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Rattlehead
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6,741 Posts
GK - Combined Arms 1080 pts 21 models
I'd agree with Xabre - the Nemesis Strike Force will let you put on early pressure to support the Knight, which you really need.

Librarian
NFH; ML3
Good, although I'd probably want to find the points for the Domina Liber Daemonica since your psychic powers will be all but unopposed against Necrons - may as well make the most of that fact (almost all the Sanctic powers are good at fighting Necrons - Vortex of Doom helps you crack their universal AV13; Cleansing Flame gives Warriors a hard time, Hammerhand lets you churn through their infantry, lowering their leadership that extra few points to let you run them down almost automatically; Gate of Infinity lets you fight them at their own game if they have Veils of Darkness, or generally helps with mobility which is always good; Purge Soul is never very strong, but you can snipe out Resurrection Orbs or Crypteks with it; and Sanctuary, while not as strong as it usually is against the high AP of Necron firepower, will save your bacon if he's packing some Warscythes).

Terminators
Justicar NFS; SB
3 x GK Term NFS; SB
1 x GK Term NFS; Psycannon
Swords are fine if you're strapped for points and they're probably the second best squad-wide weapon after Falchions. You'll probably want a Hammer to stop one dude with Sempiternal Weave tanking your attacks all day, but arming a squad with them is very expensive with diminishing returns; Staves are likewise a niche choice. Here I disagree with Xabre; Halberds are essentially a dud entry. Against Necrons, particularly so. Str7 just isn't appreciably more than Str6, especially when you have Force to deal with any roving Tomb Spyders or C'tan or what have you. They're super-cheap, certainly, but juts because something is cheap doesn't mean it's a good deal.

Strike Squad
Justicar NFS; SB
3 x GK NFS; SB
1 x GK Psycannon
Again, I agree with Xabre. Strikes are just inferior to the other forms of PAGK - my favourite are Purifiers, but Interceptors and arguably Purgators are simply better than Strike Squads (you're GK - you're already super-expensive, so why not pay a little bit more and be super-good as well?). Drop these guys.

Purifiers
KotF NFS; SB
Pur NFS; SB
Pur Inc
Rhino
I'm not really sure what this squad loadout is, but 10 Purifers with 4 Incinerators is a great loadout. They gain a hell of a lot (well, they're unusable without) the Nemesis Strike Force, where they can Deep Strike, Run and then shoot off their Incinerators.

Storm Raven
TLMM; TLLC; 4 x Storm Strike Missiles
Twin-Linked Assault Cannon is probably a better choice than the Lascannon due to how they interact with Jink - more shots is better, especially since Jink has minimal effect on Necron aircraft (as they have Tesla - @falcoso can attest that snap-shooting is pretty much just as good as regular shooting with a Twin-Linked Tesla Destructor). It's only good as anti-air, however, and it's a pretty expensive way of doing that considering how cheap it's targets will be.

Razorback
TLLC
Lascannons will bounce off anything important that Necrons can give - AV13 with Jink or even regular cover (Necrons can easily get 4+ cover through their ability to switch Night Fight off and on). Drop it completely.

Nemesis Dreadknight
PT; HPC; 2 x PF
I prefer the Heavy Incinerator as it lets you kill units in Ghost Arks and has roughly the same anti-infantry output as the Heavy Psycannon for nearly half the price, but the Heavy Psycannon certainly has merits (it's great to shoot into the rear armour of Necron vehicles, for example - easily reachable with a PT).

We know him, we love him.

Henchmen
7 x Acolyte BG; CS
3 x Servitor MM
1 x Psyker
(not sure what tree, since will have Coteaz in this squad with Div.)
Chimera
They're not going to be able to sit still to fire those Multi-Meltas if the Necron player is any good, and Str8 vs Av13 with cover is hardly promising. Psyker is good for an extra Warp Charge - as I mentioned, Necrons can't stop you effectively at all, so maximising your Psychic Phase would go well. The Bolter Acolytes are pretty worthless; any Necrons that aren't dying to the Storm Bolters of the GK (tip; it won't be many) won't care about a few Bolters, so cut down to 2 Bolter Acolytes, 3 Meltagun Acolytes, and maybe a Psyker if you have points to spare.

Xenos Inq
3 x SS
BP; CS
Good, and better with the Nemesis Strike Force.

