Grand Strategies

Tips, tricks, tactics and reviews of the Grey Knights army list

Heavy Listinerator

Army lists. Grey Knights style.

This is default featured post 3 title

Go to Blogger edit html and find these sentences.Now replace these sentences with your own descriptions.

This is default featured post 4 title

Go to Blogger edit html and find these sentences.Now replace these sentences with your own descriptions.

This is default featured post 5 title

Go to Blogger edit html and find these sentences.Now replace these sentences with your own descriptions.

Tuesday, August 30, 2011

Nemesis Mathhammer - Statistically Speaking, You're Going to Die

















As still a fairly new-ish player (or someone who plays often enough like they were new) I have the occasional tendency (especially when I'm fielding new units) to be a tad overzealous with my charges and placement. To put said unit directly into harms way under the misguided assumption that they are "awesome" and are about to "melt face." It's not as if it happens often, but it can be easy to forget that with such a low model count in the Grey Knights army (and with how bad-ass the Grey Knights seem).


Consider this a friendly reminder from the dice gods.


The scenario is to see, basically, how many S4 rapid fire shots (we'll ignore AP as bolters, shootas, etc. don't have enough to penetrate any MEQ or better armor) would it take statistically to take a model or unit down. One wound might not seem like a lot but in a Grey Knights army of 200-225 pt Terminator squads (5 models) and Monstrous Creatures that can be up to 200-250 pts (Dreadknights), it can hurt a lot more than you'd like to think. Let's even throw in Castellan Crowe and a Strike Squad GK.


I'll show the math the first two times, then after that I figure everyone will get the idea.


Grey Knight (MEQ: Toughness 4, 1 Wound, 3+ armor save)
@ BS 4 (66.6% of shots will hit, 50% of hits will wound, 33.3% of wounds will not be saved) = 11.1% of bolter-equivalent shots will kill a GK, meaning, statistically, 4.5 bolter-equivalents at rapid fire will kill a Grey Knight every time, all the time
@ BS 3 (50% hit, 50% wound, 33.3% fail saves) = 8.3% bolter shots kill, 6 S4 rapid fire guns kill an MEQ
@ BS 2 = 9 Bolters


Terminator (T4, 1 W, 2+/5++)
@ BS 4 = 9 Bolters
@ BS 3 = 12 Bolters
@ BS 2 = 18 Bolters


Dreadknight (T6, 4 W, 2+/5++)
@ BS 4 = 108 Bolters (ok, this one's a bit silly)
@ BS 3 = 144 Bolters
@ BS 2 = 216 Bolters


Castellan Crowe (T4, 2 W, 2+/4++)
@ BS 4 = 18 Bolters (to kill)
@ BS 3 = 24 Bolters
@ BS 2 = 36 Bolters


Translate this to S4 close combat hits, where almost everyone is hitting on 4s, and it looks like:


Grey Knight
in CC = 12 attacks to kill an MEQ


Terminator
in CC = 24 attacks


Dreadknight
in CC = 288 attacks


Crowe
in CC (without defensive stance) = 48 attacks


That's a lot of numbers some of which seem pretty high, but when you start to unpack it, you can get out a couple of things. Firstly, it's that this is often the best case scenario. Something hitting you at S3 is rare, so you should be expecting the equivalent of bolter fire plus a few shots of something worse.

Where these numbers hurt the most is in terms of Terminators. When you look at how quickly a 5-man unit can fall to a similarly priced group of Ork Boyz or just straight up bolt pistol fire, Terminators start looking a lot more like specialist units to tie up small, elite groups without power weapons and AP2 guns or hold objectives. Dropping them right into the heat of combat seems like a way to get them very quickly killed and leave you out 200+ points.

You also have to consider when and where you might use a grenade-kitted Techmarine. A 10-man squad with the equivalent of bolt pistols can wipe out 130 odd points in a single turn if your Techmarine's alone. Even a 2++ in CC is capable of being torn through with just 24 attacks.

Monday, August 29, 2011

Kirby on Grand Strategy





















Kirby on 3++ is the New Black goes through the pros and cons, uses and techniques for the different abilities that Grand Master can give to your units, and sums up why I'd basically tell anyone it's always worth the points to get a Grand Master over the Brother-Captain. In the comments, you can see people rising to the defense of Shield of Blades.

