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![[Post New]](/s/i/i.gif) 2012/02/12 08:53:30
Subject: GK Vs Tervigon spam
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Raging Rat Ogre
USA, Waaaghshington
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So Im playing Grey Knights, something similar to Blackmoor's pally list. and I keep getting rocked by tervigon spam. Is there anything i can do besides using purifiers?
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![[Post New]](/s/i/i.gif) 2012/02/12 10:19:16
Subject: GK Vs Tervigon spam
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Shepherd
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How are you getting rocked? I rn through a monstrous creature/sitw spammed nid list just using the banner on my 10 man pally squad. What particulary was the issue?
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The enemy of my enemy is a bastard so lets kill him too.
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![[Post New]](/s/i/i.gif) 2012/02/12 10:30:07
Subject: Re:GK Vs Tervigon spam
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Raging Rat Ogre
USA, Waaaghshington
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basically i keep getting over whelmed by gaunts and mawlocs/trygons keep popping up under me. I just dont have the man power to win. Venomthropes and doom of malanti are other issues. I run 10 pallies with draigo and a libby, 3x psyfleman dreads, 5x gkss with a psycannon and 9x interceptors. He usually runs 3x tervigons, 2x mawlocs, a swarmlord, maybe 1 or 2 broods of genestealers and as many gaunts as he can fit in after that.
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![[Post New]](/s/i/i.gif) 2012/02/12 10:48:12
Subject: Re:GK Vs Tervigon spam
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Devestating Grey Knight Dreadknight
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are you using draigo's str 10 hits vs his psykers? I.e. monstrous creatures for nids often are psykers.
shadow in the warp hurts alot but can still get off the occassional force weapon which I think is more useful to conserve your powers for. (unless you have banner, then it's better to hammer hand if you can then auto activate force weapons)
Vs small swarms, you can also use the pally holocost ability.
Draigo vs the small fry also has a template flamer that can wipe alot of gaunts.
You can also break draigo off to have him tie up a MC while your pallies go after a different MC for charging purposes.
FNP vs nids also work well if you have the model for it.
Don't forget your banner to give alot more attacks.
psy-out grenades also work well vs nid psykers.
You are remembering to cast warp quake right? "Terror from the deep" does not prevent warp quake from ruining his deep strike.
Doom can be countered a bit by hugging your dreads to your main squads. Reinforced aegis is better than nothing.
You can also tie up alot of gaunts in a pinch by assaulting them with your dread. It's a tarpit but can be worth it to buy time for the pallies to finish off the MC. The torrent of wounds from the small fry is what usually does in pally squads.
Also forgot to mention but if you can combat squad the interceptors, it'd be pretty good too for more coverage and or add a warding staff into the pallies. Works well when fighting these big MC's
Warp rift from the liby will burn down the venomthrope pretty easily as it is just I3. Your autocannon dreads will also double out any venomthrope's that fail their cover which is kind of easy so they go down pretty well.
You also using your hood vs the tervigons for their casting right? (can't stop the spawns but you can at least mess up the FNP's going around)
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This message was edited 1 time. Last update was at 2012/02/12 11:01:06
+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2012/02/12 10:54:50
Subject: Re:GK Vs Tervigon spam
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Raging Rat Ogre
USA, Waaaghshington
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Wow that's very helpful, thank you
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![[Post New]](/s/i/i.gif) 2012/02/12 11:08:49
Subject: Re:GK Vs Tervigon spam
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Devestating Grey Knight Dreadknight
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good luck =)
remember, you actually have quite a few templates to burn down all those spawns. As your whole pile is quite mobile, I'd keep it all together when advancing or attacking for aegis cover, sanctuary, (which can kill some gaunts as well since there'd be ALOT of them) and for warp quake coverage. GG mawlock. Auto fail each time will invalidate alot of points.
Your list should be able to handle that one easily. Very minor changes recommended but not necessary to wining. Your biggest challenge is figuring well how far you can charge. If you charge, you get alot of benefits. You get charged and it hurts alot (more than just 1 attack bit). Practice that range guessing, that will be key to using your men effectively.
