As a tyranid player, I have a theory, and my theory is that tyranids
can compete against the new Grey Knights (if built properly). So I setup a game with my friend. Originally I wanted him to play the new Grey Knights while I use my Tyranids. However, he wanted to try out my nids instead. Ok, fine with me. This way, I could test out my footslogging Grey Knights. I've always wanted to try out psycannon + stormbolter-spam, and this provided me with the perfect opportunity.....foot army against foot army. I also wanted to give the Dread Knight a go as well as try out the new Interceptors. They seem like very good units (at least the Interceptors do). So with this battle, I get to:
- Try out a foot Grey Knight army.
- See how effective are psycannons + S5 stormbolters.
- Try out new units like the Dread Knight and Grey Knight Interceptor squads.
- See how much of a challenge are the new Grey Knights to tyranids.
- Evaluate the different tyranid units and how well they work against the new Grey Knights.
So without further ado, my list:
Grey Knights 2K
I'm proxying my Blood Angel assault marines as my Grey Knight Interceptors. The meltaguns are psycannons. Except for the special weapons as noted on the army list, all grey knights have Nemesis force swords.
Grey Knight Grandmaster - Blind Grenades, Rad Grenades, Incinerator, Master-crafted Nemesis Force Sword
Venerable Dread - 2x
TL-Autocannons, Psybolt Ammo
Venerable Dread - 2x
TL-Autocannons, Psybolt Ammo
10x Strike Squad - 2x Psycannons, Psybolt Ammo (S5 stormbolters),
MC-Staff
10x Strike Squad - 2x Psycannons, Psybolt Ammo (S5 stormbolters),
MC-Staff
10x Interceptors - 2x Psycannons, Psybolt Ammo (S5 stormbolters),
MC-Daemonhammer
10x Interceptors - 2x Psycannons, Psybolt Ammo (S5 stormbolters),
MC-Daemonhammer
Dread Knight - Heavy Incinerator, Personal Teleporter
Tyranids 2K
As he is short 1 carnifex, he's proxying 1 dakkafex as a regular scything talon carnifex.
Swarmlord
2x Tyrant Guards - Lash Whips
3x Hive Guards
3x Hive Guards
Tervigon - Adrenal Glands, Catalyst, Cluster Spines, Toxin Sacs
10x Termagants
Tervigon - Adrenal Glands, Catalyst, Cluster Spines, Toxin Sacs
10x Termagants
2x Carnifexes - Frag Spines
2x Carnifexes - Frag Spines
3x Biovores
Not exactly the type of list I was thinking of, but it's got the Swarmlord, hive guards, dual tervigons and 3 biovores that I would've used in my list. He just wanted to experiment with the 2 mini-fexstars build.
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PRE-GAME ANALYSIS:
Grey Knights:
S5 stormbolters against T6 tyranid units. Against any
MEQ army, S5 stormbolters would rock, but against T6 nids, hmmm...... It may come down to a battle of attrition due to shooting - how fast can I wear down his nids before the inevitable assault? I am dangerous in assault, but so are his fexstar and Swarmlord. It'll be tough trying to get my psychic powers off his Shadows in the Warp. My
LD 9 knights only have about a 44% chance of success, with a 15% chance of suffering Perils.
One of my limitations is that it is either hammerhand for S5 or force weapons, but not both (except for the 1 squad with my Grandmaster in it). So either I am wounding his
TMC's (tyranid monstrous creatures) on 5's with no force weapons or I can try to force weapon them to death at S4 only. If my knights get the charge off, I have a decent chance of owning his non-Shadows monstrous creatures. However, if he gets the charge off, I'm looking at a lot of dead knights (unless I give them counter-attack in non-objectives-based missions). The Swarmlord, no matter how I cut it, will be a tough fight. My knights are hitting him on 5's due to his WS9 and possibly at I1 due to lash whips. On top of that, he can give his unit prefered enemy, forces me to re-roll any successful invuln saves, has a 4++ invuln himself and has a very good chance to negate my psychic powers. Best to avoid him if possible, but if I can't, then I'm going to show him how nasty my Grandmaster's squad can be.
