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Grey knight paladin spam.. how do you counter this army?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User





i played against my buddy matt last week and he ran draigo with 2 paladin squads 2 stormravens and 2 nemesis dreadknights, tabled my mean blood angel list by turn 4.

i recently got my own grey knight army and all i had at the time were 3 termie squads and draigo, plus a dreadknight. i ran the termies as paladins and true to form i tabled his imperial guard... observe:

http://www.youtube.com/watch?v=o4vBDgAjkOU&feature=channel_video_title
   
Made in us
Wicked Canoptek Wraith




You'll want melta weapons. Multi-, Combi-, anything you can put in the BA list. Plasma is not a bad choice either. Close combat would be hard, but TH+SS termies might be able to hold their own. Also, I personally like the stearngaurd veterans. Their special issue ammunition should be able to put at least a little bit of hurt on his models.

EDIT: Not to mention making most of those stearngaurd combi-melta/plasma. That would work wonders if you get in 12".

This message was edited 2 times. Last update was at 2012/02/26 07:43:04


In regards to landraiders:
Joey wrote:
... that unit of badass assault troops which could all be wiped out by a single ordinance template is instead nuts deep in the enemy bowels and is pumping firey vengeance into their enemy's gunline.
 
   
Made in be
Liberated Grot Land Raida






Belgium

With Draigwing armies, the key is to focus on one bit at a time. I faced a similar army in a tournament a while ago (scroll down to battle 3 for the grey knights), and managed a win with my guard.

Key things to keep in mind:
- A dreadknight is as vulnerable as 4 regular termies to shooting, meaning they can be taken down pretty quickly. They're a MC that can kill a multi-wound model. If your tyranid opponent brought just two carnifexes, would that frighten you?
- Stormravens should be high on your priority lis, since they provide mobility adn anti-tank. Assault cannons and lascannons will do a number on them. Incidentally these weapons are also good vs paladins and dreadknights.
- A paladin squad is very survivable, but does'nt outshoot it's equivalent amount (in models) of terminators. In fact, for shooting, regular termies are better poin per point. They shine in hth though, which is why it's so important to reduce their mobility. Sacrifice empty rhinos if you have some to create dificult terrain, and try and tank shock them; one failed LD test can do wonders!


A Squeaky Waaagh!!

Camkhieri: "And another very cool thing, my phones predictive text actually gave me chicken as an option after typing robot, how cool is that."'

Meercat: "All eyes turned to the horizon and beheld, in lonely and menacing grandeur, the silhouette of a single Grot robot chicken; a portent of evil days to come."
From 'The Plucking of Gindoo Phlem' 
   
Made in us
Crushing Black Templar Crusader Pilot






As mentioned above sternguards have worked wonders for me, took out a dreadknight with a volley of the combi-plasma while the special issue ammo can tackle the regular squads (add Lysander to the squad for extra umph and better cover save). I typically don't advise combi-plasma but this is a situation where they're really worth it.
   
Made in us
Mauleed




I run mech guard, and i have often found if you can put down the ravens, (not always easy) you can almost ignore the paladins for the first couple turns due to thier effective range. after that, just wrap a cheap unit around them, shoot, on their turn the unit dies like chumps repeat till finished. And yes the tank shock thing has worked nicey as well. especially if you pull it at angles \/ thusly bunching them between two vehicles they hit on 6's with smoke. killed a set with a medusa once that way.
   
Made in us
Plastictrees






Salem, MA

Each tank shock has a 6% chance of breaking the unit without having to score any wounds or deal with allocation/FNP shenanigans. 9% if they don't have a Ld10 character with them.

Just don't drive over the hammer guy (only models you actually contact can do a Death or Glory attack), don't let them rally, and tankshock them repeatedly *after* they break to drive them back even faster.

I routinely drive GK squads of all kinds off the table with mech guard tank shocks. It's their major weakness, that they're not fearless.

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in us
Hardened Veteran Guardsman



Florida

I learned the hard way Chaos daemons counter it pretty hard, the flamers have a special flamer that ignores armor and cover and wounds on a 4+. So, 6 flamers and 31 some odd wounds later with no armor saves allowed I lost the whole squad of 5 Paladins.

 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Target priority is the storm ravens, since you can't start in a non-dedicated transport, and you can't go flat out the turn a unit gets into the transport, blow them up to slow the GK down. Then just melee the dreads if you have to and shoot the shiz outta the walking fools.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
The Hive Mind





That's not true - you can absolutely start in a non-dedicated transport. You just can't start in a dedicated transport that isn't yours.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Dakka Veteran






Yeah BA v GK (especially dragowing) is a tough match up for the BA. You are both cc armies and palladins are probably the best cc unit in the game when tricked out for it. and you don't have the same long distance shooting vanilla marines can but out.

My tactics againste it,1) castle, you need to concentrate your forces/firepower 2) lots of ap2 s8+ shooting, instant death is your friend and it ignores fnp. 3) target priority don't stop shooting at a unit until its down completely.
   
Made in us
Sword-Bearing Inquisitorial Crusader






Blood angel hard counters:

1. Vindicator
2. Assaulty dreads
3. Fear of the darkness power...it only has to work once
4. Tank shock
5. Strength 8+, ap 2 shooting, like lascannons, meltaguns, etc.

If you whittle them down enough, stormshield terminators can usually handle them.

"There is no limit to the human spirit, but sometimes I wish there was."
Customers ask me what army I play in 40k. Wrong Question. The only army I've never played is orks.

The Connoisseur of Crap.
Knowing is half the battle. But it is only half. Execution...application...performance...now that is the other half.
 
   
 
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