Also since the nids will be quite crowded, you should be able to easily set up counter multi-assaults on the small fry after the big junk has been dealt with to rescue your dreads which really can't be hurt by the gaunts. Also, due to base size, a dread can actually charge 2 groups of gaunts placed close together in a single multi-charge. Tie up like 30 models ain't bad. that's like 60 less hits on your pallies.
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+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2012/02/12 14:16:14
Subject: Re:GK Vs Tervigon spam
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Bounding Ultramarine Assault Trooper
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sudojoe wrote:shadow in the warp hurts alot but can still get off the occassional force weapon which I think is more useful to conserve your powers for. (unless you have banner, then it's better to hammer hand if you can then auto activate force weapons)
Sudojoe's whole post was right on target, this is just a minor nitpick. If a squad casts Hammerhand, they can't use their force weapons, even with the banner. The force weapons still count as using their psychic power, they just pass automatically. Not that it matters, because Draigo and the Libby can both cast Hammerhand anyways.
Also, your Librarian has Sanctuary, right? Nothing your opponent takes has grenades, so you should always get to strike first against him.
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1st and 2nd Company - 5000pts
86th Ultramar Regiment - 4000pts
Hive Fleet Kraken - 3000pts |
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![[Post New]](/s/i/i.gif) 2012/02/12 17:32:55
Subject: GK Vs Tervigon spam
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Ladies Love the Vibro-Cannon Operator
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Staying in reserve would be an option if the enemy fields Mawlocs and Trygons that are popping up.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2012/02/12 19:31:17
Subject: GK Vs Tervigon spam
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Bounding Ultramarine Assault Trooper
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wuestenfux wrote:Staying in reserve would be an option if the enemy fields Mawlocs and Trygons that are popping up.
With Warp Quake, this shouldn't be an issue. Even without it, Mawlocs are one of the least scary units in the Tyranid codex.
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1st and 2nd Company - 5000pts
86th Ultramar Regiment - 4000pts
Hive Fleet Kraken - 3000pts |
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![[Post New]](/s/i/i.gif) 2012/02/13 06:56:13
Subject: GK Vs Tervigon spam
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Stealthy Warhound Titan Princeps
Phoenix, AZ, USA
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I have the same issue with my Ghostwing versus 'Nids. My guys get bogged down in CC and die to buckets of dice. Their really isn't an equalizer, either, other than spending points on banners for almost every squad. The list I lose to is a 'Nidzilla list, with tons of 'Fexes, Trygons, Genesteelers, Tyrant+Guards, those dudes that appear/disappear in terrain, and carpet of ripper swarms. Nothing shoots, yet most of the units bring the shadow in the warp with them.
The worst part is that I rarely lose entire units, I just can never hold an uncontested objective, nor kill more units of his than he kills of mine.
SJ
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“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
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![[Post New]](/s/i/i.gif) 2012/02/13 08:28:42
Subject: Re:GK Vs Tervigon spam
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Devestating Grey Knight Dreadknight
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Roboute wrote:sudojoe wrote:shadow in the warp hurts alot but can still get off the occassional force weapon which I think is more useful to conserve your powers for. (unless you have banner, then it's better to hammer hand if you can then auto activate force weapons)
Sudojoe's whole post was right on target, this is just a minor nitpick. If a squad casts Hammerhand, they can't use their force weapons, even with the banner. The force weapons still count as using their psychic power, they just pass automatically. Not that it matters, because Draigo and the Libby can both cast Hammerhand anyways.
Also, your Librarian has Sanctuary, right? Nothing your opponent takes has grenades, so you should always get to strike first against him.
ahh you are quite right. I had acutally been misplaying that rule. Thanks for the catch. Btw, are attached characters also auto activating for their force weapons? It says "unit" and so we've been playing that IC's that joined the unit counts as part of the unit so they get the activation as well. Curious if others do differently
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+ Thought of the day + Not even in death does duty end.
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