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What will be the most helpless army against Grey Knights?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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What will be the most helpless army againts Grey Knights?
Blood Angels
Chaos Demons
Chaos Space Marines
Dark Eldar
Eldar
Imperial Gaurd
Necrons
Orks
Space Marines
Space Wolves
Tau
Tyranids
Witch Hunters
Dark Angels
Black Templars

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Made in us
Hungry Little Ripper



United States

I was just wondering what army will be the most likely to get tabled by the Grey Knights, in your opinions.

This message was edited 1 time. Last update was at 2011/03/27 12:10:56



 
   
Made in ie
Stealthy Space Wolves Scout






Birmingham, UK.

I'm a subscriber to WD so I got mine early, even earlier than others probably, and I recently read the Battle Report which pitted GK's against their aeon-long nemsis, the Daemons. Its just best to say there was nothing of the Daemons remaining once the battle had settled.

The Rout, Vlka Fenryka, Warrior Kings of Fenris.... the Space Wolves. Horus Heresy. Sixth Great Company. 1500pts. In progress.

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Axe to bare, land paved with dead,
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Made in au
Horrific Howling Banshee





Australia

Seriously?

custom craftworld "Kuro-i" 1400pts
 
   
Made in gb
Water-Caste Negotiator





I would say tyranids because every knight has a force weapon so any MC assaulting anything will still have a high chance of dieng and any hordes they have wiil also die to purifiers. also for the army to be especially good against daemons you really need to build your list to be purley anti daemon, even the dreadknight whose supposed to kill GD will lose to nearly all of them.
   
Made in gb
Lone Wolf Sentinel Pilot




England, UK

Bramnero wrote:Seriously?


This.

L. Wrex

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Made in gb
Nurgle Chosen Marine on a Palanquin




Dumbarton, Scotland

rogersss wrote:I would say tyranids because every knight has a force weapon so any MC assaulting anything will still have a high chance of dieng and any hordes they have wiil also die to purifiers. also for the army to be especially good against daemons you really need to build your list to be purley anti daemon, even the dreadknight whose supposed to kill GD will lose to nearly all of them.


Nooooo. Tyranids have one of the 2 things that GKs will struggle against. Masses of cheap, expendable troops. OH NO PLEASE DON'T INSTANT KILL THAT 5 POINT GAUNT.

Just keep your big multi-wound things away from them.

Karyorhexxus' Sons of the Locust: 1000pts 
   
Made in it
Impassive Inquisitorial Interrogator





Really, it depends mostly from how you build the GK army. Lots of purifiers for example mean death for hordes and probably most "monsters", but they're quite weak to gunline armies and mechs.
   
Made in se
Ferocious Black Templar Castellan






Sweden

Why is it that EVERY SINGLE TIME that a poll like this appears that the OP always forget DA and BT?

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. 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

If the teleport shunt isn't faq-ed, tau are completely boned.

Beyond that, anyone spamming too many multiwound models are in trouble. Anything in power armor is in trouble, since int 6 halberds seem to be the flavor everyone's rolling. I can't think of much else that's obvious atm.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
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Made in us
Deranged Necron Destroyer





AlmightyWalrus wrote:Why is it that EVERY SINGLE TIME that a poll like this appears that the OP always forget DA and BT?


Who?

As it stands though I went Necrons. While we've established that the Vidicare can't take out a Monolith, it can still strip the C'tan of its invul save, making it have no save what-so ever. And with every squad having force weapons, it'll only take one wound to take out all the goodness of WBB.

Kilkrazy wrote:There's nothing like a good splutter of rage first thing in the morning to get you all revved up for the day.

 
   
Made in gb
Fully-charged Electropriest






Varying cities in the North

crimsonfist832 wrote:I'm a subscriber to WD so I got mine early, even earlier than others probably, and I recently read the Battle Report which pitted GK's against their aeon-long nemsis, the Daemons. Its just best to say there was nothing of the Daemons remaining once the battle had settled.


That was sort of because the mission was Annihilation.
   
Made in br
Savage Khorne Berserker Biker






I'd say Chaos Daemon, followed closely by Nids and then having Orks come a bit behind.

Purifiers are quite good and will be part of a good amount of lists. Trukks will be even less survivableagainst the mass of S5 storm bolters, S7 psycannons and S8 rifledreads most lists will be spamming. The green menace will have to go shooty quite often, which is a bit of a gamble,


In Boxing matches, you actually get paid to take a dive and make the other guy look good.

In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

against an all Purifier army like mine will be, Tyranids.

Gaunts basically die on a 4+.

and his big nasties will die even easier.


Deamons are a close second. just too many stormbolters for those pathetic 5++ saves to make a difference.



in third i would say MEQs. an all power weapon armed army in nasty, especially when they have Str7 rending weapons to crack open your LRs and Str8 autocannon dreds to pop your transports.

