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This week we dicuss how to fight The inquisition, this includes grey knights and Sisters.
I have a GK army and will so have a chaos army aswell myself so here are my opinions.
Against grey knights id recommend taking out their AT, they have a severe lack of it. Pure GK players will rely on LR's and Dreads for AT.
That being said your standard PAGK is above average in both shooting and CC but doesnt exactly excel in both. They still die like normal marines to shooting as long as you can see them, shrouding is 3d6x3 btw, so your more then likely to see them if your within 36" basically. Also most will be armed with stormbolters which is a 24" range.
In CC your best off using something with Init 5 or better so you can attack first, your standard PAGK will get 2 attacks each as str 6 and the justicar has 3 attacks at str 6 with a power weapon. All GK's are Init 4 with the exception of the GM (Maybe the BC, havent used mine in a long time). Also GKT's have all power weapons. Some GK players will also take the Psychic power Holocaust on their GM/BC or GKT Squad which can do alot of dmg.
Dont forget that PAGK's DO NOT have grenades of any kind standard, some players may put Melta Bombs on their justicar however, but I've never take krak/frag grenades or seen them in any other GK lists.
I just finished a game against sisters. Well we stopped at turn 4, but i had done very well. I won every assault I was invovled in. The exorcists were the only real threat
When fighting Grey knights mechanised units shine. GKs are usually short of anti tank firepower and so are less likely to shoot rhinos while you still have defilers, preds and vindicators terrifying his units.
The grey knight mobile storm bolter tactic is also mitigated by rhinos as he can't fire until you decide to disembark. When you do you will get to fire first with bolters and a few plasma guns. The ultimate unit to do this role would be the mechanised thousand sons with AP3 bolters & doombolt.
Plague marines are also good vs grey knights as their toughnes and FNP keep them alive forever. 30 PAGK firing 60 storm bolt shots should only kill 2.22 plague marines a turn which is hardly withering. In combat too the extra survivability helps. Remember grey knights go down to 1 attack each when they charge you due to the blight grenades but get 2 attacks each if you charge them due to their true grit.
Chaos termies with IoS have a good chance against PAGK and a reasonable chance at thinning out GK termies. The best thing to do about grey knight terminators through is to hit them with 5 combi plasmas from your own terminators and then charge the survivours with initiative 5 power weapons.
If you want to take on grey knights at long range then footslogging thousand sons can match them and Sonic blaster armed noise marines can be the same as the GKs if they move and get 50% more firepower if they stand still. all this for the same points cost.
Obliterators are also difficult for them to handle as most of their Ap2 firepower tends to be used against your tanks. ISTs with plasma guns should be shot on sight as they have reasonable firepower but low resillience.
If a defiler gets into combat with grey knights it can keep going for some time as its armour can only be glanced and you ignore stunned and shaken results.
Quorn! - Protein for the Protein God.
Hes a list of high Str (8+) weapons they can get.
Meltas on IST, not a bad option but you will have to mount it in a transport.
ML on guard platoons/armor fist, their guard..... nuff said.
ML/TLLC/CCW on a GK Dread.
TLLC on a LR.
Multi Melta on a LRC.
Battle Cannon on a Lemon Russ. (You have to take 2 Platoons/Armored Fist Squads to get this).
I wont even bother with the inducted SM because almost noone does that since you might as well just play SM if your doing that.
As you can see there isnt much choice out there for a DH player and even less for a GK player, and if you knew anything about 5th Ed you'd know LR's and Dread got a whole lots more survivable.
For GK the best way to handle the troops in my opinion, is thousand sons. No armor saves for those S6 jerks. Sure you have to roll to see them because of that cursed shrouding it still will be extremely effective. And a word on fire power gentlemen, plasma cannons. In 5th edition we can have up to 12 in a list. Every oblit has them as well as dreadnoughts can take them. They own meqs especially terminators even more so now because partials auto hit now. Yes I know your all worried about the scatter but I worked out the math the chances of direct hit now are lessened because its only a 1/6 shot that we wont scatter with our bs4 but it will still be extremely effective. And as for close combat suggestions, either go with the dreadnoughts with 2 ccw, defiler with 2 extra ccw, or the terminators with IOS.
40,000- 7,000 Points Chaos Space Marines=18 and 17
40,000- 2,500 Points Tau Empire=1 and 2
1) Take out their AT assets or armor (shouldn't be too hard usually don't have too much)
2) I like to concentrate on one part of their army and leverage as much force against. They don't have too many models
3) Avoid their terminators, they will more than likely win every combat. Shoot them with lasers and plasma
4) Watch out for their hero, he can kill your HQ in one hit...