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Post by tuditud19 on Apr 5, 2012 10:28:08 GMT -5
Hey fellow IG players. This weekend I will be facing GK for the first time. I've heard they aren't exactly a easy army to beat as IG, so I would really appreciate some tips. My friend is probably going to bring a infantry list ( no inq retinue etc.) without too many vehicles. Volume of fire is important as usual I imagine. Plasma maybe?
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Post by krasimirova on Apr 5, 2012 10:42:23 GMT -5
Really depends on what units he brings..:/ The std. GK marine is just as the name implies, a marine, so everything that you normally use against marines will work here.. (S6 AP3 weapons and better) Terminators, yep.. Plasmas work good here.. Paladins, nope.. Plasmas don't work (or, sure they do, but not optimal since they are multi wound models that can have different wargear) So meltas (Insta gibbing, no armor only invu.) or a large mass of S8 weapons (Still insta gibbing, but they do keep their 2+ armor save, so you are gonna either need alot of shots (missile launchers) or put your faith in your own luck (and your opponents lack of)).. Shoot: They have twin assault cannon dreadnaughts, "Psyfleman dreads".. Kill these.. Fast.. Once they are gone GK depend on Psycannons (range 24") or CC to do their anti tank, and while psycannons penetrate on 6+ against AV12, they do have alot of shots.. (4heavy/2assault) They also have Dreadknights, which are either used as distrubtion or support units IME.. Normally they tend to be quite point heavy (200+) because they will be bought with the personal teleporter upgrade.. But they are quite difficult to kill, and they also pack a punch.. Thou here plasmaguns are pretty good too, because of the larger volume of fire.. Hope it helps a bit.. Kras..
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Post by Empirespy on Apr 5, 2012 11:18:56 GMT -5
It's Medusa time, those paladins, they really don't stand a chance.
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Post by tuditud19 on Apr 5, 2012 14:36:19 GMT -5
I imagine he will be packing as much CC infantry as possible. I'll run my mech list. The guy is a newcomer to GK but I imagine he will know what to bring to the fight ( or at least have the general idea). It was about time I tried the medusa.
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Post by dangerrod on Apr 5, 2012 18:42:44 GMT -5
Watch out for Purifiers
Although the Paladins look the best unit in the GK dex, the Purifiers will carve thru infantry like butter!
They have their "cleansing flame" psychic attack with hits in either yours or his assault phase, everyone in your unit will take a hit on a 4+ (with normal armour saves tho!)
Plus they have two attacks (three on the charge) and if he's being cheesy and gives them falchions, thats three attacks! (four on the charge!!)
Also force weapons! watch out for them
If he's foot slogging, hit him from distance! but only a fool of a GK player would footslog!
If he''s deepstriking either armour up or camp in a corner!
Hope it helps
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Post by tuditud19 on Apr 6, 2012 13:43:15 GMT -5
My game went well afterward. I was losing by 2 points (anihil) when turn 6 started but I managed to wipe him. I found out how bloody combat is with the GK.
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Post by shifty60 on Apr 16, 2012 14:03:42 GMT -5
My buddy just started a GK army. So far Im 4-1 vs him.
I load up on plasma/melta/demo vets, run a 30man power blobassar, LC HWS and Demolisher and Executioner for tanks.
Because my friend runs Drego and a few small squads of Paladins, most of the time I table him after 5-6 turns. But yes CC does hurt.
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Post by kobracommander on May 5, 2012 7:09:59 GMT -5
dont forget his vehicles pretty much autorecover from stunned and shaken. So you cant stun a rhino and think "ok, I don't have to worry about that for a turn." my buddy/opponent kindly informed me of that little ability after my turn was over...I was not a happy person. I almost beat him over the head with his codex. lol
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Post by DadCRO on May 5, 2012 12:01:06 GMT -5
Grey Knights: Army Quality: Elite Mobility: Medium Preferred Combat Style: Close Combat to Mid-range Shooty
Strengths: Very Elite Units: Yes, they have terminators as troops. Before you scream OP, remember that they are not nearly as survivable as TH/SS Assault termies. Purge them with plasma. As all IG players know, a save of 5+ isn't going to do much (when you can use it). Negate the termies' armor save, and all they get is a 5+ invulnerable. Next you cry about Paladins. They are just two wound termies with a huge price tag. They will seriously impede your opponent's model count, and they do less damage then a 10-man normal termie squad. Dreadnights are also just wearing terminator armor. Basically, hit everything they've got with plasma. If your opponent takes purifier spam, remember that they die like marines. Close Combat Beasts: That is what the Grey Knights are meant for. It's funny how ALL the Space Marine variants are more focused on close combat, but there aren't any super shooty marine armies. Every Grey Knight unit has a power weapon that can inflict instant death nearly always. They also usually strike at strength 5, due to Hammerhand. THEY WILL BUTCHER YOUR GUARDSMEN (I know that I stressed the same thing in the Space Marine Reveiw, but Guard suck at close combat). However, the power weapons of the Knights will not make much of a difference against the Guard's measily 5+ save. Just stay out of assault range and blast them with plasma.
