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Made in it
Infiltrating Broodlord





Italy

Hi all, does someone of you having more experience with the GreyKnights arsenal may help us others to find good and reliable solutions to counter 2+ armor saves in our enemy armies?

I'm already seeing a lot of 2+ tricky targets popping in my usual opponents wallets as never before...

Do we have to hugely invest on BS3 Plasmaguns and Lascannons with no other solutions??


Meh...

This message was edited 2 times. Last update was at 2012/07/06 10:28:30


Every molecule will be useful

6000+ pts NIDS
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Made in au
[MOD]
Not as Good as a Minion






Brisbane

Hammers and Psycannons, also incinerators can put a lot of wounds on to force a lot of saves. Warrior acolytes can take plasma and melta, and theres probably a few others I can't think of right at the moment.

I wish I had time for all the game systems I own, let alone want to own... 
   
Made in it
Infiltrating Broodlord





Italy

More or less what I were thinking about.

Coteaz + plasma cannons servitors, 3/4 plas-acolytes little teams, eventually on psy-backs and than a couple of uber Terminators troops choices? Both of 10x models?

A Libby to complete the HQ slots, a Vindicare and what after?

Psy-Dreads? Pallies for more Psycannons? Purifiers eventually?

.. . .. .

This message was edited 1 time. Last update was at 2012/07/06 10:32:12


Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in ie
Stealthy Grot Snipa




GK's don't really struggle with termie armour from what I have playing with/against them, there is a hammer in every squad that goes through it and storm bolters with psy ammo just putn out so much firepower that eventually they will fail their saves. It's a pity transports wil be gone in this edition as they had really simple ways of killling dreads but when you think about the fluff a titan stepped on a marine in TDA only for the marine to get up and punch him to death. I've always found that terminator armour is too easy to get through for the amount of damage it is supposed to withsand

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Made in gb
Willing Inquisitorial Excruciator






The eversor and vindicare guns remain AP1 i believe, the obvious hammers, meltas and plasma (though an incinerator isnt going to force more saves than anything else, yeah it autohits but its still a single 2+ save from being redundant).

Look to warbands too, give those crusaders a power axe maybe? Also mass psyker blob. Even termies aint going to like S10 AP1 pieplates.

Oh and conversion beamer i guess just for the sake of argument/techincality


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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Avoid CC and shoot them as much as possable. If they arn't wielding PKs or Hammers toss your own Terminators at them.

2+ saves are mearly annoying now as opposed to completely useless against us like they were last week.


The counter to 2+ saves is make them take lots of them. Which GKs do easily because we have Stormbolters and Psycannons.

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Made in us
Jovial Plaguebearer of Nurgle




Somewhere in GA

Take IG allies, with CC Squad w/ 4 plasma rifles and two vet squads with 3 plasma rifles and demo charges. Say good by to enemy TDA models.

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Made in us
Dakka Veteran



Upper East Side of the USA

Grey Templar wrote:Avoid CC and shoot them as much as possable.


This. Except with better spelling.

The counter to 2+ saves is make them take lots of them. Which GKs do easily because we have Stormbolters and Psycannons.


Agreed. Unless a normal GK army faces an army entirely made up of 2+ saves, they should be fine. The big problem with terminators is CC now.... so shoot them enough before they get there.

   
Made in gb
Willing Inquisitorial Excruciator






Joe Mama wrote:
Grey Templar wrote:Avoid CC and shoot them as much as possable.


This. Except with better spelling.

The counter to 2+ saves is make them take lots of them. Which GKs do easily because we have Stormbolters and Psycannons.


Agreed. Unless a normal GK army faces an army entirely made up of 2+ saves, they should be fine. The big problem with terminators is CC now.... so shoot them enough before they get there.



hmm other GK, which would result in a similar tactic dance, loganwing and deathwing. I missing anything major?

- 1250 points
Empire of the Blazing Sun (Combined Theaters)- 1950 points
FUBAR Starship Troopers- Would you like to know more?
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in gb
Regular Dakkanaut





6 psykers. S8 AP1. Assault 36" range (so 42" range total, or just less than 6" more if you disembark).

Unreliable unless you take 3 units when the chance of getting a good hit (direct hit or scatter of 2" or less) is around 75%. 2 units is only around 50%.

Blasts have been buffed in 6th as they now deliver full strength hits to vehicles: for this reason it may be good to use 3 lots of 8 psykers to get S10. Blasts have been nerfed along with other shooting due to (i) not being able to kill out of line of sight (ii) having to get through the closest model in the target unit which will probably be a model with an invulnerability save (partly mitigated by the area of the Large Blast which often provides several hits - on a par with massed small-arms torrent fire). Targets also get 6+ saves of course for Deny the Witch.

In 5th I used rhinos and chimeras to cart them around, but in 6th after seeing the ease with which transports get Exploded with long range AP1 fire I'm thinking of running them on foot along with 3 crusaders to make them pretty immune to (frontal) shooting attacks.


Automatically Appended Next Post:
It's ok to counter terminator armour with hammers, but then they've got you where they want you.

Hmm let's see. 8 psykers, 3 crusaders = 125 pts (3 S10 AP1 Large Blasts for anti-everything). 3 of them so 375 pts. Expensive, but pretty versatile and survivable (more so than if they were in a vehicle under 6th I reckon!) and are able to generate many hits.
6 psykers 3 crusaders = 105. 3 of them 315 pts (3 S8 AP1 Large Blasts for anti-TEQ, anti-FNP, anti T4 multiwound and light tanks).

By the way, once you're midfield you can hide all but one of the psykers so that you'll only lose a single psykers if your enemy manages to chew through those 3 3++ saves.

People always told me having psykers was auto lose. But I don't hear them these days since 6th came out with greater psyker availability and flexibility....I love 'em! If you haven't tried/proxied them, don't knock 'em!

This message was edited 5 times. Last update was at 2012/07/07 03:45:35


 
   
 
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