Heavy armour
Flyers
Basic infantry
Volume of STR 6-7
Strength 10
The ability to take GOOD allies
I'm not going to get into what's changed or what hasn't. If you're reading this you should know that mech was king of 5E. Why are these things to look for in your army?
HEAVY ARMOUR
Overall, light vehicles have became much easier to kill at range and just about all vehicles have become much easier to kill in close combat. Heavy armour however is now much more useful, you're less likely to lose the ability to shoot and you're immune to many weapons at the range you should be - at range 24ish and further.
FLYERS
Flyers are powerful simply because of the lack of weapons able to effectively counter them and the fact they get to fire before anything (with an exception - Interceptor). This may change when new books come out with versatile tools able to counter them.
BASIC INFANTRY
Basic infantry is much better now because of the reduction in cover saves, buffability (new psychic disciplines) and because of the rapid fire changes.
VOLUME of STR 6-7
Useful against everything short of heavy armour. Enough said.
STRENGTH 10
This is good in small amounts, don't go overboard. It's useful vs all vehicles and many things are now T5 for ID purposes, making it almost a requirement.
GOOD ALLIES
Obvious.
Tuesday, August 7, 2012
6E Grey Knights Hybrid 1750
I'm getting back into 40k and need somewhere to keep my lists.. figured I may as well put them somewhere useful.
Primary list - Grey knights
Librarian, 3 servo skulls, master crafted weapon, digital weapons: 175
Ten man strike squad, justicar has daemon hammer, 2 psycannons, tl-heavy bolter psybolt ammo razorback: 280
Ten man strike squad, justicar has daemon hammer, 2 psycannons, tl-heavy bolter psybolt ammo razorback: 280
6 man strike squad, justicar has daemon hammer, 1 psycannon, tl-heavy bolter psybolt ammo razorback: 190
Dreadnought, 2x tl-autocannon, psybolt ammo: 135
Dreadnought, 2x tl-autocannon, psybolt ammo: 135
Dreadnought, 2x tl-autocannon, psybolt ammo: 135
Ally - Space Marines
Master of the forge, conversion beamer: 120
5 scouts, camo cloaks, missile launcher: 100
Land speeder, 2 multimeltas: 80
Vindicator: 115
Totals: 1745
Grab 5 search lights to fill in the last 5 points. What do people think?
**EDIT*
Even better list.
Primary list - Grey knights
Librarian, servo skull, master crafted weapon, digital weapons: 165
Ten man strike squad, justicar has daemon hammer, 2 psycannons, tl-heavy bolter psybolt ammo razorback: 280
Ten man strike squad, justicar has daemon hammer, 2 psycannons, tl-heavy bolter psybolt ammo razorback: 280
6 man strike squad, justicar has daemon hammer, 1 psycannon, tl-heavy bolter psybolt ammo razorback: 190
Dreadnought, 2x tl-autocannon, psybolt ammo, searchlight: 136
Dreadnought, 2x tl-autocannon, psybolt ammo, searchlight: 136
Dreadnought, 2x tl-autocannon, psybolt ammo, searchlight: 136
Ally - Space Wolves
Rune priest, chooser of the slain: 110
5 grey hunters, plasma gun, rhino with search light: 121
Land speeder, 2 multimeltas: 80
Vindicator, search light: 116
Totals: 1750
Primary list - Grey knights
Librarian, 3 servo skulls, master crafted weapon, digital weapons: 175
Ten man strike squad, justicar has daemon hammer, 2 psycannons, tl-heavy bolter psybolt ammo razorback: 280
Ten man strike squad, justicar has daemon hammer, 2 psycannons, tl-heavy bolter psybolt ammo razorback: 280
6 man strike squad, justicar has daemon hammer, 1 psycannon, tl-heavy bolter psybolt ammo razorback: 190
Dreadnought, 2x tl-autocannon, psybolt ammo: 135
Dreadnought, 2x tl-autocannon, psybolt ammo: 135
Dreadnought, 2x tl-autocannon, psybolt ammo: 135
Ally - Space Marines
Master of the forge, conversion beamer: 120
5 scouts, camo cloaks, missile launcher: 100
Land speeder, 2 multimeltas: 80
Vindicator: 115
Totals: 1745
Grab 5 search lights to fill in the last 5 points. What do people think?
**EDIT*
Even better list.