Weaknesses: Low Model Count: A Grey Knight army will always have very few troops. Unless using purifier spam or henchmen, Grey Knights will usually have a troop model count of 20 or less. Take out his troops in an objective game, and the best he will be able to do is pull a draw. Also, Guard can shrug off most casulties, but every loss hurts for Grey Knights. An Executioner will murder a terminator squad, and drastically alter the balance of the game. Close Range Weaponry: Almost all Grey Knight weapons have a range of 24 inches. Battle Tanks have a range of 6 feet. Executioners have a range of 3 feet. Hit Grey knights from a distance, and they will crumble. Remember to use low AP weapons, though.
Conclusions: Grey Knights are a very hard hitting elite army. I do not deny the fact that GW keeps making more and more powerful armies/units to make them sell better; the Trygon incident disgusts me. In the end, however, skill makes the biggest difference.
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Post by Rolling Thunder on May 6, 2012 6:38:51 GMT -5
Actually, GK are more of a close/medium range shooty army. Beyond Purifiers (for obvious reasons), they're not that hot in CC vis a vis, say, Grey Hunters or Wolf Guard or Sang Guard or Death Company (All of which are or can be Troops Choices...which makes me wonder why I can't take Rough Riders as troops...there's more of them in the Galaxy than bloody Sanginuary Guard, but I digress.) Drop in, psycannon you to death, flame you, mop up in close assault.
The solution? Less reliance on transports (AS GK are premium transport-killers). Go back to the old way of doing things - sitting at the back of the field bombing everything into oblivion with tanks and artillery.
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Post by Empirespy on May 6, 2012 7:10:26 GMT -5
I think Grey knights are better at close range shooting, but they are still amazing in combat. You can make them S8 or I6, or 2++, or addition all attack, or 4++, they don't come cheap, but they are all power weapons, you can make them instant death, or plus one strength (before modifiers for some insane reason, despite everything before it being the opposite, so S10 hammers), and they can be master crafted. Then you look at their terminators, the only terminators to have grenades. GK are just an all round great army, and by great I mean over powered. And despite being Daemon killers, the followers of Khorne get a 2++ save against them in CC. He with the fornicating beard cocked that up.
EDIT: And RT's solution is right, GK may be great at combat, but with a lot of guardsmen sacrifices, they'll never get to the tanks that are destroying them.
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Post by Rolling Thunder on May 6, 2012 12:24:44 GMT -5
They're still just marines. Really vulnerable, small-unit marines. 1 well-placed demo charge and those Terminators/Purifiers/etc are history.
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Post by RedsandRoyals on May 6, 2012 13:29:07 GMT -5
They're still just marines. Really vulnerable, small-unit marines. 1 well-placed demo charge and those Terminators/Purifiers/etc are history. Somehow RT, I doubt you've played against someone who knows what they're doing with GK. Reds
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Post by Empirespy on May 7, 2012 6:31:20 GMT -5
They're still just marines. Really vulnerable, small-unit marines. 1 well-placed demo charge and those Terminators/Purifiers/etc are history. And how does that demo charge get there? Marbo? In my experience, when you're within 6" of paladins, the squads gone. If it's a smart opponent, only 1 model will be within 6", so they can not hit you too hard in assault, so that you can survive, not do much, and then they mop you up in your turn, so they can shoot and possibly assault again in their turn, where they will do the same type of assault if possible, and the cycle continues. You don't want to use demo charges.
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Post by Rolling Thunder on May 7, 2012 8:32:31 GMT -5
They're still just marines. Really vulnerable, small-unit marines. 1 well-placed demo charge and those Terminators/Purifiers/etc are history. Somehow RT, I doubt you've played against someone who knows what they're doing with GK. Reds Your challenge is accepted sir. Looks like the Mercenaries are coming out of retirement.
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Post by RedsandRoyals on May 7, 2012 9:53:34 GMT -5
Somehow RT, I doubt you've played against someone who knows what they're doing with GK. Reds Your challenge is accepted sir. Looks like the Mercenaries are coming out of retirement. Huzzah! I look forward to a battle report! Reds
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