Thank you, Bobby, for sharing your views on the game. Ok, here's my....
POST-GAME ANALYSIS:
Grey Knights:
See comments above (the first post of p.2).
Tyranids:
When the new Grey Knight codex came out, many people thought that tyranids, just like daemons, got screwed. The knights have force weapons to kill our
TMC's, psyfleman dreads to insta-gib our warriors and other multi-wound infantry and Cleansing Flame to burn away our hordes. Then if nids were to play all-reserves, the knights have an answer to that as well with Warp Quake.
My opinion was that nids, just like daemons, could still compete. It's definitely a challenge, just like with Dark Eldar, because the new Grey Knights codex is so strong, but it's definitely do-able. You just need to change your strategy somewhat. With all the advantages the grey knights have in assault, I honestly believe that assault nids is not the way to go. You're playing into the strengths of the knights, rushing into their I6 force weapons, 2++ invuln's, force weapons that automatically insta-kill thanks to banners, psychic powers that will kill off half your horde before they even get a chance to fight and units that are arguably even scarier in assault than nob bikers, thunderwolf cavalry or assault terminators (they're right up there with those units at the very least).
And if you don't assault them, the grey knights will just shoot you down. While they have great assault capabilities, what's often under-estimated is their shooting. They may lack the
AP 1/2 weaponry of other
MEQ armies but man, can they shoot!
But it's not just the Grey Knights. Dark Eldar,
MSU-armies,
IG...all the good armies/builds are shooty builds. My solution? Fight fire with fire. I believe that shooty nids or fast nids are the best ways to handle these type of armies. People often don't realize how important the movement and shooting phase is when playing nids. They perceive tyranids - with their genestealers, tyrants, warriors, carnifexes and trygons - to be mostly an assault army. That is simply not true, at least not anymore nowadays. In order to compete, the new nids must take into consideration all 3 aspects of the game and not just the assault phase. If you can control the movement phase, either with speed or infiltrating stealers, then you've already got a big advantage in objectives-based missions. And if you can shoot, then you can disrupt your opponent's game and force them to have to come to you, where your counter-assault elements would be waiting.
Honestly, I started off playing assault nids when the new codex first came out, prefering 2 or even 3 trygons. Since then, I've migrated to a more shooty-centric tyranid build with good counter-assault (the Swarmlord or dakkarant with Old Adversary and some genestealers). Mobility is still somewhat of an issue but at least with this build, I can hang with the shooty-
MSU builds out there.
In my game against Bobby's knights, I felt confident that my nids could compete. We actually surprised each other. He was thinking that I would be bringing my Crowe-purifier list and I, well, let's just say I didn't expect his super-fast trip-raven army. I actually had a big concern here. If he was to take out my Swarmlord with his mindstrike missiles, then my guys would be vulnerable to his assault. While my raveners could probably take on his dreadknights, they really don't stand up to I6 purifiers with force weapons. His dreadknights, as long as they avoid my Swarmlord and raveners (and tarpitting termagants!) would overcome my other
TMC's and shooty units. Then there's his purgation squad. 4 incinerators is no joke and can take out my hive guards and raveners. But as long as the Swarmlord lived, I knew that he would have to play very cautiously around my army and that I could play more aggressively.
Despite the lopsided score at the end, the game was much tighter than it appeared. Though I couldn't take down his stormravens, I was hammering his units with my shooting, all the while creeping closer to his forces. Bobby was really intimidated at first and at times felt discouraged. But when all seemed lost, he had his moment of f*ck-it-I'm-going-to-take-the-fight-to-the-enemy-or-die-trying. Then his luck turned around and with some favorable dice rolls, his dreadknight just plowed through my army while my Swarmlord was "tied up". His tactical decision to "go-for-it" paid off, turning the jaws of defeat into victory.
I felt that there were 2 pivotal moments in this game that set the tone for this game:
1. Bobby didn't try to take out my Swarmlord with his stormravens. Swarmy then went on to tear through his army and keep him from playing more aggressively.
