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Made in us
Regular Dakkanaut





I made a 'nid player rage last time when he played my Knights
I am just wondering what he could bring to the table for a little revenge.

 
   
Made in gb
Lord of the Fleet






London

Bring units that use Shadows, really put a dent in his psychic capabilities.
   
Made in us
Devestating Grey Knight Dreadknight




The Swarmlord.

Hope is the first step on the road to disappointment. 
   
Made in us
Spawn of Chaos





I don't know if you have any paladins, but I was playing my brother and I enfeebled a squad, making them T3 then I ripped them apart with a trygon ignoring their armour and instant killing them. I heard you could cast it twice on the same squad, so then hormies with AG could instant kill them too.
   
Made in us
Foolproof Falcon Pilot





Nothing. Honestly, the GK codex brings EVERYTHING to the table to counter nids, bar psychic buff negation. They have the ROF in mid str weapons to kill gaunts, they have quantity in S7-8 shooting to hurt MCs, they win in melee vs MCs via force weapons, and they win vs hordes in melee with purifying flames. Stormravens obliterate tyrants(and swarmlord, though flyrants need to be grounded first) and tervigons with equal ease with those missiles and are tough enough to pretty much ignore any return shooting.

What can nids do? Hope the GK player is bad and all the MCs roll Iron arm and get it off every turn. Or that the GK player is playing henchmen spam. That list nids can beat.
Its an uphill battle playing againstGK. They have all the options, you have to run at them and hope you get enough there and that none of their powers go off, because if they do you could very easily lose half your army in a single turn of assault with some decent GK rolling.

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Made in us
Tunneling Trygon






 zephoid wrote:
Nothing. Honestly, the GK codex brings EVERYTHING to the table to counter nids, bar psychic buff negation. They have the ROF in mid str weapons to kill gaunts, they have quantity in S7-8 shooting to hurt MCs, they win in melee vs MCs via force weapons, and they win vs hordes in melee with purifying flames. Stormravens obliterate tyrants(and swarmlord, though flyrants need to be grounded first) and tervigons with equal ease with those missiles and are tough enough to pretty much ignore any return shooting.

What can nids do? Hope the GK player is bad and all the MCs roll Iron arm and get it off every turn. Or that the GK player is playing henchmen spam. That list nids can beat.
Its an uphill battle playing againstGK. They have all the options, you have to run at them and hope you get enough there and that none of their powers go off, because if they do you could very easily lose half your army in a single turn of assault with some decent GK rolling.


Last edition maybe. Now? 6th Nids vs GK is evenly matched. Iron Arm screws Grey Knights up, hard. Nid players should bring Tervigon and Flyrants to counter GK, same as always. The Swarmlord is however a great choice if you know you're playing GK.


 
   
Made in gb
Tough Tyrant Guard



UK

As stated above.

Winged Tyrants are awesome as ever, able to pick on weak opponents. Quad Devourers are great, but there is also something to be said for taking a Lash Whip and getting stuck in for an assault too.

Tervigon spam with three powers and Crushing Claws also make for very effective anvils, and can saturate the board with Termagants.

The Swarmlord will destroy whatever it touches, and can really add some punch to your Tervigon mass. Go for a single Tyrang Guard for majority Toughness fun (especially with Iron Arm). Add in a Tyranid Prime if you aren't using a Winged Tyrant.

Zoanthrope spam is an interesting one, especially if you go a little left-field and take a lot of Telekinesis (Objuration is wonderful and Dome can give you a nice unexpected boost to survivability).

Trygon Primes are also an excellent choice, able to start denying the GK those psychic tests and can really chew through MEQ/TEQ if given the chance. You don't have to go down that route though; Ymgarls and even Raveners can have a lot of unexpected punch.

Overall, Shadows spam is the way to go, which sort of forces you into Psychic Choir as the core of the list. What you choose for your teeth is a bit more flexible, but getting the most out of Shadows, Iron Arm, Enfeeble, Endurance and (if you can) Objuration is key.

This message was edited 1 time. Last update was at 2013/04/19 21:40:56


 
   
Made in us
Longtime Dakkanaut




Best thing I have seen against GK is horde nids with good support zoanthrope, and FNP from trevigons.
   
Made in gb
Scuttling Genestealer






GK's are just marines they die like marines .
I.e lots of attacks lots of toxin sacs = lots of dead shiny marines . The only Nid army's that GK army should always do well vs is MC lists . Just to many force weps for big Nids to deal with . The shadow helps but not always. It's the numbers that GK's don't like

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Made in us
Foolproof Falcon Pilot





GK get purifers. Purifiers butcher hordes. Purifers butcher MCs. Yes, they are just marines, but there is literally nothing in the nid codex that can deal with a purifier squad effectively except maybe devourer gaunts, which will often be warp quaked away when podded.

Tervigons have 1/2 chance to get IA. If they dont, they die to S7 rending, stormraven missiles, or just quantity of fire.

Its nice to say "just swarm him with gaunts" but a good GK player will essentially create a castle where units within 24 that are a threat to him will die. Every turn, you advance 6"+d6. Every turn he retreats 6". You will be turn 3+ until you actually can hit him, if he doesnt just charge you when he calculates that you will reach him. While SITW is nice, between brotherhood banner, ICs in the squad w more force weapons, and sheer quantity of attacks of varius strength, he can pretty easily kill any tervigon he hits.

If playing a bad GK player, yes he will let your gaunts swarm him down, and the game will end with each tervigon with 2-3 wounds on it. But thats assuming he is a bad player, which is rarely the case and should never be bet upon. 5th nids had no solution to GK. 6th all you get is psychic powers, which are a random bet and really dont save you if he has good target priority. You dont even get I4 gaunts anymore for charging that would at least reduce the number of attacks, and S4-5 overwatch can really do a number. Add in all the allies that can go with GK to help fill in gaps in the army and you are betting on mistakes or bad dice every time you play.

"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know."
-Inquisitor Czevak
~14k
~10k
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~3k DKOK 
   
 
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