In objectives-based missions, I'm going to use my Grandmaster's Grand Strategy to make my interceptors scoring (and maybe my dreadknight as well). In annihilation missions, I'm going to give my strike squads (and perhaps interceptors) counter-attack.
I think I will have the advantage in Annihilation games, as I should be able to kill off any of his units besides his
HQ. In Seize Ground, he's going to have 6-9 scoring units whereas I may have 6-9 as well - make up to 3 units scoring with Grand Strategy and then combat-squad all my strike squad and interceptors. However, I have the mobility advantage here as well with jump infantry and shunting (the ability of my jump infantry to move 30" once per game). So that's potentially 5 units that can move 30" (dreadknight + 4 interceptor combat squads) in objectives-based missions. Finally, Capture and Control favors me as well with my better mobility.
Deployment-wise, it doesn't really matter to me. I have a mid-range shooting army that needs to stay about 18"-24" away from my opponent so I'll move to within that range. I also don't really care who goes first, as tyranids do not have any guns to make me concerned (well, except for the biovores, but they're going to be my #1 target priority.)
I'm going to maximize my shooting against him until his numbers are greatly reduced, and then I'll finish him off in assault. Biovores are my #1 target priority. After that, I am going after his tervigons and gants. Fexstars and Swarmlord will be lower on my priority list, that is, until they get close.
Tyranids:
I think this will be a tough battle for tyranids. My interceptors have the mobility to play keep-away-and-shoot with them. My dreadknight will kill any of his units in assault with the exception of the Swarmlord (who will just own my dreadknight so bad it isn't even funny) and, ironically, has termagants (as long as they are within synapse range). My Nemesis force weapons spell death to any outside of Shadows range (assuming I'm able to wound). The million-dollar question here is: how effective are S5 stormbolters against T6 units?
What he does have going for him, besides his high toughness, is Shadows in the Warp. That's his best (and only) defense against my psychic powers. It's all very simple - if it's able to stop my powers from going off in assault, I'm in trouble. If not, he is. Good thing for me is that
SitW is relatively short ranged at 12". However, he's got 3 sources for it. If he can keep his tervigons close to his fexstars to protect them, again, I'm in trouble. If he doesn't, once again, he is.
One thing he does need to beware of is my Grandmaster's unit, and I explained clearly to him what they can do. If I charge his Swarmlord, then because of psyk-out grenades, Swarmie's unit will be striking at Initiative 1. If he charges my
HQ unit, he won't get his bonus attacks for charging due to my blind grenades. Also, in the first turn of any assault (whether he charges me or I him), his unit is fighting at -1 Toughness due to my rad grenades. Thus, Swarmie's unit will be at T5 only on the first turn of assault. Finally, with my Grandmaster in the unit, I would be able to use both hammerhand and my force weapon (thus if successful, I would be wounding him on 4's with a chance to force weapon him to death), assuming I am able to get them off through his
SitW.
My knights have a lot of advantages over the nids, but I think this battle is going to boil down to 2 things - how well he can survive my fire and how well he can shut down my psychic powers. If he does both well, he has a chance to beat me. If not, I'm going to roll right through him.
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Mission: Annihilation
Deployment: Pitched Battle
Initiative: Grey Knights
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Deployment:
Map of the battlefield.
Grey Knights deployment. Interceptors stay on the flanks.
Psyfleman dreads hide behind cover, making sure to touch it. I have no reserves.
Tyranid deployment. The 2 termagant unit stays in reserves.
Tyranids try to seize the initiative but fail.
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Grey Knights 1
My knights advance. Interceptors and dreadknight advance 12". Vendreads scoot to to right (from my perspective) to try to insta-kill his biovores.
Stormbolters from my left interceptors only put 1W on his left hive guards. Concentrated fire from my 2 strike squads and 1 dread scores the first Kill Point in the game by taking out his left tervigon. Dreadknight fires his heavy incinerator, hitting 2 carnifexes and 2 hive guards and killing 1 hive guard from the right unit.
