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 1000 Pts Torrent Of Fire List, Taking on Grey Knights
Fallen Imperialist
Posted: Mar 12 2012, 12:04 PM
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Sergeant
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Group: Squaddie
Posts: 131
Member No.: 3,054
Joined: 26-January 10



After taking the advice from the Torrnet Of Fire Or Low Ap thread I started last week I've written a list aimed at outnumbering GKs while also weighing them down with a heavy weapons fire. typically my opponent takes a big purifier squad termies or paladins as troop depending on who he has taken in HQ and a stormraven or landraider.

HQ
company command squad
- boltgun
- 2x lascannon

ELITIS
guardsman marbo

TROOPS
platoon command alpha
- boltgun
- 2x heavy bolter

infantry squad alpha 1
- grenade launcher

infantry squad alpha 2
- grenade launcher

infantry squad alpha 3
- grenade launcher

platoon command beta
- boltgun
- 3x heavy bolter

infantry squad beta 1
- meltagun

infantry squad beta 2
-meltagun

infantry squad beta 3
- meltagun

heavy weapons squad
- 3x missile launcher

FAST ATTACK
rough rider squad
- +1 rough rider
- Mogul Kamir

HEAVY SUPPORT
medusa
- bastion breacher shells

hydra flak tank

OK this comes 12 points over 1000pts so if anyone thinks I can cut a little that would be great.

The basic plan is to set up a nice standard gun line, using what cover I can. making sure my heavy weapons are in cover but also in a position to dish out orders and get a good line of sight. Heavy support will be bubble rapped.

60 regular guardsmen with a few special weapons in there should provide plenty of lasgun fire to force a few failed saves against even 2+ saves.

Meltas have served me well in the past so I'm sticking with there shorter range. Out of all the other special weapons I've tried out on GKS grenade launches have had a good kill rate.

Rough riders will be a counter attack unit. With Mogul they hit at the same time as halberds so have a good chance of wiping out a small squad like termies or paladins.

I'm considering dropping something to fit in another platoon command squad to dish out even more orders to keep up the rate of fire. While making sure if a heavy weapon needs to force a rerolled cover save or twin-link to make sure it hits that armour, it can.

I don't mind if someone has a completely different idea of what will kill GKs. This list is based on what I can field but suggest what you want and Ill see if I can field it.
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JenBurdoo
Posted: Mar 12 2012, 01:18 PM
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Hm. Well, first, you can't have multiple heavy weapons in your command squads. I've fought GKs several times recently and find a special and heavy in every squad works well, especially if one or both of them has low AP.

If this is all you have, however, I'd perhaps put the grenade launchers in a Vet squad to make them more effective, and/or spread those heavy weapons to individual squads to make them more of a threat.
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Makoto
Posted: Mar 12 2012, 01:20 PM
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I'd only point out that against MEQs grenade launchers are worth about as much as lasguns. So it's better to either drop them and keep the squads cheaper, or replace them with plasma guns, which have both better RoF and AP2.

Officer's bolters would be a good place to start getting points for plasmas, as 3 bolters (apart from having similar effect to lasguns against MEQs) won't make a difference worth their points.
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Fallen Imperialist
Posted: Mar 12 2012, 04:09 PM
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Joined: 26-January 10



JenBurdoo

QUOTE
Hm. Well, first, you can't have multiple heavy weapons in your command squads. I've fought GKs several times recently and find a special and heavy in every squad works well, especially if one or both of them has low AP.


I thought you could do this? Ill go have a look at the wording in the dex and reconsider this. If I cant pack them with heavy weapons I'd prob opt for a missile launcher rather then 2 heavy bolters.

QUOTE
If this is all you have, however, I'd perhaps put the grenade launchers in a Vet squad to make them more effective, and/or spread those heavy weapons to individual squads to make them more of a threat.


I always use to spread heavy weapons out between squads but since orders came in to the game Iv always tried to bunch them up to make orders more efficient. So maybe its time to go back to some old tactics.

This is not exactly all I have, and we have never had a problem as 'counts as' units so I can try other things.

As for the vets squad idea, I didn't go for vets because I was trying to jam in as meany lasguns as possible. but I'm tempted to add a vets squad because iv found GKs are really scared of large S8+ blast templates. Selfdistruct.gif That is of course if i can fit in a demolition charge after the cuts.

Makoto

QUOTE
I'd only point out that against MEQs grenade launchers are worth about as much as lasguns. So it's better to either drop them and keep the squads cheaper, or replace them with plasma guns, which have both better RoF and AP2.


Last game I played my 3 grenade launchers in a single vets squad killed 2 purifier with krak in the first turn they entered and then 4 out of a 12 man inquisitors henchman war band with frag. I know this dose not sound like a lot but when Iv been struggling to wound at all it seems like quite a achievement.

So far, as soon as the GKs can get any shots at a squad with plasmas in it they do. Generally they only get one chance to use them. I know this is kinda in the spirit of the guard, I just can let myself wast 15pts for a single use plasma gun.

QUOTE
Officer's bolters would be a good place to start getting points for plasmas, as 3 bolters (apart from having similar effect to lasguns against MEQs) won't make a difference worth their points.


Iv just realized sergeants are limited to pistols anyway. In that case Ill leave them bare.

Thanks guys. Ill type up something a little bit more tuned.
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Pax Urbis Pax Imperi
Posted: Mar 12 2012, 07:56 PM
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Group: Lord Generals
Posts: 2,449
Member No.: 2,706
Joined: 6-April 09



Correct, one heavy weapon per squad, unless its a heavy weapons team.

Don't leave your sargents bare, give them a plasma pistol, or powerweapon. Something to make a difference.

Melta works just as well. Sure its one shot, but that thing will kill anything.
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