Thursday, August 25, 2011

Heavy Inlisterator - 1,500 Friendly for Saturday


















There's going to be a friendly game of 40K this Saturday at the FLGS between myself and the grey dudes and a buddy of mine who runs with Orks. It'll be a solid fifteen-hundred points and I always like to try to bring something new to the table, both to keep the games interesting and to test out new lists and unit combinations. Fun times are sure to be had by all. As he has no idea yet that I'm keeping this blog, I can post here with impunity and trust he'll still be caught unawares by my daemon hunting madness. This is the list I'm thinking about bringing. It's in a slightly different format than that usual which I hope will help convey my setup a bit more clearly.

[Troops] 10-man Strike Squad, 2 Psycannons, Psybolt [240]
   - [HQ] Inquisitor Coteaz [100]

[Troops] 5-man Terminators, Psycannon, 4 Halberds, 1 Daemon Hammer [225]
   - [Elites] Techmarine, Warding Stave, Psychotroke, Rad [140]
   - [FA] Storm Raven, TL MM, TL AssCan, Hurricane Bolters [235]

[Elites] 6-man Purifers, 3 Halberds, 2 Psycannons, MC Hammer [170]
   - [HQ] Brotherhood Champion [100]

[FA] 5-man Interceptors, Psycannon, MC Hammer [155]

[HS] Dreadnought, AssCann, TL Autocannon, Psybolt [135]

[1,500 pts]


Mostly foot-slogging, which means I'll be planning on hopping behind and into cover a.s.a.p. The idea is going to have the Storm Raven flat-out down one side of the board or the other and drop the Dreadnought off midfield somewhere where he can hopefully have a decent shot at whacking some side armor with the AC. If I'm careful the flat-out drop (per the special rules) should be pretty safe, as it counts as a Deep Strike with an extra dangerous terrain roll.


I'm really hoping to see a big advantage from having double Hammerhand casts in all my Grey Knights units save the Interceptors. The Techmarine should be a vicious CC machine, having both the awesome GK grenades and being tough to kill at 2+/2++ saves.


Common internet wisdom is a naked Storm Raven is the best Storm Raven, but for thirty points, unless it's getting shot down turn one, I have to think the Hurricanes Bolters will easily be able to make their points back, especially if I'm pairing them with the Assault Cannon while Power of the Machine Spirit is aiming the TL Multi-melta at an enemy vehicle. Obviously, I have forgone Psybolt ammunition on the Storm Raven so the Hurricane Bolters still counts as Defensive Weapons, meaning I could have a vicious opening salvo with the TL Assault Cannon, both Hurricane Bolters (with it's speed I should be able to arrange it head on at an enemy unit) and 1-4 small S4 small blasts from the Mindstrike Missiles.


The Interceptors hopefully will be able to get some sneaky shunt moves to put them facing vulnerable back armor and blast some vehicles away. While I've never been that impressed with a Brotherhood Champion in close combat, having Hammerhand and giving re-rolls to hit for the entire unit when charging seems like it could be a hell of a wicked charge. Hopefully, Sanctuary from Coteaz will help me get that off.

Whiskey 40K's NOVA 2011 Livestream



Spread the word, see the sights!
http://www.ustream.tv/channel/the-11th-company

Wednesday, August 24, 2011

Grand Strategies - The Beast Coteaz















Grey Knight Inquisitor Coteaz is a beast. One-hundred points of such absolute, cost-efficient awesome that I really think anyone gunning for a "cheap HQ" and taking just a naked Inquisitor is robbing themselves of not only a sexy sculpt, but a great unit. You get a load of wargear and special abilities at a really great price, though it's not as if he's outrageously undercosted. Check out Coteaz and a comparable Ordo Malleus Inquisitor:

Coteaz
  • 2+ armor save
  • MC Nemesis Daemon Hammer
  • Psyker (Level 2!!) with Hammerhand, Sanctuary and Dark Excommunication
  • Stormbolter-esque Psyber-eagle
  • Free shots at enemies arriving from reserve in a 12" radius
  • Re-rolls on all Seize the Initiative attempts
100 pts

Bald eagles in the grim-dark future

Comparable Malleus Inquisitor
  • 2+/5++ terminator armor
  • Nemesis Daemon Hammer
  • Psyker (Level 1) with Hammerhand
  • Stormbolter
  • Can Deep Strike
  • Can take a Psycannon at an extra 15 pts
  • Oddly, appears to lose frag and krak grenades and can't ride in a Rhino or Razorback
95 pts

Coteaz is fairly even in bonuses vs. price, although with a few clear advantages and it's hard to put a price tag on Henchmen groups as Troop choices. Sanctuary, I would argue, is a pretty big deal and the fact that he's a Psyker level 2 means he'll be Hammerhanding with your Grey Knights on your turn and potentially thwarting charges on the next.

