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![[Post New]](/s/i/i.gif) 2012/01/13 11:23:00
Subject: New Dark Eldar player here need some advice about Grey Knights
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Kabalite Conscript
Germany for the time being.
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I have a Dark Eldar army (still a WIP) My buddy just built himself a GK army, but he has talked to me about his lists and the way I am seeing it is everything I can bring out he has something full of 2X more awesomness and unstoppable by my army. Such as his purifiers being able to wipe out all my cc because of those damned halberbs, plus the fact that everything they have are force weapons and can insta kill everything in my army. Being able to fly his stormravens up full out and drop his termies and they can assault the same turn. The new GK seem to be auto-win mode this edition. Oh, and my mandrakes are daemons  At a loss and need some help here please and thanks. Oh and he gets raged weaponry that tops mine.
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This message was edited 1 time. Last update was at 2012/01/13 11:26:36
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![[Post New]](/s/i/i.gif) 2012/01/13 12:28:06
Subject: New Dark Eldar player here need some advice about Grey Knights
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Boosting Black Templar Biker
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You're faster than him and if you play with lots of venoms or other vehicles (and let's be honest; with dark eldar, you should) you out-range him. The vast majority of his weapons will have a range of 24", but splinter cannons and dark lances both have a range of 36". Also, wyches don't care about I6 halberds or force weapons. Avoid using mandrakes and incubi against him and you'll be fine.
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![[Post New]](/s/i/i.gif) 2012/01/13 12:50:41
Subject: Re:New Dark Eldar player here need some advice about Grey Knights
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Kabalite Conscript
Germany for the time being.
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Only thing I am worried about with range is he has a unit that can do a one time jump at 30" and he has unlimited range ordanance with his HQ. I can currently field 2 10 man kabalite squads with raiders, 1 10 man wych squad with a raider, archon w/ 4 incubi in a venom, 5 scourges, 6 reavers, 5 mandrakes, 2 ravagers, and a Razorwing Jetfighter. I was looking at getting another kabalite squad to replace the wyches and another 5 scourges to make a full squad. maybe another raider to replace the venom and make it 5 incubi with the archon in it (for the extra dark lance) just because the stormraven is kinda powerful. Not sure exactly how to build it atm. Nothing is put together at this time so I can still place any weapons I wish. I am just a bit at a loss. I played Eldar and Space wolves back in 3rd edition, but I just returned to the game. I always liked dark eldar, but despised their models now they have new ones, but seem kinda easy for the GK to mash
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![[Post New]](/s/i/i.gif) 2012/01/13 12:52:10
Subject: New Dark Eldar player here need some advice about Grey Knights
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Longtime Dakkanaut
New Zealand
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Incubi will still work against non Halberd units or shooting based units and if you get them two Pain Tokens they are going at the same time as Halberds, so they still have a use.
No matter how much anyone talks up Grey Knights remember that they are still just Marines. They are 4's across the board with a 3+ save, so strong combat units can still do ok against them and torrent of fire still kills them just as fast as any other Marine army.
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![[Post New]](/s/i/i.gif) 2012/01/13 13:06:59
Subject: Re:New Dark Eldar player here need some advice about Grey Knights
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Kabalite Conscript
Germany for the time being.
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He was saying about the termies having 2+ save with a 3+ Invul Automatically Appended Next Post: Are incubi worth anything vs normal grey knights with force swords?
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This message was edited 1 time. Last update was at 2012/01/13 13:08:45
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![[Post New]](/s/i/i.gif) 2012/01/13 17:48:37
Subject: New Dark Eldar player here need some advice about Grey Knights
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Regular Dakkanaut
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Careful, models can disembark but not assault from a Stormraven that has moved flat out.
His range is shorter than yours, apart from psyflemen (48") which are a staple of this codex. Nothing dark lances can't make go boom though.
Shadowharte wrote:Are incubi worth anything vs normal grey knights with force swords?
You bet they are. GK need halberds to outspeed your troops, other than that they wield more or less basic force weapons.
Which is to say you shouldn't be too concerned by these, wyches couldn't care less about power/force weapons. Tarpitting his psycannons/halberds or submitting them to saturation fire as soon as possible sure would make your army's life easier (and longer).
The only model that has access to a 2+/3++ is an HQ choice, GK terminators don't have access to storm shields. Yet you might want to avoid ending in close combat with those (free halberds, for one).