GK: 1, Tyranids: 0
Due to good positioning, my right dread is just out of range to shoot his biovores. Thus, my right interceptors have to shoot at them, killing 2 biovores and putting 1W on the last one. Fortunately for my opponent, they pass morale on
LD 6 (they were outside synapse).
Tyranids 1
Tyranid movement. Like a veteran player, his tervigon spawns 14 termagants without rolling doubles (in spite of this being a
KP game). Tervigon
FNP's himself and Swarmy gives preferred enemy to the newly spawned termagants. I miscalculated his assault range. Now it looks like his termagants are going to tie up my dreadknight.
Biovore hides inside the ruins. (He passes his Instinctive Behaviour test.) His non-shooty units run. Tyranid shooting doesn't do much, maybe killing 1-2 knights only with tervigon cluster spines and hive guards (biovore misses).
Termagants furiously charge my dreadknight. He tries to multi-charge but fails to also reach my interceptors.
With re-rolls to hit and wounding on 4's due to poisoned attacks, termagants manage to get 1W past my 2+ armor save. In turn, my dreadknight only kills 2 and another 1 dies to No Retreat.
Grey Knights 2
Both interceptors advance another 12" and flank the tyranids.
Front
GK unit (with counter-attack) goes to help out my dreadknight. My Grandmaster joins the unit.
My vendread doesn't have
LOS to his biovore, so my right interceptors have to finish the job. They blow away his lone biovore. I then forget to fire with my dreads.
GK: 2, Tyranids: 0
Left interceptors only manage to shoot down 1 of his left hive guards.
In assault, my grey knights charges into the dreadknight-termagant melee. Before....
.....and afterwards. I am not able to consolidate that far.
GK: 3, Tyranids: 0
Tyranids 2
Tervigon has another amazing round of spawning with another 14 termagants coming out and no doubles. Tervigon
FNP's himself again and Swarmy gives new termagants preferred enemy again.
Carnifexes go after my interceptors. Gulp....they may be in range to assault. It's going to be close....
More tyranid movement. Both termagant squads come in from reserves and hide behind the center ruins.
The non-shooters run.
Termagants, hive guards and the tervigon fire at my
HQ unit, killing 3 knights and putting 1W on my Grandmaster.
Termagants furiously multi-charge. I am just barely within Shadows range after piling in and fail to cast hammerhand. He rolls well and I roll badly. I lose 2 knights and my dreadknight takes another 1W. He loses 5 gants and another 2 to No Retreat. I make another mistake here. I totally forget about my Grandmaster's grenades. They would have taken away the termagants' charge bonus (defensive blind grenades) as well as reduce their Toughness to 2 (rad grenades). Oh well, live and learn....
Fexstar makes their assault! Luckily for me, my guys are out of Shadows range. Unluckily for me, we make a mistake here, allowing his carnifexes to strike at I4
without furious charge.
Fighting at only S4, I get lucky. His carnifexes whiff, killing only 6 guys. My regular knights, with only 10 attacks total, roll 3 6's on the wound rolls. I then pass my psychic test and insta-gib both carnifexes! My master-crafted daemonhammer justicar didn't even get to strike!
GK: 4, Tyranids: 0
Grey Knights 3
Right interceptors go after termagants.
Left interceptors go after hive guards.
Grey knights back away from carnifexes.
Stormbolters from left interceptors wipe out the 2-man hive guard unit. My right interceptors shoot down a few gants.
GK: 5, Tyranids: 0
My strike squad opts to shoot at Swarmy's unit instead of the carnifexes. The dreads help out. I only manage to kill 1 tyrant guard.
In assault my knights wipe out the termagants and consolidate.
GK: 6, Tyranids: 0
Tyranids 3
Undeterred, his tervigon continues to spawn some gants (still no doubles). I believe he
FNP's and casts preferred enemy on the gants, but I could be mistaken.
2 termagant units go after my right interceptors. They would shoot down 3 and then kill that last one in assault for the tyranid's first Kill Point.
