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Against the Xenos -- The Ordo Malleus


L30n1d4s

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So, this is just my take in 6th edition on how GKs will match up against different armies (I am talking pure GKs for now, without allies). Only time will truly tell, but this comes after pouring over 6th edition for several days now.

 

I am looking at only Xenos races for now, maybe CSM, Daemons, Necron, and Imperium armies later.

 

Dark Eldar - GKs still have plenty of weapons that can bring down multiple fast skimmers and the new Overwatch rules is going to help us tremendously against DE assaults, since almost everything they have evaporate against concentrated Bolter fire. Also, DE are going to have even more trouble with our 2+ save troops now (Termies, Paladins, and most HQ choices), since PWs are only AP3. They still have a lot of potent firepower, both anti-vehicle and anti-infantry, but I see them struggling to fight GKs, especially with their lack fo Psychic defense.

Assessment: GKs have the edge, all generalship skills and rolls of the die being equal.

 

Eldar - Unlike many, I feel like Eldar actually got a buff in this edition, even with their old Codex. Previously unused units are now more viable (i.e. Swooping Hawks are great with their Haywire grenades against any and all vehicles, Warp Spiders are much better against vehicles and do better against troops with lower cover saves and FNP being a 5+ now, Rangers/Pathfinders are buffed with their sniper weapons new rules, Waithguard have new options for employment in conjunction with the Divination Pyschic powers, etc.). All Fast Skimmers (pretty much most Eldar vehicles) can now move 12" and shoot two weapons at full BS, plus other at Snap Shot. Their status as the top dog Psykers got reinvigorated. All in all, they are quite flexible and will challenge Grey Knights for adaptability in playstyle, I think.

Assessment: Eldar and GKs about on par in 6th.

 

Tau - Got generally better, especially with the buff to Fire Warriors (Rapid Fire Weapons are better/can glance vehicles to death), but I think a lot of their rules still show their age. They still have nothing to prevent GKs from completely rolling through them in CC (we have too many weapons that wholesale massacre Kroot) and even Overwatch is not going to be enough to prevent GK assaults, I think. Also, their lack of any Psychic ability/Psychic defense is going to be tough for them. I think Tau will have to be played somewhat rigidly/predictably based on their current options, meaning that they will be at a disadvantage against a good GK general.

Assessment: GKs have the edge, all generalship skills and rolls of the die being equal.

 

Orks - Hard to tell, some of their units got a lot better (Burna Boys, Shoota boys with overwatch, etc.). On the otherhad, like the DE, so many of their units are fragile even basic SB fire. Plus, FC got nerfed, which hurts them a lot, as does the lack of ability to run and assault (i.e. declaring a Waauugghh). I think Orks have a lot of good Specialist units and a decent foundational set of units, but are just particularly vulnerable to the GK arsenal (Cleansing Flame, anyone?). Like with Tau, I think their codex is showings its age worse than most (for example, the Codex: Space Marine I think is still pretty decently strong in this edition).

Assessment: GKs have the edge, all generalship skills and rolls of the die being equal.

 

Tyranids - Now this is an army, especially with all their new Psychic abilities, that will give GKs a challenge. I think Nids generally got better, especialy since vehicle survivability is down in this edition and because I think Nids will benefit from the new shooting rules a lot with their ability to put out a ton of cheap, if not highly accurate, attacks. Also, I think Tyranids have a good number of "force multiplier" units, such as Venomthropes and Tervigons, who will make their army highly versatile a good match against the flexibility that the GK Codex provides an Ordo Malleus general.

Assessment: Nids and GKs about on par in 6th.

 

So, what do you all think? How will GKs do against Xenos armies in 6th edition?

Dark Eldar - GKs still have plenty of weapons that can bring down multiple fast skimmers and the new Overwatch rules is going to help us tremendously against DE assaults, since almost everything they have evaporate against concentrated Bolter fire. Also, DE are going to have even more with our 2+ save troops now (Termies, Paladins, and most HQ choices). They still have a lot of potent firepower, both anti-vehicle and anti-infantry, but I see them struggling to fight GKs, especially with their lack fo Psychic defense.

Assessment: GKs have the edge, all generalship skills and rolls of the die being equal.

 

Its not all smooth sailing. Remember, lances only got better at wrecking our vehicles (which we never have much of anyway), and 4+ cover when they move 12" gets pretty annoying for PsyDreads. They can still torrent TDA down like before (splinter weapons still work fine), but yeah their combat units are far worse off between random charges, 'Sanctuary' and Overwatch. More shooty DE is likely, and they bring a fair amount of fast-moving AP2 when they want to (Trueborn in a Venom).

 

Eldar - Unlike many, I feel like Eldar actually got a buff in this edition, even with their old Codex. Previously unused units are now more viable (i.e. Swooping Hawks are great with their Haywire grenades against any and all vehicles, Warp Spiders are much better against vehicles and do better against troops with lower cover saves and FNP being a 5+ now, Rangers/Pathfinders are buffed with their sniper weapons new rules, Waithguard have new options for employment in conjunction with the Divination Pyschic powers, etc.). All Fast Skimmers (pretty much most Eldar vehicles) can now move 12" and shoot two weapons at full BS, plus other at Snap Shot. Their status as the top dog Psykers got reinvigorated. All in all, they are quite flexible and will challenge Grey Knights for adaptability in playstyle, I think.

Assessment: Eldar and GKs about on par in 6th.