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This message was edited 3 times. Last update was at 2012/01/13 17:51:51
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![[Post New]](/s/i/i.gif) 2012/01/13 19:40:13
Subject: New Dark Eldar player here need some advice about Grey Knights
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Boosting Black Templar Biker
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I'd keep the wyches. They should do well if you get them into combat. Your best bet is a few more venoms to replace some of your raiders, and make sure all of your vehicles have flickerfields. If you aren't opposed to tailoring a little, night shields will help you out in this matchup. Also, give your razorwing disintegrators if you haven't already.
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![[Post New]](/s/i/i.gif) 2012/01/13 20:47:37
Subject: New Dark Eldar player here need some advice about Grey Knights
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Kabalite Conscript
Germany for the time being.
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Just relooked at my list and what I could get rather quickly. I have come up with this so far lemme know what y'all think.
Archon w/agoniser and shadowfield
Riding with 4 incubi in a venom with nightshields and extra splinter cannon
2 sets of 10 warriors with a blaster and splinter cannon in a raider with flickerfields and nightshields
10 wych with 2 razorflail, hekatrix, phantasm GL, agoniser in a raider with flickerfields and nightshields
2 ravagers with nightshields and flickerfields
6 Reavers with 2 blasters and 2 grav-talon
5 trueborn with 3 shardcarbine and 2 splinter cannon in venom with nightshield and extra splinter cannon
This is a 1500 point list I believe exactly 1500 btw
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![[Post New]](/s/i/i.gif) 2012/01/13 21:13:13
Subject: New Dark Eldar player here need some advice about Grey Knights
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Member of a Lodge? I Can't Say
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First off, your complaints are ridiculous coming from someone who plays de
Shadowharte wrote:Such as his purifiers being able to wipe out all my cc because of those damned halberbs,
You're playing DE and you're worried about his I? Are you fighting him in h2h with warriors or something? The average in the codex is 5 and a lot of units have 6+. If you get a good agonizer hit from your wych leader, you will wipe a good portion.
Shadowharte wrote:plus the fact that everything they have are force weapons and can insta kill everything in my army.
Do all of your units have 2 wounds? Why would force weapons matter to you?
Shadowharte wrote:Being able to fly his stormravens up full out and drop his termies and they can assault the same turn.
This is the funniest part. every vehicle in your army can do this. What is your problem here? Someone else can do the same thing as you?
Shadowharte wrote:The new GK seem to be auto-win mode this edition. Oh, and my mandrakes are daemons
Here we might be getting to the root of your problem. It seems like your buddy is taking a tournament level gk list and you are playing mandrakes.
Shadowharte wrote:Oh and he gets raged weaponry that tops mine.
I'm not sure what this even means. Dark lances and blasters are some of the most effective ranged weaponry in the game. Maybe you hsould take a look at what you're bringing against him and field units to compensate.
Apologies if this sounds antagonistic. I'm just tired of hearing people complain about GK when their armies don't match up well. It's only "auto-win" if you play poorly or have a poor list. Don't blame the game for your lack of ability.
