GK Shunt List

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    Do you want to build a list that can steam roll your opponent from the very first turn? Do you want to build a list with a ton of mobility? Do you want to builda list that can preform a massive Alpha Strike with a massive Beta Strike follow up? Well look no further because the Shunt list is exactly what your looking for.

    Lets break this down into a few parts

    PART I: BASIC OVER VIEW OF THE SHUNT LISTPART II: UNIT SYNERGY AND THE ALPHA STRIKE.PART III: UNIT SYNERGY CONTINUED AND THE BETA STRIKE (Also known as the one, twopunch)PART IV: SUPPORTING A SHUNT LIST TO MAKE IT EFFECTIVE.PART V: YOUTUBE LINKS TO VIDEO BAT REPS SHOWING A SHUNT LIST IN ACTION.PART VI: THINGS TO LOOK OUT FOR (TARGET PRIORITIES).

    -?- What is the Shunt List?

    PART I: BASIC OVER VIEW OF THE SHUNT LIST

    A shunt list is a list that has both Interceptors and Dreadknights with personalteleporters that preform a 30" move on turn 1. Whats so incredible about this.Well it gives you a chance to get into positions on turn 1 that allow you put out massive amounts of damage into your opponent weak spots before s/he has a chan

    ce to strike out at you. It works in a similar way to a drop pod list the only real difference is that your units don't scatter and they are a lot more dangerous in close combat in the following turns.

    There is a lot of information to cover so will break this down into a few parts.The first is an overview of the units so if you just want the hard tactics thenskip to part II other wise enjoy. I will be coming back to do spell checks etclater so all will be fixed up soon enough.

    -?- How do you build a shunt list to be effective in your alpha strike?

    To be effective in an Alpha Strike in an all comers list you need to be able tocater to the possibility of coming up against a mech list, a Horde list or an Me

    q gunline. So for the first type of army your likely to be facing a lot of transport vehicles. Most transports have either side armour of 10 or 11 and that is what we want to kill first the heavier stuff can wait till the following turn. Ifwe face a Horde list we will be facing a lot of cheep expendable bodies normally with low armour saves. Facing an Meq Gun line we will likely be facing a lot of Meq. Good news for us is that most of these targets can be taken out by the same weapons. The Incinerator, Psycannon & the heavy versions of both these weapons.

    -?- How do we use these two weapons to the full effect?

    Firstly the Dreadknight was given nice little gem in the new profile of the Heavy Psycannon so lets start there. These beast of a gun can either target hordes w

    ith the Big Blast template with a moderate strength 7 and AP4. Great for targeting xenos and anything worse then MEQ. Depending on how your opponent is set up you should on average hit around 5-6 guys and if your opponent has a lot of boardspace you may even scatter onto something else and kill that instead. But waitthis thing can now also fire 6 shots instead of firing the template. This is great vs light vehicles like Transports etc. What give this weapon a bit of an extra bonus is that it also had rending so on a roll of 6 it will count as AP for non vehicles models or vs vehicle models it will get an extra D3 on the Armour penthis could actually take it upto 16 for armour pen rolls. Not bad. How ever theDreadknight can also take the Heavy Incinerator. This thing is S6 AP4 and torre

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    nt so can kill stuff out to a longer range then mkst other template weapons andhas ignore cover so no jinking for skimmers. Being a template it can also now kill guys in an open topped transport which I have bow done a few times vs a friends Dark Eldar. It also has Soul blaze so it can continue to kill things in following turns not the greatest ability but a nice little bonus.

    So how about on the men. Lets look at the Psycannon first. On power armoured guys this guys was nerfed a bit. Becoming a salvo weapon it now halves its range when moving and you now can't assault after you shoot it. Even though might soundlike bad news it can still be good in the hands of an Interceptor who can make a30" move turn 1 and shoot at side or rear armour. The standard Incinerator is agood tool for taking out troops. It will wound MEQ on a 2+ and can strip hull points off transports and now with night fighting having nothing to do with distance this can be of a lot of use because stealth has no effect against it. This one weapon can do a lot of damage if used right.

