Captain Laavain Sunder Posted April 23, 2012 Share Posted April 23, 2012 This coming weekend in playin my first match against the dreaded grey knights and all the rumours of how overpowered they are, are really getting to me! Force halbards, well.... Force everything.... I think he's playing the purifier spam list with Crowe, though I wouldnt know because it's a new army Ive always tailored my army to be combat heavy but I feel although I should be keepin away from he.... But he has psy cannons?! Any help on how to deal with them?? Link to comment https://bolterandchainsword.com/topic/251256-grey-knights/ Share on other sites More sharing options...
Toasterfree Posted April 23, 2012 Share Posted April 23, 2012 they die just like space marines.... kill them with the same guns that you would a normal space marine. if he does play a spam list you need to take his speed out and his dread (fangs should be epic for this). there will be small units so i would recommend plasma cannons will drop out numbers fast. only assault on YOUR terms, this will reduce how many dudes you lose at i6 if he has halberds, or make sure you have a lord and NO halberds and you will be fine. ap3 and better is your friend here, missiles krak, plasma, melta, vindicatiors, massed heavy and normal bolter fire. they arent OP, just tough to play with a magic number of 24in for range. Link to comment https://bolterandchainsword.com/topic/251256-grey-knights/#findComment-3045842 Share on other sites More sharing options...
toonarmy Posted April 23, 2012 Share Posted April 23, 2012 Don't be so worried. I think peoples perception of GK has them beaten before they even start. I have played against a number of GK armies and had great success with a number of load-outs. If you post up your list it will make things easier for us all. In my experience the best thing i have found against GK is making sure you keep the mission objectives in mind at all times. In annihilation I focus fire on 1 unit to destroy that 1 and gain the kill point. GK will never outnumber you and as a result will give away very few killpoints. I use my rune priests to slow their other units with murderous hurricane and then blast the free unit until it is gone. If he teleports around the board or has fast moving interceptors they are still going to have to take tests and i have seen many a unit lose models due to dangerous terrain tests. also these faster units tend to be a little squishier than say paladins!! In objectives based games the key is keeping your objectives and removing his scoring units from his. Its not a case of trying to take his objectives. in my experience GK lists very rarely have enough troop choices to capture many objectives. this also means that if they leave 1 unit behind to control a home objective they are separated from the rest of their army and ripe for a scout squad / land speeder / drop pod attack. In summary, i think with these "uber" armies its a case of turning their strongpoint against them. Fast mobile GK will have sacrificed durability, whilst hard as nails paladin lists will have sacrificed mobility and numbers in order to make them tough. Im sure once you post your list everyone on here will post some great suggestions. Link to comment https://bolterandchainsword.com/topic/251256-grey-knights/#findComment-3045852 Share on other sites More sharing options...
Wolfsbane Posted April 23, 2012 Share Posted April 23, 2012 I actually got to play Grey Knights for the first time this weekend at a 1k tournament. Just force those saves. Auto-cannons, heavy bolters, and rapid fire bolters work amazingly well against marines. Also if you have one, Murderous Hurricane is amazing. You need 5's to wound, but I was averaging 14 on hits, so that's about 6 wounds. I have a rather shooty SW list with two long fang packs 3 ML/1HB and 2 PC/1HB I kept an objective the whole game because he wouldn't enter my plasma cannon firing line. It was wonderful. Grey Knights are powerful, they are a balanced army list. The real problem is they are not costed correctly in my mind. Grey Knight power armor troop is a Grey Hunter with a power weapon and storm bolter for +5 pts. So they have 1 less attack, but can shoot 24" twice if they move or deepstrike, disembark, ect. I actually like fighting the Crowe list the best. Only 3+ saves, so easier to fail and most 5 man squads will only have 2-4 I6 attacks when you charge (hit on 4+, wound on 4+, so math hammer says you'll loose 1 from four attacks). Those psycannons get rid of the scary force weapons. Just make sure to take notice where his halbreds are in his squads. Try to force his psycannons to move so they get two less shots and if he's running a mech army take out his mobility. Rhinos running around with two psycannons shooting out of them can be a pain in the arse. Just watch out for their Cleansing Flame ability. It makes them nasty to assault, so make sure you have a rune priest within 24" to try to nullify it. Link to comment https://bolterandchainsword.com/topic/251256-grey-knights/#findComment-3045870 Share on other sites More sharing options...
Marmande Posted April 24, 2012 Share Posted April 24, 2012 -Destroy their anti-tank/Dreads (especially since they mess with Living Lightning) -Destroy their transports and put their squads on their feet -Wear them down with shooting; try and get the charge on them to prevent extra power weapon attacks or do as much damage as possible before they charge you -Plasma is your friend That's what comes off the top of my head. :lol: Link to comment https://bolterandchainsword.com/topic/251256-grey-knights/#findComment-3046353 Share on other sites More sharing options...
Stormshadow Posted April 24, 2012 Share Posted April 24, 2012 Some general advice on Grey knights: The majority is no longer fearless, force them to break and run of the table and they will take all their fancy bling with them. They die just like normal SM and as has been mentioned before, it takes 4 GK Force weapon attacks to kill one of your SW’s. All though Psycannons are absolutely lethal to any type of target in the game, it can only shoot 24”. GK will kill anything within 24” but further away it will be a lot trickier. GK in power armor will also loos halve of their Psycannon shots if they move. Although GK are deadly against Psykers, they also rely heavily on their own psychic abilities. Use some Rune priests to take away their edge. Advise on Crowe and purifier spam: I know most SW’s consider themselves to be CC badasses, this may be true when fighting normal SM, but these purifiers are far from normal. Just swallow your pride and realize that you ate not the big kid on this playground. It’s time to play smart. Stick and move! If you are up against Purifier spam in Razorbacks you will either be fazing 36” S6 or 24” S7 Rending. So stay at 48”! Bring as many Long fangs and cyclone missile launchers as you can, Speed and range is your friend. The only range shooting your opponent will have is probably some Auto Cannon Dreads. These are almost worthless vs Land Raiders and if you bring some outflanking Melta scouts those dreads will be pretty nerves. So bring all your long range fire power to bear! And leave the thunder wolves at home. Also take some speeders for the speed :). Link to comment https://bolterandchainsword.com/topic/251256-grey-knights/#findComment-3046388 Share on other sites More sharing options...
Jonny Wolf Posted April 24, 2012 Share Posted April 24, 2012 Can't be bothered to write a treatise on tactics so I'll give you this advice. Space Wolves have the best anti-psyker in the game. Put Njal in a Rhino. Surround him with your wolves. Let the GK come to you. Let Njal cancel their powers out. Good luck, brother. Link to comment https://bolterandchainsword.com/topic/251256-grey-knights/#findComment-3046840 Share on other sites More sharing options...
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