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![[Post New]](/s/i/i.gif) 2012/01/13 22:06:13
Subject: New Dark Eldar player here need some advice about Grey Knights
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Ichor-Dripping Talos Monstrosity
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You're a Dark Eldar Player. Lances will drop any of the vehicles, splinter fire will drop any of his troops. Shadowharte wrote:Oh, and my mandrakes are daemons
So? Mandrakes look pretty but are truly awful. I love the models, I love the fluff, I hate the statline and how they [i]always fail on the tabletop[i]. They need so little to improve and become a choice that actually stands up against the other frankly brilliant selections in the DE codex. I mean, if they had 2 wounds or the Nightfiend had Altered Physique for the Pain Token they'd be awesome, or even if Kherudruakh was an IC. But no. Also the Decapitator, a supposedly CC specific character can't enter combat the turn he appears on the field. Wut. Don't take them. So I'm reading you have these models to draw from? 20 Kabalite Warriors 10 Wyches 3 Raiders 1 Archon 4 Incubi 1 Venom 5 Scourges 6 Reavers 5 Mandrakes 2 Ravagers 1 Razorwing Jetfighter I would go with: HQ + Elites: Your Archon, with a Phantasm Grenade Launcher, Shadowfield and Agoniser. Maybe a blaster, but being he's probably going to be running into combat, it's not likely going to do much good. Put him with your 4 incubi (straight, with no upgrades) in the Venom that's equipped with a second splinter cannon and a shadowfield. Troops: 2 squads of 10 kabalite, each armed only with a splinter cannon. Put them in Raiders with Shock Prows, Flickerfields and Nightshields and maybe splinter racks + grisly trophies. The wyches I'm not entirely sure on, they'll want the PGL and some wychweapons. But them in a raider will be alright I think. The wyches raider probably just wants flickerfields, shock prow and grisly trophies, but you can include the night shields if you like. Fast Attack: the 5 Scourges. With 2 Splinter Cannons (anti-infantry) or a pair of Haywire Blasters (anti-mech). These are good and more survivable than the bikes. Though if you do run the bikes, just a straight 6 with either Heat Lances (charge in close and hope they make their points back with melta death) or blasters (slightly more range, slightly more versatile). Heavy Support: 2 Ravagers both equipped with 3 lances, flickerfields and night shields. Your Razorwing wants to have lances, a splinter cannon and monoscythes. This gives you a large amount of lances and poison rounds. It should give enough weight of fire to drop his knights. The Night Shields on everything will reduce his weapons already reasonably low range. You can use the shock prows combined with the trophies to tank shock his troops off the field at -1 Leadership all the way. Shadowharte wrote:I was looking at getting another kabalite squad to replace the wyches and another 5 scourges to make a full squad. maybe another raider to replace the venom and make it 5 incubi with the archon in it (for the extra dark lance) just because the stormraven is kinda powerful. I would get another 1-2 Venoms. 3 Raiders and 3 Venoms with the 2 Ravagers and a Razorwing is a great balance of transports and firepower. Getting another box of Kabalite Warriors, but I would build them as trueborn and whack them in a pair of venoms, either giving them blasters or a pair of splinter cannons each. The other option is to take 2 squads of incubi in the venoms, but I'd prefer to hang them back with something shooty in. Don't get rid of the venom, it gives you awesome shooting. Dok wrote:You're playing DE and you're worried about his I? Are you fighting him in h2h with warriors or something? The average in the codex is 5 and a lot of units have 6+. If you get a good agonizer hit from your wych leader, you will wipe a good portion. Actually, GK are one of the few things DE don't really want to be in combat with. The Halberds mean they actually tend to hit before you most of the time, and the high number of power weapons means less saves. BUT you're still dark eldar - shoot them with uholy amounts of splinterfire till it dies.
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This message was edited 1 time. Last update was at 2012/01/13 22:11:40
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![[Post New]](/s/i/i.gif) 2012/01/14 04:28:32
Subject: New Dark Eldar player here need some advice about Grey Knights
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Lethal Lhamean
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first, as a GK and DE player some things i noticed
- stormravens can NOT move flatout, disembark termies, then have those termies assault. he can't even normally disembark unless he uses shadow skies deployment, wich with termies, is acurate, but he cant assault after. he CAN fire a single weapon with his power of the machine spirit rule.
- most GK with halbreds strike at init 6. so youll go at the same time. the key here.... dont play their game!. (more on this later)
- purifiers rely on close combat to be effective - so avoid it.
- your entire army is faster then he is, barring the storm raven, so use the speed.
- his effective range is 24". aside from psyflemen dreads (dread with 2x autocannon, psybolt ammo) wich gives each dread 4 twin linked str 8 shots at 48". these should priority 1 for lance fire.
ok on to the tatica.
night shields and transports are a good buy here. also, loose the mandrakes. i would also reccomend picking up more transports. raiders, venoms, whatever. use them to stay outside his 24" and with night fields, should be easy. use splinter fire from venoms, or warriors etc to pepper his foot troops, and focus lance fire on dreads. dont get into CC with him, and use your speed shooting and such to wear him down, and make him chase you.
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![[Post New]](/s/i/i.gif) 2012/01/14 05:47:55
Subject: New Dark Eldar player here need some advice about Grey Knights
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Huge Hierodule
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NIGHT SHIELDS and stay 25" away. Only the Pysbacks and PysRifleman can target you.
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was censored by the ministry of truth |
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![[Post New]](/s/i/i.gif) 2012/01/14 11:45:52
Subject: Re:New Dark Eldar player here need some advice about Grey Knights
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Kabalite Conscript
Germany for the time being.
