Showing posts with label unit analysis. Show all posts
Showing posts with label unit analysis. Show all posts

Wednesday, July 6, 2011

2000 GK's and the Callidus

I've been wracking my brain trying to come up with a Grey Knight list that doesn't feel like a carbon copy of another. I had a pretty strong 1500 list with an Inquisition focus, but at a bigger level I feel the Knights themselves can be a lot stronger overall. I think I might have something solid enough to do some damage while keeping the opponents attention all over the place. 

The current idea is to have multiple targets with each pairing being a threat, that if ignored, can put a unit down or at least tie up their attention. 

Librarian (force sword, Warp Rift, Might of Titan, Sanctuary, Shrouding) - 170

Vinidcare Assassin - 145
Callidus Assassin - 145

Terminators x 5 (4 halberds, 1 cannon, 1 hammer) - 225
Strike Squad x 5 (1 halberd on the Justicar, 1 cannon) with Psyback - 165
Strike Squad x 5 (1 halberd on the Justicar, 1 cannon) with Psyback - 165
Strike Squad x 5 (1 halberd on the Justicar, 1 cannon) with Lasback - 195

Stormraven Gunship (twinlinked assault cannons, multimelta, no other upgrades) - 205
Interceptors x 6 (1 cannon, 1 hammer) - 176

Riflemen Dread with psybolts - 135
Riflemen Dread with psybolts - 135
Purgation Dread (twinlinked heavy flamer // DCCW with heavy flamer, psyflame) - 130
[I think that gives me like 9 points left over, so Searchlights for everyone! Yay!]

Note: You're about to read me working through the list with some strategy and logic behind it. Just a heads-up.

So the general layout would stick the Librarian with the Terminators in the gunship. Rocket around or straight up the gut to create a sense of urgency. Slap the Purgation Dread in the back to get it across the field quickly. The trick is just clearing that 24" gap between the lines. Once its on their side, the Dread is just going to cause as much havoc as possible. The gunship only really needs to survive maybe two rounds of shooting to get over, but with the mass of missile launchers out there, gotta test it out some movement strategy. 

Interceptors pick the weak flank and either jump along or try an ambush an exposed unit. I'm debating on the cannon or the incinerator for them but I think from turn 1, the cannon will give me a better chance overall of doing damage. They can buddy along with another unit as a supporter rather than a solo unit. 

For anti-tank, the two Rifleman Dread, LasBack and good old Vinnie. Plus the multimelta on the gunship and the Librarian being able to Might of Titan should help support that and psycannons all over the place. So on a good turn, from range being able to pop potential 5 tanks of various armor values, I'd feel pretty safe. On a bad turn popping at least 1 to 2 should be enough to get the Psybacks and Strike Squads together to fire up.

For each Strike Squad and their Razorback, I can buddy up a Rifleman or the Vinidicare to assist in limiting the field. With three Dreads helping out, I also get the Reinforced Aegis and a Psychic Hood flying around. 

Now the only thing that might look out of place here is the Callidus Assassin. I think she's been given a rough time with the new 'dex but I think I might have figured her out. She drops in all sneaky-like within 3" (but not within an inch) of an enemy unit and is placed there. She has Stealth so cover is awesome, but dropping her into cover using deepstrike causes a Dangerous test. 4+ invul, and a FNP at a 6+, she actually can reasonably land in a terrain piece with a unit and survive. That is if I'm remembering my Deep Strike rules correctly (please correct my logic if you know differently). 

So she's landed, d6 STR4, AP2 hits on the unit. Just hits, so you take the raw number and try wounding. Against something like a Long Fang squad, you have a decent chance of removing a few from the squad (if you get lucky, you could actually cause a panic check in the movement, and then again in the shooting phase). Now you're stranded with a template weapon close to a squad that just lost a few guys. Everyone is trashing this template but I think it can really do some harm. The big deal is that its STR 8, AP 1. Sweet! But it works against LD instead of Toughness. Lame! or is it? 

Now, follow me here. If my logic is correct: similar to a unit that has a mixed toughness values you would use the hit individual model's value. To wound you use the LD value of the models hit instead of toughness. So slapping this template down on, say a Tactical Squad, you would be rolling against LD 8 for the grunts and LD 9 for the Sarge. My understanding of leadership is that the Sarge's LD is used specifically for tests, but the value stays the same in terms of the profile. So Sarge is gone on a 5+ and grunts on 4+ (barring invul saves, of course). No cover saves because of the Template rules. A small 5 man marine squad would have something to fear, but imagine lining up against a bigger unit. 20 guard unit, that template could do some serous hurt. 

If all of that logic stands up, the Callidus is pretty powerful and not as situational as most people think she is. I really wished they covered her specifically in the FAQ, because subtle differences in wording can make or break her easy. 

If she gets charged by the unit she's been blasting, at I7, she should be able to reduce the amount of attacks coming in and has the 4++/6+ just in case. Hit-and-Run gets her out of dodge with an I7 on your opponent's turn and you're free to finish off the unit with firing your next turn. More likely, she'll get shot to hell, in which case she's absorbing the fire of at least one unit away from the rest of the army. This is all based on a good target being available to bomb out and you roll with reasonably good luck. So, slightly situational, but if you haven't popped a transport with that much fire by at least turn 2, then you have other problems. If anything, even having the Callidus in your army provides you with an advantage in the mental game. Until she comes in, any unit out of a tank is at risk. 

