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Made in gb
Fresh-Faced New User




1. Hello Dakkadakka although this is my first post I have been browsing your boards for a while now and am grateful for the many insights I have received, so I think the first thing i should say is thank you

2. I apologise if this is in the wrong place, and I will delete it and move it if that is the case, but tactics seems to be what I am looking for.

Essentially I am looking for some tactics about how to beat space wolves at 1000 points.
My friend uses the following list,

Unit of Long-fangs ( Lascannon x 2, Plasma Gun, 3 x Rockets)
Unit of Long-fangs ( Lascannon x 2, Plasma Gun, 3 x Rockets)
Rune Priest - Divination
Unit of Grey Hunters (Plasma Gun, Plasma Pistol, Banner, Rhino)
Unit of Grey Hunters (Plasma Gun, Plasma Pistol, Banner, Rhino)
Lone-wolf (Thunder-hammer and Storm-shield)

My Grey Knights usually look something like this,

Grey Knight Strike Squad (9) (Rhino, Psycannon, Psybolt)
Coteaz - Divination
Terminators (5) (Psybolt)
Nemesis Dreadknight (Personal Teleporter and Incinerator)
Nemesis Dreadknight (Personal Teleporter and Incinerator)

What tends to happen, if i get first turn I jump my Nemesis Dreadknights as close as possible to the long fangs and flame them, hoping to charge in the subsequent turn and then move my Rhino up to support .
However, he then fires everything into one Nemesis Dreadknight and usually kills it and charges the Lone-wolf into the other which either locks him down for the rest of the game or manages to kill him.

Sometimes it is quite close depending on how I position the Dreadknights, but the clinching factor is whether or not the first Dreadknight goes down to shooting or not in the first turn.

I think what I am asking is, what is the best way to weather, destroy long fangs as they pump out so much damage so quickly! - I was considering giving the Callidus assassin a go, but on average she would only kill two long fangs then I presume she/he it/would be charged and turned into mush.

Another thought I had was getting a Landraider to replace the NDK's and fill it with 6/7 Crusaders and Death Cult assassins, weather the longfangs in the landraider and then assault the unit I hadn't been shooting at.

Any insight would be greatly appreciated
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

I'm not an expert at GK at all, I only just got the army and havn't even been back to the states to lay eyes on it yet but since you have an open slot for it I would say a vindicare might take out that lone wolf or at least give a good run at blowing up the rhinos and unboxing his grey hunters. His list isn't optimized though since his ten man squads should have 2 plasma guns and the PP is over priced for what it does at such a short range. Also, it's opinion but MotW is an auto take for me because that rend has saved me a few times. How you are doing it right now with that list is how I would do it also though, (crusader/DCA blob is fantastic) but thats a huge points sink that will be tied up hard at the 1k level. what models do you have at your disposal? or is your opponent fine with proxying?

 
   
Made in se
Longtime Dakkanaut





Perth, Australia

Why not try a change of tactics?

Instead of the Rhino, take the extra 1X GKSS and a psycannon. Then combat squad, keep both the psycannons in 1 squad with Coteaz. Deepstrike the other combat squad.

Swap the terminators for an Interceptor squad.

Then, use the DK to attack his Rhinos instead, use the Interceptors to take out the LF (you can deep strike the other GKSS wherever you need).

   
Made in de
Kovnik






I´d try boys over toys and just use one Dreadknight but more troops.
   
Made in se
Longtime Dakkanaut





Perth, Australia

tommse wrote:
I´d try boys over toys and just use one Dreadknight but more troops.

But then you'd only have one dreadknight!

   
Made in us
Killer Klaivex




Oceanside, CA

MarkCron wrote:
tommse wrote:
I´d try boys over toys and just use one Dreadknight but more troops.

But then you'd only have one dreadknight!


I'd drop that last one too. All those power weapons the knights pack clean up vs grey hunters. Taking a big monster is just feeding his lascannons points.
-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

You're being way too aggressive with the Dreadknights.

The key is jumping up the field while hugging cover and staying out of LoS till you are within range of a 12" jump and assault. If you don't have enough cover to do this your table is way too naked.


You're troop choices are very confused as well. Take either Strike Squads or Terminators, not both. And more Psycannons.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in se
Longtime Dakkanaut





Perth, Australia

I agree that you could drop a DK, my point was just that it would be sad (because the model is soo cool). However, per my original suggestion, perhaps some other changes to the list may help.

For example,

this list from Exidus http://www.dakkadakka.com/dakkaforum/posts/list/0/529073.page#5665144 (and yes, in the end he did end up going with 1 DK and three GKSS squads).

Of course, a lot will depend on the models available to the OP. For example, what about a couple of solodins to combat the Lone wolf/tie up the LF? Swapping out the terminators for 5 interceptors, a GKSS and a Solodin would leave both the DK plus provide more bodies. (Not that I'm fixated on DK or anything )

   
 
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