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Author Topic: 2k: Ghost Knights  (Read 1114 times)

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Offline ~Iron Captain Softy~

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2k: Ghost Knights
« on: August 14, 2012, 09:48:15 PM »
2000 pts "Ghost Knights"
HQ
   OM Inquisitor: TDA, Psycannon, ML 1 - 110 pts
   OM Inquisitor: TDA, Psycannon, ML 1 - 110 pts
Troops
   Strike Squad: 10 Knights, 2 Psycannons, Psybolts, Dhammer - 250 pts
   Strike Squad: 10 Knights, 2 Psycannons, Psybolts, Dhammer - 250 pts
   Strike Squad: 10 Knights, 2 Psycannons, Psybolts, Dhammer - 250 pts
   Strike Squad: 10 Knights, 2 Psycannons, Psybolts, Dhammer - 250 pts
Elites
   Henchmen: 10 Acos - 40 pts
   Techmarine: Beamer, 3 Skulls - 119 pts
   Vindicare: ~~~ pts
Heavy Support
   Dreadknight: HI, PT - 235 pts
   Dreadknight: HI, PT - 235 pts

Pretty simple game plan. Throw out the Bodybags, Techie, Vindi, and Thunder Twins on T1 and plink, see who drops in T2, and if it's 2 or 3 squads, shunt the Thunder Twins in and make a concerted offensive.

Contingency plan if I'm facing a close range type of army is to have everything deployed and move to control half the objectives from the start. Objective placement strategy will of course play a key role in this, though that will depend on luck of the dice.
Quote
They've got us surrounded? That simplifies the problem.
-General Lewis "Chesty" Puller, USMC

 


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