Henchmen
Acolyte BG; CS
Servictor MM
Valkyrie LC; Hell Strike Missiles
Again, not sure what's going on with the Servitors. Just bring Acolytes with Meltaguns. Valkyrie should stick with the Multi-Laser, but bring the Multiple Rocket Pods and if you can afford them, the Heavy Bolter Sponsons.

Vindicare
He's great.

Knight Errant
It's great if you can support it with a bunch of other early threats.

I'd be tempted to drop the Stormraven, Razorback, Rhino for the Purifiers, spare Bolter Acolytes and Strike Squad, replacing them with a second squad of Terminators and a 5-man squad of Purifiers with 2 Incinerators. You fill in the slots for the Nemesis Strike Force, so do that because Rites of Teleportation > Objective Secured. Then, with the leftover points and in this order of importance, get as many Incinerators as humanly possible on the Purifiers, swap the MM Servitors for Meltagun Acolytes, the Domina Liber Daemonica on the Librarian, and whatever else I suggested up there that you have points for.

You'll end up with a nice alpha-strike (although I just realised, no Reserve Manipulation means that bad rolls could really screw you up if a lot of stuff doesn't arrive turn 1), with the threat of the Knight backed up by 10 Terminators, 15 Purifiers (in 3 squads of 5 through Combat Squads, so you can get +6 Warp Charge and throw Cleansing Flame around all the more - Necron Warriors and Wraiths really, really hate Cleansing Flame, and it's a surprisingly effective anti-flyer tool if you're looking to plink off a Hull Point or something) with support from the Vindicare and later, the Acolytes to shore up a weak point/snipe a troublesome vehicle/grab objectives as appropriate.
 

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Rattlehead
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6,741 Posts
My bad - I thought Purifiers had native Deep Strike a la Strike Squads, my bad (a bit arse since I have to change my list to Interceptors now, but Interceptors are pretty good so I'm fairly okay with that.)

The new list looks good - putting the Purifiers in the Stormraven is far from a bad plan.

Vallyrie should pack a Multi-Laser over the Lascannon because the Valkyrie is an anti-infantry vehicle and can't realistically pull anti-tank duties. Leave the Lascannons and armour-hunting goodness to Vendettas and Vultures.

Servitors can't fire Blasts at all on the move, unfortunately. You *could* sit on objectives and make an exclusion zone for Necrom vehicles, but Necrons and CSM are more than capable of removing a handful of t3 models at 24" away (despite the Heldrake nerf, CSM are still very much capable of dealing with a lot of infantry from GEq through to MEq). Meltaguns will let you jump out of a tank and slag a vehicle before you die horribly.

Tome of Vethric is good in this list since you know you're fighting Necrons, one of the few good bonuses on the table. Remember it kicks in if the enemy has a model with that faction, not necessarily if you're aiming at that faction. As such, bringing Plasma Cannons on the Servitors and giving them Tank Hunters and rerolls on Gets Hot and Scatter by upgrading to a psyker could be a good plan (and you'll cry with happiness if you roll up Perfect Timing).

Apart from that, this new list looks much better :victory:
 

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Rattlehead
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6,741 Posts
So would you rather use Interceptors over Purifiers? Also dropping the Rhino lets me add Multiple Rocket Pods to the Valk, and if I drop the NDH on the Lib and go for NFF or NFH I would have the points available to add heavy bolter sponsons to the Valk.
Yeah, I'd take Interceptors since Purifiers don't really work with the Nemesis Strike Force whereas Interceptors are pretty good (and have the albeit niche advantage of not caring about Interceptor and arriving where they want, if you use their Shunt instead of the standard Deep Strike). I'd probably keep the Daemonhammer on the Librarian - he doesn't have a brilliant offensive statline but WS5 to land those hammer hits is nice so sure, keep it.

how effective are the multi rocket pods with only S4 AP6, marines (Chaos or not) and Nec should just laugh these off? Are we banking on the high amount of saves and failing a few?
They're large blasts, so it'll be a bunch of saves, and there's likely to be at least one unit of Cultists or Scarabs or something similar that are a prime target. Other than that, pretty much - the rockets it comes with standard are one-use only and of little use against the AV13 of Necrons/AV12 5++ of CSM, so MRP are really more of a 'might as well' choice.
 

