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![[Post New]](/s/i/i.gif) 2011/03/17 20:41:08
Subject: Space Wolves vs Grey Knights
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Dour Wolf Priest with Iron Wolf Amulet
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Here's a new one... I'm not sure how I'm going to deal with Grey Knights. Sure, they're probably not going to have as much difficulty as some of the other armies out there, but I want to have some intel before I go into a battle with them. I'm used to being able to shoot and then out-assault pretty much every army I face, but based on the GK rumours it looks like I'm going to have to play much more defensively (the classic stand-and-shoot and then get assaulted and use counter-attack technique perhaps).
I already have heard that TH/ SS is going to be pretty much compulsory, but what else can the Sons of Russ do to deal with this new army?
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![[Post New]](/s/i/i.gif) 2011/03/17 20:45:16
Subject: Space Wolves vs Grey Knights
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Sure Space Wolves Land Raider Pilot
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I think That grey hunters beat them but long fangs are quite good and just play spam and cause heavy casaulites with frag as their ports will pop and so should TWC.
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Your end has come. The sight of us will be your last. We are Wrath. We are Vengeance. We are the Rainbow Warrioirs."
*Silence*
-Snigger-
fatelf |
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![[Post New]](/s/i/i.gif) 2011/03/17 20:49:45
Subject: Space Wolves vs Grey Knights
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Dour Wolf Priest with Iron Wolf Amulet
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Yeah it also occurs to me that Vindicators should be handy (God I hate Demolisher cannons...).
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![[Post New]](/s/i/i.gif) 2011/03/17 20:53:44
Subject: Re:Space Wolves vs Grey Knights
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Ferocious Black Templar Castellan
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Just saying, what with S10 thunderhammers and force weapons, TWC might not be as awesomesauce as you're used to. Also, make sure to protect your Long Fangs from first turn scout-shunt-assault shenannigans by blocking of the route to them with something else.
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2011/03/17 21:04:35
Subject: Re:Space Wolves vs Grey Knights
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Guarding Guardian
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I think the key will be to stay aggressive. If we castle we will get outshot, and if we wait for them to assault us it could be very bad depending on the loadout (purifers will smack grey hunters around), plus the bonus attack could really hurt considering they all have Power weapons and can get higher int. Long fang loadouts might need to fit in some plasma because they can have termies as troops, and also dreadknights I think it will be a fun matchup.
edit: All force weapons may really hurt TWC a bit aswell
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This message was edited 1 time. Last update was at 2011/03/17 21:05:35
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![[Post New]](/s/i/i.gif) 2011/03/17 21:07:36
Subject: Re:Space Wolves vs Grey Knights
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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I wouldn't expect Spacewolves to get outshot; Grey Knights are mostly a 24" shooty army, and you start with 48" on your longfangs, 36" on your lascannons, unlimited range on your rune priests...
You'll be ok in a shooting match. =D Its the close combat that is going to be troublesome, but even there, you've got 3A on the charge, 3A on the defense, and they have 1A on defense, 2A on the charge with all those force weapons.
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![[Post New]](/s/i/i.gif) 2011/03/17 21:08:57
Subject: Re:Space Wolves vs Grey Knights
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Plaguelord Titan Princeps of Nurgle
Alabama
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Dashofpepper wrote:36" on your lascannons
Are Space Wolf lascannons shorter range than others?
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WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
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![[Post New]](/s/i/i.gif) 2011/03/17 21:27:03
Subject: Re:Space Wolves vs Grey Knights
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Fresh-Faced Inquisitorial Acolyte
Canada
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Heres the break down from what I've discussed with my SW friend.
TWC: don't bring them. Expect every GK unit to carry NFW halberds as standard gear. Those will ID your wolves before you get the chance to swing back. Multi-wound units without EW are going to get wrecked against GK as that seems to be a specialty of this army. Storm shields will help a little, but not enough to save them.
Wolf Guard: Good but not great. th/ss and CML will be your best options here. Invulnerable saves and AP 3 or lower weapons will give GK huge trouble.
Blood Claws: don't bring them (but no one did anyways). Against an army of power weapon users, they are are glorified guardsmen who will die in droves.
GH: bring them but don't expect too much. They are cheaper and far more points efficient than PAGK but will still lose in a one on one fight with most GK units. Don't rely on counter-charge to save you, the goal should be to shoot GK to death. If GK charge GH they can and probably will win.
as a side note, GK will have alot of trouble with mech spam, which SW do amazingly well. MSU of GH in razors/rhinos will give GK a real headache, and lets you avoid their 24" range of death at least somewhat.
Long fangs will be heroes in these games, keeping them alive and firing at PAGKs will be key to any victory. Spam them like you would in any normal game.
Land Raiders will be a pain in the ass to deal with, as GK's best option is a vindicare assassin with only 1 shot/turn. Everything else will have to get in melee range. Don't charge it forward recklessly because thats what GK will want you to do.
Remember that one to one, his units will beat yours in a shooting or cc fight. But GK are crazy expensive, SW have a plethora of cheap, effective units to spam, and it shines against GK more than most match ups.
Imagine yourself as an IG player, and don't get too caught up in losing units, because you will. You will outnumber him and, as a whole, your army will definitely outshoot him. Use that to your advantage.
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![[Post New]](/s/i/i.gif) 2011/03/17 21:30:59
Subject: Re:Space Wolves vs Grey Knights
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Guarding Guardian
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Dashofpepper wrote:I wouldn't expect Spacewolves to get outshot; Grey Knights are mostly a 24" shooty army, and you start with 48" on your longfangs, 36" on your lascannons, unlimited range on your rune priests...
