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Made in ca
Stalwart Tribune






I have a friend who uses GK alot, ussually with palladins or those guys that can move 30' in aturn or the guys that can shoot through walls with str8 autocannons, or the character that can call in str10 ordanance blast! Can anyone think of a good strategy to counter these units using dark eldar?


 
   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

1) Make sure he is playing with all of the correct rules

a) The guys who shoot through walls only have a 24" range, and only have access to S7 guns (psybolt ammo does not work on psycannons)

b) The fast moving guys can only move 30" once per game

c) The S10 blast from the Orbital Strike Relay is a Small blast. Also, it always scatters, even if you roll a direct hit.
If he is running a Conversion Beamer (also a S10 small blast), It is only S10 if the blast is more than 42" away from the shooter.

d) The S8 autocannons are only on the GK dreadnoughts.



2) 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.



3) 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.




4) 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.

This message was edited 2 times. Last update was at 2012/12/17 11:12:58


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Made in au
Utilizing Careful Highlighting





Australia

Svendrex is mr antipaladin

I was going to say excellent shooty, vindicator and plasma cannons come to mind, as they few in number however I defer to post above.

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Made in ca
Stalwart Tribune






Thanks for the help!


 
   
 
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