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Made in gb
Regular Dakkanaut



England

 Solosam47 wrote:
With the issue of having to assault the GK in cover another way to play around this is to avoid them and force them to come out of said cover.

GK have pretty poor range for the most part and are not the fastest army around and in missions you are playing place your obj out in the open, use fast daemons to quickly get around the board, and play the missions primary obj as opposed to secondary like first blood and kill points. This combined with units like the skullcannon and units with a better range will allow you to gain either more favorable charges or score more points while containing him to a small section. I have seen CD beat GK numerous times, although its still not favorable overall and requires some good skill. Your daemons wont be to happy to be across the table from the GK but it should they should at least have a decent footing and not get rolled so badly.


Like i said, i won because from the outset i played for scenario, the models in GK can come down pretty much wherever the like, but yeah after that they are slow. Problem is they do have options to threaten quite far, a deepstrike in the centre of a 6x4 gives you most of the board to shoot at, given the far edges can't take obj markers.
Whats the teleport on the Dreadknight all about? Thats strong too.

I have many models with guns or grenades so im not sure the skullcsnnon sounds good for the cost?
   
Made in ca
Tzeentch Veteran Marine with Psychic Potential





It's not great for the cost in a competitive meta. It can be the difference between winning and losing a game however.

It's the only way to give our army assault grenades. You can get 2 of them for the price of a land raider, and I would say they're more useful. They give assault grenades when they hit, not wound, and they're str8 ap5 ignores cover large blast, which can be surprisingly good at times. They can also move 12" and still charge, with d6 str7 hammer of wrath attacks and 4 str5 ap3 attacks on the charge.

But yeah, definitely not gonna clean up the tournament competition spamming skull cannons.

This message was edited 2 times. Last update was at 2016/01/13 21:08:11


7500 pts Chaos Daemons 
   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

Ajroo wrote:
 Solosam47 wrote:
With the issue of having to assault the GK in cover another way to play around this is to avoid them and force them to come out of said cover.

GK have pretty poor range for the most part and are not the fastest army around and in missions you are playing place your obj out in the open, use fast daemons to quickly get around the board, and play the missions primary obj as opposed to secondary like first blood and kill points. This combined with units like the skullcannon and units with a better range will allow you to gain either more favorable charges or score more points while containing him to a small section. I have seen CD beat GK numerous times, although its still not favorable overall and requires some good skill. Your daemons wont be to happy to be across the table from the GK but it should they should at least have a decent footing and not get rolled so badly.


Like i said, i won because from the outset i played for scenario, the models in GK can come down pretty much wherever the like, but yeah after that they are slow. Problem is they do have options to threaten quite far, a deepstrike in the centre of a 6x4 gives you most of the board to shoot at, given the far edges can't take obj markers.
Whats the teleport on the Dreadknight all about? Thats strong too.

I have many models with guns or grenades so im not sure the skullcsnnon sounds good for the cost?


Yeah I read where you won the match, I was just offering things that I have done to pick up some slack from my daemons vs GK. The teleporting Dreadknight, and even the interceptors to some extent, are a little cheese but hey GK needs something to look good to people. As for deepstriking in the center of the board, area coverage, look to where you think he will drop and get there first to force unfavorable drops. Use cheap light units spread out and if he goes to attack them well now he is in the open and you can get a good charge. Well in a perfect world though anyways, but so many factors do get involved. Just offering ideas to think on and maybe apply when it comes time for war.

I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Shas'la with Pulse Carbine





Florida


Against GK you need to be playing Maelstrom missions and be smart about your placement. If there are objectives each round then he can't just turtle up in cover and expect to win the game. A GK weakness is mobility whereas daemons can freely deepstrike and summon in additional units.

For units you want to either run Khorne Daemonkin so that your losses will bring in replacements. I highly recommend a Forgeworld Chaos Knight with mark of Khorne it can get some serious work done against GK more immediately than a Bloodthirster. Also, if your opponents are hugging cover then pick up a Heldrake or two.

or...

you need to spam psychic dice through Fateweaver + Belakor + Pink Horrors in min units of 11. Summon in more pink horrors to up your dice or Daemonettes & Seekers for the assault and clearing objectives as these units can go first and with rend can get work done provided you placed objectives out in the open.

In either case you need to play a tight game as a list by itself isn't going to trump GK (they still have more of an edge on you than you do on them), but it's not impossible and you need to bring your A-list powergame.

I play:
40K: Daemons, Tau
AoS: Blades of Khorne, Disciples of Tzeentch
Warmachine: Convergence of Cyriss
Infinity: Haqqislam, Tohaa
Malifaux: Bayou
Star Wars Legion: Republic & Separatists
MESBG: Far Harad, Misty Mountains 
   
 
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