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@Dok His halberd wielding grey knights will strike at I7 which unless I am using a special character or the archon against them all then he will strike before me. Everyone in his army has force weapons which count as powerweapons so I receive no saves. I am not blaming the army. I have yet to play him, I am just looking at what he has and it seems a little intimidating that all his infantry have 24" assault 2 weapons + those halberds that make him attack faster than me in cc. He has a unit that can do a teleport at 30" so he can most likely catch whatever I don't want him to. He also has an unlimited range ordanance that requires no LoS to fire. I was just trying to figure out how to deal with that when the only things I have he cannot outshoot are splinter cannons and dark lances and he can out cc everything I have. I will never blame the codex of his army or mine. If I get smashed it's most likely my fault, but I was just asking what type of approach I should be taking against that.
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![[Post New]](/s/i/i.gif) 2012/01/14 12:02:42
Subject: Re:New Dark Eldar player here need some advice about Grey Knights
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Regular Dakkanaut
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Shadowharte wrote:@Dok His halberd wielding grey knights will strike at I7
Only his commander can reach I7. And yes, you don't want to be introduced to him and his big stick, especially if he gets to charge.
Your partner seems to be way overconfident (at best) about his army's capabilities. Don't hesitate to borrow the codex to see what he can actually do. You mentioned the orbital barrage for instance, which is horribly inaccurate and not that practical to use.
And don't fret, good advice has been given here. He has lots of shinies, but you can just drown them under lots of nasties.
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This message was edited 2 times. Last update was at 2012/01/14 12:10:32
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![[Post New]](/s/i/i.gif) 2012/01/14 12:07:10
Subject: New Dark Eldar player here need some advice about Grey Knights
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Kabalite Conscript
Germany for the time being.
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I was also planning on building a Wych cult later, but didn't know if beastmaster (my favorite unit in the dex) are viable since they would not be mounted and everything else probally would be Automatically Appended Next Post: I read another DE player's post and he seemed to think they were to slow to bother with and expensive. Since they are beasts they have the 12" assault if I am not mistaken, but no fleet and cannot be mounted so I was wondering if the assault range made up for it? I like themes so I would probally run it with a succubus running the army btw. The way I would build the Beastmasters was 5 master with 10 Khymera, 4 Razorwings, and 1 clawed fiend (mainly cause I think the monster model is nice)
I think I would run 3 wych squads in raider with flickerfields and enh. aethersails
some bloodbrides in venoms 1 carrying the succubus, but too sure if thats a valid idea
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This message was edited 1 time. Last update was at 2012/01/14 12:14:21
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![[Post New]](/s/i/i.gif) 2012/01/14 12:55:34
Subject: Re:New Dark Eldar player here need some advice about Grey Knights
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Ichor-Dripping Talos Monstrosity
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Shadowharte wrote:@Dok His halberd wielding grey knights will strike at I7 which unless I am using a special character or the archon against them all then he will strike before me. Everyone in his army has force weapons which count as powerweapons so I receive no saves. I am not blaming the army. I have yet to play him, I am just looking at what he has and it seems a little intimidating that all his infantry have 24" assault 2 weapons + those halberds that make him attack faster than me in cc. He has a unit that can do a teleport at 30" so he can most likely catch whatever I don't want him to. He also has an unlimited range ordanance that requires no LoS to fire. I was just trying to figure out how to deal with that when the only things I have he cannot outshoot are splinter cannons and dark lances and he can out cc everything I have. I will never blame the codex of his army or mine. If I get smashed it's most likely my fault, but I was just asking what type of approach I should be taking against that. Just because the only singular weapon you have that outshoots a given specific weapon he has (which isn't true anyway, Shardcarbines are 3 shots, Splinter Cannons are 4/6, Dissies are 3 [not that you're likely to be using them anyway xD]) but either way - You should outnumber them 2 to 1 or 3 to 1, so it doesn't matter anyway. With 3 Venoms, that's 36 shots at 36" alone. A raider with 10 men and a Splinter Cannon is a Lance, and 14-26 more shots, with re-rolls if you've got splinter racks. So 3 Warrior Raiders with 3 venoms, 2 Ravagers and a Razorwing with a cannon is 14 lances and 84-120 poison shots a turn. Drown him in fire! Shadowharte wrote:I read