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		<title><![CDATA[Latest posts for the thread "Tyranid hard counters for Grey Knights"]]></title>
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				<title>Tyranid hard counters for Grey Knights</title>
				<description><![CDATA[ I made a 'nid player rage last time when he played my Knights<br />  I am just wondering what he could bring to the table for a little revenge.]]></description>
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				<pubDate><![CDATA[Fri, 19 Apr 2013 16:49:34]]> GMT</pubDate>
				<author><![CDATA[ jetstumpy]]></author>
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				<title>Tyranid hard counters for Grey Knights</title>
				<description><![CDATA[ Bring units that use Shadows, really put a dent in his psychic capabilities.]]></description>
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				<pubDate><![CDATA[Fri, 19 Apr 2013 16:56:50]]> GMT</pubDate>
				<author><![CDATA[ Valkyrie]]></author>
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				<title>Re:Tyranid hard counters for Grey Knights</title>
				<description><![CDATA[ The Swarmlord.]]></description>
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				<pubDate><![CDATA[Fri, 19 Apr 2013 17:40:44]]> GMT</pubDate>
				<author><![CDATA[ greyknight12]]></author>
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				<title>Tyranid hard counters for Grey Knights</title>
				<description><![CDATA[ I don't know if you have any paladins, but I was playing my brother and I enfeebled a squad, making them T3 then I ripped them apart with a trygon ignoring their armour and instant killing them. I heard you could cast it twice on the same squad, so then hormies with <span class="glossaryitem" onmouseover='gp(160);'>AG</span> could instant kill them too.]]></description>
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				<pubDate><![CDATA[Fri, 19 Apr 2013 17:42:19]]> GMT</pubDate>
				<author><![CDATA[ rbacus]]></author>
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				<title>Tyranid hard counters for Grey Knights</title>
				<description><![CDATA[ Nothing. Honestly, the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> codex brings EVERYTHING to the table to counter nids, bar psychic buff negation. They have the <span class="glossaryitem" onmouseover='gp(381);'>ROF</span> in mid <span class="glossaryitem" onmouseover='gp(123);'>str</span> weapons to kill gaunts, they have quantity in S7-8 shooting to hurt <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, they win in melee vs <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> via force weapons, and they win vs hordes in melee with purifying flames. Stormravens obliterate tyrants(and swarmlord, though flyrants need to be grounded first) and tervigons with equal ease with those missiles and are tough enough to pretty much ignore any return shooting. <br /> <br /> What can nids do? Hope the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> player is bad and all the <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> roll Iron arm and get it off every turn. Or that the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> player is playing henchmen spam. That list nids can beat. <br /> Its an uphill battle playing againstGK. They have all the options, you have to run at them and hope you get enough there and that none of their powers go off, because if they do you could very easily lose half your army in a single turn of assault with some decent <span class="glossaryitem" onmouseover='gp(305);'>GK</span> rolling. <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 19 Apr 2013 17:55:24]]> GMT</pubDate>
				<author><![CDATA[ zephoid]]></author>
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				<title>Tyranid hard counters for Grey Knights</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/39ea7e1485ccf21d583a6a002c04017d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/521972/5523728.page"><b>zephoid wrote:</b></a><br/>Nothing. Honestly, the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> codex brings EVERYTHING to the table to counter nids, bar psychic buff negation. They have the <span class="glossaryitem" onmouseover='gp(381);'>ROF</span> in mid <span class="glossaryitem" onmouseover='gp(123);'>str</span> weapons to kill gaunts, they have quantity in S7-8 shooting to hurt <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, they win in melee vs <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> via force weapons, and they win vs hordes in melee with purifying flames. Stormravens obliterate tyrants(and swarmlord, though flyrants need to be grounded first) and tervigons with equal ease with those missiles and are tough enough to pretty much ignore any return shooting. <br /> <br /> What can nids do? Hope the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> player is bad and all the <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> roll Iron arm and get it off every turn. Or that the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> player is playing henchmen spam. That list nids can beat. <br /> Its an uphill battle playing againstGK. They have all the options, you have to run at them and hope you get enough there and that none of their powers go off, because if they do you could very easily lose half your army in a single turn of assault with some decent <span class="glossaryitem" onmouseover='gp(305);'>GK</span> rolling. <br /> </div></blockquote><br /> <br /> Last edition maybe. Now? 6th Nids vs <span class="glossaryitem" onmouseover='gp(305);'>GK</span> is evenly matched. Iron Arm screws Grey Knights up, hard. Nid players should bring Tervigon and Flyrants to counter <span class="glossaryitem" onmouseover='gp(305);'>GK</span>, same as always. The Swarmlord is however a great choice if you know you're playing <span class="glossaryitem" onmouseover='gp(305);'>GK</span>. ]]></description>