2. When my Swarmlord was in range to assault either his dreadknight or his paladins. My instincts told me to go kill his dreadknight because of his mobility. But the practical side of me said to go after paladins instead for the 2 easy kill points. The result? I did kill his 2 paladins, but that tied up Swarmy for a turn and also put him out of position to react. Then his dreadknight went on to wreak havoc on the rest of my army....I should have went with my gut feeling.
Anyways, it was a great game. I hoped that it gave Bobby some confidence. Thought I lost, this game did confirm to me what I already knew - that tyranids can compete.
MVP's:
Grey Knights:
Dreadknight: While 1 dreadknight didn't do too much because he was killed by my Swarmlord. The other dreadknight went on to take out 1 unit of termagants, 1 tervigon, 1 unit of hive guards and my tyrannofex. He single-handedly gave the grey knights the win. Excellent performance.
Tyranids:
Swarmlord: Swarmlord was a menace all game. He kept Bobby from playing too aggressively, thus allowing me more freedom and time to shoot. Then when he did get into combat, he took out a dreadknight, 2 paladins, the grey knight terminators and the purgation squad like a hot knife through butter. He didn't even take a single wound at all. As a counter-assault unit, you can't really expect any better.
Automatically Appended Next Post: Grey Therion wrote:
I am not sure why JY2 deployed to one side of the board rather than the middle. This allowed for the Stormravens to fire a lot of missiles and get away with only ~2/5 of the Tyranid army shooting back at them.
I did so because of 1) the lack of cover on that side and 2) I felt putting my forces on the other side of the tower would stretch out my army more than I was comfortable with. But no matter how I placed them, I don't think I still would have been able to shoot your storm ravens with more than 1 unit of hive guards until turns 2 or even 3 as long as you stick to the table edges. Then again, that is just by me guesstimating the distance. I could be wrong.
My target priority was definitely wrong, I underestimated the Swarmlord, though to be fare the second Dreadknight had a chance to instantly kill it but failed to land a single wound against it! Next time it will have to be Draigo vs. Swarmlord in hand to hand!
That'll be an interesting matchup.
1) How do 3 Stormravens behave and is it comparable to the Damonhunter x3 LRs or x2LR+1Dread?
It's pretty much a toss-up. You are trading mobility for durability. I suppose it depends on what type of build you go up against - missile/ranged
AT-spam or melta-spam. Since the new Grey Knights, I haven't really ran land raiders (well, maybe once or twice).
2) Can 1-man Paladin units be useful for anything?
Yes, they can. They are sacrificial "distraction" units that will draw some of the enemy fire. If not, then they can actually do some damage in combat. Just be aware that if you are using them, you will be giving up free
KP's in annihilation.
3) Capabilities of a 7man terminator squad as a solid troop choice?
While I do see terminators as a viable troop choice, I wouldn't really take a 7-man squad. Either 5-man units so that they can ride in transports or 10-man units with psybolt ammo where you can combat squad.
4) Feasibility of using a inquisitorial troops with GKs.
Absolutely feasible. I actually think that some of the best
GK builds will use Coteaz and his henchmen. You really need something to balance out the "eliteness" of the knights and all their expensive units. Henchmen are the perfect complement.
5) Overall usefulness of the Librarian
He is definitely a useful
HQ. The only question is, which
GK HQ isn't useful? They've got some very competitive choices for
HQ. Seems like Coteaz is here to stay for your army. I'd recommend trying different
HQ's to see which you like best.
6) Proper equipment for a Dreadknight
I'm for mobility. I'd say the personal teleporter and heavy incinerator. I see the dreadknight as a unit that will provide some anti-horde with his incinerator as well as take out the occassional vehicle or monstrous creature thanks to his mobility.
Currently, the GK-Purifier lists seem to be getting better and better refined, but I will continue to push to create a non-Crowe, capable GK army!
Alright. That's the spirit. We need more diversity of
GK players here.