My goal this weekend is to get a game following the list above in the NoVA primer set-up. I need to get as many games as I can before that weekend so I'm ready to go. 

Let me know what you guys think. Is my logic around the Callidus wrong? Is the Stormraven not worth it? Find a way to reduce points and add more units? Is she really going out with him? Is she going to take him home tonight? Sorry, radio's playing. Till next time, folks.

Tuesday, June 14, 2011

What's big, grey, and doesn't like you?

If you guessed Grey Knight Dreadnoughts, then you probably cheated somehow.

Everyone's favorite death-dealing coffins are back in a big way for the Grey Knight codex. What is it that makes them that strong? In a word, Fortitude. Fortitude is a nifty little psychic power that lets you ignore Crew Shaken and Stunned in the movement phase. With a leadership of 10 designated to vehicles in the codex, you can consistently pass this test and keep those Dreads moving. Now everyone, including myself, has been pitching the Psyfleman Dread (a Dreadnought with two twin-linked autocannons and psybolts ammo). I recently ran this guy at a local tourney to great success. He comes in stock at 135 points, so its difficult to not find room for him in each list. A lot of people are running three of these guys for heavy support, but we also have the option to run a Venerable version in the Elites section. True that does increase the cost but if you want to run a whole firing line of Dreads, its possible.

Let's start with the stock model:
Melta-Dread: Multi-melta//Dreadnought Close Combat Weapon with Stormbolter = 115 points
As basic as it comes, one shot from the main arm and two from the back up. The general upgrades work well with this one except for psybolts. No point in throwing down 5 points for two shots. Venerable or Regga-Dread? Regga-Dread works if you're strapped but a few more points can make it infinitely better at whatever role you would have it for. Venerable version could actually be worth it with 170 points. Better BS means that MM is hitting more often, but as I said, a few more points and its a lot better than the one pip of BS.

Psyfleman Dread: Two twin-linked auto-cannons, Psybolts ammo upgrade = 135 points
Fantastic buy. Way easy to convert. Loooooooong range and twin-linked means you'll be hitting something every turn. There is a good feeling when you invest in a unit/model that gets to roll dice every turn and does something meaningful, even if its to keep vehicles out of one section of the field.

Gunslinger Dread: Twin-linked heavy bolter//Dreadnought Close Combat Weapon with stormbolter, Psybolts = 125 points
Ten points less than the Psyfleman with one more shot but at a weaker strength. So why run this guy instead of just another Rifleman? The Dreadnought CCW. Fortitude allows for movement up field, 3 twin-linked STR6 and 2 STR5 shots can wound most anything save the heavier tanks. Rolling up on a unit, you'll be able to assault them in CC as well. Don't forget that Dreads in this codex are still nasty buggers in CC. Venerable or Regga-Dread? This guy I can actually see being an effective Venerable Dread. With BS5, you'll hit almost every single shot, and if someone does get that lucky result on the damage chart to immobilize or destroy a weapon, knocking it down to a lower one frees you up to keep barreling forward. This guy and the next one I haven't had a chance to play yet but I am looking really to it.

Purgation Dread: Twin-linked Heavy Flamer//Dreadnought Close Combat Weapon with heavy flamer, Psyflame ammo = 130 points
Two templates at STR 6, one of which you get re-rolls on. Want to get rid of that Genestealer unit creeping up on you? Get yourself in the right position and just melt some faces. The Close Combat Weapon will make sure that you can defend yourself in CC. The STR6 flamers are actually strong enough to pop some tanks too. Then you assault the tank and tear it up. Venerable or Regga-Dread? Probably sticking around the Regga-Dread. The Re-roll on the damage chart would benefit this one the most because he needs to be up close where all those friendly Melta guns like to play, but he loses the major benefit of the increased BS.

Ranger Dread: Missile Launcher//Twin-linked Lascannon = 150 points
Stand in the back, keep firing. Fills a similar role to the Rifleman but a bit more expensive for the low-AP. The launcher's alternative firing mode can help with anti-infantry but only a little. This one is designed to make tanks cry. Venerable or Regga-Dread? Probably Regga-Dread again. The higher points cost is hard to justify but the higher BS helps a lot. Plus anything that's penetrating it is probably also long range, so a lucky re-roll keeps it in the fight and relevant to the battle at hand.

There's a few other stock options, like the Assault or Plasma cannons, but I don't see them assisting or making the other Dreads worse options.

Now there is one other thing that bears mention: Reinforced Aegis. This covers other unit close by (I believe somewhere in the range of 6" to 12") with a psychic covering. If a psyker goes after a unit in the area, they take a -4 to the leadership. That's pretty solid against even LD10. If you throw in an easy psychic hood, you got some pretty solid defense there.

Hope this was helpful, even if its a little late. Next up, a 2000 point list or some henchmen combos. We'll see. Catch you next time.