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Thread: Grey Knights

  1. #1
    Community Leader Polaria's Avatar
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    Grey Knights

    How do Dark Eldar fare against the most typical (and powerfull) Grey Knight lists?

    Purifier & Psyback Spam (5-men purifier squads in psybacks)
    Strike Squad Spam (10-men footslogging Strike Squads)
    Draigo/Greywing (All Terminators)

    Any experiences or tactics to share?

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    Member Quixos1103's Avatar
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    Well I must say club has an excess of GK players (go figure). I have been up against two kinds of purifier spam one of ten man squads in rhinos the other was five man squads in Razorbacks. I must say I am not all that afraid of purifiers, as long as you look out for grenades Wyches with FNP can easily take them on. 10 wyches with two hydragauntlets should mulch a five man purifier squad before your following turn. As for ten man squads I usually soften them up with splinter cannon fire.

    As for Draigo wing and the like, Darklances are the way to go. Destroy their transports and force them to walk across the field all the while laying as much DL fire as you can muster into them. Draigo might be a little bit of a pain, but even he can fail to the crucible of malidiction especially with a raider with torment launchers thrown into his face. Also as a side note Draigo might be fearless but any squad he is with won't be. Make them run and enjoy the chase.

    As per walking strike squads, as DE players we have the best counter to most of the GK armory, nightshields. With the speed of our transports and the range of most of our weapons we can stay just out of range all the while laying splinter, and DL fire into whatever squad we want. Then when they are softened up a bit throw them into the blenders that are wyches.

    Against GKs its all about playing to your own strengths while preying on the GKs weaknesses. PS shock prows work wonders on psyflemen dreads! They never see it coming!

    Hope that helps
    Quixos

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    My buddy ran A Purifier/Psyback Spam style list last time I played him. Luckily I got to go first, I blasted him with Dark Lances and he failed his 3+ invulnerable saves on his HQ and I killed them both first turn. My incubi and klaivex did well, the biggest issue with them was they had to kill everything because if they got hit back, they'd die. I ran them through a webway with Urien and a Cronos as well. The cronos did very well with his AP 3 weapons. I lost in the end because I rolled really poorly with my Ravager and Raiders before he blew them up, but just barely. Definitely an awesome and well-rounded matchup.

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    LO Zealot ikbuh's Avatar
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    Quote Originally Posted by Quixos1103 View Post
    Wyches with FNP can easily take them on
    How so? They all have force weapons, so you should only be getting your 4+ Invul in Close Combat.
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    Orks_n_Bugs Bugs_n_Orks's Avatar
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    Quote Originally Posted by ikbuh View Post
    How so? They all have force weapons, so you should only be getting your 4+ Invul in Close Combat.
    Because it means you'll lose very few models to Cleansing Flame, hit with most of your attacks, and likely not lose combat.
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    True, you would be getting the FnP against the Flame.
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    Quote Originally Posted by Bugs_n_Orks View Post
    Because it means you'll lose very few models to Cleansing Flame, hit with most of your attacks, and likely not lose combat.
    i was under the impresion that clensing flame is after we are in base contact but befour any blows are stuck meening you dont get a feal no pain save

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    Quote Originally Posted by ecam View Post
    i was under the impresion that clensing flame is after we are in base contact but befour any blows are stuck meening you dont get a feal no pain save
    I think you're mixing something up. You get a Feel No Pain "save" against any unsaved wound that doesn't cause Instant Death and isn't AP1 or 2 or ignores armor, it doesn't matter if it's from shooting, assault, vehicles exploding, etc. Cleansing Flame doesn't cause ID and specifically states that you DO get armor saves against it so FNP works fine. There was a bit of debate about whether wyches get their 4++ Dodge against it but the GK FAQ sorted that out.

    From the DE Codex:
    "Wyches have a 4+ invulnerable saving throw against wounds caused by close combat attacks"

    From the GK FAQ:
    "Q: Is Cleansing Flame a shooting attack or a close
    combat attack? (p31)
    A: A close combat attack."

    So Wyches with FNP get their 4++ and then a 4+ FNP roll against Cleansing Flame wounds, so statistically you'll only lose 1 in 8 wyches to CF (taking into account that CF only wounds on a 4+).
    The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. Bring them understanding of the power of ourselves through our strength and their fear. The inferior flesh will be entirely destroyed, all fragments will be smashed. Ourselves will fight to the last, all weak flesh must be consumed

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    Quote Originally Posted by Bugs_n_Orks View Post
    I think you're mixing something up. You get a Feel No Pain "save" against any unsaved wound that doesn't cause Instant Death and isn't AP1 or 2 or ignores armor, it doesn't matter if it's from shooting, assault, vehicles exploding, etc. Cleansing Flame doesn't cause ID and specifically states that you DO get armor saves against it so FNP works fine. There was a bit of debate about whether wyches get their 4++ Dodge against it but the GK FAQ sorted that out.

    From the DE Codex:
    "Wyches have a 4+ invulnerable saving throw against wounds caused by close combat attacks"


    From the GK FAQ:
    "Q: Is Cleansing Flame a shooting attack or a close
    combat attack? (p31)
    A: A close combat attack."

    So Wyches with FNP get their 4++ and then a 4+ FNP roll against Cleansing Flame wounds, so statistically you'll only lose 1 in 8 wyches to CF (taking into account that CF only wounds on a 4+).
    cool cheers for that info mate will help me a lot next time i play my brother who last time out wiped my wyches out useing clensing flame

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    Also with purifiers a 5 man squad will probobly have 2 cannons and a 10 man group will carry 4. Which means you get some FnP saves in combat, especially if your opponent kills off his power weapon guys first so that he can try and save the heavy weapon troopers and get them back to firing when the combat's over.
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