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!!! 
   
Made in se
Ferocious Black Templar Castellan






Sweden

Azure wrote:
AlmightyWalrus wrote:Why is it that EVERY SINGLE TIME that a poll like this appears that the OP always forget DA and BT?


Who?

As it stands though I went Necrons. While we've established that the Vidicare can't take out a Monolith, it can still strip the C'tan of its invul save, making it have no save what-so ever. And with every squad having force weapons, it'll only take one wound to take out all the goodness of WBB.


As the C'tan don't get their invulnerable saves from wargear, a Vindicare can't remove it.

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. 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

I belive they get it from the Necrodermis

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!!! 
   
Made in se
Ferocious Black Templar Castellan






Sweden

Grey Templar wrote:I belive they get it from the Necrodermis


Bummer.

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. 
   
Made in fi
Longtime Dakkanaut




AlmightyWalrus wrote:
Grey Templar wrote:I belive they get it from the Necrodermis


Bummer.


It's not listed under 'wargear' though (which C'Tan don't have any).

Mr Vetock, give back my Multi-tracker! 
   
Made in us
Regular Dakkanaut





It's very tempting to vote Chaos Daemons for 3 specific reasons.

1) the amount of totally specific anti-demon stuff they have is pretty ridiculous.
2) they have quite a few ways to get around the entire Demon army being immune to Instant Death.
3) The consensus seems that the overall weakness of the GK army seems to be dealing with vehicles (lack of high str ranged weaponry/lance/etc) and Demons have only 1 vehicle they can take

That being said, Chaos Demons do have 2 general things going for them that counter GK.

1) All GK have power weapons, All Demons have invuln saves.
2) All GK can cause instant death, all demons are immune to ID.

But I voted 'nids for 3 very general reasons, and 1 specific.
1) The entire GK army has power weapons. There are 2, TWO units in the entire Nid Codex that have an invuln save, and one of them only works in melee.
2) Their entire army can cause instant death, 'nids are prime targets for having many multi-wound models that are not immune to instant death.
3) Tyranids seem to have problems with MEQ in general.
4) Cleansing Flame.
EDIT: 5) see demons #3

This message was edited 1 time. Last update was at 2011/03/26 22:26:37


 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

GKs don't even have the major weakness they had for vehicles previously. psycannons being Str7 rending and all, and Psyflemen.

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!!! 
   
Made in us
Mekboy Hammerin' Somethin'





Instead, their main weakness is overspending on your models, requiring you to navigate their Minefield of an armory section. Overspending will be the destruction of many a GK army.

This message was edited 1 time. Last update was at 2011/03/26 22:46:24


Thunderfrog wrote:
+1 Str for like 5 points? To autocannons or assault cannons? Hell yea. Then the Reinforced Aegis upgrade for free AND the ability to ignore stunned shaken.. pretty much for free..
Other Dreadnaughts should just go somewhere and be a toaster.

Mattieu~~~~ It's not that eldar are bad, it's that they require a lot of intergration between units. Also, that doesnt prove anything other than GW has a huge hard-on for marines, and, given the option between making a xeno the best psykers or making a marine the best psyker, they will 9 times out of 10 choose the marine.
Automatically Appended Next Post:
Tzeentchling9 wrote:Mephy can't be swept. He is still a marine so he has the, "And They Shall Never Get Removed From The Table After Losing Combat Like Everyone Else Because They Are The Poster Boys" special rule.


 
   
Made in us
Regular Dakkanaut





Grey Templar wrote:GKs don't even have the major weakness they had for vehicles previously. psycannons being Str7 rending and all, and Psyflemen.


24" range though =\

Footsloggin wrote:Instead, their main weakness is overspending on your models, requiring you to navigate their Minefield of an armory section. Overspending will be the destruction of many a GK army.


Agree here completely. However once a couple successful tournament builds get put up and everyones running copy-cat builds, it's not going to take a tactical genius to play the army.

This message was edited 1 time. Last update was at 2011/03/26 23:10:23


 
   
Made in us
Perfect Shot Ultramarine Predator Pilot





What, no "Everyone" option?

