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![[Post New]](/s/i/i.gif) 2013/02/07 16:37:54
Subject: Help needed beating GK with BA or SW
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Perturbed Blood Angel Tactical Marine
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As the title says I play space wolves and blood angels. For some reason I cannot beat my friend who spams rifle dreads and a ton of psycannons. I was hoping the people on dakka could help. I have enough stuff to field multiple units of whatever I want from both codex's. any advice would be great! It's at the 2000 pts area. Thanks
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This message was edited 1 time. Last update was at 2013/02/07 16:40:50
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![[Post New]](/s/i/i.gif) 2013/02/07 16:53:05
Subject: Re:Help needed beating GK with BA or SW
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Blood-Raging Khorne Berserker
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Wolfguard x(6-9) 2:1 Combi-plasma to Combi-melta ratio. in a drop pod. Do this 3 times and ruin his life. After this take whatever you want. Don't even be afraid of warpquakes if he manages to go first. Then you just spam this unit:
Greyhunter x10
Plasma gun x2
Wolf Standard
Mark of Wulfin
I play probably 3 times a week and SWs are a regular opponent for me(GKs) they have a lot of means to destroy the GK players, poop eating smerk.
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I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2013/02/07 16:53:16
Subject: Help needed beating GK with BA or SW
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Swift Swooping Hawk
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Can you give examples of your lists as well as your friend? Easier to critique a list, than to build you one.
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![[Post New]](/s/i/i.gif) 2013/02/07 16:55:41
Subject: Help needed beating GK with BA or SW
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Wolf Guard Bodyguard in Terminator Armor
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I don't know much about BA, but I should think SW have all the tools you need.
Long fangs with missile launchers should be able to make quick work of dreads and PA grey knights alike.
Grey Hunters in drop pods armed with plasmaweapons should put quite a dent in any terminator grey knights, or with meltaguns to take out the dreads (and provide a threat to termies as well)
I'm personally quite a fan of a vindicator in my lists as well.
S10 AP1 large blast is nasty against just about everything.
Lone Wolves are a great buy, too. Give them some kind of powerfist equivalent, and a stormshield and run them straight towards something threatening. If they take a turn off to shoot them, great! The rest of your army has one more turn to take out the dangerous stuff.
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This message was edited 1 time. Last update was at 2013/02/07 16:55:54
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![[Post New]](/s/i/i.gif) 2013/02/07 16:56:21
Subject: Re:Help needed beating GK with BA or SW
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Blood Angel Terminator with Lightning Claws
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Your gonna have a hard time beating GK with BA. Trust me, I know. But don't be disheartened, playing a tougher army will make you a better player. Most GK units are cheaper than the BA ones, will hit you first, will negate your power armor and will generally just be unpleasant. How well you cn do against GK really depends on what units you have available to field. As a game plan, you want to stay ranged and more mobile than the GK player, keep him at arms length.
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![[Post New]](/s/i/i.gif) 2013/02/07 17:06:28
Subject: Help needed beating GK with BA or SW
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Perturbed Blood Angel Tactical Marine
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My list usually has
5 assault term with th/ss in lrc
1 reclusiarch
San priest
5 assault term in land raider
10 assault marines 2 melta
10 assault marines 2 melta
10 tac rhino ml meltagun
10 tac ml meltagun
And for his list he runs strike squads in rhinos and henchmen with coteaz and a grand master. And normally two psy rifle dreads. Coteaz and henchmen are in a land raider
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![[Post New]](/s/i/i.gif) 2013/02/07 17:13:30
Subject: Re:Help needed beating GK with BA or SW
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Blood-Raging Khorne Berserker
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I'd leave the rhino in the garage until 7th edition. They have more lights than the Vegas strip pointing out "First Blood". I'd really suggest looking into a SW Steel Rain list.
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I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2013/02/07 17:21:26
Subject: Help needed beating GK with BA or SW
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Perturbed Blood Angel Tactical Marine
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Yeah honestly been thinking about putting the whole blood angels in the garage till a codex update. The update to the combat system really hurt the codex. But yes I will be using wolves for this battle
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![[Post New]](/s/i/i.gif) 2013/02/07 17:59:24
Subject: Help needed beating GK with BA or SW
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Locked in the Tower of Amareo
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If you have a Space Wolf army, just use that for 6th edition. The BA are really pretty poor against the power lists, *especially* if you don't tailor the list. I haven only fought GK twice actually and got tabled both times with BA so I may not be the best resource. It's funny because the psyriflemen even get to ignore FNP. He just had a counter for everything I did; everything was better than my stuff in some way. Pretty annoying. It's the death of a 1000 tiny nerfs for the BA.
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![[Post New]](/s/i/i.gif) 2013/02/08 05:38:21
Subject: Re:Help needed beating GK with BA or SW
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Devestating Grey Knight Dreadknight
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Honestly the first thing I'd drop from your list are the assault marines. Regardless of forum opinions about them sucking, in this case his base units are way better at CC than you thanks to their AP3 weapons and possibly I6. Your best weapon is going to be plasma, in the hail of bolter fire some AP2 shots will do damage. Almost all GK guns are 24", so the best place to fight them is either outside that range (ML/PC) or inside rapid-fire, where you'll get just as many shots as they will but with guns that are made to kill them.