Primary list - Grey knights
Librarian, servo skull, master crafted weapon, digital weapons: 165
Ten man strike squad, justicar has daemon hammer, 2 psycannons, tl-heavy bolter psybolt ammo razorback: 280
Ten man strike squad, justicar has daemon hammer, 2 psycannons, tl-heavy bolter psybolt ammo razorback: 280
6 man strike squad, justicar has daemon hammer, 1 psycannon, tl-heavy bolter psybolt ammo razorback: 190
Dreadnought, 2x tl-autocannon, psybolt ammo, searchlight: 136
Dreadnought, 2x tl-autocannon, psybolt ammo, searchlight: 136
Dreadnought, 2x tl-autocannon, psybolt ammo, searchlight: 136
Ally - Space Wolves
Rune priest, chooser of the slain: 110
5 grey hunters, plasma gun, rhino with search light: 121
Land speeder, 2 multimeltas: 80
Vindicator, search light: 116
Totals: 1750
Sunday, March 28, 2010
2k Blood Angels Drop Pods.
(everything apart from the HQ librarian has a drop pod)
Librarian: 100 (blood lance and sanguine sword)
Librarian furioso: 210 (blood lance and might of heroes)
Librarian furioso: 210 (blood lance and might of heroes)
Librarian furioso: 210 (blood lance and might of heroes)
5 man assault squad, serg has infernus pistol and power weapon, meltagun: 140
5 man assault squad, serg has infernus pistol and power weapon, meltagun: 140
5 man assault squad, serg has infernus pistol and power weapon, meltagun: 140
5 man assault squad, serg has infernus pistol and power weapon, meltagun: 140
5 man assault squad, serg has hand flamer and power weapon, flamer: 130
5 man assault squad, serg has hand flamer and power weapon, flamer: 130
Dreadnought with multimelta and heavy flamer: 150
Dreadnought with multimelta and heavy flamer: 150
Dreadnought with multimelta and heavy flamer: 150
After reading the codex over and over I think Blood Angels will do prop pods better than codex marines. This is one example that has plenty of anti tank and is capable of melee'ing quite well.
Librarian: 100 (blood lance and sanguine sword)
Librarian furioso: 210 (blood lance and might of heroes)
Librarian furioso: 210 (blood lance and might of heroes)
Librarian furioso: 210 (blood lance and might of heroes)
5 man assault squad, serg has infernus pistol and power weapon, meltagun: 140
5 man assault squad, serg has infernus pistol and power weapon, meltagun: 140
5 man assault squad, serg has infernus pistol and power weapon, meltagun: 140
5 man assault squad, serg has infernus pistol and power weapon, meltagun: 140
5 man assault squad, serg has hand flamer and power weapon, flamer: 130
5 man assault squad, serg has hand flamer and power weapon, flamer: 130
Dreadnought with multimelta and heavy flamer: 150
Dreadnought with multimelta and heavy flamer: 150
Dreadnought with multimelta and heavy flamer: 150
After reading the codex over and over I think Blood Angels will do prop pods better than codex marines. This is one example that has plenty of anti tank and is capable of melee'ing quite well.
Friday, March 26, 2010
Blood Angels: The Awesomeness that is Lemartes.
After looking at Lemartes he appears to be well, just plain awesome. Here's some information about the differences between him and the other two generic chaplains.
Friday, March 19, 2010
Rough Mathhammer Time: Sanguinary Guard vs Death Company
My numbers may not be exact but I did my best to find the average amount of "kills".
Now, I enjoy keeping units around the 200 point mark (before characters) if I can because I don't enjoy having so many points dumped into one unit, especially if it lacks in duality.
Why am I compared sanguinary guard versus death company? People everywhere are saying that sanguinary guard suck for their points cost.. same as jump pack DC. I for one see death company as being very good anti infantry (of any type) on the -charge- only. I also see sanguinary guard as being able to take a charge better than any other jump pack unit..
Now, I enjoy keeping units around the 200 point mark (before characters) if I can because I don't enjoy having so many points dumped into one unit, especially if it lacks in duality.
Why am I compared sanguinary guard versus death company? People everywhere are saying that sanguinary guard suck for their points cost.. same as jump pack DC. I for one see death company as being very good anti infantry (of any type) on the -charge- only. I also see sanguinary guard as being able to take a charge better than any other jump pack unit..
Critical Mass: Here Dead Lie: Eddie's Version
Credit to Stelek here for the original list. Also, alot of praise for Stelek from me for alot of what I've learnt since I started reading YTTH over a year ago. The information on YTTH has helped way more than anything else I've read.
Anyhoo, onto the list.
Anyhoo, onto the list.
Tuesday, March 16, 2010
2k CC MC Tyranids
Kudos to Shep (original list here) for the inspiration (almost an identical copy, actually..).
I love tweaking lists and Shep's list truly impressed me. This version of his list has slightly more firepower than the original list, 2 more T6 wounds to eat through and the gants are slightly more threatening.
I love tweaking lists and Shep's list truly impressed me. This version of his list has slightly more firepower than the original list, 2 more T6 wounds to eat through and the gants are slightly more threatening.