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Made in us
Jovial Plaguebearer of Nurgle





Kansas, United States

So, I have a DE force staring down the barrel of a GK fight on Thursday. Any suggestions for tactics?

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Made in us
Stone Bonkers Fabricator General





Beijing, China

really depends on what the GK player is going to be bringing and what you might happen to have.

also I tend to like to take an allied farseer(usually eldrad) against GK. Making every one of their annoying psykic tests a 50/50 proposition is priceless.

GK tend to be short ranged, except for rifleman dreads. I would try to keep them at arms lenth with night shields and 36" weapons on vehicles. Blast Blast Blast.

If you know your opponent is going to take a ton of vehicles and rifleman dreads(like 3+ rifleman and 5 psybacks) then I would instead rush up with wyches and try to haywire grenade them to death.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
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Member of the Malleus






Run run run away... DE are good at that and picking a force apart.

The GK are slow in comparison.

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Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area



The main issue is that the GK list has a number of different builds that a very effective.

MSU-Mech with Henchmen
MSU-Mech with Purifiers
MEQ Horde with Strike Squads
TEQ Deathstar with Paladins
or a Blend of some elements of the above


You go from having troops that cost 4 points per model to troops that cost 55 points per model. Without knowing more about the enemy list, it is hard to say what will be the most effective. However, there are a few things that remain the same.

Self copy and paste from a similar thread a few days ago.

Dark eldar are a counter to GK infantry, but are countered by GK vehicles.

GK Infantry only has a 30" threat range (6" move, 24" range). Dark Eldar can move and shoot at 36" very effectively (Venoms, Ravagers). Use Pre-measuring to make sure you are in that perfect 31"-36" band where you can shoot the GK player, but they cannot shoot back.

GK vehicles are one of their few efficient options for longer range shooting. Focus fire on the Razorbacks and Dreadnoughts as they outrange you, and will tear your vehicles to pieces.


Basically if you focus fire on any fast or long range units first, while keeping your distance from the shorter range, slower moving GK Infantry. Pick the GK player apart at max range for a few turns, them move in on the last few turns to finish off whatever is left and take objectives.



Close combat with GK is not a bad option either, DEPENDING ON THE UNIT. Many GK units only have 1 attack per model, which is still saved by the 4+ and FNP of Wyches. Other GK units will murder you in combat with lots of attacks, psy powers, and high saves and wounds. Make sure you know what you are charging.
A good target for Combat would be his Fast moving infantry. they are poor in combat against Wyches, and if they move in too close to get in some shooting, you can countercharge into them and take them out.




Paladins die to massed S8 AP2 firepower. (DE are one of the best armies around for massing S8 AP2 shots). They only have a 5++ Inv save against shooting. FNP does nothing against S8, and their 2 wounds do nothing as well. If the GK player is fielding paladins, there should be almost nothing else on the board as they are an exceedingly expensive unit. (usually in the 800-1000 point range for a 10 man squad and characters). Draigo in the front of the unit will tank hits on his 3++ Storm shield, so if you can surround them or fire from 2 angles, so some of the shots go onto paladins instead of Draigo, you should be able to bring them down, eventually. Stay out of range of their 24" guns and you should be fine.

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Stone Bonkers Fabricator General





Beijing, China

even if Draigo is up tanking with his 3++, DE have enough str8 shooting to take him down that way.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
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Smokin' Skorcha Driver






Well venom spam takes gk's apart, but I'm not an advocate of using it. Really the only things I would say is a must against them is max ravagers with ns and at least two squads of blasterborn preferably three. Give one of the ravagers all dissies too to help out against the infantry.

Also beasts are also a solid choice against them and so is taking allied eldar. best of luck!

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Made in us
Stone Bonkers Fabricator General





Beijing, China

flaming tadpole wrote:
Well venom spam takes gk's apart, but I'm not an advocate of using it. Really the only things I would say is a must against them is max ravagers with ns and at least two squads of blasterborn preferably three. Give one of the ravagers all dissies too to help out against the infantry.

Also beasts are also a solid choice against them and so is taking allied eldar. best of luck!


do not take dissies, you need the long range lances to kill the armor. Then after it is dead it is better to have more venoms killing infantry than dissies with less shots and still allowing cover.

beasts aren't a good option because 5 wound t3 models dont like init6 ID.

You dont want to assault most GK, their vehicles, go for it. Strike squads sure, but purifiers or termites are best shot.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Smokin' Skorcha Driver






 Exergy wrote:
flaming tadpole wrote:
Well venom spam takes gk's apart, but I'm not an advocate of using it. Really the only things I would say is a must against them is max ravagers with ns and at least two squads of blasterborn preferably three. Give one of the ravagers all dissies too to help out against the infantry.

Also beasts are also a solid choice against them and so is taking allied eldar. best of luck!


do not take dissies, you need the long range lances to kill the armor. Then after it is dead it is better to have more venoms killing infantry than dissies with less shots and still allowing cover.

beasts aren't a good option because 5 wound t3 models dont like init6 ID.

You dont want to assault most GK, their vehicles, go for it. Strike squads sure, but purifiers or termites are best shot.
well first off if you are going to take venom spam then ya the dissie ravager isnt really needed, but if you arent then I would still take it because your going to need all the help you can get taking out the infantry before they take you out with their psycannons and im sorry to say, but our poisoned weapons just dont really do that much against their high armour unless your spaming a rediculous amount of it.

Secondly beasts are great against gk and are really the only cc unit we have that can go toe to toe with them, I have had one large squad of them take out two fully equiped paladin squads before, though I got lucky on the dice rolls, but still they are an equal match for pallies most of the time and will murder most other units. Also halberds arent any huge threat to beasts because a) most gk players dont even field them that often, and 2) striking at I6 means the wounds would have to be resolved against models striking at the same initiative step first, so either the khymera or the beast masters, which are the ones you want taking the blows in the first place.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in br
Savage Khorne Berserker Biker







If he brings any Rifleman dreads (2 twin-linked autocannons), that is your main threat. Hide from them and target them first: they WILL explode one of your vehicles each round per dread, guaranteed.

Other than that, keep away and focus fire. They have good range on their guns (about 30 inches if they walk and have storm bolters, and S5 colters -will- crash your vehicles. Pre-measure carefully.

Night shields can also help. They won't affect the Dreads much but will give you some room to maneuver against infantry weapons.

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