I know it's been a while since I've posted up anything, but with all the changes going on in the world of 40k, I really didn't have much to add that others weren't already saying. I've also been analyzing the meta with various lists I've seen people discussing. I ran a successful GT last month which utilized double FOC available. I feel I have a solid enough grasp on the game right now to make some statements and lists.
I'm also starting up commission work, and I will soon be putting up lots of pictures of stuff that's in progress or completed. Right now I'm sticking to local work, so if you're anywhere near Rocket City, USA, check out The Foundry and ask about having RayJ do your commission!
With that in mind, here is my first truly competitive army list for 6th Edition. It has a major weakness in the fragility of its troops, but it puts out shots like nothing else. This list is built at 1850 using Grey Knights as the primary army, and Imperial Guard as an allied detachment.
painted by Lukas-the-Trickster
Primary Detachment
- 100 Inquisitor Coteaz
- 63 Inquisitorial Henchmen Warband
- 3 Warrior Acolytes
- Razorback
- Psybolt Ammunition
- Searchlight
- 63 Inquisitorial Henchmen Warband
- 3 Warrior Acolytes
- Razorback
- Psybolt Ammunition
- Searchlight
- 63 Inquisitorial Henchmen Warband
- 3 Warrior Acolytes
- Razorback
- Psybolt Ammunition
- Searchlight
- 63 Inquisitorial Henchmen Warband
- 3 Warrior Acolytes
- Razorback
- Psybolt Ammunition
- Searchlight
- 63 Inquisitorial Henchmen Warband
- 3 Warrior Acolytes
- Razorback
- Psybolt Ammunition
- Searchlight
- 136 Dreadnoguht
- 2 TL Autocannons
- Psybolt Ammo
- Searchlight
- 136 Dreadnoguht
- 2 TL Autocannons
- Psybolt Ammo
- Searchlight
- 136 Dreadnoguht
- 2 TL Autocannons
- Psybolt Ammo
- Searchlight
Fortification
Allied Detachment
- 70 Primaris Psyker
- 165 Psyker Battle Squad
- 5 Sanction Psykers
- Chimera
- 390 Infantry Platoon
- [115] Platoon Command Squad
- 4 Flamers
- Krak Grenades
- Meltabombs
- Chimera
- [125] Infantry Squad
- Flamer
- Autocannon
- Power Axe
- Meltabombs
- Commissar
- [80] Infantry Squad
- Flamer
- Autocannon
- Power Axe
- Meltabombs
- [80] Infantry Squad
- Flamer
- Autocannon
- Power Axe
- Meltabombs
- 140 Vendetta
- 150 Ordinance Battery
Total: 1848/1850
The list should be pretty straight forward. Use the Platoon Command Squad as a sort of spearhead, usually riding along in the Vendetta. Their Chimera is great for blocking razorbacks and providing a backup transport for the Psykers.
Use Coteaz to man the Quad Gun, and pump S7 shots at anything that enters the table within 12 inches of him, on top of the 1 use of Skyfire/Interceptor each turn.
13 Vehicles is still going to be hard to mess with for most armies, provided you use the IG blob to block assaults properly. Depending on the enemy army, you may want the Primaris Psyker to roll up Biomancy for a chance at Iron Arm or Telepathy for Psychic Shriek. Keeping him with codex powers is also useful for the Lightning Arc.
Combat effectiveness outside the blob is going to be next to nil, along with squad survivability. This list is really relying on ranged firepower to pull most of the weight. Here's a weapon breakdown:
- 1 S* APd6 Large Blast
- 3 S9 AP2
- 12 S8 AP4 Twin-Linked
- 4 S7 AP4 Twin-Linked
- 6 S7 AP4
- 2 S6 AP4 Ordinance Barrage
- 15 S6 AP4 Twin-Linked
- 6 S6 AP-
- 18 S5 AP4
- 7 S4 AP5 Template
- 21 S3 AP- Rapid Fire
- 15 S3 AP- Pistol
- 4 Meltabombs
- 4 Krak Grenades
- 4 Power Axes
- 1 Force Stave
- 1 Nemesis Daemonhammer
Comments, suggestions for improvement, and general critique are all welcome. This list is designed around dealing with mass fliers and large infantry squads, while having enough troops to hold objectives late game.