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Rattlehead
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6,741 Posts
The loss of the purifiers would drop me 2 wc and the loss of cleansing flame and 2 incinerators seems a like a lot. Since the purifiers could come in on storm raven grav chute in cleansing flange then incinerate.
Purifiers seem pretty baller for the reasons you mentioned - bringing them on in the Stormraven seems like it could be a good plan, although I've always preferred disembarking conventionally so you can charge and get more coverage with Incinerators/Cleansing Flame over the Stormraven's special rule (does it even still have that? Don't remember seeing it in the Codex now I think of it).

And for the ndk would you ds him or just t1 shunt?
If you're going first, Shunt him. If you're going second, Deep Strike him to avoid first-turn Lascannons ruining his day.

Also, I'm going to go back on what I said completely - the lack of Deep Strike on Purifiers makes Strike Squads a lot more tempting, purely through their synergy with Rites of Teleportation, and I'm thinking that while Interceptors are only 4pts more to upgrade to Jump Infantry with a Shunt, that's rather unnecessary with Rites of Teleportation and as GK are so expensive natively with cheap, powerful upgrades, I think that the maxim 'A good deal on something you don't actually want isn't a good deal at atll' is a good one to follow here. My Grey Knight army is in the mail, should be arriving today or tomorrow - once I've got a few games in, I'll come back here and talk with a bit more authority on the categories of PAGK.
 

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Rattlehead
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6,741 Posts
Definitely agree, with necron vehicles they just jink whenever they need to because snap shooting has little to no effect on their effectiveness.... however from the way SW have a similar rule which doesn't allow it in snap shots, so i expect that will change with the new codex.
See? Straight from the mouth of a Necron player. :victory:

I'm not entirely sure that Tesla's going to get changed now - that was certainly my first thought when I saw the SW power, but since Tesla is a mechanic that synergizes really well with what Necrons want to do and has definite limitations on Necrons, I don't see it being removed from Necrons entirely. I wouldn't be suprised to see it go down to a single additional hit on a 6, but I think it'll keep the ability even when firing Snap Shots.

For those who've booked First Class tickets and a buffet on the train of thought; Tesla getting a bunch more hits works very well as an Overwatch principle, which in itself is a good thing for Necrons - they're a short-range shooting army (I think their maximum range gun in the whole book other than Eldritch Lances is 24", and a bunch of their guns only really kick in at 12"), but unlike Chaos Space Marines or Space Wolves, who are also short-range shooting armies, they really suck in combat (I2, Tactical Marine statlines but with abysmal Initiative and no Sweep protection other than natively high leadership - which isn't immune to modifiers - and tending towards mediocre WS/I/A across the army). If they can survive the first round of combat, you can often count on their high resilience to see them through until their few-yet-strong counter-assault units can make it into combat (Wraiths, Destroyer Lords, Lychguard if they haven't gone completely extinct yet). As such, they really appreciate the extra punch on Overwatch that Tesla can give them. Contrast this with Space Wolves or Chaos Space Marines, who can fire Boltguns and Special Weapons once in the shooting phase, again at diminished efficiency in the shooting phase, then attack with very competent melee statlines (I4, 2/3 attacks each, special melee weapons on Wolf Guard/Champions, Marks of Chaos, Wolf Standards etc.), and they don't need any Overwatch bonuses nearly as much as Necrons. If you charge SW/CSM, you take damage from the combat, not the Overwatch. If you charge Necrons, you take damage from the Overwatch but not so much from the combat (unless it's a Necron combat unit, which unusually have not even a token pistol amongst them... Whatarch Praetoriwhats? Stop making up units). As such, Space Wolves would be imbalanced if they could do large amounts of damage both on Overwatch *and* in combat (while units that can do this exist, namely Paladins/Purifiers and Guard Blobs, the former pay a premium to do so while the latter have a few issues with range, line of sight, very unreliable damage output and general unwieldiness on the field). Yes, Living Lightning is a Witchfire and therefore cannot be fired on Overwatch anyway, but I'm just speculating and hypothesising at this point and I'll conveniently ignore that because GW putting the 'doesn't get extra hits on Snap Shots' clause in just to stop SW having an unreliable anti-Flyer tool seems unlikely at best.
 
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