bodies + Templates = Fun Times

Coteaz plus Henchmen retinue in Chimera
  Henchmen unit includes 7 Psykers, 3 plasmacannon servitors, 1 meltagun henchmen

This unit is geared to fire 5 guys from hatch at anything coming in from reserve within 12".  Thanks for dropping by Drop Pods, Snikrot, Wolf Scouts, outflankers.  With a str 10 ap 1 large blast template, 3 plasmacannons and a meltagun things will die.  Also will have a servo skull floating near this Chimera to help with scatter.

Inquisitor(probably Malleus with Hellrifle and Servo Skulls) plus Henchmen in Chimera
  Henchmen unit includes 7 Psykers, 3 Plasmacannon servitors, 1 plasmagun henchmen

This unit is another camp and fire unit.

Then we need to fill out six troop slots with Henchmen units in Chimeras.  Each of these units includes the 7 psykers a couple servitors of your choice and maybe deathcult assassins, Jokaero, whatever really.  These loadouts needs some playtesting to find good combo.  The only thing that is important is keeping the 7 psykers in each unit and maybe a little close combat, so when you get disembarked and have to fight.

We should be around 1600 pts now.

Want to add a couple of assassins for funsies.  Need at least one Culexus, but two would be nice if it were legal to take two(it's not, so sorry).  Keep him near at least four of the henchmen units and laugh when you fire your Assault 30 pistol that is Str 5 AP 1.  Would be pretty nice to also squeeze in a Vindicare assassin or a Dreadknight for harassment units that will draw fire away from your Chimeras, giving them a turn or two to weaken units.

Okay, so probably more of a fun list than competitive, but highly capable of annihilating an army very quickly. Also, with Coteaz you have a better chance of seizing initiative for all-important first turn shooting and a great chance at also seizing from opponent.

I think this list will be under rated due to having no Grey Knight support, that is until it starts shooting at you.  Sure the psyker squads have to pass a LD 8 test to fire, but with a couple servo skulls and some low LD rolling it's like having 8 Vindicators on the board, but with longer range and better AP.

Essentially, this list relies on dropping at least 6(maybe 8) large blast templates of Str 10 AP 1 on the opponent each turn, plus the servitors with plasmacannons and multimeltas and heavy bolters spread throughout.  Eight Chimeras can also put out an amazing amount of high strength firepower.  With at least 96 bodies and 8 Chimeras plus assassins, Dreadknight, dreadnought, (insert favorite bullet catcher here), this is not a pushover army even with almost no close combat ability.  I would reserve the Culexus assassin in order to come in late game after opponent has committed to a flank or whatever.  Walk in and hide behind Chimeras until you get a chance to drop 30 shots, at BS 8! and AP 1 on an unsuspecting unit.  This will probably get FAQed, but right now each of those Psykers is a Psyker.  They only count as one when firing weapon.  Unlike the Grey Knights in book, where only Justicar gets hit with Perils, every Psyker in unit is hit, so I would count each dude, not each unit.

So, strongest list in book?  Doubt it, but man that's a lot of large templates and dakka.  I see all these lists with orbital strike relays that always scatter 2D6 and costs 45 pts plus the character to carry it.  I laugh because here you can have 8 of those templates that don't always scatter(no lance rule though) for 70 pts each, plus they deviate 3" less than roll and even less than that with servo skulls nearby.  Oh, and you can move 6" and fire this from relevant safety of Chimera hatch and only taking up one firepoint since they are treated as a single psyker.

What you think, is this old hat that's already been chewed up and spit out on the forums or the future of Grey Knights?  Fun, Hobby List or Competitive?  Personally, I love this concept and can double duty lots of my IG stuff for this and get to make some great conversions and use as many of the awesome henchmen models available as possible.  Oh, and I will be writing up a pointed list to post on here in my "Hobby List of the Week" soon to show how much firepower can really be squeezed out of this book.

Tuesday, April 12, 2011

"Hobby List of the Week": Outflanking White Scars


Today, a quick hobby list using Codex: SM and Khan.  This list is centered around his ability to allow dedicated transports to outflank.  This is a fun rule to use.  It's a little bit unreliable and can get you massacred quickly if your army comes in piecemeal, but when it works, it can catch the opponent off guard with two outflanking Land Raiders.  