Close Combat

There's no doubt that Inquisitor Torquemeda Coteaz is an HQ that is a boon to any unit that expects to be getting into close combat. Sanctuary can help insure that you get the charge and Hammerhand at Ld10 means you'll probably be hitting real damn hard. He's got a Master-crafted thunder hammer and even is sitting in artificer armor which means anything not a power weapon has about a snowball's chance in, well, not hell, but maybe West Virginia... during the warm months. With so much to offer, it'd be a crime not to let him see combat. But should he be in base-to-base.... or just in the background cheering the rest of your units on and throwing his Hammerhand into the ring?

Because at T3 with no invulnerable save, the Inquisitor will be going down fast to any power fist or thunder hammer coming his way. One intrepid power klaw swung in his direction and that's 100 pts down the drain. What I think this means is you have to choose what close combat encounters Coteaz will be getting into or even might be getting into so you can judge whether to lead with him out in the front and reap those MC NFH swings or tuck him safely in the back as part of the cheer team. Of course, it's hard to completely control what models he gets into close combat with but with Sanctuary and a little forethought you can maximize his utility without getting him turned into a fine red and gold mist.

I personally like throwing him in with the Grey Knights: Purifiers or even with GKT in a Storm Raven or Landraider. There's absolutely no reason you should not take him in an other all GK army that has no or only a very small handful of henchmen. The Inquisitorial Henchmen as Troop choices is a bonus and not a requirement. What's nice about him is if you do in fact decide to go the Henchmen route, you can chip him in a unit of Death Cult Assassins and he can make them hit even harder at S5! Don't forget the utility of his grenades and Stubborn rule too.

Shooting

Coteaz doesn't offer much shooty potential just on his lonesome. The D6 Psyber-eagles are more cute than powerful and while I'd say they're on the whole better than bolters it's not by a ton. His I've Been Expecting You special rule offers some closer examination, however, as it has some thematic meshing with Strike Squad and Interceptor's psychic ability Warp Quake. With a little clever positioning you can create a pretty sizable danger zone that might force your opponent to deploy his DSing reserves on the distant peripheries of battle. Nothing earth-shattering, to be sure, especially since Deep Strike is not oft used in 5th ed. anyways (quite risky) but these abilities are there whether you use them or not and with a little foresight and planning you can incorporate them into your strategy without much change to your plan of attack. You have the cards, might as well know how to play them.
Let's face it, you just can't Torquemada anything...
The best bet for a punchy pewpew Coteaz would be to bunker him up in a Chimera with Servitors and a Jokaero or two or Melta acolytes and roll them up all in the center of your force along with the rest of your army. You'll have Sanctuary to make charging your own guys difficult and if you push up far enough you can extend that cone of I've Been Expecting You to the table edge that your opponent might be deploying reserves in from. Not a reliably solid strategy by any means but a possibility that could help push your dominant position over the edge.

Utility

Um, Coteaz gets you Henchmen units. As troops. Up to six, without having to field an Inquisitor for each. The utility here speaks, nah screams bloody murder for itself as Henchmen troops can be designed to fit a lot of niche purposes that regular Grey Knights might have problems filling (shooting past their 24" bubble, for example). Coteaz also has Dark Communication which is fluffy and a bit specific too but, hey, you never know. It's not something certainly you'd ever take on a Librarian so for the Inquisitor it's just a seldom used bonus the existence of which one should not forget.

Really his relatively low cost can't be stressed enough too. For small point games where you don't want to get Crowe and a naked Inquisitor to you seems as a waste of even 25 pts (it is, unless you're having him feed Servitors or take a Henchmen unit in your army as well), he's a relative beast of an HQ. That he has Stubborn as a special rule and (never forget!) frag and krak grenades are bonus points in his favor.

Advantages

  • Point cost that's almost a steal
  • Psyker (Level 2) with great abilities for both your opponent's turn and yours
  • Master-crafted hammer and solid armor save
  • HENCHMEN HENCHMEN HENCHMEN
  • He's stubborn
Disadvantages
  • No invulnerable save
  • Easy to slay by instant death

Tuesday, August 23, 2011

'ard Boyz - Grey Knights Reports from Across the Interwebs

















Well, according to Baldandscreaming.com's handy infographic on collected tournament results, Grey Knights and their generals took home the majority of 'ard Boyz placements. Whether this means more players played Grey Knights or the better players played Grey Knights or more people played GK than any other army (and hence more finshes) or that people still haven't adjusted their play to the newest army isn't really revealed here.