    -?- So now that we know how to arm our guys with ranged weapons how do we tool them for combat?

    First the Dreadknight. He comes with 2 powerfists which now don't have the forcespecial rule. Ge has the option to take a Nemesis Force Hammer or Nemesis ForceSwords. Both are cheap and have force so are highly recommend as they allow youkill MC's. The Hammer comes with concussive whuch is great vs vehicles or guyswith Eternal Warrior. The sword is a few more points and is basically the same a

    s the fist but with daemonbane, Force and master crafted. My personal choice isthe hammer but I would recommend you take either.

    The Interceptors come with Swords but if they take special weapons they lose these. This is a fair trade off. They can exchange there swords for Halberds whichnow give +1S this can be useful vs tougher things like bikes, multi wound unitsand even MC's. Since Interceptors either get to cast force or Hammer hand but not both the extra strength can be handy when putting force up or you can use there warp charge to cast something else for another unit. They can also take Falchions which give and additional attack. This can help against hordes or if you have to wear an assault it will give you a few extra dice. I personally believe a mixture of Halberds and Falchions is the best. Then there is the Daemon Hammer this is the most expensive weapon you can take for the sqaud and the only weapon w

    hich has AP2 it can also be pumped up to S10. This is a mist for any squad with1 or 2 being optimal. The last weapon is the Warding Stave. This is a good weapon which gives the squad Adamantium Will with allows the squad to gain an extra dice on there DTW rolls. I don't see this being overly important as you will already be rolling on a 5+ with a re-rolls of 1. It also drops the AP down to a 4+ but does add +2S. Not bad just some better options.

    PART II: UNIT SYNERGY AND PREFORMING AN ALPHA STRIKE.

    So we want to build a shunt list. We need to look at 2 things the synergy withina unit and the synergy between other units working together. Interceptors and Dreadknights can both move at the same speed so can easily support each other atthe other end of the table. Now the Grey knights codex also offers us some ways

    to get some other units at the other end of the table with the shunting units via deep strike but will assume for now that the Interceptors and Dreadknights areoperating independently because we never know when our reserves may fail and not enter play etc.

    So lets just imagine our game board set up for turn 1 we have only Interceptorsand Dreadknights on the board and want to get off an Alpha Strike against our opponent. We have put together a TAC list (Take All Comers) so we want our units to work together in order to make a big dent in the opposing force. Now we can'tassault after we shunt so were left to shooting to pull off this Alpha Strike. W

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    hat I have found is that when making a shunt its best to set up your models towards the centre of your deployment zone and as close to your deployment line as possible so you are able to shunt around as much as possible. When I shunt I likepick a flank either left or right and I generally like to pick the one with themost long range stuff as possible. I like to try and finish with one side of myopponent's force having a lot of there stuff with blocked LOS or out of range.Then is time to strike. Lets take a look at a lot of the common builds

    MECH LISTS:In the old codex in use to use the Interceptors to shoot there Psycannons into side armour and then roast the guys inside with the Dreadknights heavy Incinerator but now I like to go the other way around because the Dreadknight gets 6 Psycannon shots where as before the Interceptors use to have 4. The Interceptors alsouse to be able to take Strength 5 Storm Bolters. Now they don't get that optionso they are now better off targeting the Infantry. The Dreadknight can also bearmy with the Heavy Incinerator which is decent vs Vehicles. All up 7 chances topop a vehicle and now with Rending not giving out AP2 vs vehicles and the new damage table the transports won't be as likely to blow up and kill all of your guys around it. Deploy the NDK's with a good LOS of side armour and then shoot away. Keep the Interceptors near by close enough to force your opponent out of thevehicle in one direction or if you like to be cruel prevent them from getting out at all and have them all die. Once there out roast them with the Interceptors.I like to place all of my Dreadknights in a way so if the first guy fails to pop the transport the next one will finish it off. I then use the Incinerators as

    a last option to finish them off. If your opponent deploys his/her stuff too close you can use the Incinerators to finish off the transports. With some practiceyou should be able to pop at least 2-3 transports turn 1 with mos of the passengers as well. Vs these types of lists I would even consider combat squading theInterceptors as you will probably be facing a lot of small units. This will allow you target a lot of different units each turn and allow you to spread your fire around there army a bit more.