another DE player's post and he seemed to think they were to slow to bother with and expensive. Since they are beasts they have the 12" assault if I am not mistaken, but no fleet and cannot be mounted so I was wondering if the assault range made up for it? I like themes so I would probally run it with a succubus running the army btw. The way I would build the Beastmasters was 5 master with 10 Khymera, 4 Razorwings, and 1 clawed fiend (mainly cause I think the monster model is nice) I think I would run 3 wych squads in raider with flickerfields and enh. aethersails some bloodbrides in venoms 1 carrying the succubus, but too sure if thats a valid idea Beasts are OK, they're cheap enough on the field, great for counterassault and the sort. The models cost too much MONEY. It's stupid money to get them without converting them. I mean the 5 Master / 10 Khymerae / 4 Razorwings / Fiend unit bought straight costs £175.10. And I think that the Wych Cult could work well. I run a coven, at 1500pts I'm using 2 Haemonculi, 2 squads of 3 grotesques in raiders, 2 squads of 10 wracks in raiders and 2 venoms of 3 wracks with hex rifles, 2 talos and a razorwing. 2K adds another Haem, raider of grotesques and HexVenom. The vehicles soften up targets then the infantry slams into them, tying them up and preventing return fire. then the CC units focus on finishing off their units, and all the remaining fire is focused on the unengaged models. The Taloi stroll up the field as bullet magnets then slam into whatever. So far it's been really effective, only losing 1 or 2 games since I built it. I figure a wych cult would be able to work in a rather similar fashion. 3 raiders, 3 venoms, 2 ravagers and a razorwing is going to as effective or moreso than my coven has been. I would give the advice of putting a Haemonculi with each squad of Wyches instead of buying a Succubus, being the Pain Tokens will serve them well. But ultimately - if you just want to do a themed list to have fun, then bugger it and do whatever
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This message was edited 4 times. Last update was at 2012/01/14 12:58:22
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![[Post New]](/s/i/i.gif) 2012/01/14 14:20:23
Subject: New Dark Eldar player here need some advice about Grey Knights
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Kabalite Conscript
Germany for the time being.
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This is the way I am looking now for my Kabal (sits at 1498)
HQ-110
Archon with agoniser and shadowfield
Troop-190
10 Kabalites with splinter cannon in raider with flickerfield, night shield, and splinter racks
Troop-190
10 Kabalites with splinter cannon in raider with flickerfield, night shield, and splinter racks
Troop-240
10 Wych with 2 razorflails, hekatrix with agoniser in raider with flickerfield, nightshield, shockprow, and torment GL
Heavy Support-125
Ravager with nightshield and flickerfield
Heavy Support-125
Ravager with nightshield and flickerfield
Heavy Support-195
Razorwing Jetfighter with splinter cannon, flickerfield, nightshield, and 4 necrotoxin missiles
Elite-153
4 Incubi in venom with splinter cannon and nightshield
Elite-170
5 Trueborn with 3 shardcarbines and 2 splinter cannons in venom with splinter cannon and night shield
I think this may work nicely will have 11 dark lances, 7 splinter cannons putting out a nice amount of 36" firepower. How are everyones views about being able to overkill something? Should I blast it till its gone or just until it cannot shoot back? According to my buddy the GK player he ignores crew shaken and crew stunned effects. Does this mean I will have to destroy it to stop them?
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![[Post New]](/s/i/i.gif) 2012/01/14 15:45:25
Subject: New Dark Eldar player here need some advice about Grey Knights
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Ichor-Dripping Talos Monstrosity
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Shatterfield would be better than Necrotoxin ( Str 7 wounding on 2+s anyway, will get re-rolls to wound, and can actually do something against vehicles if the need arises, doesn't stop save - but the missiles are AP5 anyway so what of it? ). Infact, outside of killing swarms of guard / nids I can't think of where you'd use Necrotoxins. And even THEN Monoscythes will do the same job for 10pts less. I'd stick with monoscythes on the Razorwing. Also - there's not too much point in giving the cannonborn shardcarbines - you're goign to want to hang back at over 20", if not around the 30" mark to stay safe from their fire, making that 15pts of wasted fire. Also - you only need 3 Trueborn in the squad. If you drop the 3 carbines and 2 Trueborn, aswell as the 4 missile upgrades that gives you 81 points to play with elsewhere. Find another 50pts and that's another venom with trueborn in. OR, give the Archon a PGL and Ghostplate. As for teactics - it should almost always be the same for DE. Choose the biggest 1-2 threats, then hit it with everything you've got till it isn't a threat anymore (normally that it's gone), then move onto the next threat, till none remain. I generally choose the biggest threat with a wounds value, and the biggest with an AV value, then all the splnter fire goes into the squishy, and all the lances / haywire into the mech, rinse and repeat.