Seems to me they have gotten the flexibility to pretty much annihilate any opponent they set their mind to killing. Can they do it all at once though? I'm inclined to think so. The point costs don't seem prohibitive at least on the surface, in fact a lot of the points costs have me downright scratching my head, and please bear with me, this is from the view of a codex marine player:

Their rifleman dreads get an additional point of strength and the ability to -ignore- shaken and stunned for 15 points over codex? A Switch of elite for HS FOC slot, sure, but uh...I think I would take that over a dakka pred any day.
Their standard power armor troop choice gets a force weapon, a stormbolter, deep strike, the ability to ruin anyones ability to deep strike in melta/rapid fire range, and a nearby-psyker penalty...for 4 points a model over tac marines? AND they aren't tied to a ridiculous "Go 10 men or go without upgrades on anyone but your Sgt!" rule? Is this a joke?
They get terminators as troops? Again with high I force weapons? Bump it to an elite slot and pay 15 points a model and get a second wound? What? Did the GKs finally find the lost secret of duct tape and just tape a replacement marine to the paladins back? Is that why they are silver colored? And to boot, I can throw a whopping 35 point inquisitor onto a squad or two and make them almost impervious to rapid fire plasma?
Their transports get fortitude...for a whole five points? Excuse me?

I say again, is this a joke? Am I reading the wrong codex here? Did someone take a magic marker to it and then let me read it as a prank? Yes, there are a lot of really tempting upgrades that will rapidly drive the prices up...but uh...It looks like you're pretty well off on the important bits to begin with and might do better keeping things upgrade light.

Don't get me wrong, i'm far from yelling "Oh NOES! The sky! IT FALLS!" and when they start hitting the tables, they're going to be getting sternguard and thunderhammers to the face like everyone else, but uh...The grass is looking pretty green on the other side of the fence. Radioactive neon puke green, at this point.

This message was edited 1 time. Last update was at 2011/03/26 23:14:00


 
   
Made in us
Regular Dakkanaut





I think the discussion is, who's getting it the worst from them ?

Personally I think DE and Meched up IG will fair quite fine against them.
   
Made in se
Ferocious Black Templar Castellan






Sweden

Disarray wrote:
2) All GK can cause instant death, all demons are immune to ID.


GK's force wounded psykers and daemons to take an Ld test if they're EW or similar. If they fail, they vanish in a poof of smoke.

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. 
   
Made in us
Perfect Shot Ultramarine Predator Pilot





Yea, sure, if the DEs can keep their transports and ravagers in the sky in the face of what appears to be a LOT of S7 and higher firepower.

IG in the same vein. "Can I shoot down his S7/S8 stuff before he pops my transports and then introduces me to stormbolter hell?"

I'll reserve final judgement until dice hits board, but from looking at it on paper I'm not terribly optimistic about either versus GK.
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Cerebrium wrote:
rogersss wrote:I would say tyranids because every knight has a force weapon so any MC assaulting anything will still have a high chance of dieng and any hordes they have wiil also die to purifiers. also for the army to be especially good against daemons you really need to build your list to be purley anti daemon, even the dreadknight whose supposed to kill GD will lose to nearly all of them.


Nooooo. Tyranids have one of the 2 things that GKs will struggle against. Masses of cheap, expendable troops. OH NO PLEASE DON'T INSTANT KILL THAT 5 POINT GAUNT.

Just keep your big multi-wound things away from them.


This. If I give Hormagaunts Adrenal Glands and Toxin Sacs, on the charge they'll strike first, hit with >50% of their attacks because of the scything talons, reroll all their failed wounds (assuming that they are fighting something that's T4), and likely cause a fair amount of damage... as long as they didn't charge Purifiers.

This message was edited 1 time. Last update was at 2011/03/26 23:41:06


   
Made in us
Been Around the Block




I'm about to enter a 12 man tourney with my Daemons. Two players will be fielding the new GK. I'm gunna count it as a win if I reach round 2, lol. At least I'll get points for comp and paint.
   
Made in ca
Regular Dakkanaut




Until he storm bolters all your gants dead, strikes simul or before genestealerrs (no grenades? thanks GW) and makes you try to shoot him with your nid guns.

Oh yeah, you have 2 shots at S 10. Zippedidoo.

Record:

8th edition:
Tyranids: 5-4-3
Orks: 4-2-1

5th edition

Orks:18-5-1
Tyranids: 17-10-4

6th edition

Tyranids: 6-4-1
Orks: 3-1-0 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

in a 12 man tourny, you will be lucky to play 1 of the GK players and certaintly won't play both.

unless you steamroll to the top of the pile and they do the same it's highly unlikely you will get both.


the TO wouldn't be that mean.

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!!! 
   
Made in br
Savage Khorne Berserker Biker






Andilus Greatsword wrote:This. If I give Hormagaunts Adrenal Glands and Toxin Sacs, on the charge they'll strike first, hit with >50% of their attacks because of the scything talons, reroll all their failed wounds (assuming that they are fighting something that's T4), and likely cause a fair amount of damage... as long as they didn't charge Purifiers.


They'll be shot at a fair bit before thay arrive, and if the enemy is in cover they won't go first. Though since most GK units have a low volume of attacks, it may not be that big an issue.

We'll see what works and what doesn't soon.

In Boxing matches, you actually get paid to take a dive and make the other guy look good.

In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. 
   
 
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