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Made in au
Hungry Little Ripper





Hi everyone, not sure if this is the right place (hope it is, if not can a mod please move it!)

I was wondering how grey knights deal with the new wraithknight without allies (including inquisition).

Thanks,

A relatively new grey knight player
   
Made in us
Been Around the Block




Well first you grab a hammer and smash the Xenos scum........
   
Made in au
Hungry Little Ripper





Trollio14 wrote:
Well first you grab a hammer and smash the Xenos scum........


Haha as lovely as that sounds, is there a specific unit to hold said hammer, and any elaboration to the application of such smashing?
   
Made in hk
Steadfast Ultramarine Sergeant




You need some kind of combination. It is better to catch it in assualt so Concussive weapons are your friend. So shoot all those missiles from Strom Raven against it before you charge in. And never ever forget to cast hammerhand and force, to make your daemon hammers S10, and cause d3 wounds for every wounds you inflicted and prevent its FnP.
   
Made in gb
Water-Caste Negotiator




Stratford on avon

As above states hammers and lots of them took sqd of Hammer termies with a invis libby that realy makes them go away but that is a massive points sink! dreadknights with hammers just as good

Careful I have CDO it’s like OCD but in alphabetical order LIKE IT SHOULD BE!!!!!!

Make it idiot proof and someone will make a better idiot.

4000Pts
3000Pts
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1500Pts 
   
Made in au
Hungry Little Ripper





Awesome, thanks guys.

Had to read up on how concussive actually works, it's awesome
   
Made in hk
Steadfast Ultramarine Sergeant




 gribblygrrl wrote:
Awesome, thanks guys.

Had to read up on how concussive actually works, it's awesome


It basically means your targeted unit has to fight at Inititive 1, if they take an unsaved wound due to that weapon.

I5 is actually what make WK such a threat to DK or Terminators.
   
Made in gb
Shas'ui with Bonding Knife




GK have an easy time taking one out


Automatically Appended Next Post:
GK have an easy time taking one out

This message was edited 1 time. Last update was at 2015/06/05 10:01:26


 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

GKs have the least issues dealing with WKs, due to the Force Hammers they should be taking at least 1 per 5 models in squads. Taking a Hammer on your NDKs is less seen, yet more necessary versus WK (pop Sanctuary, pop Force, survive to I Step 4, wound, finish it off next round).

We also bring the D via Vortex, and can Gate out of CC.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in us
Fresh-Faced New User




Psycannons and Daemon hammers. Can't think of any tricks with single faction, but if you take the BA sanguine wing and attach your IC's to a deep striking BA squad, you can deepstrike and charge on the turn you arrive. It's more like playing BA with some GK characters for multiple force weapons.
   
Made in us
Killer Klaivex




Oceanside, CA

Interceptors with a few hammers sprinkled into their halberds.
With shunt and jump packs, they can run down a wraith knight and get it into melee.

With S5 base on the rank and file, just getting off Force means every 6 to wound is D3 wounds, and force ignores feel no pain.
If you get off hammer hand as well, the basic guys become S7 AP3, meaning every 5+ to wound hurts.
On top of that, you should have a few hammers in the unit, which are wounding on either 4+ or 2+, depending on hammer hand. Either way, a squad of 10 should have no problem demolishing a wraith knight, but will take some losses in the process.




 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in gb
Member of a Lodge? I Can't Say






Hmm
Tarpit it with GK termies
(I have never played GK so dont judge me)
Activate force?????? (Do standard GK get it???)
Watch the eldar player Fail some saves
It takes D3 wounds instead of 1
Get lucky
???
Profit
   
Made in us
Jealous that Horus is Warmaster




Tampa, Florida

If you aren't against using FW, you could always take a Cerastus Lancer as your LOW. It has a 6 shot plasma gun that has concussive and doesn't have Gets Hot, then has a bunch of strength D attacks on the charge.


Rule #1 is Look Cool.
Rule #2 is Do Cool S*%* Even If It's Tactically Inadvisable
Winning is something like Rule #17.
-The Shrike

Overkill is officially defined by the Commissariat and the Munitorium as: "The minimum amount of force that is to be brought to bear against the enemies of the Emperor."

 
   
Made in us
Longtime Dakkanaut





 HawaiiMatt wrote:
Interceptors with a few hammers sprinkled into their halberds.
With shunt and jump packs, they can run down a wraith knight and get it into melee.

With S5 base on the rank and file, just getting off Force means every 6 to wound is D3 wounds, and force ignores feel no pain.
If you get off hammer hand as well, the basic guys become S7 AP3, meaning every 5+ to wound hurts.
On top of that, you should have a few hammers in the unit, which are wounding on either 4+ or 2+, depending on hammer hand. Either way, a squad of 10 should have no problem demolishing a wraith knight, but will take some losses in the process.





You can't assault on the turn you shunt.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
Killer Klaivex




Oceanside, CA

NewTruthNeomaxim wrote:
 HawaiiMatt wrote:
Interceptors with a few hammers sprinkled into their halberds.
With shunt and jump packs, they can run down a wraith knight and get it into melee.

With S5 base on the rank and file, just getting off Force means every 6 to wound is D3 wounds, and force ignores feel no pain.
If you get off hammer hand as well, the basic guys become S7 AP3, meaning every 5+ to wound hurts.
On top of that, you should have a few hammers in the unit, which are wounding on either 4+ or 2+, depending on hammer hand. Either way, a squad of 10 should have no problem demolishing a wraith knight, but will take some losses in the process.





You can't assault on the turn you shunt.


No, you can't. But you can shunt to cover the distance and just use your jump pack as normal for a turn 2 charge.

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Devestating Grey Knight Dreadknight




Multiplie dreadknights are a good option. At S10, they'll be hitting on 3s wounding on 2s with 5 attacks apiece. Without D-weapons, sanctuary should keep you alive through the I5 attacks and you should be able to hit hard enough to kill the wraithknight before it stomps. If it's the more rare CC version though, terminators with halberds and hammers are your best bet.

Hope is the first step on the road to disappointment. 
   
Made in au
Hungry Little Ripper





Thanks for all the replies everyone

May have to look into getting a lancer. They look fun.

Otherwise it seems we don't have too many issues with them, thankfully.

Gonna be relying on the stormraven for concussive for now, with interceptors and dreadknights finishing it off.

Knowing the local player who takes the wraithknight(s), he'll probably be running the melee variant, which should be a little easier to bait into a good spot to take it out.
   
 
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