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This message was edited 1 time. Last update was at 2012/01/14 16:23:53
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![[Post New]](/s/i/i.gif) 2012/01/14 16:09:45
Subject: New Dark Eldar player here need some advice about Grey Knights
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Kabalite Conscript
Germany for the time being.
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Truthfully I added the necrotoxin only cause I wasn't sure what to do with the leftover points being as its only 20. Are mininum squads really worth anything?
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![[Post New]](/s/i/i.gif) 2012/01/14 16:22:58
Subject: New Dark Eldar player here need some advice about Grey Knights
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Ichor-Dripping Talos Monstrosity
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Depends on their task. In this, you want the Trueborn to be an additional 8-12 shots for each venom (that can coincedently shoot at another target). Being they aren't likely to leave the venom, and that generally you'll only be in range for the cannons (though occasionally you'll get an additional shot from the last rifle) - there's no point in spending the extra points on more bodies. Running them with blasters: Only take 3-4 with blasters. When I use my Hex Rifle Wracks I have 3 because their point is to hide at the back / stay in the venom and pick off big things / support cannon fire. It also fits in with the DEs general theme of MSU (Multiple Small Units) giving the opponent so many immediate threats to deal with, all of which have redundancies they don't really know what to do. By putting them off guard like this, they're more likely to make mistakes - and any mistake you ram down their throat ^-^ Even iif you have the spare points - Shatterfields are still better than toxins.
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This message was edited 1 time. Last update was at 2012/01/14 16:23:26
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![[Post New]](/s/i/i.gif) 2012/01/14 17:32:47
Subject: Re:New Dark Eldar player here need some advice about Grey Knights
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Kabalite Conscript
Germany for the time being.
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Sorry, but I am not following your math from above. If I drop 2 of the Trueborn thats 24 pts plus 3 shardcarbines is another 15 so far thats 39 then adding the missile upgrades adds another 20 giving me 59 pts to play with. Not sure if I can use those for anything worth much, but I definitely appreciate the help. Will definitely grab the shatterfields instead of the necro though. Oh, my reasoning behind the shardcarbines on the 5 man Trueborn was that incase I make a mistake and he makes it in range for assault/rapid fire weapons I can make him regret it. I am definitely new to DE and I am sure I will make some mistakes before I learn to master the spikey goodness that are the Dark Eldar
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![[Post New]](/s/i/i.gif) 2012/01/14 17:44:09
Subject: New Dark Eldar player here need some advice about Grey Knights
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Ichor-Dripping Talos Monstrosity
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Errrm - There's also the 2 points you had left anyway. I either had a plan, or screwed up my math...
I'll take a look again later after I've had dinner.
But either way - DE isn't a very forgiving army to play - it's very much an all or nothing type of thing I've found.
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![[Post New]](/s/i/i.gif) 2012/01/14 18:27:26
Subject: Re:New Dark Eldar player here need some advice about Grey Knights
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Kabalite Conscript
Germany for the time being.
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Yea I figured it was gonna be more unforgiving than my eldar army, but I also haven't played since 3rd edition I believe. Will be fun learning and getting whooped for a while I guess.
with those 2 extra points that would give me 61 pts. Unless I get some kind of 'super' advice ( Your advice was great btw) I think I might be happy with this list the only thing I may change is have 6 man reaver squad or a 5 man scourge squad instead of the trueborn, but I doubt it at this time. 3 Raiders, 2 Venoms, 2 Ravagers, and a Jetfighter seem like a nice amount to me
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![[Post New]](/s/i/i.gif) 2012/01/14 21:05:50
Subject: New Dark Eldar player here need some advice about Grey Knights
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Lethal Lhamean
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- you dont need the shock prows or torment launchers on vehicles....really the only thing you need is the night/flicker fields (and night only vrs GK), and splinter racks for your warrior units (keep in mind can only move raider 6" while shooting with embarked troop)
- keep your fighters missiles at stock. they all do the same thing vrs gk anyway.