DakkaDakka poster Thunderfrog's battle report

Huge DakkaDakka post with lots of pictures from user jy2 starting here

'ard Boyz list and tournament summary from prometheusatwar.com

--------
Post links to your own Grey Knights 'ard Boyz results in the comments!

All that Finecast Hate


















It occurred to me, not infrequently, during the whole Citadel Finecast publicity fiasco that just maybe the resin models only had different weaknesses than their plastic and pewter brethren. That just maybe the haters decrying the new material were being simply resistant to change and unwilling to accept new model limitations as different but equal to the problems already inherent with plastics (less detail and mold lines, for example) and the old metal figures used to have. I didn't think it was a stretch to assume some wargamers could be stodgy, grumpy inflexible types, but I kept my mouth shut because I had yet to find an occasion to get a Finecast model in my own hands and experience the figure for myself. That injustice has been corrected and today I bought a Finecast Coteaz and I can report my experiences and compare them to what I presumed was my calm, reasonable, level-headed pre-assessment.


Firstly, the model is light as a feather and I have to say I was truly impressed with the clarity and level of detail on the front of model that I picked up. The Inquisition symbol as Coteaz's belt-buckle was gorgeous, as were the chains wrapping around the various books strapped to his belt, his facial features were sharp and the fur along the model's shoulders were surprisingly clean (only one area on the left pad looked a bit indistinct). I've noticed sometimes with my pewter figures that some areas of detail look a bit smudged, as if someone had pressed down on them with their thumb too roughly and the front of the Finecast figure didn't have any of that. There's some flash, but it's on the edges of the model and the armor looked clean and the whole thing seemed like it would fit together nicely.


Coteaz's good side
The back is a different story. This was where I kind of "got" the whole Finecast-rage thing. There was nothing really smooth about the Inquisitor's flowing cloak. It looked a bit like some poor teenager's pot-marked face. There were quite a few little 'knife nicks' as I called them, perhaps intentional creases in the cloak toward the bottom but looking rather haphazard and accidental.
Don't get on his bad side
The biggest failure, though, was a too thin part of the cloak that was actually partly translucent up towards the edge of the back directly up from where the right foot would be. It probably doesn't show up well in pictures, but it's the biggest major failure on the Finecast model that I purchased. It signals what many people have been talking about: a lower level of production quality then GW had previously been known for putting out there. Simply put, they hadn't perfected their technique yet before hyping and releasing the new line.
I sense a hole in your plans...
But ultimately? None of the issues are anything a half decent paint job won't fix. An unpainted Finecast model can look pretty bad, warts and all, despite the really laudable level and clarity of most detail. The thing is, when it's painted most of those problems disappear. I think the excess flash on the model is a non-issue. Seriously, it's limited almost entirely to the extreme edges of the figure and although an individual line of flash might be bigger than on a pewter figure, the metal models still had them and Finecast flash is no harder and no more inconvenient to remove. The number of markings... (the pits and lines and scrapes that look like whoever inspected the figure had razor blades for fingers) these are disappointing  especially for a model called Finecast. But again, these will mostly dissipate under a decent coat of paint.

Finecast models have problems but they're only different then the weaknesses of models in other forms. Plastics have mold lines; pewters were heavy and could come with the metal warped (I hear Finecast can have this too, but haven't seen it yet). Games Workshops biggest Finecast failure was its release. The P.R. campaign they rolled out along side it. They claimed it was the most amazing thing to ever come to wargaming and they threw in a price increase to boot. Price hikes are always going to upset a part of the player base and trying to tie one in to a new, unperfected product line was a double bad call.

Sunday, August 21, 2011

Grand Strategies - The Techmarine
























In the lore of the Grey Knights chapter of Space Marines, the Techmarine is a singular and aloof figure, trained and conditioned under the ideals and traditions of two disparate organizations - the Adeptus Mechanicus and his Battle-Brother Knights of Titan. His role within the Grey Knights Brotherhoods is crucial, holding up and keeping in good repair the chapter's limited number of transports, Storm Ravens and Land Raiders and preserving the chapters most venerated warriors in their mighty Dreadnoughts.

