As we’ve gone through the lists that have seen success so far in 6th edition tournaments, and the lists we’re having the most success with in playtesting, we’re noticing a definite increase in the amount of infantry on foot – both the MEQ and horde varieties. Last edition, just about every enemy unit started the game in a tin can of some sort – a rhino, a razorback, a chimera, etc. The changes to scoring and transports in 6th haven’t made transports useless, but they’re no longer an auto-include in most lists, so we’re seeing a rise in boots on the board. This list is prepared to handle those onrushing hordes of infantry models on foot by putting out a significant amount of anti-infantry firepower while retaining mobility thanks to deep-striking GKs and airborne necrons.
1850 Points. Primary Detachment – Grey Knights. Allied Detachment – Necrons.
HQ: Coteaz – 100
HQ(Crons): Overlord, Warscythe, Barge – 180
Court: Crypteks x2, Voltaic Staves x2 – 50
Troops1: Strike Squad x10, Psybolts, 2x Psycannons – 240
Troops2: Strike Squad x10, Psybolts, 2x Psycannons – 240
Troops3: Warrior Henchmen x7 (28), 4x Storm Bolters (12), 3x Plasmagun (30) – 70
Troops4: Warrior Henchmen x7, 4x Storm Bolters, 3x Plasmagun – 70
Troops(crons): Warriors x5, Night Scythe – 165
Troops(crons): Warriors x5, Night Scythe – 165
H.Support1: Dreadknight, heavy incinerator – 160
H.Support2: Dreadknight, heavy incinerator – 160
H.Support3: Dreadknight, heavy incinerator – 160
H.Support(crons): Annihilation barge – 90
THE WHY AND HOW:
Coteaz is still an amazing force multiplier – he’ll roll twice on the divination table and take prescience once. He’ll join a 10-man strike squad and make them incredibly killy from up to 30″ away on the move. In addition to his psyker-y goodness, coteaz still brings all the utility we’ve discussed in other articles – reroll siezes, deep strike protection, and unlocking scoring henchmen. He can also tank for the squad against small arms fire with his 2+ armor saves.
the New Dreadbash?
This list features 3 Dreadknights with heavy incinerators. These guys will be true workhorses in the list, and in most cases you’ll want to send them marching up to midfield to screen your strikers from CC and do what they do – breaking tanks in CC and roasting infantry with their incinerators. Don’t forget all the special rules they get just for being Monstrous Creatures – move through cover, hammer of wrath, fear, and smash (though you won’t really use smash much thanks to the doomfists). Also keep in mind that the dreadknights are characters, so they can use challenges to their advantage – challenge out the enemy’s powerfist, whom you’ll probably smush at initiative – and then watch the rest of the squad slap at you in limp-wristed frustration. Dreadknights are a threat to just about anything except flyers, and don’t let your opponent forget it. You want them in your opponent’s face ASAP drawing fire away from your scoring units and keeping the scoring units out of CC. If your strikes do get caught in combat, the dreadknights make fantastic counter-chargers. You may want to assign one or two of your dreadknights to head toward and clear off the opponent’s backfield objectives so that the warriors can drop in for the claim late game. If getting there is an issue, they can deep strike straight into the opponent’s backfield and start burning from the turn they arrive.
Know your Role
Each unit has a specific job in this list. Coteaz strengthens a 10-man strike squad. The Overlord turbo-boosts into the enemy backfield to smash tanks and tie up fire support units. If he can clear a scoring unit off of a backfield objective then raise some hell before dying (one or more times), he’s had a great game. The strikes pour out firepower from 24″ away and try not to get caught in CC unless it’s with a foe they’ve already weakened severely with shooting. Their goal is to move onto and capture midfield and flank objectives. The Warrior henchmen are there to sit on your backfield objectives and lend plasma support from 24″ away, while going to ground in cover if the opponent so much as looks at ‘em sternly. The annihilation barge and scythes are there to open up transports, exposing the contents to fire from everything else in the list. Once that’s done they can all rack up wounds on enemy troops, too. The scythes also provide mobility and a relatively safe ride for the necron warriors. The Volt-Teks joint he warriors, who can be used to glance down enemy gunboats in the backfield or just to hop onto objectives for late game captures/contests. They can also hop out in the enemy deployment zone and hide to score an easy linebreaker. As previously discussed, the Dreadknights’ job is to draw attention to themselves, screen your scoring units from CC and kill infantry on foot. Their priorities are killing enemy scoring untis and keeping your scoring units alive.
This list has proved quite fun to play and has been quite successful for me in playtesting. The original version had more strikes, 2 dreadknights, and no henchmen, but I like this version better. It has the firepower and mobility to outright table some opponents, and that’s happened as early as turn 3 in some cases. The dreadknights are just amazing and I’m finding they have a real psychological impact on the opponent – it’s tough to ignore three giant knights wielding massive flamethrowers of death, even when you really ought to be shooting/charging my troops. The DKs are surprisingly durable and incredibly versatile given their ability to kill from range or punch things in CC. And they have surprising board presence giving their ability to deep strike if necessary.