Khan Outflanking List - 2,000 pts

Khan

Librarian Tigurius

Terminator Squad
   5 Termies - Cyclone Missile Launcher & 2 Chainfists
   Dedicated Transport:  Land Raider or Redeemer with Multi-melta

Assault Terminator Squad
   7 Termies - 4 Lightning Claws & 3 TH/SS
   Dedicated Transport:  Land Raider Crusader with Multi-melta

Tactical Squad #1
   10 SM - Plasma cannon
   Dedicated Transport: Rhino


Tactical Squad #2
   10 SM - Plasma cannon
   Dedicated Transport: Rhino

Scout Squad
   5 Scouts - BP & CCW - power weapon(swap for combi-melta) - meltabombs

Landspeeder Storm - multi-melta

2,000 pts
12-14 KPs
3-5 Scoring Units
44 Models

Not a lot of bodies in this list, but with good rolls the Land Raiders roll in from sides of board and assault immediately.  Khan rides with the assault termies to give them a bump with Furious Charge.  This makes the lightning claws extremely deadly in combat.  The hammers will probably not even get to swing unless the unit is incredibly durable.  

Tigurius is in the list for the re-rolls on reserves.  This will make this army a little more reliable and get you on the board when you want to be.  He also has access to all psychic powers and a force weapon.  With the shooty termies they can take on light weights or larger creatures with fists and force weapon.  They can also Gate around the board helping out others after initial entry.  

Of course both Land raiders have a multi-melta to help de-mech opponents so the termies can get to work.  The tactical squads hopefully won't have to see combat.  They should come on the board near objectives and camp out firing plasma cannon through hatch of Rhino.  The scouts are in the list with storm mostly for annoyance.  The Storm can scout before game and pop a tank before it moves if you get first turn.  Also, the scouts can be dropped off and go to ground in cover on objectives or be thrown away in first turn after scouting.  Do this kinda like demo melta vets in IG army, but with only one meltabomb and need to find points for a combi-melta.  You scout before game and then if you don't get seized they can move speeder, jump out and assault opponents highest point cost tank before they get to move.  After this the plasma cannons and termies go to work on the units inside.

Well, there's a list I think is very cool from a gaming perspective.  Modelling would be okay, but I don't really dig white armies so I would play this with a counts-as Khan in most cases.  Don't think the list is super competitive against veteran players, but would cause major headaches if the reserves and outflanking rolls are good.  I like the ability to use the Gate ability with termies to move around the board where needed, also Khan and Lightning Claw termies is really nasty when you charge.  I had also never thought of using the Storm with Meltabomb Scout Srg like this before typing this up.  I need to find the points for a combi-melta as this could potentially take down many times their points in first turn against a Land Raider.  I will definitely be trying this out, of course I never get first turn so probably never gonna work for me.

This is a good example of lists I like the most.  It has a good look to the army composition(no extreme spam), all units have some resilience(no five man squads shooting nothing but a razorback), a goofy rule or two to make the game fun(Gating termies, outflanking landraiders, Storm scouting with combi-melta and meltabomb scout sergeant), and a couple hard units that can help you win a game, because even fluff-bunnies don't like to lose every time.

Thursday, April 7, 2011

Project Thunderbolt Part 5: Almost Finished Pics


Here are a few pics of the almost completed Thunderbolt.  All the details are painted now.  I wish my free hand painting didn't suck because I would add some block numbers to the right wing and tail rudder.  So, I will not be taking a chance and ruining what I have done already.  Maybe I can pick it back up in a few years if I get to the point where I feel confident in my free hand.  I took a few pics outside because this thing is too big for my lightbox.  All that is left is experimenting with some weathering powders I bought from Secret Weapon Miniatures.  Above is the moneyshot, the reason I built the base for the "Strafing Run" scene.


Above is an over the top view showing how far the plane is off the base for fly-in.


View of the cockpit details with pilot in place and canopy removed.


Another top view of plane only.


View of the plane's bottom in different color.  Weathering here sucks because I did it all by hand after I got a little aggressive with the brush and water getting the salt off.  


Another top view.


Another top view with canopy removed.  That's all the pics on this project until I get the weathering powders out.  I need to watch some online tutorials on the application of these to get some idea of what I'm doing before starting.

Lately, I have actually been painting models slowly.  I have started playing Hordes with my Trollbloods at the FLGS as often as I can get out of the house, which is usually about 1 time every 3 weeks, haha.  I have finished a Mauler and Impaler in the last couple weeks and have an Axer in progress.  I will get these photographed soon and get them up here.