Johnnyknight Posted June 17, 2015 Share Posted June 17, 2015 Hi. So I am a grey knight player and have been for a while but not very good and only play a few times a month if that. I recently played a game against the new space marines with the 3 land raider formation. The land raiders had two large groups of storm shield hammer termies each lead by an eternal warrior and one had a large group of marines lead by some guy that gave feel no pain and hatered. We play large games here, my go to is 3k points. I had literally nothing to kill them with. I only play pure grey knight armies. I hate the allies rules and will not use them. How would you guys deal with this situation? Please help! Link to comment https://bolterandchainsword.com/topic/309517-help-with-space-marines/ Share on other sites More sharing options...
Everon Posted June 17, 2015 Share Posted June 17, 2015 Sadly I feel you about not wanting allies. From what I can see, their termies out class ours in that regard, deadweight galore maybe? But essentially you have to have allies now. Sad but true. Almost every game these days I have to have something or pure gk just doesn't hold up Link to comment https://bolterandchainsword.com/topic/309517-help-with-space-marines/#findComment-4091412 Share on other sites More sharing options...
jeffersonian000 Posted June 17, 2015 Share Posted June 17, 2015 I use to run a three Land Raider list with my old GKs, from 3rd Ed through to the release of the 5th Ed codex. At 1500 puts. There were time when my opponent just did not prepare for AV14, and I would roll around with half my army destroying theirs. Other times they would have Land Raiders or equivalents, and the fight was more like a navel battle than a land battle. Occasionally, my Land Raiders would get popped fast, and my guys would need to kite and charge. 5th introduced us to NDKs and Shunt Infantry, and my Land Raiders haven't seen table time ever since. 7th has given use Melta Bombs on every squad and IC. So, what you really need to do to defeat a Land Raider heavy opponent with GK, is use terrain, use your Hammers, use your Melta Bombs. Take Stormravens. Take Razorbacks. Learn to maneuver, to dictate the pace of the game. Focus on the mission rather than massacre. Oh! Land Raiders don't like Vortex. SJ Link to comment https://bolterandchainsword.com/topic/309517-help-with-space-marines/#findComment-4091428 Share on other sites More sharing options...
Gentlemanloser Posted June 17, 2015 Share Posted June 17, 2015 Or just shunt up a NDK or two and punch those tanks in the face! Link to comment https://bolterandchainsword.com/topic/309517-help-with-space-marines/#findComment-4091467 Share on other sites More sharing options...
Johnnyknight Posted June 17, 2015 Author Share Posted June 17, 2015 Ugh! So it sounds like there is no real answer other than vortex. How many dice do you throw at vortex and how do you use it? I feel like the land raiders are not the issue its the termies. There isn't anything I can do to them. If you blow up a land raider can the guys still assault? If not then you have to blow up them up. If they can still assault I don't know what the point to blowing them up is. Like I said I'm very experienced. Link to comment https://bolterandchainsword.com/topic/309517-help-with-space-marines/#findComment-4091518 Share on other sites More sharing options...
Zhukov Posted June 17, 2015 Share Posted June 17, 2015 Yes they can still assault you and yes the TH/SS terminators are the problem, not the Land Raiders. There is no hardcounter to them in the sense of killing them. You either avoid them, or if you want to kill them try something along the lines of this: You simply shoot stormbolters, psilencers and psycannons at them, forcing them to take saves by shooting. They'll fail a few eventually. Squads of 2 man can be killed by a Dreadknight. There is no point in throwing Dreadknights into full squads of them, they will easily win that as they are excellent at fighting Dreadknights (they block most of your damage with their 3+ invul save, while their S8 Ap2 is perfect against the Dreadknight statline). Frankly, if you play large games, the game gets even more unbalanced and especially if you play without proper mission design. You are not going to win a game of killing as Grey Knights normally against somebody who takes a load of TH/SS Terminators and Land Raiders lol. Link to comment https://bolterandchainsword.com/topic/309517-help-with-space-marines/#findComment-4091584 Share on other sites More sharing options...
Reclusiarch Darius Posted June 18, 2015 Share Posted June 18, 2015 Use Dreadknights to open the LR, or wait for him to charge out (bait him) Shoot the Stormhammers (they can't shoot back, their one real weakness), walk backwards Laugh Oh, and try for 'Vortex'. They rage pretty hard when you throw that in their face. Link to comment https://bolterandchainsword.com/topic/309517-help-with-space-marines/#findComment-4092021 Share on other sites More sharing options...
shortysl Posted June 18, 2015 Share Posted June 18, 2015 You could consider putting most of your army in Stormravens, and then laugh because his super-hard melee units have nothing to assault except for the one unit that needs to start on the field so you don't forfeit the game. Also, arm your Stormravens with Multi-Meltas and Lascannons to open up his tin cans. Secondly, although Nemesis Force Weapons don't help against Eternal Warrior, they DO negate Feel No Pain rolls, so prioritise his squad that is led by the non Eternal Warrior character. He doesn't get Objective Secured (due to him running an Unbound list), so max out on Lascannon Razorbacks filled with Strike Squads. Neutralise his mobility and then win on objectives held. Don't bother with Dreadknights. You'll destroy his Land Raiders but then lose your Dreadknight to the inevitable counter-charge next turn. You have options. Link to comment https://bolterandchainsword.com/topic/309517-help-with-space-marines/#findComment-4092048 Share on other sites More sharing options...
jeffersonian000 Posted June 18, 2015 Share Posted June 18, 2015 You break the boxes, kite the TDA. Stay outside of 12" at all times and keep moving to 24". Drown them in saves, 1 in 6 will fail. Use terrain to maintain distance. Remember, their TDA costs more than ours. Assault Termies can't shoot back. SJ Link to comment https://bolterandchainsword.com/topic/309517-help-with-space-marines/#findComment-4092316 Share on other sites More sharing options...
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