- i would suggest for trueborn, 4 with 4 blasters. great AT fire, and also good for dropping annoying palladins or termines etc (str 8 = ID on most GK, plus AP 2 means only invun, and no FNP)
- give your archon drugs, PGL, and ghostplate if you can afford it.
- i would humbley suggest - loosing incubi for another blasterborn squad, and attaching your archon to a unit of wyches. give those wychs shardnets. with proper assault placment, you can negate a crap ton of the GK attacks. (works great with clone field on archon, though he looses his 2++)
- you also only have 3 troop selections. DE work best with target priority. this is personal prefrence and yes, also matches with internet cookie cutter, but it works. - split your warriors to 5 strong each, give em only a blaster (no sybarite) and a venom. this will give you 5 troops, 4 more lance/blaster shots, allow your rifles to split fire, and more importantly, 4 venoms wich will put out 48 splinter cannon shots a turn. and the unit is only 125pts a pop. added bonus for having a large number of troops for grabbing and holding objectives, plus increases your target saturation.
heres a idea for your list:
Archon, agonizer, shadow field, drugs, PGL - 125
5 warriors, blaster, venom, + NF = 135
5 warriors “ “
5 warriors “ “
5 warriors “ “
9 wychs, raider w/ flicker field, nightfeld =170
4 TB 4 blasters, venom + NF =183
4 TB, 4 blasters, venom + NF = 183
ravager, NF/FF = 125
ravager “ “ =125
= 1451
have 49 pts to play with, by adding whatever you want, or increasing to a larger pt value, like an 1850 game or whatever. you can save 90 pts by loosing the nightfields (wich really only come in vrs GK, and dont help much vrs the psyflemen anyway). your archon goes with the wyches, who are basic. their job is to tie up, and help the archon. wyches take the hits with 4++ and archon does the slicey thing.
your warriors are now more effective. yea, it means locating more and diffrent vehicles, but its managable...at least i think/hope it is. TB act as your AT/termie hunters. since most termie units aside from draigowing are in the 4-6 strong range, you should almost be able to wipe out a termie unit a turn with these guys. (plus their venoms SC fire)
ravagers are stock. with the 49 pts extra, and dropping all the NF you can buy another ravager with FF costing 115. or put your jetfighter in. other option is to loose a blasterborn unit and grabbing the 3rd ravager.
with this list you gain more shots, more target saturation, and more killing. take how you wish - but this list should roll a GK army.
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![[Post New]](/s/i/i.gif) 2012/01/15 08:27:38
Subject: Re:New Dark Eldar player here need some advice about Grey Knights
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Kabalite Conscript
Germany for the time being.
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I never did look at min man squads just for the fact that if I loose 3 models the units become useless correct? I haven't played a while, but if I remember right under 50% and units cannot score/recover from morale breaking. How do you deal with that with min man squads?
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![[Post New]](/s/i/i.gif) 2012/01/15 08:50:32
Subject: New Dark Eldar player here need some advice about Grey Knights
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Decrepit Dakkanaut
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It's unlikely that you're going to beat a GK player with quality units. It's not just a dark eldar thing. Few armies have the ability to make deathstars better than GK.
Most GK armies, however can easily be beaten with quantity. Purifiers may be really good, but because they're so expensive (along with everything else in the codex), odds are that they're only going to be bringing a single unit of them. Lack of redundancy kills expensive armies like GK. With speed and quantity (both of which DE have), you can focus on that single unit or two that's the lynchpin of your opponent's plan against you, and it's very unlikely they'll have a backup.
You have cheap troops and cheap transports, and everything comes with open top and lots of shots, which means you can put down an absurd number of dice on anything you want dead, and at speed too. While your opponent is spending hundreds of points to blow up cheap vehicles one or two at a time, you'll keep going. Yes, any one of his units is going to be more than a match for any one of yours, but you're going to have a lot more of them than he will.
Deny him high-points units that he can engage in decisive combats with, and he'll be left grasping at 25-50 point straws and suffering from greivous overkill. Meanwhile, everything else is throwing lots of dice and forcing lots of armor saves, and in a GK army, every model is precious...