    ANTI-MID RANGE XENOS (Tau, Necrons, Eavy Armour Orks, Scions etc. Basically anything with 4+ saves though this can include Eldar & Dark Eldar as well):

    So what you will find with these kind of armies is solid model count. They won'tfill the board with bodies like a horde army but they will still oit number you

    roughly 2:1. A lot of the time these armies will have open topped transports. The good news is our Templates will be taking these guys out on 2+ without coveror armour saves. Best way I have found to remove Necrons is to remove the entiresquad from play so they don't ge their reanimation protocols. Shooting open topped transports now with templates now does D6 hits on the guys inside so its possible to evaporate a squad before they can even get out. But generally in the section we will targeting an army mostly on foot using cover from a Agies defenceline or the like. These armies I find are our best match up and the tactics arepretty straight forwards. Shunt in fast target the squishy stuff with 4+ saves or worse and cause as much carnage as possible. What I have found with Eldar andTau is that their MC's are better off been taken care of in the assault phase soeven though they are a threat I will typically leave them in a spot where evenif they move I will be able to catch them in the next turn. So turn 1 you will w

    ant to cripple there mobility and Anti-infantry fire power this will generally be there troops that fall into this category.

    ANTI-HORDE (Orks, IG, Tyranids cultists etc.):Hordes follow the same tactics for turn 1 as above. However there is 1 difference. Hordes can and will often tie you up in assault if you let them. Make sure that you take all the blobs within assault range down to a mmanagable size. Keeping mind all of your shunt units will typically have template weapons to over watch with. What you want to do is pick a blob on the furthest flank and focus themdown to about 10 guys then focus on the next one across. Then the next. It is us

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    ually better to leave the dreadknights shooting until last just because they have the most range.

    ANTI-MEQ:

    MEQ are the hardest to Alpha just because they will be getting there saves against you but they if they are rolling enough saves they will fail eventually. MEQwill generally take most damage against you in the following assault phase. So try position more for a turn two assault then turn 1 Alpha. Most MEQ will have some type of gun line type unit try and finish your move between 12"-18" from themso next turn you can jump over and assault them. Turn 1 I would typically be shooting down the fastest stuff or thing that have a decent punch in assault. Things like Biker Assault Marines or something that will give an easy first blood.

    PART III: UNIT SYNERGY CONTINUED AND PREFORMING THE BETA STRIKE.

    So we have now preformed an Alpha Strike and are now onto out Beta Strike. Now first thing to known after letting loose after an Alpha Strike is that we will take casualties in the next round. If we have positioned well these should be at aminimum though and that will take practice. I have now gotten my return damagedown to about 6 models being removed. That is still a lot of loss in an army that will typically have less then 40 models at the 1850-2000 points range and a big chunk of those models will be in reserve. The important part to remember in the Beta Strike phase is that you WILL be engaging in combat this turn. This is th

    e turn where you take down the Heavy Vehicles, MC's, and toughest stuff. The turn will usually start off with a second shoot em up. Sometimes I will commit a small unit or two to take out a few stragglers but generally I will want to kill the tough stuff. Depending on what I'm facing I might want to get some force weapons or Hammer hand active. Lets take a look at a few of the typical lists keeping in mind that you will assaulting after you shoot.

    MECH LISTS:

    This is the turn where all of your opponents heavy vehicles will die. In your previous movement phase during your shunt move make sure you position in a way soif your opponent moved and turbo booted you will still catch them. Most big vehicles can't move more then 24" when they turbo boost but more often then not your

    opponent will want to kill stuff with them anyway so will probably not move more then 6" or 12" if they want to snap fire. A good distance to be is around 7" in the previous turn so if they do move the full 12" you can simply move 12" after them then assault. I always like to set my stuff up so 3 different models cango after the one vehicle in the following turn just in case something dies. I also like to have a back up plan just in case I kill the vehicle from shooting which happens a lot. If there is something really tough like a Land Raider or Monolith I try and set up so I can throw the Dreadknight at them. Generally is shouldn't have too much trouble killing it or at least stun locking it in place to finish off turn 3. If I need the Dreadknights for something else I will put up Hammerhand on the Interceptors and throw them at the Land Raider instead.