GK: 6, Tyranids: 1
He makes a mistake here, firing his cluster spines and hive guards into my
HQ unit and killing 2. I allocate them on the guys closest to the Swarmlord, removing them and taking the unit out of Swarmy's threat range.
So Swarmy doesn't make his charge, but the tervigon does.
Tervigon whiffs and my dreadknight puts 3W on him. I fail my force weapon attempt due to Shadows, but No Retreat takes off another 2W from the tervigon, bringing it down to just 1W left.
Grey Knights 4
My opponent is getting frustrated because he just can't get his deathstar unit into combat with me (or any of his other guys), so I decide to give him a chance to get into combat. I move my Grandmaster's unit towards his Swarmlord.
Strike squads surround his carnifexes instead of backing away. Stormbolters and psycannon fire put 2W on the carnifexes.
Interceptors go after his last unit of 2 hive guards. Their shooting only puts 1W on the hive guards.
Incinerator and stormbolter fire from my
HQ puts 1W on Swarmy. My dreads kill off the wounded hive guard.
For the glory of the Emperor!!!!
Glorious indeed as I force weapon 1 carnifex to death. His carnifex whiffs in return, killing only 1-2 knights.
The showdown. Psyk-out grenades reduce the unit to Initiative 1. I make a mistake here, as it should only reduce the Swarmlord to initiative 1, not his tyrant guard.
I fail both my attempt at hammerhand (from my grandmaster) as well as my attempt to activate my force weapons (strike squad) due to Shadows. I cause 1W to his tyrant guard and 2W on the Swarmlord thanks to my rad grenades lowering their Toughness to 5. In return, Swarmy insta-kills my Grandmaster after forcing him to re-roll his successful 3++ invuln. He also kills my psycannon knight and would have killed another if not for my warding stave. We stay locked in combat.
GK: 6, Tyranids: 2
Finally, my dreadknight finishes off his last tervigon.
GK: 7, Tyranids: 2
Tyranids 4
Termagants head towards my dreadknight. He wants to kill it real bad.
Charge!!! Swarmy gives one of the termagant squads prefered enemy.
Without furious charge or poisoned attacks, the gants fail to do any damage and my dreadknight kills 2. Another 2 gants die to No Retreat.
In the other combat, my grey knights force weapon his other carnifex to death.
GK: 8, Tyranids: 2
Hmmm....I think we forgot to fight it out between Swarmy and my 2-man
GK unit this assault phase.
Grey Knights 5
Strike squad go after the termagants locked in assault with my dreadknight. Interceptors go after his other non-engaged termagants.
My interceptors gun down his termagants.
GK: 9, Tyranids: 2
Vendreads fire at his hive guards, who go-to-ground. I kill 1 and put 1W on the other.
My strike squad charges his termagants. I wipe out 1 squad and No Retreat brings him down to only 1 termagant left. I just can't get any psychic powers through his Shadows as my 2-man grey knight unit tries to cast hammerhand and fails. Swarmy kills my justicar but is not able to take down my last knight with the warding staff. What he can't do, however, his bodyguard can as my last knight fails his 2++ invuln save against the tyrant guard.
GK: 10, Tyranids: 3
Tyranids 5
Swarmy goes after my dreadknight. If anything, he's going to get his moral victory.
Raawwwwrrrrrrrrrrr.
The dreadknight, his tyrant guard and the last termagant all die.
GK: 12, Tyranids: 4
We continue onto Turn 6.
Grey Knights 6
Interceptors go to help out. Dreads shoot down the last hive guard.
GK: 13, Tyranids: 4
Grey Knights, hoooooooooooo!
I finally get off 1 psychic power....hammerhand for my strike squad. However, my justicar perils and dies while doing so. Interceptors get shut down trying to use their psychic power.
The combined efforts of 2 squads, all with power weapons, is just too much for a wounded Swarmlord. He kills some of my interceptors but I take him down.
Tyranids are tabled.
GK: 14, Tyranids: 4
Victory to the Grey Knights!!!
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