In the Codex, the Techmarine is an Elite choice in the troop organization chart, a slot that usually doesn't have a lot of internal competition because if you're running a bunch of Purifiers you're probably taking Castellan Crowe. Same goes with Paladin lists: they will more likely than not include Kaldor Draigo. At ninety points each with no upgrades, the Techmarine is fairly expensive for a frail one-wound unit, even in the slightly better than MEQ artificer armor. But with a wargear options list as long as my arm, the Techmarine can come in a couple different flavors to fill some unique roles in a Grey Knights list and a group of special rules that range from the situational to the all-around awesome (a second Hammerhand? yes, please).

Close-Combat

The Grey Knights Techmarine is really a close-combat oriented animal. He can be kitted out as a long-range heavy weapons platform or as a baby-sitter to a line of Psyflemen but will be reliant on favorable situations and some lucky rolling to earn his points. A naked Techmarine has a power weapon and a standard space marine statline but don't let that discourage you yet. Equipped with a full servo-harness, he has an additional two S8 power fist-like attacks that can ID most characters and puncture holes in all but Land Raider armor.

Now's you can let the space marine statline discourage you. Because at 90 points base he's the near equivalent to an entire five-man Strike Squad going down to a single failed save at T4. He is in artificer better with a slightly better than MEQ save and he can be upgraded with a couple different close combat options to increase his effectiveness, for a price. However, a Nemesis Force Sword is a waste, gaining a force weapon and Daemonbane for five points. There's a Force Halberd but it's not worth the cost at one base attack. Neither are the Falchions. A Nemesis Force Hammer is plausible but doesn't make much sense considering he comes with 2 S8 attacks base. Which leads us to the Nemesis Warding Stave, which for a close combat Techmarine is an absolute must. This notches the Techmarine up to 115 points base, but in CC with a 2+/2++ save he'll have the best save possible barring re-roll shenanigans.

But that's assuming your opponent has reason to pick him out in CC. Two BS4 "power fist" swings with a really sick save are still not worth the investment. The Techmarine's special rules sweeten the deal a bit. He's a Psyker (Level 1) with star GK psychic ability Hammerhand, which means any unit he's in will get their own cast with Brotherhood of Psykers on  top of the Techmarine's second Hammerhand, resulting in a unit that will be wounding MEQs on 2s.

It's in the extra wargear choices that the Techmarine's true effectiveness and CC utility are revealed. Unique to any entry aside from HQ, the Techmarine can take any of the Grey Knights fearsome grenade loadout. Blind grenades are neat but with the frequency of I6 in the GK CC units and the chance of irrelevancy by the much better Psychotroke grenades they're only a good place to spend points that are left over. Meltabombs: don't bother. Rad grenades make every single attack in your unit hit harder - by reducing the enemies toughness by 1, a reduction which does affect whether they get IDed by a hit. And for ten points, if you're making a Techmarine grenade courier they're a must, as our these: the crown jewel of a CC Techmarine's wargear, the Psychotroke grenades.

Psychotroke grenades just like Rad count as being used whenever your unit gets into close combat whether they assaulted the enemy or vice versa. While you've got a 1/6 chance of not doing nothing and a couple effects that are almost duds against some of the more fast-and-stabby CC specialists, the psychological effect these will have on your opponent not to mentioned the real effects of giving your unit re-rolls, or reducing the enemy to 1 attack or even 1 initiative is brutal. In a bigger game, I'd even taken Psychotrokes with the overlooked Empyrean Brain Mines. The biggest set-back with these is getting the Techmarine in base-to-base contact with the model you want to neutralize. This'll be a bit easier with CC independent characters, as they want to be in smashing range of everybody. But as they're tricky to use, I'd say leave them at all for all but the biggest battles in which you have a definite plan of getting your Techmarine unit into close combat with the enemy's hardest hitters and often.

Lastly, don't forget the Techmarine carries all the standard GK space marine grenades and putting one in with Death Cult Assassins (or other Henchmen) gives them the bonus of Frag and Krak grenades as well.

Shooting

Techmarine's have just a few wargear options for shooting. My Techmarine's always carry a storm bolter, but I'll be the first to admit that's entirely for fluffy, modeling reasons. Otherwise, meh, why even spend that many points of assault 2 over rapid fire. My first Techmarine incarnation, however, was a Conversion Beamer marine. Just a body to sit back in a bunker and blast away at the enemy. Against a heavy mech list, that just sits back on its own far side of the map and tries to blast you into nothingness blast shots of doom, the Conversion Beamer is not such a bad thing. You'll be getting either S8 or S10 shots out of it and though it's difficult to do the math on a scattering template, experience tells me you'll be hitting something damn near most of the time. Here's the thing, though.