You'll be ok in a shooting match. =D Its the close combat that is going to be troublesome, but even there, you've got 3A on the charge, 3A on the defense, and they have 1A on defense, 2A on the charge with all those force weapons.
Its more the amount of firepower at 24 inches that leads me that conclusion, grey knights have the tools to really hammer static infantry heavy weapon teams, rune priests are good but I think grey knights are gonna have pretty good psychic defense as well so i wouldn't count on them much.
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![[Post New]](/s/i/i.gif) 2011/03/17 21:32:36
Subject: Re:Space Wolves vs Grey Knights
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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I would put much hope in Mech spam.
GK players will likely be toting a few Rifleman dreds shooting Str8 autocannons. thats a garunteed dead transport per rifleman, per turn.
that and Rending Psycannons will quickly down anything once they are in range(which is pretty much 2nd turn)
Spae Wolves will have to learn to avoid the 24" range which they previously ruled.
Codex GKs will likely force SW players to either focus on CC or on long ranged attack. a mix of both will result in the GKs being better in both phases and winning with the grind.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2011/03/17 21:49:55
Subject: Re:Space Wolves vs Grey Knights
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Willing Inquisitorial Excruciator
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I will say that TH/SS Terminators is NOT the way to go with space wolves.
Codex Marines get TH/SS Terminators for 40 pts.
Blood Angels get them for 45 pts.
Space Wolves get them for 63 pts.
While the SS are good, they are VERY expensive for Space Wolves.
You will not see a TON of halberds on Grey Knights. The weapon choices are kinda Balanced.
Any of the PAGK pay for the halberds, but you will probably see them on Purifiers more than anything else.
Either TAGK or Paladins get a 4++ save in close combat with the sword, so you lose that when you trade for another weapon.
To me, it looks like the "wolfstar" builds will hurt a little, as the Thunder Wolves are not the best against Force Weapons, but they will still hurt whatever they charge, and you can try to block the force weapons with your Rune Priests.
The "Razorspam" lists will be better than ever. Massed low AV at more then 24" is hard for the Grey Knights. Trade out you assault cannons for TL-LC or Las/Plas. The Grey knights will not have as many Razors as you, and worse long range support.
One unit that might be used differently is the Wolf Scouts. Instead of outflanking them, you can Infiltrate them and you will block all of the silly Scout Moves that your enemy gets. Then you can just pick them apart when they are left in the open.
ONE LAST THING: Space Wolves have Better hoods, and you can get More of them. It will really hurt the GK when they miss out on those force weapons, extra strength, or whatever else there is.
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40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1 |
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![[Post New]](/s/i/i.gif) 2011/03/17 21:57:49
Subject: Space Wolves vs Grey Knights
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Longtime Dakkanaut
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I think we might need to take a few GH squads with Plasma rather than melta. What I am really worried about is a list with 3 Dreadknights teleporting right into my lines turn 1 and not being able to kill them before they can charge into me. The rest of the army dies easier than Deathwing so for me at least, the worry is Dreadknight spam.
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Las Vegas Open Head Judge
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"If you do not have the knowledge, you do not have the right to the opinion." -Plato
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![[Post New]](/s/i/i.gif) 2011/03/17 22:20:25
Subject: Re:Space Wolves vs Grey Knights
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Dakka Veteran
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Dashofpepper wrote:I wouldn't expect Spacewolves to get outshot; Grey Knights are mostly a 24" shooty army, and you start with 48" on your longfangs, 36" on your lascannons, unlimited range on your rune priests...
You'll be ok in a shooting match. =D Its the close combat that is going to be troublesome, but even there, you've got 3A on the charge, 3A on the defense, and they have 1A on defense, 2A on the charge with all those force weapons.
I wonder if a tooled-out Interceptor Squad will be a good counter to those Long Fang squads, especially when you factor in that shunt.
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![[Post New]](/s/i/i.gif) 2011/03/17 22:37:38
Subject: Re:Space Wolves vs Grey Knights
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Dour Wolf Priest with Iron Wolf Amulet
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svendrex wrote:One unit that might be used differently is the Wolf Scouts. Instead of outflanking them, you can Infiltrate them and you will block all of the silly Scout Moves that your enemy gets. Then you can just pick them apart when they are left in the open.
I like this idea. Very clever, and keeps them out of close combat range of the bulk of my army for another turn or 2.
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![[Post New]](/s/i/i.gif) 2011/03/17 22:57:44
Subject: Space Wolves vs Grey Knights
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Regular Dakkanaut
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Be wary of vindicare assassins blocking off infiltrates as well, if the GK player is going first and they can see what you're doing by infiltrating your scouts instead of outflanking it will come down to who gets to place first as to whether they'll get that fancy t1 charge.
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![[Post New]](/s/i/i.gif) 2011/03/17 23:01:13
Subject: Re:Space Wolves vs Grey Knights
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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GKs will laugh at Razorspam.
all those Psycannons and Str8 Autocannons will rip through Razors.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2011/03/17 23:52:36
Subject: Re:Space Wolves vs Grey Knights
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Plaguelord Titan Princeps of Nurgle
Alabama
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Andilus Greatsword wrote:svendrex wrote:One unit that might be used differently is the Wolf Scouts. Instead of outflanking them, you can Infiltrate them and you will block all of the silly Scout Moves that your enemy gets. Then you can just pick them apart when they are left in the open.
I like this idea. Very clever, and keeps them out of close combat range of the bulk of my army for another turn or 2.
Unless they have Servo Skulls.
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WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
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