Wicksy Posted April 4, 2011 Share Posted April 4, 2011 With GK I am sitting in cover with my units and firing, firing, and firing until they are about 8-10" away, the falling back to reset and fire, fire, and fire more. When they do finally get close enough, counter assault with TWM/TWC/Dread to wipe up whatever is left over. I am not going to let GK pull me into the game they want of mass NFW insta death assaults. They have to play my game and pray for a draw if anything. What happens if they sit back in cover and wait for you to make the first move? I learned the hard way that getting into the face of a space wolf army unprepared is suicide. I wait for the wolves to commit then go in otherwise its just a game of 5 turns of missile lauchers taking pot shots at each other. I'd be happy to sit on a home objective out of sight, wait 5 turns and take an easy draw. Link to comment https://bolterandchainsword.com/topic/226154-arrrgggh/page/2/#findComment-2712119 Share on other sites More sharing options...
Prot Posted April 4, 2011 Share Posted April 4, 2011 Is this our unofficial Grey Knights VS. Space Wolves Thread????? I think this weekend everyone 'officially' has the codex in hand. I do think the problems we face are many. The dex reads like an anti-marine rule set... and as such I personally still think as a 'magic bullet' to BA's feel no pain, it also screws over a great many power armoured armies.... and daemons of course.... but who cares about such nasty vermin. Specifically I think we need psyker protection for sure. And I think the smaller, and more elite your force is, the more it plays into the GK plans. From the batreps I have read (not personal experience mind you) it seems the day of the Wolf Calvary is probably done. Oddly enough as much as I love the idea of the Wolf Calvary I never found it even remotely as strong as some people seem to have. But still, it's too expensive to simply have a psychic test potentially vape a multi wound squad like that. I'm going back to my earliest lists when the dex just came out. I'm talking lots of boots on the table, but with a much more defensive posture. Let's face it, Wolves are not the top tier of assault marines anymore, but still competent. Link to comment https://bolterandchainsword.com/topic/226154-arrrgggh/page/2/#findComment-2712124 Share on other sites More sharing options...
Grimtooth Posted April 4, 2011 Author Share Posted April 4, 2011 With GK I am sitting in cover with my units and firing, firing, and firing until they are about 8-10" away, the falling back to reset and fire, fire, and fire more. When they do finally get close enough, counter assault with TWM/TWC/Dread to wipe up whatever is left over. I am not going to let GK pull me into the game they want of mass NFW insta death assaults. They have to play my game and pray for a draw if anything. What happens if they sit back in cover and wait for you to make the first move? I learned the hard way that getting into the face of a space wolf army unprepared is suicide. I wait for the wolves to commit then go in otherwise its just a game of 5 turns of missile lauchers taking pot shots at each other. I'd be happy to sit on a home objective out of sight, wait 5 turns and take an easy draw. GK cannot match long range fire of Space Wolves. Longs Fangs with attached WGTDA with CML and a Rune Priest casting LL is 7 missiles a turn and d6 Str 7 LL a turn. Not to mention the Las/Plas Razorback for the Long Fangs. I am at work, but what does the GK codex have that is 48" range or in the case of Living Lightning, unlimted? For the most part, GK need to be in the 24" range which means they are also in my GH range. Link to comment https://bolterandchainsword.com/topic/226154-arrrgggh/page/2/#findComment-2712234 Share on other sites More sharing options...
MalachiOfRuss Posted April 4, 2011 Share Posted April 4, 2011 They can get Razorbacks, expect to see "rifleman" Dreadnoughts with Psybolt ammo (so thats 4 S8 twin-linked shots), and I think the Dreadknight can get some longer range stuff. Generally, though, they are lacking in long range firepower. So, it's the same old tactics again: gun them down at range, then counter-attack real hard. Facing GK might see a surge in the number of Dreds with Plasma Cannons. A PC shot can really ruin the day of those Paladins in termie armor, and if you keep the Dred CCW, then you have an excellent counter-attack unit that doesn't care about Power Weapons that go at I6 if they're only S4 or S5. Link to comment https://bolterandchainsword.com/topic/226154-arrrgggh/page/2/#findComment-2712240 Share on other sites More sharing options...
Grimtooth Posted April 4, 2011 Author Share Posted April 4, 2011 The problem is that they are also expensive and run out of heavy support slots. So they run out of long range fire power very quickly and if they stack heavy support, they lose out on their numbers. Double-edged sword for them. Link to comment https://bolterandchainsword.com/topic/226154-arrrgggh/page/2/#findComment-2712337 Share on other sites More sharing options...
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