    ANTI-MID RANGE XENOS (Tau, Necrons, Eavy Armour Orks, Scions etc. Basically anyt

    hing with 4+ saves though this can include Eldar & Dark Eldar as well):

    This is where Falchions and Halberds come in nicely. Most of the mid range armoured stuff can have pretty big squads. Having a squad armed with Incinerators might even wipe the squad out before assaulting but we can't be sure the Incinerators will still be alive. Most of the time I find models in this group to be gun line troops but there are instances where you might face Eavy Armoured Orks etc.Before I charge I like to do a quick calculation in my head to make sure I won'tbe taking more than 10 hits in combat before or at the same time I strike. Thiswill minimize my casualties. If I get to strike first though I will 9 times out

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    of 10 wipe them out. I will always consolidate towards the next target. UnlessI can score an objective.NOTE: Don't ever assault a unit unless they will be striking less than 10 attacks at you in there turn. If they will be striking more than 10 attacks throw in second squad to join the party.

    ANTI-HORDE (Orks, IG, Tyranids cultists etc.):

    Hordes basically mean our AP3 close combat weapons are redundant. We basically want to be putting as many attacks at them as we can before they bring us down with weight of dice. If we have enough dice thrown at us we will die. If there isa big blob that wasn't thinned out enough from two rounds of shooting. Throw 2 squads at it in stead of 1. This is where the Interceptors shine the most. They preform even better when armed with Falchions. Falchions also help out if your the one being charged. A few extra dice to roll are always welcome.NOTE: Big blobs may require two units assaulting to clear them away. Falchions can be a very useful full tool to get a few extra attacks off in order to take out a few more guys. The Dreadknights should be trying to avoid combat with largeblobs especially those with Grenades.

    ANTI-MEQ:MEQ will be terrified of your AP3 close combat weapons. In an even match up of bodies you will always cause more damage. Heres an example.20 MEQ, 20 Attacks, 10 Hits, 5 Wounds, you save around 3

    20 GK's with Swords, 20 Attacks, 10 hits, 5 Wounds they lose 5 models without saves.GK's win...Sadly thats not a perfect world. Some one will always be charging. And someone will always be the one being charged. If we have a 10 man Interceptor squad beingassaulted by a 10 man tactical squad we will be losing our 2-3 guys from failedsaves only we will only be getting 10 attacks in which 2 will be from special weapon guys that don't have AP3. We will be getting 9 AP3 Attacks (Including theJusticar) in which around 4-5 will hit and 2-3 will wound. Then if we are luckyour special weapon guys might kill another. We might barely win combat and withsome luck our opponent might flee. What can we do to prevent this. Again our options include both the Halberd and the Falchions. 5 extra Falchions on the squadnow gives us 10 AP3 Attacks from just 5 normal guys and if we give the Justicar

    a Halberd or set of Falchions and throw in a few Hammers out chances start looking a little better. Now if we managed to get hammer hand off our odds of doing more damage go up a lot. During turn 1 it is a good idea to always pop hammer hand on your Interceptors just to prepare for a counter charge from MEQ and addinga few Falchions to the squad will help out also.

    So this is basically telling us is that its a bad idea to be counter charged bymarines. We will still most likely win the combat but we will also take a few casualties in the process. What if we could get the charge off instead. Our 5 Falchions guys would be getting 15 attacks on the charge each instead. If hammer hand is up we would be getting those 15 attacks off at strength 6 and that's not taking into account the other 5 guys in the squad if you don't combat squad them.The trick is again in your positioning. Pick a flank to attacks and make sure yo

    u finish your turn 1 move in a position where your opponents models from the opposite flank are at least 15"-18" away. This isn't always possible but even if your only just outside of 12" it will give the marine player the option to eithertry and move out and shoot you with there rapid fire weapons, Stand and shoot where they are with there heavy weapons or try and move out to get a charge off. Its far better to take 8-10 single bolter shots and heavy weapon rather than 16-20 bolter shots rapid firing at you. But remember that most MEQ have to do 1 of the three and can do several like us. If you have the choice of putting some terrain between you and the other marines even if it doesn't block LOS will at leastslow them down if the try and charge.