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				<pubDate><![CDATA[Fri, 19 Apr 2013 19:22:02]]> GMT</pubDate>
				<author><![CDATA[ jifel]]></author>
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				<title>Tyranid hard counters for Grey Knights</title>
				<description><![CDATA[ As stated above.<br /> <br /> Winged Tyrants are awesome as ever, able to pick on weak opponents. Quad Devourers are great, but there is also something to be said for taking a Lash Whip and getting stuck in for an assault too.<br /> <br /> Tervigon spam with three powers and Crushing Claws also make for very effective anvils, and can saturate the board with Termagants.<br /> <br /> The Swarmlord will destroy whatever it touches, and can really add some punch to your Tervigon mass. Go for a single Tyrang Guard for majority Toughness fun (especially with Iron Arm). Add in a Tyranid Prime if you aren't using a Winged Tyrant.<br /> <br /> Zoanthrope spam is an interesting one, especially if you go a little left-field and take a lot of Telekinesis (Objuration is wonderful and Dome can give you a nice unexpected boost to survivability).<br /> <br /> Trygon Primes are also an excellent choice, able to start denying the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> those psychic tests and can really chew through <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>/<span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> if given the chance. You don't have to go down that route though; Ymgarls and even Raveners can have a lot of unexpected punch. <br /> <br /> Overall, Shadows spam is the way to go, which sort of forces you into Psychic Choir as the core of the list. What you choose for your teeth is a bit more flexible, but getting the most out of Shadows, Iron Arm, Enfeeble, Endurance and (if you can) Objuration is key.]]></description>
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				<pubDate><![CDATA[Fri, 19 Apr 2013 21:39:19]]> GMT</pubDate>
				<author><![CDATA[ Xyptc]]></author>
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				<title>Tyranid hard counters for Grey Knights</title>
				<description><![CDATA[ Best thing I have seen against <span class="glossaryitem" onmouseover='gp(305);'>GK</span> is horde nids with good support zoanthrope, and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> from trevigons.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 19 Apr 2013 21:48:40]]> GMT</pubDate>
				<author><![CDATA[ barnowl]]></author>
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				<title>Tyranid hard counters for Grey Knights</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s are just marines they die like marines . <br /> I.e lots of attacks lots of toxin sacs = lots of dead shiny marines . The only Nid army's that <span class="glossaryitem" onmouseover='gp(305);'>GK</span> army should always do well vs is <span class="glossaryitem" onmouseover='gp(93);'>MC</span> lists . Just to many force weps for big Nids to deal with . The shadow helps but not always. It's the numbers that <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s don't like]]></description>
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				<pubDate><![CDATA[Sat, 20 Apr 2013 22:32:57]]> GMT</pubDate>
				<author><![CDATA[ aceface]]></author>
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				<title>Tyranid hard counters for Grey Knights</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(305);'>GK</span> get purifers. Purifiers butcher hordes. Purifers butcher <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>. Yes, they are just marines, but there is literally nothing in the nid codex that can deal with a purifier squad effectively except maybe devourer gaunts, which will often be warp quaked away when podded. <br /> <br /> Tervigons have 1/2 chance to get <span class="glossaryitem" onmouseover='gp(60);'>IA</span>. If they dont, they die to S7 rending, stormraven missiles, or just quantity of fire. <br /> <br /> Its nice to say "just swarm him with gaunts" but a good <span class="glossaryitem" onmouseover='gp(305);'>GK</span> player will essentially create a castle where units within 24 that are a threat to him will die. Every turn, you advance 6"+<span class="glossaryitem" onmouseover='gp(24);'>d6</span>. Every turn he retreats 6". You will be turn 3+ until you actually can hit him, if he doesnt just charge you when he calculates that you will reach him. While <span class="glossaryitem" onmouseover='gp(530);'>SITW</span> is nice, between brotherhood banner, <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> in the squad w more force weapons, and sheer quantity of attacks of varius strength, he can pretty easily kill any tervigon he hits. <br /> <br /> If playing a bad <span class="glossaryitem" onmouseover='gp(305);'>GK</span> player, yes he will let your gaunts swarm him down, and the game will end with each tervigon with 2-3 wounds on it. But thats assuming he is a bad player, which is rarely the case and should never be bet upon. 5th nids had no solution to <span class="glossaryitem" onmouseover='gp(305);'>GK</span>. 6th all you get is psychic powers, which are a random bet and really dont save you if he has good target priority. You dont even get I4 gaunts anymore for charging that would at least reduce the number of attacks, and S4-5 overwatch can really do a number. Add in all the allies that can go with <span class="glossaryitem" onmouseover='gp(305);'>GK</span> to help fill in gaps in the army and you are betting on mistakes or bad dice every time you play.]]></description>
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				<pubDate><![CDATA[Sun, 21 Apr 2013 01:10:28]]> GMT</pubDate>
				<author><![CDATA[ zephoid]]></author>
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