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Made in us
Lone Wolf Sentinel Pilot






A friend of mine decided he didn't like his Tau being beaten by my Imperial Guard, so he decided to go for some Grey Knights ally cheese. As far as I know, he's taking a strike squad with bells and whistles along with Kaldor Draigo.

Draigo is a scary model, but he is kill-able if not ignorable. But the problem is my game of target priority is now . Normally I would take out threats to my armor first, then mop up firewarriors and capture mid-field or objectives. But now, I feel like I will have to concentrate alot of firepower on Draigo to prevent him and his squad from getting too close. This will unfortunately present risks with target priority.

First game I had against his Tau + Grey Knights list was a 2v2, and my ally was Blood Angels, his death company tied up the strike squad and Draigo literally foot slogged across the table into his devastators, killing them and almost reaching my lines, then we had to call it quits at Turn 5.

So, do I ignore Draigo for other threats? Do I pump him with range fire?

Or... What allies could I take that would allow me to shut down GK psychic powers, and also be able to engage Grey Knights, or even Draigo, in close combat and either tie them up for multiple turns, or even win?

I was looking at the new Eldar codex, I thought they at one point had something that added to my deny the witch results but I couldn't find it. Wraithblades with axes look like a tasty option to use against GKs or even Draigo, but them going last seems risky.

suggestions?
   
Made in us
Major




Fortress of Solitude

IG should have little to no difficulty disabling draigowing. Plasmacannons is the name of the game vs pallies. Soften draigo up then pump the squad full of lascannons.


As for wraithblades, I would say that pallies or draigo would just wreck them in a turn or turn.

You really dont need to shut down GK psychic powers, they dont really do much in general, as in draigowing you will see very little but hammerhand.

Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

Wraith guard with d-scythes would be much better. Anywhere between 5-15 automatic hits at AP1 on overwatch will severely blunt the unit, not to mention any extra hits you get in your own turn and especially if the charge fails. It's almost stupidly effective against Paladins.

That said, IG should be able to pump out the raw firepower necessary to take them down. Get guardsmen firing on them the moment they're in range and backpedal where you can to deny charges. Or better yet, sit about 17 inches away and get some "free" overwatch unless you're unlucky.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Boom! Leman Russ Commander





Ohio

What do you normally run, if your mech, you have enough plasma and melta to deal. If foot guard add some lascannons and or melta or plasma guns to infantry squads, but otherwise weight of fire should deal with draigo.

 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Medusa's Tanks in a mech list or Medusa Gun Carriages in a foot list will wipe the board of anything in a 2+ save. If you take 2 level 2 Rune Priests that roll on Divination keep either the power that ignores cover or the one that forces re-rolls on sucessful saves and change out the other one for Prescience and attach them to the Gun Carriages those Medusa's will destroy anything.
   
Made in us
Lone Wolf Sentinel Pilot






 Super Ready wrote:
Wraith guard with d-scythes would be much better. Anywhere between 5-15 automatic hits at AP1 on overwatch will severely blunt the unit, not to mention any extra hits you get in your own turn and especially if the charge fails. It's almost stupidly effective against Paladins.

That said, IG should be able to pump out the raw firepower necessary to take them down. Get guardsmen firing on them the moment they're in range and backpedal where you can to deny charges. Or better yet, sit about 17 inches away and get some "free" overwatch unless you're unlucky.


Sounds good, I'll try that thanks!

What do you normally run, if your mech, you have enough plasma and melta to deal. If foot guard add some lascannons and or melta or plasma guns to infantry squads, but otherwise weight of fire should deal with draigo.


I run pretty much Mech. My main issue here is that it's Tau mixed with Draigowing. He has a Hammerhead with Longstrike, who am I targeting first? Longstrike or Draigo and his GK squad?

I take 3 Leman Russes (usually 2 executioners and 1 Demolisher) and hammerheads have a tough time with those as-is, but my Chimeras are a different story, if those get popped while I concentrate on Draigo it leaves my vets exposed. But if I concentrate on the Armor and on his kroot snipers/Firewarriors, Draigo can footslog.

Medusa's Tanks in a mech list or Medusa Gun Carriages in a foot list will wipe the board of anything in a 2+ save. If you take 2 level 2 Rune Priests that roll on Divination keep either the power that ignores cover or the one that forces re-rolls on sucessful saves and change out the other one for Prescience and attach them to the Gun Carriages those Medusa's will destroy anything.


Not personally a fan of Medusas, but I'll look into that, thanks!

Here's my 1500pt list for anyone wondering, mainly working with what models I've got at the moment.

CCS w/ Astropath and Sniper Rifle

Marbo
5 man Storm Trooper squad 2x Melta
5 man storm trooper squad 2x plasma

Infantry platoon
-Bare IS
-Bare IS
-PCS w/ 4x flamers in the Vendetta

Plasma vets w/ Chimera
Melta vets w/ Chimera

Vendetta

LR Exterminator w/ LasCannon and Multimelta
LR Exterminator w/ lascannon
LR Demolisher

I find that having so many reserve/Deep Strike units can really screw with people when they are faced with tons of armor on the field at the same time. I use those infantry squads to stand in front of my exposed tanks or Chimeras to give them a cover save, or just soak up fire. I've won majority of my games

So I guess my question is who do I shoot first, Draigo or Tau Tanks that can potentially pop mine with a railgun?
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

You don't beat Draigo/GKs with firepower...you beat him/them with movement.

GK will outperform most any kind of damage output you can generate.

...within 24-18"

Being able to split his target priority or outmaneuver him is how you really beat him.

I just faced 2000 points of Draigowing with Mechdar without losing a unit...simply because I flew circles around him.

If you can't beat him...then you need to choose his targets for him...that's the tactic he's doing to you right now. Show up behind him with Storm Troopers or Marbo or Al Rahiem...you have so many options at your disposal and all you really need to do is delay him 1-2 turns.

This is the case with most "deathstar" types.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

 ductvader wrote:
Being able to split his target priority or outmaneuver him is how you really beat him.


Emphasis on the more realistic option - since you won't be outmaneouvring him as Guard, even Mech Guard, unless you're playing on a *massive* table. That said, you can get the most out of your long range shooting by deploying far back instead of right up to the very front edge of your deployment zone.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
 
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