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    NOTE: Most other MEQ can only either Stand and Shoot, Move and Rapid Fire or Move and Shoot Bolt Pistols and charge. They won't be able to do a combination of the three unless you are within range. Knowing this try and keep some distance between you and the opposite flank to prevent them from being able to stand stilland rapid fire at you. Force them to make choices.

    PART IV: SUPPORTING A SHUNT LIST TO MAKE IT EFFECTIVE.

    So now were onto supporting units for a shunt list. Here we are faced with two types of builds. We can run the Standard Combined Arms Detachment (Or CAD from now on) from the main 40k rules or we can run the Nemesis Strike Force from the Grey Knight Codex (NSF from on). Both give you a lot of things think about. Lets start with the the CAD.

    CAD Build:This build gives your Troops the Objective Secured special rule. It also allowsyou to take 3 Fast attack and 3 Heavy Support options. These are the bread and butter of a Shunt List. Since this is where our Shunt units come from. What is does mean though is that our Reserves will be coming in turn 2 (Unless we role upFirst to the Fray as our Warlord Trait). This basically means all of our shunting guys will be left to defend themselves alone until the reserves become available. What it does do is give us the option of taking a Teleport Homer on the Justicars in our Interceptor squads. This gives us the chance to get our Interceptor

    s into position to bring our Reserve units into position. The only problem ibfind with the teleport homer is that I want to bubble wrap the Justicars within issquad a little in order to keep him alive. This makes the 6" range of the teleport homer a little tricky to use.

    NSF Build:This type of build allows us to get our reserves onto the field turn 1. This canbe good as they can help us straight away but can be annoying because we haven't had a chance to kill all the stuff with Interceptor before it kills our stuff.This build does limit our Fast Attack and Heavy Support down to 2 slots each and our troops don't have objective secured. It does only require us to take one troops though which isn't a bad thing. It also makes the teleport homer kind of redundant as it won't be in position prior to our reserves coming in. Another gre

    at point is that our deep strikers can run and shoot in any order the turn theyarrive which any roll of 2+ will allow us to spread out a bit from pie plates the following turn preventing models from possibly being hit.

    So in saying this what can we use to help our reserves come in where we want them and when we want them. 2 options I can think of are.1) Allied Inquisitor. Most of us will probably already have a model for this guysince he has been in every Grey Knights Codex prior to our new Codex. What he provides is cheap a Terminator body with Psycannon and Hammer only Toughness 3 but also with 3 wounds which is actually better than our Libby. He also offers usServo Skulls. These things will stop your opponent from Scouting forwards and taking up more table space and if placed in a good spot can also prevent Infiltrators from getting the drop on us. The best thing about Servo Skulls though is if

    we deep strike within 12" of one we only roll a single D6 for scatter. This is gold. It will help our deep striker to not deviate too much from where we want them. It also works for Gate of Infinity. Another plus. And just to top it off ifour Heavy Psycannon fire its template with the 12" bubble of the Servo Skull itwill also only scatter 1D6 instead of 2. Whats not to love about this guys. Pitty he can also take a Terminator Armour, Nemesis Force Hammer and become a Psykerwho can take Divination or Telepathy to make any unit near by so much better.

    2) Not quite as useful as the Inquisitor but right up there is an Agies Defenceline with Comms Relay. The Agies can give your guys some cover if you go second

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    and lack any cover. The Comms Relay cam let you re-roll any reserve rolls even successful ones. Between you and me I won't be re-rolling my successful ones. This set up comes in a 70pts and is either going to be really really useful or a complete waist of 70 pts. It might be the difference between arriving turn 1 or turn 4 and missing 3 rounds of being able to shoot and/or assault things might just be the difference between winning your game or losing.

