Ulrock Posted December 7, 2015 Share Posted December 7, 2015 First game against a GK player. I usually run death company with jump packs heavy with either a fire raptor or knight. I'm thinking of doing a 5 pod list with 3 meltacides 2 tacs with flamers. Rest a mixed bag. What are their big scary units and what are best counters beside a death company chainsword to the face! Link to comment https://bolterandchainsword.com/topic/316850-vs-grey-knights/ Share on other sites More sharing options...
Frater Cornelius Posted December 7, 2015 Share Posted December 7, 2015 You can expect a lot of psychic shenanigans, potentially an entire army of 2+ saves, T6 MCs and pretty solid output at 24" and melee, but literally nothing beyond that. However, do not let that deceive you. GK seem slow, but they can be very fast. They roll for deep strike reserve T1, the Dreadknight can move 12" and jump 30" once per game. Same for their incerceptors. They all have force weapons, to a man, and all their dudes have AP3 melee, thus they can easily deny you armour saves and FnP. They are also not limited to melee. They do ranged combat fairly and they can keep you away for a few turns to thin your ranks. Those are a few things to look out for. Link to comment https://bolterandchainsword.com/topic/316850-vs-grey-knights/#findComment-4245505 Share on other sites More sharing options...
sebs_evo7 Posted December 7, 2015 Share Posted December 7, 2015 Look out for deep striking squads that can do this nova power which basically deals 2d6 hits to every unit within 9in i think Also dreadknights are crazy good in melee Link to comment https://bolterandchainsword.com/topic/316850-vs-grey-knights/#findComment-4245507 Share on other sites More sharing options...
Bukimimaru Posted December 7, 2015 Share Posted December 7, 2015 I play agaisnt Grey Knights alot and I find their bark is worse than their bite. Take plenty of melta, plenty or grav and sniper scouts for your troops. This is my usual tactic; your milage my vary. Drop meltacide squads ontop of the Dreadknight(s) turn one and melta them off the face of the earth. Grav bikes are perfect for staying just our of charge range whilst still being able to hail down a but load of ap2 shots. Sniper scouts to use up your troop tax. Give them camo cloaks and infiltrate them onto objectives. If they get shot at, go to ground for a tasty 2+ cover save. If they dont get shot at, you can occasionally get a few lucky rending hits. Storm Ravens with Lascannon / Multimeltas. use them to hunt characters. They have very little anti-air. Good luck brother, let us know how the game goes. Link to comment https://bolterandchainsword.com/topic/316850-vs-grey-knights/#findComment-4245596 Share on other sites More sharing options...
Riot Earp Posted December 7, 2015 Share Posted December 7, 2015 2 grav biker squads with 2 x grav + combigrav for Knights and termies. Baal Strike Force Death company with jumppack to hit bevor their power weapons. Link to comment https://bolterandchainsword.com/topic/316850-vs-grey-knights/#findComment-4245619 Share on other sites More sharing options...
Charlo Posted December 9, 2015 Share Posted December 9, 2015 Yeah, I hear they absolutely hate our extra initiative as it can remove a lot of their expensive models before they strike. I'd even say that a LC terminator squad could be a good investment against them. Strike first, shred, S5, WS5 with a priest. They don't have THAT much ap2 on thier basic guys either. Hell, seeing as they don't really have much good shooting you could even pull off the Sanguinor! Link to comment https://bolterandchainsword.com/topic/316850-vs-grey-knights/#findComment-4247376 Share on other sites More sharing options...
Bukimimaru Posted December 9, 2015 Share Posted December 9, 2015 Hell, seeing as they don't really have much good shooting you could even pull off the Sanguinor! Let's not get carried away now. ;) Link to comment https://bolterandchainsword.com/topic/316850-vs-grey-knights/#findComment-4247390 Share on other sites More sharing options...
Charlo Posted December 9, 2015 Share Posted December 9, 2015 Hell, seeing as they don't really have much good shooting you could even pull off the Sanguinor! Let's not get carried away now. ;) When I start playing again he's going in my lists purely because people won't expect him! Link to comment https://bolterandchainsword.com/topic/316850-vs-grey-knights/#findComment-4247392 Share on other sites More sharing options...
LutherMax Posted December 9, 2015 Share Posted December 9, 2015 I'm quite intrigued by the Sanguinor too... Don't like the model though so will have to come up with a suitably ethereal kitbash... Link to comment https://bolterandchainsword.com/topic/316850-vs-grey-knights/#findComment-4247553 Share on other sites More sharing options...
Charlo Posted December 9, 2015 Share Posted December 9, 2015 I think if you somehow managed to get him and Corbulo unto a front line even Tacs start to decimate the enemy. Link to comment https://bolterandchainsword.com/topic/316850-vs-grey-knights/#findComment-4247572 Share on other sites More sharing options...
Bartali Posted December 9, 2015 Share Posted December 9, 2015 You can expect a lot of psychic shenanigans, potentially an entire army of 2+ saves, T6 MCs and pretty solid output at 24" and melee, but literally nothing beyond that. However, do not let that deceive you. GK seem slow, but they can be very fast. They roll for deep strike reserve T1, the Dreadknight can move 12" and jump 30" once per game. Same for their incerceptors. They all have force weapons, to a man, and all their dudes have AP3 melee, thus they can easily deny you armour saves and FnP. They are also not limited to melee. They do ranged combat fairly and they can keep you away for a few turns to thin your ranks. Those are a few things to look out for. Mostly, people underestimate the speed of GK. A solid GK list built around Dreadknights, Interceptors, Terminators, Librarians and Draigo can get in your deployment zone turn 1 (and that's without reserve deep striking). Or move 30" away the turn before you're going to assault. or Gate out of combat to shoot you, then assault again Link to comment https://bolterandchainsword.com/topic/316850-vs-grey-knights/#findComment-4247641 Share on other sites More sharing options...
Frater Cornelius Posted December 9, 2015 Share Posted December 9, 2015 I used to play GK that way. In the opponent face T1, melee T2, well deserved cup of tea T3 ;) Link to comment https://bolterandchainsword.com/topic/316850-vs-grey-knights/#findComment-4247689 Share on other sites More sharing options...
Ulrock Posted December 10, 2015 Author Share Posted December 10, 2015 So roughly this is what I was thinking. Lib dreadnaught or maybe even astorath Lib jump pack 2 9-10 man death company with a fist in each 2 scout sniper squads 3 meltacides Fire raptor or imperial knight Potential some vindicators also. Link to comment https://bolterandchainsword.com/topic/316850-vs-grey-knights/#findComment-4248259 Share on other sites More sharing options...
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