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Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

So more and more GKs are popping up in the local tourney scene. What are some of the counters that a Mech'dar Eldar has to the following

* PsyDreads

* Psycannon strike squads

* Cortez henchman spam
   
Made in us
Fixture of Dakka





Steelcity

Warwalkers with missile launchers. Warwalkers with scatter lasers.. even more warwalkers. Get eldrad in there to fortune, guide, guide or another farseer so you can do fortune, fortune, guide, guide

Theyre really the only decent heavy support at this point in 5th eds life cycle and for their price can put out good firepower. GKs dont have great anti-pysker abilities if you don't target them.


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Moving flat out..

Personally, guided twin scatter laser war walkers are a never fail for me.

Something that I've never done, but seem like it may work because of the volume of shots is Bladestorming Avengers out of your Serpents?


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Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'd include a Farseer with runes of warding. The runes will eventually shut down the GK psykers. I'd play defensely against them with good shooting support. The Psyfleman Dreads should be on top of your priority list. You need bright lances, eml's, or Fire Dragons to pop them, while scatter lasers will only silence their guns.

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Xeno-Hating Inquisitorial Excruciator




Use runes of warding, and they'll kill themselves. For PA GK, they still die like space marines.
   
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Malicious Mandrake





Runes of Warding counters Codex: Grey Knights.

Seriously, Eldar actually have it very easy against GK's.

For the pointy-ears, they're basically just overpriced marines.

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Moving flat out..

Warboss Gutrip wrote:Runes of Warding counters Codex: Grey Knights.

Seriously, Eldar actually have it very easy against GK's.

For the pointy-ears, they're basically just overpriced marines.


+1 Yes. And it's lots more fun when your opponent kills themselves.
Saves us the trouble..


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Connecticut

I was looking at war walkers. To be effective vs psy-dreads they need to be geared with EMLs. The problem I see is that three of them is just over 200 points, and they will die in the return salvo. AV 10 and open topped means that on psydread (4 TL STR 8 shots) will destroy and entire squad. The payoff ratio for them seems horribly inefficient.

Runes of warding does cause the GK to hurt themselves, but remember its only glancing hits on perils. Its hard for a vehicle to be destroyed by glancing hits.

Fire dragons seem like a very good method to take care of the psydreads. Trading an 80 point unit for one psydread seems like a good tradeoff.

I'm also debating a small seer squad (3-5) to take down psydreads. Witchblades would demolish them, and they also can act as anti-horde with destructor. The idea here is multi-puprose units.
   
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Hamburg

I was looking at war walkers. To be effective vs psy-dreads they need to be geared with EMLs. The problem I see is that three of them is just over 200 points, and they will die in the return salvo. AV 10 and open topped means that on psydread (4 TL STR 8 shots) will destroy and entire squad. The payoff ratio for them seems horribly inefficient.

Warwalkers are no longer open topped. You need to keep on the pressure upon the GK army. Then the opponent will have to make tough decisions what to shoot.

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Made in us
Plastictrees






Salem, MA

I use EML falcons on psydreads in the opening turns until fire dragons can get there. 3 str8 shots--guided or not--will nearly always at least stop them shooting, and sometimes you score a lucky kill from 48" away. EML falcons are also effective against storm ravens without having to wait for them to get close first. Often opponents won't even shoot at falcons, since the holofields make them practically unkillable.

Runes of warding will sometimes discourage inexperienced opponents from attempting psychic powers, but experienced opponents know that just under half the time they'll succeed anyway at Ld10, and the most frequent expected result is 11, which means no perils even when they fail the test. RoW are an annoyance to GK players who know what they're doing, but not a game-changer.

With vehicles there's not really any risk for them trying the psychic power against RoW since even a failure probably means nothing worse than another shaken/stunned result. So it shuts down their power a little over half the time, but it's no substitute for actually killing the vehicle when possible.

Psycannons only have a 24" range (30" effective when moving) so you can often outrange them, and they still need 5's or 6's to do anything when they hit. Not a huge threat in my experience--or at least not as bad as the dreads.

Henchman armies are particularly vulnerable to str6 spam, since it overwhelms their crappy saves. Knock them out of their transports with long-range antitank fire (EML falcons) and then torrent them to death with scatterlasers.


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denmark

Is there a faq about eldar stuff that i don't know about? If so can you please link so that i may learn of this new shiny ruly stuff?

 
   
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Lost in the warp while searching for a new codex

rana dandra wrote:Is there a faq about eldar stuff that i don't know about? If so can you please link so that i may learn of this new shiny ruly stuff?


What new shiny stuff?

3 EML WWs is really a good thing to have in most lists these days. But yeah, as always. 3 FD squads at 2k is really a must.

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Limerick

Dragons, Runes of Warding, and S6 SPAM. That gives Grey Knights a run for their money.

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New Zealand

Godless-Mimicry wrote:Dragons, Runes of Warding, and S6 SPAM. That gives Grey Knights a run for their money.


Not quite true if you are talking about an all comers list. Warding counters any psychic powers, Dragons kill stuff and S6 shooting handles GK Rhinos and Marines just the same as normal Marines. The only real issue for Eldar in the GK list are Psyriflemen Dreads (and Ven Dreads). Each one is roughly equal to a Long Fang unit in terms of anti tank firepower and your army will disappear if you try and stand up to that. AV12 all round and a massive range means Dragons simply don't do the job in this case, they have almost no chance of actually getting into range. Basically you just need to tweak a few things to get some long ranged S8 shooting into the list, either War Walkers with EML (slow, fragile but more firepower) or from Falcons with EML (hard to kill, keep up with mech list, transport). If you don't have that then you will still handle some GK builds pretty well, and might even deal with lists with 1-2 Psyriflemen, but you will fall over against 4+ Riflemen and as its a very viable build you need to be able to deal with it.
   
 
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