 

You completely failed to mention Eldrad/Farseer with Runes of Facemelt. They completely shut down our psychic powers, which is a huge deal for us. Fire Prisms work even better now with reduced cover, so 'Sanctuary' becomes even more critical (and he'll probably 'Mind War' your Librarian). Eldar still evaporate to our guns, and I doubt they'll bother with anything but Harlies now in close-combat (nothing else will reach our lines intact, not to mention Rending is clutch against TDA). Eldar still suffer from poor internal balance (Hawks still suck, as do Spiders etc etc, Wraithguard are plasma cannon bait), but Eldrad and good unit selection will make them problematic for us.

 

Tau - Got generally better, especially with the buff to Fire Warriors (Rapid Fire Weapons are better/can glance vehicles to death), but I think a lot of their rules still show their age. They still have nothing to prevent GKs from completely rolling through them in CC (we have too many weapons that wholesale massacre Kroot) and even Overwatch is not going to be enough to prevent GK assaults, I think. Also, their lack of any Psychic ability/Psychic defense is going to be tough for them. I think Tau will have to be played somewhat rigidly/predictably based on their current options, meaning that they will be at a disadvantage against a good GK general.

Assessment: GKs have the edge, all generalship skills and rolls of the die being equal.

 

Fire Warriors are still laughably bad core infantry. Kroot offer zero impediment to us. Overwatch is going to plink off our Terminators and Purifiers when they close in. Tau probably won't win, even with their mono-build. Mine are going to collect dust on the shelf until the new codex.

 

Orks - Hard to tell, some of their units got a lot better (Burna Boys, Shoota boys with overwatch, etc.). On the otherhad, like the DE, so many of their units are fragile even basic SB fire. Plus, FC got nerfed, which hurts them a lot, as does the lack of ability to run and assault (i.e. declaring a Waauugghh). I think Orks have a lot of good Specialist units and a decent foundational set of units, but are just particularly vulnerable to the GK arsenal (Cleansing Flame, anyone?). Like with Tau, I think their codex is showings its age worse than most (for example, the Codex: Space Marine I think is still pretty decently strong in this edition).

Assessment: GKs have the edge, all generalship skills and rolls of the die being equal.

 

Orks improved in every measurable way. No more No Retreat wounds? Enjoy a million Sluggas/Shootas clogging up your lines in close-combat. Lootas break flyers in half with sheer dakka output, Snap Shots be damned. Burna Boyz can't stack templates like before, but yeah in Overwatch forget trying to assault them. The simple truth is, we will rarely have enough dakka to actually cut down a good Boyz horde and deal with backfield problems like Lootas. Some Inteceptors or a Dreadknight for fast interception in their backfield will be pretty handy.

 

Tyranids - Now this is an army, especially with all their new Psychic abilities, that will give GKs a challenge. I think Nids generally got better, especialy since vehicle survivability is down in this edition and because I think Nids will benefit from the new shooting rules a lot with their ability to put out a ton of cheap, if not highly accurate, attacks. Also, I think Tyranids have a good number of "force multiplier" units, such as Venomthropes and Termigaunts, who will make their army highly versatile a good match against the flexibility that the GK Codex provides an Ordo Malleus general.

Assessment: Eldar and GKs about on par in 6th.

 

Zoanthrope Choirs are back, and they are going to hurt. 3++ is annoying hard to break with PsyDreads, and at 2k they no longer compete with Hive Guard spam. Flyrants are scarily fast, and not even Dreadknights can really take them on without risk. Walking Tyrants will probably hang onto their base psychic powers, 'Paroxym' we've always hated and Psychic Scream still works fine. Broodlords will be the new black though, Biomancy swap out turns them into wrecking machines and Genestealers will still wreck TDA like before.

 

 

Overall, we'll be fine against xenos for the most part. I'd recommend Guard allies and/or Henchmen to plug holes in our army though, and also to up the unit count (as we typically can't stomach heavy losses).

Hi.

 

Aaah Xenos and the Ordo Malleus...

 

Someone remembers when GK rules were flamed because they were very effective against xenos like tyranids, although they were/are fluff-wise an anti-demons army? :P

 

The expert tacticians with their codexes (as I don't own it) :

 

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|This

|way (already a reply above ^)

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Cheers.

You might want to consider, that Tyranids possibly have the most 2+ crashers in CC right now. Boneswords have been FAQ'ed to still ignore armor rolls, and Tentacle Whips have been upgraded too. MC are AP 2 still which also gives them a +1 for damage rolls against Dreadnoughts.

While you can not interrupt their buff PSI powers, GK still have to deal with Shadow in the Warp.

 

I dare say the Tyranids might have a slight advantage against GK currently.

Against Orks, you should now be able to challenge the Nobz with powerclaw to either remove him from the fight (if he refuses) of kill him outright (with your brand new Halberd-toting Justicar). If you know you'll be fighting Orks, leave your dakka dread at home and get 2 DKs with Heavy Incinerators AND Heavy Pycanonnons. Multiple groups of 3 psykers would be a cheezy tactic (180 pts for 6 St5 large blasts!? Even if you fail 1-2 test per turn, it's still funny). The OSR with d3 St6 Large blasts might even be good...
Remember fast skimmers get jink now. Oh wait... all the eldar tanks are fast skimmers. Bonus for them as it's not as speed dependant, so they can move, fire, and still get a decent cover save for their tanks. Concentrated fire will still bring their tanks down, but they are a little more durable than before.

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