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  1. #1
    Bodopo's Avatar
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    Help building a turn 1 strike list

    So i want to get a semi decent list thats purely designed to put down the pain turn 1 and 2. So far i have

    Mordrak with 5 of his buddies = 400pts
    Vindicar and techmarine with OSR = 285
    2 NDK with teleporter, Psy and Incin = 550

    total = 1235

    So thats a massive amount of points for the relatively little amount im getting. Mordrak can use his first into the fray to DS no scatter turn 1. Grand strategy wise he will be giving the NDK's the ability to scout. He will DS next to cover and then run into it to make best use of the stealth USR until he can come out to play turn 2.

    The sniper is there to provide can opening abilities. I personally think he is the best anti armour unit in the codex. The techmarine goes along side him to bolster defence giving the sniper a 2+ cover save, he can also dish out the pie plates with his OSR.

    The NDK's will obviously be using their scout to jump straight into the enemy for turn 1 mass death from their guns and then assault. Hopefully the sniper will have done his job and can opened something juicy for them.

    So i can see a couple of problems here, the main one being the points. At 1500pts it would be almost un-doable, more likelly to be used at 2k when the remaining 750pts can be spend on DS troop choices that arrive to re-inforce.

    another one being if the enemy put all their stuff in reserve, although if they do that chances are it will be coming on right on top of me in piece meal which i reckon i could deal with.

    thoughts, comments suggestions? if you have a totally differant approach to this type of list i want to know!

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  2. #2
    jettzypher's Avatar
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    i dont have my codex handy but I don't think you can assault the turn you use their shunt move. but I could be wrong.

    also, interceptors. lots of jump infantry relatively cheap.

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  3. #3
    Bodopo's Avatar
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    Originally Posted by jettzypher View Post
    i dont have my codex handy but I don't think you can assault the turn you use their shunt move. but I could be wrong.

    also, interceptors. lots of jump infantry relatively cheap.
    The shunt is done in the scout move, so come turn one im already there . problem with interceptors is they are lots of points and not troops.
    Could try something like
    Coteaz = 100
    3 Psykers = 30
    3 Psykers = 30
    Interceptor squad (*10), 2 psycannons, psybolt = 300
    Interceptor squad (*10), 2 psycannons, psybolt = 300
    Interceptor squad (*10), 2 psycannons, psybolt = 300
    NDK, H incinerator, H psycannon, teleporter = 275
    NDK, H incinerator, H psycannon, teleporter = 275
    NDK, H incinerator, H psycannon, teleporter = 275

    Total = 1885

    Obviously its sole purpose would be annihilation, would be pretty fun to try!

    The Shunt would be done in my turn 1 meaning no assault but massive amounts of shooting

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  4. #4
    jettzypher's Avatar
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    sounds good. not being able to take them as troops is watch makes inquisitors good imo. lots of dudes really cheap to fill out your compulsory setup then can go crazy with the rest.

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