    LET'S TAKE A LOOK AT OUR DEEP STRIKE RESERVES AND HOW THEY CAN SUPPORT OR SHUNTING UNITS.

    For our supporting units we want to look at things that can get up within rangeof our Shunting units and support them. The only 2 ways to do this are to eitheruse deep strike or flyers. Lets start off with our Troops since its mandatory to take at least 1 and both have the Deep Strike Rule.

    -STRIKE SQUADS-

    These guys have all the same special rules, options and stats as the Interceptors. The only difference is the Interceptors count as Jump Infantry and get to make a Shunt move once per game. The two synergies really well together. The problem being that they have all the same weakness and the strike also lacks the mobility that the Interceptors have. The positive thing is that the Strikes get Objective Secured in CAD builds where the Interceptors do not. The best use I have for these is to use them in 1 of two different ways. They will need the following

    set up. 10x Men, 2x Incinerators and Close Combat weapons as desired.1) Leave them as a full squad and Deep Strike down within the servo skull bubbleand let loose. If running a NSF build run and gun otherwise hope for the best.(NFS build is recommended for this type of tactic.)2) Combat Squad them to have the 2 Incinerators and Justicar in 1 Squad and 5 generic guys in the other. The Incinerators squad Deep Strikes in and as works thesame as above. The other squad sits in reserve and walks on from you table edgeturn 2 onwards. They sit on an objective and camp there till end game. Once they arrive your opponent will have too much going on to deal with them so should sit un interrupted until end game. This can work in both a CAD or NSF build. If you check out the rules for reserves its makes it quite clear that you must rollfor reserves when you can. The NSF build states that you can only roll for DeepStrike Reserves turn 1 so they will have to sit in reserve until then which is e

    xactly where you want them. If you really have to you could deep strike them into an objective but you will have to make that call pre game.

    -TERMINATOR SQUADS-

    These guys are the Bread and Butter unit of the Dex and fill a role that our Interceptors can't. That's as mobile Psycannon platforms. In the last codex the Paladins were more cost effective for this role point for point but now the Terminators are just slightly behind. Being 7 points cheaper than in the old codex there are far more cost effective now than before. For there weapon load outs the best two options are the Psycannon or the Psilencer the Incinerator is better offwith the Interceptors and/or the Dreadknight. The Psycannon now being a Salvo weapon can now only move and shoot at half distance and half shots unless on a rel

    entless model. Which the Terminator provides. The psycannon has 4 shots at 24" and is strength 7 with Rending so can threaten both Infantry and Vehicles and could quite possibly be the best all rounder weapon in the game. Its only down fallis that even though it can threaten everything is not usually the best weapon out there for the job. I like to think of it as the it gets by type weapon. The Psilencer can pump out a ton shots and also benefits from being on a relentless model being a heavy weapon and now being a ranged force weapon it can mow down multi wound models like the were cannon fodder. They only problem I can see with it is that it competes with the Psycannon which is a far more useful Alpha/Beta Strike tool then the Psilencer.

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    The best way to use Terminators is try and either soften up a target before a unit assaults, to finish of a target that needs to die or to take care of something that's a clear threat. Our Terminators aren't as hard to kill as the Thunder Hammer Storm Shield Terminators of other chapters but they certainly more usefulin the shooting phase when they arrive then the Terminators of other Chapters. They are also make great retinues for our HQ's which I will cover next.

    LETS LOOK AT HQ'SSo since were only looking at units with good synergy with a shunt build we won't look at Crowe or the Brotherhood champion. They are both solid choices for Purifier or mech build which are completely different tactics. The Techmarine is also quite useless for a Shunt list with his only real use being to sit back and man the Comms Rely and lay down cover fire with his Conversion beamer. More of gymick then solid tactic. First cab off the rank is everyones favourite the Librarian.