I'd drop the assault marines in favor of another tac squad (plasma) and a devastator squad with ml (and maybe a PC for fun). Your first turn shoot the dreads with LR and devs (cause they can hurt the devs), then trade shots with his LR while the missiles and plasma crack open the rhinos and then kill the guys inside. Your assault termies (all th/ss I assume) are more than capable of handling anything he has in CC. I'd also give the LRC a multi-melta and drive full speed at his LR, drop your termies off and take out his tank.
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Hope is the first step on the road to disappointment. |
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![[Post New]](/s/i/i.gif) 2013/02/08 06:15:45
Subject: Help needed beating GK with BA or SW
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Sure Space Wolves Land Raider Pilot
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Sounds like you need Drop pods and three units of space wolves scouts with melta and plasma pistols. I dont know really how cruel you want to be, to beat a spam GK list is actually very simple with wolves. Its the GK lists in tournaments when you need to have a list that can deal with all kind of codices thats problematic.
Suggest
2 rune priests
5 Drop pod with grey hunters melta and plasma
3 units of scouts to backfield
3 units of long fangs
If you got points to spare, kit your hunters more
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![[Post New]](/s/i/i.gif) 2013/02/08 06:31:59
Subject: Help needed beating GK with BA or SW
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Judgemental Grey Knight Justicar
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Why does everyone recommend drop pods?
Have fun dropping into my warpquake bubble or coteaz IBEY.
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![[Post New]](/s/i/i.gif) 2013/02/08 07:09:42
Subject: Help needed beating GK with BA or SW
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Sure Space Wolves Land Raider Pilot
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Well you cant footslogg or rhino rush against a psycannonspam you need to be there at Once
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![[Post New]](/s/i/i.gif) 2013/02/08 07:30:03
Subject: Help needed beating GK with BA or SW
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Been Around the Block
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I've beaten a similar GK army with quite a similar build.
It kinda all depends on if they manage to crack your LR in time or not.
I played Ass Termies in a LRC with Libby in it.
I also brought a Stormraven & Deep Striked most of my Troop choices.
IMO, once your Termies reach his Rifledreads, you got the win in your pocket.
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This message was edited 1 time. Last update was at 2013/02/08 07:30:21
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![[Post New]](/s/i/i.gif) 2013/02/08 08:24:41
Subject: Help needed beating GK with BA or SW
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Junior Officer with Laspistol
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SlyasR wrote:Well you cant footslogg or rhino rush against a psycannonspam you need to be there at Once
Why? The GK range is rarely over 24", they will come to you.
Drop pods won't get you close anyway, warp quake will keep you way out of range.
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Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
FAQs |
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![[Post New]](/s/i/i.gif) 2013/02/08 08:41:59
Subject: Help needed beating GK with BA or SW
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Judgemental Grey Knight Justicar
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The problem is gk are so diverse that unless you know exactly what he brings and tailor (which I would frown apon) then you need to take a balanced list.
You need a mix of plasma and ap2 for draigo paladins etc
Also I found that 3 rifleman dreads are quite good at glancing raiders to death. 12 shots a turn twin linked, all you need is to get lucky on 6's.
As above, warp quake will put you 12 inch away with pods. With scatter you would want to deploy further back, yes you can disembark 6 but that doesn't stop IBEY going off.
We die like any marines, so just go for mass shooting and make hime fail saves.
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![[Post New]](/s/i/i.gif) 2013/02/08 08:46:17
Subject: Help needed beating GK with BA or SW
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Junior Officer with Laspistol
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The way I've dealt with GK as guard is to sit back and wait. They come to me, and with enough shooting they're a low(ish) strength by the time they reach my plasma range.
With SW, I'd do the same thing, although the long range shooting is weaker, the shorter range shooting is stronger. So they'll be close to full strength when they get to you, unless they're running a lot of PA GK in which case LF spam should deal with them quite nicely.
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Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
FAQs |
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![[Post New]](/s/i/i.gif) 2013/02/08 08:52:07
Subject: Help needed beating GK with BA or SW
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Wolf Guard Bodyguard in Terminator Armor
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Pods at 12", grey hunters disembark within 2" and are within rapidfire range, which is exactly where they wanna be. The only thing drop pods aren't good for anymore is dropping within meltarange of a dread, but that's what Long Fangs are for.
For extra fun, get some wolf guard, and give one of 'em a cyclone launcher and a storm shield and put him with the long fangs so that he's the closest target. Get a RP with Divination. Watch just about anything bounce off him.
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![[Post New]](/s/i/i.gif) 2013/02/08 08:54:52
Subject: Help needed beating GK with BA or SW
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Judgemental Grey Knight Justicar
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But you take a risk, if you place your pods at 12.5 inch exactly, you could easily scatter into warp quake and loose the whole squad. If you hit then it pays of I guess but there is always risk.
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