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The Epic burns my Eyes!!! |
So, after looking over the Grey Knight codex I found one little trick no one else is talking about. What is it you say? Well, I was looking over the fluff and thought to myself,
"Aren't Grey Knights supposed to be specialized in teleporting in exactly where and when they are needed? Why doesnt the codex allow the army to be good at massive deep strikes?"
Then I read over the army list and said, "never mind" and built this...
HQ: Inquisitor w Force Weapon and Psychic Communion 55pts
HQ: Inquisitor w Force Weapon and Psychic Communion 55pts
Troops: 10 Terminators; 2 w hammer, 2 w psycannon and Halbred, 6 with Halberds 450pts
Troops: 10 Terminators; 2 w hammer, 2 w psycannon and Halbred, 6 with Halberds 450pts
Troops: 10 Terminators; 2 w hammer, 2 w psycannon and Halbred, 6 with Halberds 450pts
Fast Attack: 10 Interceptors with 2 psycannons, Justicar with hammer 290pts
Total 1750pts
See what I have here, If you know anything about reserves and how Communion works, well...
This is all about working the system.
Anybody remember Ninja tau? Ninja tau was about using some weird equiptment to make your entire army be locked in resereve untill the last turn in which they rush onto the board, kill the enemy, take the objectives and let the game end.
It wasnt good, It involved letting one unit out a turn and even then the Tau army functions by inter working unit's fire over turns. It was a gimmick, nothing more. I know, I was able to smack down these lists before.
So why am I bringing this up again?
Because Grey Knights have a way of playing the reserves denial game in a much more stable way.
I personally think this army should go second, aim for that. (explain it in a bit)
Think about it, turn one you hide both Inquisitors behind rocks or other terrain which on a fair board should exist. (if there isn't any put them in cover with the Interceptors and let them soak the wounds coming at them)
Then the enemy will either deploy in reserves or in a position to defend against you. then you think.
Turn two the enemy will either have an army waiting for you with popped smoke or half still in reserve, if smoked, you can wait till next turn all 4 of your reserves rolls only bring in a unit on a role of a 6 thanks to Communion
Turn three the enemy will have wasted his smoke, or will have even more units marching on, waiting for an army of terminators to just show up. You can either spring your trap, or play luck as your units now come in on 5+ depending on the army you can decide, its still 30 terminators, you should know by know what they can or cant take on.
In fact that determines the whole focus of the force:
You have to know the right time to strike. This is a finesse army, not a sledgehammer like the DeathWing
Think the army looks small... look at how it looks when it combats squads and lands 13-24" away from you
Troops: 5 Terminators; 1 w hammer, 1 w psycannon and Halbred, 3 with Halberds
Troops: 5 Terminators; 1 w hammer, 1 w psycannon and Halbred, 3 with Halberds
Troops: 5 Terminators; 1 w hammer, 1 w psycannon and Halbred, 3 with Halberds
Troops: 5 Terminators; 1 w hammer, 1 w psycannon and Halbred, 3 with Halberds
Troops: 5 Terminators; 1 w hammer, 1 w psycannon and Halbred, 3 with Halberds
Troops: 5 Terminators; 1 w hammer, 1 w psycannon and Halbred, 3 with Halberds
5 Interceptors with psycannon
5 Interceptors with psycannon, Justicar with hammer
Its only 8 psycannons, but 6 are planted on relentless Terminators, thats 28 shots at 8 targets, enough to shake/stun big stuff and fry rhinos/chimeras. Its an alpha strike you control. Can the enemy reliably stop you their next turn which is turn four or five? Well, its one thing to have to kill 30 terminators in 6 turns, another in 3-2 all the while your shooting him dead.
This doesn't play like other Deep Strike armies because it has a huge advantage. It is durable and has long range guns. I'm not landing within 12" so I can melta you, I have the luxury to be 24 inches out, and still fry you. Bubble wrap isn't as much as a hassle as I just shoot over them. You wonder why Death Wing is so scary? This army gets the same alpha strike advantage except without the many of the disadvantages
Being aware of when you strike is important too, remember how I said you want to go second, here's why:
TURN1 Top:
Bottom:
TURN2 Top:
Bottom:
TURN3 Top:
Bottom:
TURN4 Top:
Bottom:
TURN5 Top:
Bottom:
TURN6 Top:
Bottom:
TURN7 Top:
Bottom:
Lets say you wait till the third turn to deep strike and you are on the bottom of the turns, how does that work?
TURN1 Top: waits
Bottom: waits
TURN2 Top: waits
Bottom: waits
TURN3 Top: waits
Bottom: strikes and shoots
TURN4 Top: fires back
Bottom: fires back
TURN5 Top: fires back
Bottom: fires back
TURN6 Top: fires back
Bottom: fires back
TURN7 Top: fires back
Bottom: fires back
Notice how at most you are playing a five turn game and your opponent only has four of his turns to shoot at you while you have 5 to shoot, including the first shot. Imagine then if you waited till fourth turn... now you see what I mean.
Now I have to test play this. I need too work out nuances and so forth, such as weather to have ten man squads and then combat squad or 5 man squads and subtle nuances.
At 1850 I upgrade a unit of Terms to Paladins and add Thawn because he is one of the most annoying models in the game and he looks cool.