NeutronPoison wrote:
Well, my super-tailored anti-
GKs is:
Tervigon,
AG/
TS, Catalyst, Scything Talons, Cluster Spines - 200
3 Hive Guard - 150
3 Hive Guard - 150
2 Hive Guard - 100
10 Termagants - 50
Tervigon,
AG/
TS, Catalyst, Scything Talons, Cluster Spines - 200
10 Termagants - 50
Tervigon,
AG/
TS, Catalyst, Scything Talons, Cluster Spines - 200
7+1 Genestealers, Broodlord
6+1 Genestealers, Broodlord
Trygon - 200
Trygon - 200
Trygon,
AG - 210
I've tabled Crowe / Purifiers / Dreads with this. It seems like most people don't quite understand how many psycannon shots it takes to drop a
FnP Trygon, or how little this Tyranids list actually needs the Trygons (once you've shot down the Trygons, the Tervigons, 'Stealers, buffed-up gaunts, and Hive Guard chew through Purifers pretty easily, since Cleansing Flame is more or less a non-factor under Shadow at
Ld 7 due to 2 stacking Auras of Despair off of the Broodlords.
Granted, this list runs out of steam against
SW and flails ineffectively against
DE. I do think it exposes
GKs weaknesses pretty nicely, though. I imagine Jump
BA would present similar problems to Crowe / Purifier / Dreads (although maybe not to a Paladinstar).
My
TAC is pretty different from this, and tends to wind up getting ground down by Psycannon fire against smart
GKs players (not-so-smart
GKs players don't keep their distance and get eaten in
CC), but that's really more because of how many concessions I have to make just to feel like I have a chance against
DE.
Tomb King Wrote:
Alright for the masses this game has been scheduled on vassal:
alright so:
JY2's
MSU mech purifier spam(per his request I will be running this list) vs above nids list on
Wednesday February 8th on vassal at 7:30 PM EST 8:30 PM CST. If you all would like to observe the game. The mission is modified annihilation. If one nid model survives the game he wins. Further info is listed in my previous post.
Deployment: Pitched Battle
Mission: If one nid model survives the game the nid player wins.
Explanation: This is to prove the
OP of
GK's and the ability of Nids to still compete with the Newer Codex's. I have never played with Grey Knights so I am riding on the codex and of course a few tricks I learned playing my other armies. This is to represent a new player picking up the army and being immediately competitive with it.
GK list:
Crowe
Psyfleman Vendread - 2x
TL-Autocannons, Psybolt Ammo
Psyfleman Vendread - 2x
TL-Autocannons, Psybolt Ammo
5x Purifiers - 2x Psycannons, 2x Halberds, 1x
MC-Hammer, Rhino w/Dozers + Searchlights
5x Purifiers - 2x Psycannons, 2x Halberds, 1x
MC-Hammer, Rhino w/Dozers + Searchlights
5x Purifiers - 2x Psycannons, 2x Halberds, 1x
MC-Hammer, Rhino w/Dozers + Searchlights
5x Purifiers - 2x Psycannons, 2x Halberds, 1x Warding Stave, Razorback w/Psybolt Ammo + Searchlights
5x Purifiers - 2x Psycannons, 2x Halberds, 1x Warding Stave, Razorback w/Psybolt Ammo + Searchlights
5x Strike Squad - 1x Psycannon, Rhino
Psyfleman Dread - 2x
TL-Autocannons, Psybolt Ammo
Psyfleman Dread - 2x
TL-Autocannons, Psybolt Ammo
Battle Report will follow after the games completion tonight. However you all are more then welcome to come on vassal and watch the game yourselves as observers.
Pictures taken at the bottom of said gamer turn. I am tired I will have to populate the info of what happened tomorrow. Enjoy the pictures for now as they tell the tale.
Battle Report:
Initiative: Nids
Deployment:
He deployed as expected giving cover to the big guys. He infiltrated his units which is something I wasn't really planning on as I was hoping they would outflank and I could maybe ignore them for a little bit. However, with the infiltrate they could threaten me on turn 2 if they deemed it necessary to do so. I deployed far enough back so I could deny his Hive guard the chance to shoot me for atleast one turn maybe two. In addition, I wanted to maximize the amount of fire I could put down before he reached my lines.
Nid Turn 1:
Bottom of his turn see's the mass Nid army advance. The left genestealers move up a couple of inch's but stay in cover for a much desired cover save. His stealers in the middle remain behind the blocking terrain to wait for more forces before advancing. He drops
FnP on all 3 tervigons
GK Turn 1:
Crowe runs in a circle to inspire the troops

. I open up on the left genestealers and after the first few drop I put mass wounds on them and he elects to go to ground to try and save them and makes all the saves

but mission accomplished threat mitigated. I direct all 4 dreadnoughts into the hive guard up front (I need that threat taken care of or atleast I need to pretend i do so I can shoot the tervigons in the next turns