    -LIBRARIAN

    So I will start by saying that there is no way that if you decide to take this guys should be ever not me Mastery Level 3. The only exception is if you are playing a low points game. Every other time its Mastery Level 3. Taking him at mastery level 3 only costs 135pts before any other upgrades. That's 15pts cheaper than in the old dex when he was still only Mastery Level 2. What does this guy brin

    g to your force though? First of all he as access to ton of psychic powers. He can also take relics and he is the only unit in the codex who can take a combi-melta. He comes standard with a Nemesis Force Stave which I would keep on him because it give him Adamantium Will which combined with his high mastery level and psychic hood means that a lot of near by units will rolling for Deny the Witch ona 3+ with any 1's being re-rolls. He is one of the best units in 40k now for shutting down psychic powers.

    I mentioned relics before and The Librarian has access to the Domina Liber Daemonica. This allow the Librarian to roll for an extra psychic power as long as itis from the Daemonology (Sanctic) power set which ate the ones that suit him best any way. But what can the Librarian provide for our Shunt List?

    The Librarian can provide some very powerful psychic support. He can buff our guys to epic proportions, unleash a world of hurt for our opponents or teleport around the battle field getting our guys to whwre they need to be late game. Letstake a look at some three of the disciplines he can run with. Namely DaemonologySanctic, Divination and Telepathy.

    Daemonology Sanctic:(Primaris) Banishment (WC3):This power is useless unless your facing daemons. It reduces the target daemonsinvo save by 1 to a minimum of a 6+. This does stack so you could use it as a hard counter to the screamer star. It does come standard on basically every unit in our codex though so no big deal if you roll on a different tree.

    (1) Gate of Infinity (WC 1):This power allows the Librarian and his squad to teleport anywhere on the battlefield even out of combat. I have been combat squadding a 10 man Terminator squad down and putting the 2 psycannons into one sqaud and then attaching the Libbyto that sqaud. That's if I roll that power. If I'm assaulted I cam just leave and bring my guns to bear on another unit.

    (2) Hammerhand (WC1):This is a pretty good power. It gives the squad +2 to strength which can be pretty solid in close combat. Most of the units in our codex come with this power as

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    standard so don't really benefit from the Libby also taking it though.

    (3) Sanctuary (WC 1):This power is pretty good. It add +1 to the Invo save of the Libby and his squad. This can in a lot of cases be the difference between life and death for the Libby and his squad. Not having an access to Storm Shields in our Codex other thanDraigo this +1 can and will save your ass more often than not.

    (4) Purge Soul (WC 1):

    This power is only useful if you want to snipe a special guy from the squad or something that could be of annoyance to you. Not a terrible power but generally there are better things to invest your warp charge in.

    (5) Cleansing Flame (WC 2):This is easily the best power of the bunch. If you roll this power and you facesomeone who has been hit by it before they will throw all of there warp charge dice at you to counter it. Its just that good. Its a strength 5 nova power that does 2D6 hits on all units with in 8". If your Libby is able to deep strike in onturn 1 and get this power off it can be a wonderful Alpha Strike Tool. Great against Mech Lists and Horde lists.

    (6) Vortex of Doom (WC 3):A good power but I feel its more of a gimmick. The only time I would cast this i

    s serious play is to remove a heavy vehicle (eg. Land Raider or Monolith) duringan Alpha Stike Move.

    Divination:(Primaris) Prescience (WC2):

    (1) Foreboding (WC1):

    (2) Forewarning (WC1):

    (3) Perfect Timing (WC1):

    (4) Precognition (WC1):

    (5) Misfortune (WC2);

    (6) Scrier's Gaze (WC2):

    Telepathy:(Primaris) Psychic Shriek (WC1):

    (1) Dominate (WC1):

    (2) Mental Fortitude (WC1):

    (3) Terrify (WC1):

    (4) Shrouding (WC1):

    (5) Invisibility (WC2):

    (6) Hallucination (WC2):

    -BROTHER CAPTAIN/ GRAND MASTER

    -BROTHER CAPTAIN STERN

  • 7/23/2019 GK Shunt List

    10/10

    -SUPREME GRAND MASTER KALDOR DRAIGO

    -PALADIN SQUAD

    -STORM RAVEN GUNSHIP

    -ALLIES-