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![[Post New]](/s/i/i.gif) 2012/01/15 09:17:32
Subject: New Dark Eldar player here need some advice about Grey Knights
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Lethal Lhamean
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the thing here with the suggest list, is that while only 5 strong, you generally don't disembark. sit inside your venom and shoot. go 12" or faster he gets too close, move 12" to keep range, or 6" so you can shoot your warriors. in all moves slower then 12" you can fire both venom weapons putting down 12 splinter cannon shots each per turn.
yea you'll loose a few... and yea if it explodes the guys inside are hurting. but the keys are:
- you have more men then he does, and more targets. while he might have 3-6 units TOTAL on field, depending on points, youll be fielding twice or even three times that. there is no way he can possibly take out all your stuff at once. use cover, block LOS, claim cover like a ***** and use your speed to make him chase. eventually the weight of your firepower WILL drop him.
the second thing to do here is KNOW your enemy. the ranges of his guns, what type of unit it is (IE jump infantry etc) can it shunt? and so on. right off the bat, heres some GK standard info
- basic shooting is usually str 5 (storm bolters - 24" assault 2)
- halbreds add +2 init, daemon hammers are powerfists, swords add +1 invun in CC (none if he has no invun) and the lesser warding staff (2+ invun in CC only) or falchions (+1 A) all of these are force/power weapons
- all GK units can generally use hammerhand (+1 str) however they must choose between this and activating thier force weapons
- some characters like libbys and master/grand master can activate force weapons and use other powers. main ones boost init to 10 (quick silver) add more str (might of titan) - wich DOES stack with hammerhand, or do some minor shooty or teleporation stuff.
- all vehicles will have ld 10 psyker ability to ignore stunned/shaken. sucsessful psyker check removes either. so when your shooting at vehicles, KILL IT, or at the minimum knock its AT weapons off.
target priorities:
1. dreads. these things are his primary range/AT each one (if done as psyflemen) will put out 4 twin linked str 8 shots at 48". kill them dead FAST. should be main priority of your ravagers and jetfighter. they have armor 12 on the front and sides, and he can have them as heavy (normal) or elite (ven dread) lance these guys down ASAP or they will mess you up.
2. any mobile transports. storm ravens, razor backs, rhinos and landraiders. anything that lets him move should be shot till it stops moving. the key here is to focus fire. generally work on these guys if your dread targets are all down, or you cant see them.
3. foot troops: start with anything in terminater armor, OR interceptor squads. they have jump packs, and can once a game "shunt" moving up to 30", and still shoot after (no charge though) then move on to his strike squads or purifiers.
4: mop up the rest.
the great thing about the suggested list, is that your embarked troops can blaster a tank, then your venom can shoot at the popped out contents, or a diffrent target altogether. you only need 2 weapons to deal with his whole army. lances and splinter weapons. avoid CC and you should do fine.
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![[Post New]](/s/i/i.gif) 2012/01/15 09:36:01
Subject: Re:New Dark Eldar player here need some advice about Grey Knights
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Kabalite Conscript
Germany for the time being.
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Sounds like I might actually have to try it, but I have to wait until I can grab 5-6 more venoms I only have 1 atm. My current vehicles count as 3 raiders, 1 venom, 2 ravagers, and 1 jetfighter so I will have to wait a little bit to drop the 250 bucks to grab those Automatically Appended Next Post: Ok if I were to do the TrueBlasters I would need all eight blasters, plus 2 more for the warriors. Do they sell just weapon bits since they do not sell a 'trueborn' boxes and they do not provide more than one blaster per warrior box
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This message was edited 1 time. Last update was at 2012/01/15 09:58:52
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![[Post New]](/s/i/i.gif) 2012/01/15 10:09:12
Subject: New Dark Eldar player here need some advice about Grey Knights
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Regular Dakkanaut
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I do sympathise with you m8 but dont get all worked up about it.
I have a GK army and also have a Dark Eldar Army now.
My list for for my DE is alone the lines of -
3 x Ravagers - Lances or Cannons
3 x Raiders - Same as above
2 x Venoms - same as above
6 x True born (blasterx4 Splinter Cannonx2) -
22 x Witches
3x Homonculus
1x Duke sliscus - Converted looks pretty neat choice to include.
5x Wracks
Your vehicle count atm is fine. If anything just grab another venom.
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![[Post New]](/s/i/i.gif) 2012/01/15 10:12:43
Subject: New Dark Eldar player here need some advice about Grey Knights
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Kabalite Conscript
Germany for the time being.
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Still hurting for the blasters...I kinda do not want to buy a box per blaser :( why do they sell weapons for marines, but not my spikey DE?
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