) with 2 left alive he jumps to the ground as 4 wounds come in. He still fails 3 of them though so 1 is left on the ground with the threat mitigated I am somewhat happy with the turn regardless of the ineffective firing of the psycannons on the left flank.
Nid Turn 2:
The bug invasion continues to advance. The genestealers in the middle now run around the corner and prepare to make a run for me in the next turn. His back trygons move six but run 1" and 2" the other trygon moves up just fine. He keeps his tervigons all centrally located and drops
FnP on one of them and then the 2 remaining hive guard units get the
FnP. He shoots the 3 front hive guard and stuns and immobilizes my razorback.
GK Turn 2:
With a brokenly awesome fortitude test my razorback shakes off the stunned result. Crowe rush's to the right flank and then runs up he is doing great

. My two vehicles on the right flank move up to get in range for future turns. What happens next is

only 2 wounds on the back right tervigon and I manage to scare the middle squad with massive wounds from 8 psycannon shots so he takes ground and makes all the remaining saves. I kill total this turn: 4 genestealers 1 from the left squad 3 in the middle and 1 gaunt.

So much for this mission if this keeps up its going to be a long game.
Nid Turn 3:
He advances and the gaunt spam begins. Luckily he doesnt roll too high and rolls double for the front tervigon. He drops
FnP on all the tervigons. He shoots and penetrates my rhino on my side immobolizing it and stunning it. He will now be in my lines on his next turn. His trygons in the back are still running slow luckily.
GK Turn 3:
Fortitude works again man that is broken! Crowe advances on the right flank and even runs

. I advance all units preparing for a counter charge along the lines if it is needed. My shooting finally shows up this turn as I lay into the genestealers knocking them down to 2 on the left flank and just the brood lord in the center. I unload mass amounts of fire onto the one trygon as it is now exposed and up front, it falls to the barrage. I fire on his tervigons again this time I drop it to 2 wounds left. I am still looking a little rough to pull this game off though.
Nid Turn 4:
Gaunts start shooting out of holes in the ground as they crowd my lines. He shoots and finally wrecks a rhino as the purifiers with the hammer step out they get shot by the tervigons and the gaunts... only 3 are left when the smoke clears. He moves his
BL in the middle around the BLOS to get in on the action. He drops
FnP on all of his tervigons. Next turn I will be assaulted whether I like it or not and poison gaunts dont sound fun. Crowe gets show by desperate gaunts on the right flank but he shakes it off.
GK Turn 4:
Crowe charges up like a man
possessed 
as
hellfire?? shoots out and kills most of the gaunts the combat is over before it even started as he consolidates towards the middle. Now that most of his army is within 24" the fire power is unleashed in full. I managed to kill the front tervigon and the back one gets left exposed without
FnP, this results in two tervigons going down to mass fire and taking gaunts with them in the process. I shoot into the last of the genestealers and kill all 3 remaining models. This turn takes a massive swing in the
GK direction in just one turn I have crippled his army beyond repair.
Nid Turn 5:
My opponent has little choice left and attempts to bum rush me with his remaining models. His tervigon drops
FnP on the trygon behind it. He moves his hiveguard behind the building and continues to fire but to no avail. His far right gaunts move to protect there flank from crowe. His gaunts charge my squad and actually kill one psycannon and I only kill 1 in return locking the combat. His trygons move up to prepare to get into my face finally.
GK Turn 5:
Crowe moves up 6" and prepares for a epicness. The shrike squad moves up 12" and disembarks to fire into the gaunts. Mass fire kills the tervigon and takes 2 gaunts with it. My purifiers activate cleansing flame and do no damage but beat the remaining 3 gaunts before consolidating onto the wreck. Nearly all of my army shoots as his trygon that has
FnP and it laughs it off only taking 1 or 2 wounds to rending as it makes every save with
FnP. Combined fire from my right razorback and the shrike squad panics his gaunts. Crowe charges into his 3 man hive guard and only does 1 wound as he takes 1 wound

lock combat.
Nid Turn 6:
He charges his trygons up in a last ditch effort to kill me. One makes it to combat with my 5 purifiers with the warding stave. My 4 halberds go first though and one

pops up. I pass the test and instant kill the trygon. Crowe locks with the hive guard again but with shrikes standing by multiple shots available on his 1 wound hive guard and his trygon exposed to an army of shooting and assaulting he concedes the game.
Battle analysis: This was my first game with grey knights and I have to note that 1. Fortitude is broken. 2. That much firepower should never be allowed. 3. Force weapons that can instant kill 6 wound models are silly especially when your entire army has them. As for my opponent he was a great sport and the game was very easy going. Thanks to everyone who showed up to view the match. Look forward to maybe getting in some games with other dakka players. Conclusion
GK=
OP and Nids are uphill battle vs competitive grey knights even when tailored.
Tomb King Out!