A Conversion Beamer-ed techmarine lands in at 110 points. Granted, you'll get to Bolster the ruins you stuff him in, but you can get a Xenos Inquisitor with the same weapon, an inch more of potential scatter for about 40 pts less. And honestly, when you're looking to cash in on a cheap but useful HQ, the Xenos Conversion Inquis. is a damned fine idea. It's even more expensive to load out your Adeptus Mechanicus Grey Knight with an Orbital Strike Relay...

As it turns out, a single, variably heavy, variably accurate shot is not worth the price tag of 100+ pts if you're just tossing it in as a tag-along extra. These kind of shooty-based Techmarines aren't competitive in standard lists. There are some oddball lists that want to mass OSRs and Conversion Beamers and in that case, you'll probably be chewing up all of your Elite slots with pricey shooty Techmarines but in that particular situation it makes perfect sense to your list. The one exception I can think of, regularly speaking, is if you want a TM to sit back and babysit your Psyflemen, keep them weapons ready and mobile and still give it something to shoot with in the downtime.

For this gunline Techmarine babysitter, I went with the Conversion Beamer over the Orbital Strike Relay because a single OSR, scattering at all times at the full 2D6, just isn't going to be accurate enough to do a heap of good. Sure, the Techmarine gets to keep his Servo-harness if he doesn't opt for the Beamer, but with the psychic skill Reconstruction you're still fixing a Weapon Destroyed or Immobilized result with a little over 50% consistency. The Beamer also is 30 pts cheaper and at the range that the Psyflemen will probably be sitting at could very plausibly get the full strength 10 hit that can puncture any armor. Obviously, going the OSR route will get you better repair results but I think that balancing price with the shooting potential of the Techmarine's weapons load-out whenever they are not repairing puts the Conversion Beamer ahead of the Orbital Strike Relay, even if it feels counter intuitive.

Utility

Bolster the Defenses is a minor Techmarine special rule but an important one to work fully into your battle plan for the scenario. It's often easiest to pick a ruin on your side of the table and just plan on sticking a long-ranged heavy unit in their to dish out the pain and get an extra cover bonus for its troubles. Vindicator Assassins, some varieties of Razorback, and Psyflemen dreads are great picks for such a task. For the somewhat more aggressive player or one that doesn't have anything notable beyond the 24" GK kill range, choosing a ruin a bit further into the center of the battlefield can mean that you're racing against your opponent to get to it, but if you've done your deployment and movement phase right you should be reaching it first. A Bolstered midfield ruin can be a brutal Psycannon bunker, especially in objective-capturing missions, where 24" from board center can reach more of the board than you'd think.

Reconstruction is sort of the Techmarine flavor skill and a sweet bonus should a situation ever fall into your lap where it'd be perfect to use it. As a general rule, I'd only bother moving your Techmarine into position to repair a tank Immobilized out of range of the heat of battle or a crucial Multi-melta or Lascannon. No other weapon type is really going to be bother repairing, unless that TL Assault Cannon is your last hope for rending through that Land Raider's armor.

Don't forget he'll give And They Shall Know No Fear to any henchmen unit he may be with.

Advantages

  • Only non-HQ unit that can take GK grenades
  • Is an IC with Pskyer (Level 1) and Hammerhand
  • Minor special rules that when used correctly can really start to make back his rather steep point cost
  • Best way to spam OSRs and Conversion Beamers in a sit-back-and-orbital-strike list
Disadvantages
  • Actual flavorful Reconstruction skill somewhat limited in its practical application
  • Expensive unit when kitted out for full close combat utility
  • Only one T4 wound and no invulnerable save unless you give him a Warding Stave for a 2++ in CC

Flavors

Grenade Basket
Techmarine
-Nemesis Warding Stave
-Rad, Psychotroke Grenades

Heavy Support (OSR List)
Techmarine
-Orbital Strike Relay
-0-3 Servo Skulls (for Deep Striking, as they do not reduce OSR scatter)

Psyflemen Babysitter
Techmarine
-Conversion Beamer
-0-3 Servo Skulls

---------
Image from 3++ Is The New Black



Twitter Delicious Facebook Digg Stumbleupon Favorites More