Monday, 5 September 2011

AV13+ the Answer to Grey Knights?

Grey Knights, they are the en-vogue army of the moment. The majority of builds rely on packing in a disgusting volume of anti-infantry fire power (S4-6) and a similarly nasty amount of anti-light armour firepower (S7-8). To take out anything tougher they are typically relying on rolling 6s with S7 rending weapons, not bad but not exactly awesome.

Some people will suggest that fielding massed Terminators is the answer but GKs really do torrent of fire better then almost any codex (IG being the exception). While they do not pack a significant amount of AP2 or better they can put out enough wounds on T4 infantry to force enough armour rolls to make even a 2+ armour save feel a little shaky!

The solution in my opinion is to out range their anti-infantry firepower and pack as much AV13+ armour to take advantage of their lack of an ability to effectively deal with it. I predominatly play Vanilla Marines and Blood Angels so here are my suggested lists for countering Grey Knights:

Blood Angels

HQ
Librarian
Shield and Sword
ELITES
Terminator Assault Squad
5x THSS
TROOPS
Assault Squad
5 Marines, Land Raider w. Lascannons, TL Heavy Bolter & Multi Melta
Assault Squad
5 w. Meltagun in Las/Plas Razorback
Assault Squad
5 w. Meltagun in Las/Plas Razorback
FAST ATTACK
Baal Predator
Assault Cannon & Heavy Bolter Sponsons
Baal Predator
Assault Cannon & Heavy Bolter Sponsons
HEAVY SUPPORT
Predator
Autocannon Turret, Lascannon Sponsons
Predator
Autocannon Turret, Lascannon Sponsons
Devastator Squad
10 w. 4x Missile Launcher

Basically AV13 & 14 to the front, Devs combat squaded at the back with the Razorback shielded by the Preds so they remain mobile for as long as possible. The Land Raider goes to the Terminators and the Assault Squad whose transport it is stay in reserve.

Space Marines

HQ
Librarian
TDA w. Stormshield, Null Zone and Avenger
ELITE
Dreadnought
2x TL Autocannon
Dreadnought
2x TL Autocannon
Terminator Assault Squad
5x THSS, Land Raider w. 2x TL Lascannon, TL Heavy Bolter
TROOP
Tactical Squad
10 w. Meltagun & Missile Launcher, Las/Plas Razorback
Tactical Squad
10 w. Meltagun & Missile Launcher, Las/Plas Razorback
FAST ATTACK
Land Speeder
Multimelta & Heavy Flamer
HEAVY SUPPORT
Predator
Autocannon Turret, Lascannon Sponsons
Predator
Autocannon Turret, Lascannon Sponsons
Thunderfire Cannon

Once again AV 13 and 14 to the fore, there's enough spread to cover the Dreads in Razorbacks is necessary, otherwise you should be able to severely disrupt a mech heavy GK army with the TFC able to take out small units once they are out of their transports. The Terminators jump out if the opposition gets close enough to threaten your lines. Keep the Speeder in reserve as it's the weak link in the list but could definitely be handy if you see a Land Raider lined up against you though any GK build should be able to take it out comfortably.

Neither list is particularly exciting and you might well say, IG could do it better, and you'd be right. But if you don't have an IG army I think either of these is a pretty viable option to give you a solid chance against a mid-field gunline GK army.

3 comments:

  1. To be honest I got my arse handed to me in my games against GK (with my jumpers list). I guess if you saturated the board with AV13 vehicles (6 predators) they would have an issue but I still think GK is a tough matchup for BA. Happy I got my IG to deal with them then :P

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  2. ............. and then you play against Dark Eldar....

    With my IG I was thinking mass Av 14, Exterminators are basically a AV14,13,10 Hydra, and demolishers/Vindicators are quite scary - doubly so vs Paladins!

    So with the Advent of GK could we see a rise of Land raiders and Russes at Tournaments again???

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  3. psyrifle dreads would still be glancing AV13 and two of those at 260 ish points espicially if you can flank the Av13 front vehicles you should geta serious chance of destroying it from the side :)

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