Switch Theme:

Orks vs Grey Knights  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Diezel wrote:You have options, They are in your codex...

Deffrolla = D6 Str10 Hits.... i believe that means you wound on a 2+?
Zzap Guns= 2D6 Str potential for 2+ to wound here
Deffguns= D3 shots at Str7 3+ to wound.
Kanz= KMB Str 8 ap 2= ez answer

I dont play orks, only against them, I also Dont own the Ork Dex, but thats what i came up with while at work, off the top of my head...

just saying.

If it were me... Id Take all My wagons and ram the sh!t outta that DK with my Rolla... Worst case scenario is he has to deal with whats inside after.


The problem here is:

Dreadknights are Monstrous Creatures, unless i am mistaken only Vehicles and Slow/Purposeful cannot take Death or Glory! actions...and DKs have massive damage and would own AV14 on 4+ (off the top of my head probably better than that) with 4 damn tries. Yes Deffrolla attacks are first, and i think the "additional D6 S10 hits" for DoG actions hits first as well, but unless i roll 6 on both i doubt i'd kill it since Deffrollas have no AP (one of the things people have been complaining about is even 6+ gets their save with deffrolla now).
Zzap guns arent AP2 and only fire once. I'd rather fire that at another vehicle or a boss dude without a 2+ (which is most of them).
Deffguns(lootas) are one of the better options since they have a high enough strength for a good chance to wound after hitting. Bout the same line as a tarpit of boyz since he still gets his 2+ but has to roll a ton of them.
I will never run Kanz in 6th. Too many things pop av12 so quickly, atleast what ive been going against, they'd get 1 round off and get sniped out. Only my BW have been surviving anything because of the AV14 face, my trukks only last past turn 2 if i hid them somewhere.

tuiman wrote:As a user of the dreadknight, the thing I hate the most is having it tar-pitted for games. It can only kill at most 5 models, 6 on the charge.

One game I played, it got charged by 20 assault marines, including sergeant with power fist, sanguinary priest. Through the use of challenges and some luck the knight killed to entire squad and only lost 2 wounds, however, that was 3.5 turns of the game.

What he is best at is killing the big stuff, like in one turn of combat I killed a squad of thunderwolves etc. Its heaps of the small things that lock him up that is the most annoying.


I played against this guy again and i didnt get to tarpit him cuz he saw it coming but i at least made him run around like a little b**** for most the game rather than slicing n dicing my wagons.
Though i think it is the most effective way to do it. This guy likes to take 2 of them, but the rest of his army is pretty meh because of it. My lootas alone dealt with them lol. I dont feel confortable running only a single dakkawagon (lootas + meks + KFF + 4BS + Zzap gun in wagon) because then he can focus fire it with no drawback, and in a 1500pt game i cant take more than 2 30man boyz
I almost beat the runt that time lol. His second DK managed to teleport far enough away from my boyz and rip out one of my wagons. Bad on me for not leaving the boyz near the wagons to begin with.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in se
Longtime Dakkanaut





Gothenburg

And the Lootas just rush off while raining Snapshots at the Purifiers. At 50% of their normal accuracy.

I am so scared for running lootas that only cause 3 hits per ten models. If lootas are forced to move then the other player is doing something right.

Salamanders W-78 D-55 L-22
Pure Grey Knights W-18 D-10 L-5
Orks W-9 D-6 L-14
 
   
Made in us
Krazed Killa Kan






 tuiman wrote:
As a user of the dreadknight, the thing I hate the most is having it tar-pitted for games. It can only kill at most 5 models, 6 on the charge.

One game I played, it got charged by 20 assault marines, including sergeant with power fist, sanguinary priest. Through the use of challenges and some luck the knight killed to entire squad and only lost 2 wounds, however, that was 3.5 turns of the game.

What he is best at is killing the big stuff, like in one turn of combat I killed a squad of thunderwolves etc. Its heaps of the small things that lock him up that is the most annoying.


So what you're saying is, if I tarpitted your Dreadknight with 30 Boyz with no Nob, the most you would be able to kill per turn is 5 models, or 30 points per turn? Sounds like a plan.

By the way, according to the FAQ, you're actually wrong, the Dreadknight only has 4 attacks with the Sword upgrade, so that's 4 attacks with 5 on the charge, not 5 and 6 on the charge. Go read the FAQ:
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2570043a_Grey_Knights_v1.1.pdf


Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in us
Ork Boy Hangin' off a Trukk





ZZap guns are ap 2

 
   
Made in fi
Dakka Veteran




 TedNugent wrote:
By the way, according to the FAQ, you're actually wrong, the Dreadknight only has 4 attacks with the Sword upgrade, so that's 4 attacks with 5 on the charge, not 5 and 6 on the charge.
Actually, he is half-right. As MC, DK has Hammer of Wrath and would cause 1 extra hit on charge, so he technically could kill 6 on charge.

And while he is correct about the tar-pitting, his example was extremely poor. I wouldn't ever call 20 assault marines + sanguinary priest a "tarpit" against DK, considering that it's ~450 points worth of models to tie ~250 point DK.

   
Made in us
Smokin' Skorcha Driver






 Pyriel- wrote:
Exactly, cleansing flame is mostly a defensive power, no sane player will assault a CF model with a horde and thus we go back one step to the purifyers sucking in that if you want to chase hordes with them in order to CF them you need transports and with transport-assault sucking big time in 6:ed...

On the other hand strikers can DS behind that ork loota squad etc without wading through fire for 2-3 turns in order to reach them.
the problem with strke squads is that they cant hold their own in cc against hordes, where as purifiers can. I just played a game against my friends GK's where he had 6×10 strike squads which he combat squaded into 12×5 man squads each consisting of a hammer and psycannon, and though the amount of firepower they could dish out was impressive, it couldnt make up for the fact that as soon as I charged him he could barely put a scratch on me and ended up getting tabled by the fourth turn because of it.

The reason purifiers are so good is because they have an answer to pretty much everything in the game. (4 psycannons + force weapons with 2 attacks base + cleansing flame = )

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

I agree whole heartedly on Purifiers, they are just TOO good. I get GK are supposed to be badasses but I really dont like the direction they went with that unit. Cleansing flame is just too over powered, specially against horde types
   
Made in se
Longtime Dakkanaut





Gothenburg

the problem with strke squads is that they cant hold their own in cc against hordes, where as purifiers can. I just played a game against my friends GK's where he had 6×10 strike squads which he combat squaded into 12×5 man squads each consisting of a hammer and psycannon, and though the amount of firepower they could dish out was impressive, it couldnt make up for the fact that as soon as I charged him he could barely put a scratch on me and ended up getting tabled by the fourth turn because of it.

Well, naturally as with almost anything jut taking one squad will be bad, you need to have something to stand and act as a counter for the things strikers are bad at.

Next time try using that horde against 2-3 dreadknights with strikers filling up the rest and you´ll see how fun hordes have against that.

Purifyers simlpy have not enough flexibility and need to rely on other things in order to work. There is a reason we never see sternguard based armies doing well.

Salamanders W-78 D-55 L-22
Pure Grey Knights W-18 D-10 L-5
Orks W-9 D-6 L-14
 
   
 
Forum Index » 40K General Discussion
Go to: