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Anti-Grey Knight Armies


Big Rob

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What Armies Are Defeating Grey Knight Armies In Current Game Play?

 

I'm having some problems defeating Dreadnought army lists.

Most of the army list that defeat me included about 4-6 walkers.

I win most of the time but I was wondering what everyone else thinks.

Our area currently plays 1500 point army list.

(We play larger point lists but to encourage some new player in our area we play at 1500 points.)

 

My 1500 army list:

Grand Master and a bag of tricks (grenades,halberd,& incinerator)

2x10 Strike Squads with 2 psycannons and 1 Daemon Hammer

2 Rhino

1x8 Purifier Squad with 2 psycannons, 5 Halberds and 1 Damon Hammer

Land Raider

2 Dreadnougths with Twin-linked Autocannon / Psybol Ammo

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Most of the army list that defeat me included about 4-6 walkers.

The Theme for this will be, "If you can't beat them..."

 

Total Roster Cost: 1491

 

HQ: Castellan Crowe (1#, 150 pts)

1 Castellan Crowe

 

Elite: Venerable Dreadnought (1#, 175 pts)

1 Venerable Dreadnought

 

Elite: Venerable Dreadnought (1#, 175 pts)

1 Venerable Dreadnought

 

Troops: Purifier Squad (10#, 293 pts)

1 Purifier Squad, 0 pts

1 Knight of the Flame (Nemesis Daemonhammer)

2 Purifier ( Psycannon x2)

6 Purifier (Nemesis Force Halberd x6)

1 Rhino

 

Troops: Purifier Squad (10#, 293 pts)

1 Purifier Squad, 0 pts

1 Knight of the Flame (Nemesis Daemonhammer)

2 Purifier ( Psycannon x2)

6 Purifier (Nemesis Force Halberd x6)

1 Rhino

 

Heavy Support: Dreadnought (1#, 135 pts)

1 Dreadnought, 135 pts = (Psybolt Ammunition + Twin-Linked Autocannon x2)

 

Heavy Support: Dreadnought (1#, 135 pts)

1 Dreadnought, 135 pts = (Psybolt Ammunition + Twin-Linked Autocannon x2)

 

Heavy Support: Dreadnought (1#, 135 pts)

1 Dreadnought, 135 pts = (Psybolt Ammunition + Twin-Linked Autocannon x2)

It also depends what kind of army you run.... For example...

 

Dread mech GK lists are pretty hard for DE as every weapon is a threat to DE transports and it is pretty much impossible for DE to stunlock thanks to the madness that is fortitude... On that note DE really don't worry about Draigowing... Hell Draigowing is an army most DE players should be pleased to be facing.

I agree with those that say Nids actually do OK, T6, 3+ saves, and Feel no pain mean alot of GK shooting is wasted. Shadows stops Force weapons better than 50% of the time.

 

As for armies in general beating GKs, it really depends on the player, but wolves, and IG do just fine. For the most part it depends on the army build.

The armies who come closest to beating my black knights are usually of the IG variety simply due to the things they can deny players who use cover as their main defensive mechanic and those who use deep strike extensively. I fall into the former group, and there are some in the latter group who don't like the OotF +1 reserve roll requirement

Any army can beat any army, and any player can beat any player. It's a question of making better lists, being a better general and (most important of all) loaded dice. ;)

 

Generally speaking, I'd rate the following as most challenging;

 

- IG: Tanks, tanks everywhere. GK already struggle to do meaningful damage to balanced mech in other armies, IG laugh at our two S8 platforms which they'll promptly melta-Vet or Vendetta lascannon into oblivion. Their massed fire approach is exactly what makes us hurt, as our low model count punishes any 1's (on TDA) or 2's we roll. That said, once we hit combat, Purifiers melt Infantry blobs before they even get their blades dirty, and Paladins can't be stopped unless he spends all his firepower on them at once (if even one makes it into combat, he can kiss that tank or squad goodbye). Even Strike Knights will slap down Straken before he can swing. So, fast or mech builds with Knights work best here, camping and trying to shoot your way out will end in failure.

 

- Wolves: To be fair, everyone struggles with their undercosted shenanigans, but we are in a bit of trouble. Rune Priests deny on a 4+ always, and without our powers we're at a distinct disadvantage in combat. Long Fangs are going to take longer than usual to knock out our Dreads, but we still don't bring enough armour to the table to really overtax their firepower. Grey Hunters will take a few casualties to our power weapons but they'll still win combat against Strikes or Interceptors. Razorspam is a problem for us, and Wolves do a pretty good version (most likely las/plas, as they're not Fast). Wolves are a good candidate for a disruption unit, as they are highly reliant on the Long Fangs for reach. A Callidus or Outflanking Eversor (thanks to GM) would make a good, if suicidal assassin. Dreadknight is fantastic here, as he can fly away from melta and eat krak missile for a turn or two until he makes charge range. Disrupt his fire support, and dump firepower into the advancing Hunters. Watch out for Wolf Scouts trying to melta your PsyDreads as well.

 

- Blood Angels: Two words; Baal Predators. Flamestorm cannons are our bane, and you can bet anything he'll Outflank them. Razorspam is done best by this army, as he can send twin-assault cannon Razors at 18" for turbo or 12" and still shoot, with 'Shield' repelling our PsyDreads and psycannon on a 5+. Strike Knights are vulnerable, but due to halberds on Purifiers and TDA units, we'll actually be a real problem for his assault units (Death Company go second and don't get their FNP). A combination of whittling down his units, stalling his charges with 'Sanctuary' and counter-assaulting should help you prevail. Don't forget 'Quake' on Strikes, if you spread out you can force him to deploy normally and thus be able to shoot him down. Also, Vindicare is worth his weight in gold, sniping out Priests.

I haven't seen it fielded often, but BA are also the army with the most broken Heavy Support. Triple Stormraven is perfectly feasable (it transports his assault units past your firepower), and the S8 missiles he can pump out Turn 1 will annhilate our armour. Fast las/auto Preds are a problem too.

Its not so much mechs I think but more the heavy weapons on the mechs. First time i ever played my knights right off the bat my raven got shot down by a dread laz. So take out the mech then and the random heavy weapons guys then there is not much that can hurt your army.
With psyberskulls to limit/prevent Vendetta scout moves and 5-6 S8 dreads, IG have nothing on a shooty GK list unless they spam Russess. I think most of GK's success can be attributed to the fact that so many armies can deal with AV14 so easily that AV14 isnt all that prevalent anymore.
With psyberskulls to limit/prevent Vendetta scout moves and 5-6 S8 dreads, IG have nothing on a shooty GK list unless they spam Russess. I think most of GK's success can be attributed to the fact that so many armies can deal with AV14 so easily that AV14 isnt all that prevalent anymore.

 

Are you kidding? Do you know how much Dread-heavy lists cost? Coteaz you could maybe get away with it, but thats a specific build.

 

IG outgun us at every point level, and outnumber (even with melta-Vet spam). You have to close to close-combat and hit them with templates/Purifiers/stuff they can't kill (Dreadknights and anything in TDA autowins combat against even Straken). An all-Deepstrike or Outflanking (thanks to TGS) type army is your best bet. If you get into a shootout, they'll drown you.

Aparently you are either joking or havent met a good player yet?

 

I actually know no one who plays either army any more. As bad as they have now become.

 

As horrible as it sounds,tell those guys to try and learn their codices and tactics,those two are not GK level but can make decent lists and with a fine general on the wheel can make fearsome opponents.

With psyberskulls to limit/prevent Vendetta scout moves and 5-6 S8 dreads, IG have nothing on a shooty GK list unless they spam Russess. I think most of GK's success can be attributed to the fact that so many armies can deal with AV14 so easily that AV14 isnt all that prevalent anymore.

 

Are you kidding? Do you know how much Dread-heavy lists cost? Coteaz you could maybe get away with it, but thats a specific build.

 

IG outgun us at every point level, and outnumber (even with melta-Vet spam). You have to close to close-combat and hit them with templates/Purifiers/stuff they can't kill (Dreadknights and anything in TDA autowins combat against even Straken). An all-Deepstrike or Outflanking (thanks to TGS) type army is your best bet. If you get into a shootout, they'll drown you.

 

Well, I play Coteaz, 5 rifle dreads, 5 psybolt razorbacks and a redeemer with death cultists and a grenade battery. I wil play the shooting game with anyone but Tau.

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