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View Full Version : Grey Knights only good in Eternal War missions, not Maelstrom?



Lost Vyper
07-17-2014, 11:45 AM
Hello there,

Today was the second game i played with my friend (who plays GK) using Maelstrom missions. My army being Eldar, iīm always floored by the amount of WCPīs GK can accumulate...fe. today, it was 15 + d6 against my 3 + d6 (Farseer on bike), i got ONE power (Guide) of during the four rounds of combat and he didnīt perils even ONCE!

But as you might have noticed in the previous sentence, the game was short and why? Because after i got rid of the two scariest things (Dredknights) and the little scary thing (Interceptors), i was leading already about five points and then it got easier...we played to the end of the fourth (i wanted to see Farseer with Firesabre going at the infantry-squad...and he wiffed :mad: ) and in came the hardy handshake, cos the score was about 12-4 for Eldar.

We discussed the game and the GK just canīt match the randomness of the game like Eldar do. Altough, he had Gate of infinity and Levitation, but most of the mobility is gone after the Dreds and the Interceptaz do their 30" jump. Even if you subtract the two good rolls i got from the "get d3 victory points", which was five points total, i still would have it in a bag by a three point margin (and we didnīt bother to count the LB).

One game we played last week, was an Eternal war mission with four objectives and he won that with about the same points actually. The dudes sitting in their Chaimeras hold more weight in those oneīs, and the faster army is forced to counter more, not just skimming around the board and collecting points. We had some ideas, how this might get more "balanced" (as only a GW game can :eek: ), but thatīs another topic...

If you are a GK player, whatīs your cure for the Maelstrom Missions? Have you had similar experiences?

OR

If you are fe. an Eldar player, have you danced around the GK to the victory? Did you have harder time in the Eternal War -missions?

- Lost Vyper

DarkLink
07-17-2014, 12:19 PM
Malestorm missions are won on mobility and luck of the draw, and Eldar are just plain better than any other codex in the game. And while GKs contol the psychic phase, the psychic phase is much weaker as a whole unless you, say, spam invisibility or similar, which GKs aren't particularly good at. So there are a few factors at play.

Lost Vyper
07-18-2014, 03:19 AM
BTW, we banned Invisibililty in the last game and i would have made a difference, if he had it on the Terminators...

Blackcloud6
07-19-2014, 07:50 AM
BTW, we banned Invisibililty in the last game and i would have made a difference, if he had it on the Terminators...

Why did you do that? If you take away something from an Army you may be leaving it at a disadvantage. So saying GK are no good in Maelstrom while you tossed out t one of their important capabilities really lessons your claim that GK cannot win in Maelstrom. I think you need to play many more games than one to come to a conclusion that something does not work.

Anggul
07-19-2014, 09:25 AM
Why did you do that? If you take away something from an Army you may be leaving it at a disadvantage. So saying GK are no good in Maelstrom while you tossed out t one of their important capabilities really lessons your claim that GK cannot win in Maelstrom. I think you need to play many more games than one to come to a conclusion that something does not work.

Invisibility is not a good argument that an army is good. Almost anything can be good with invisibility.


Perhaps Interceptors? They can jump around and can shunt when you really need to be somewhere. You could also try for gate of infinity, though of course it isn't guaranteed so it can't be part of your definite plan, but it's something to consider.

DarkLink
07-19-2014, 05:47 PM
Interceptors get shot to death by tau and eldar. So do dreadknights. Too expensive for what they do.

Lost Vyper
07-20-2014, 01:12 AM
Interceptors get shot to death by tau and eldar. So do dreadknights. Too expensive for what they do.

True, but if there is no AP2 weapons near, it gets TOUGH...if i was him, i had combat squaded (or what ever they do) more and deep struck the Terminators...

Charon
07-20-2014, 01:18 AM
Eldar always have AP2 weapons near.

Harley
07-20-2014, 09:09 AM
So you ban Invisibility but admit GK are under powered... lol. Also, hopefully you realize without the old FAQ, Dreadknights are pretty meh for the price. It's really tiresome hearing people whine about GK and warp charges only to realize they are not over powered and actually need those warp charges to do diddly.

DarkLink
07-20-2014, 10:37 AM
True, but if there is no AP2 weapons near, it gets TOUGH...if i was him, i had combat squaded (or what ever they do) more and deep struck the Terminators...

No, when a unit of Broadsides or a couple Wave Serpents shoot at it, it disappears. And since it has short range guns and is designed to be good in assault, it's not like you could avoid enemy firepower if you wanted to, not like a Riptide (which is both significantly cheaper, has an extra wound, and can get a better invulnerable save). It's a great unit that needs a 5th wound and to be significantly cheaper after upgrades. The teleporter is just so massively overpriced.

Lost Vyper
07-21-2014, 02:36 AM
So you ban Invisibility but admit GK are under powered... lol.

Well, the whole power shouldnīt even exist...AND, we BOTH agreed to see if that is a game breaker power ---> YES it is...

Captain Scipio
07-21-2014, 06:36 PM
IMO gk are hardly the powerhouse theyre seen as in certain circles. Sure they generate a butt ton of warp charges but start popping their rhinos or soaking their strike squads with bolters or anything and they'll soon deplete. Plus with such an elite and small sized army, every loss is going to be felt by the player. You'll never beat them in the psychic phase but in the ranged game even orks are kicking them to hell and back cos they have very little over 24" range. Stay outside that and smack them about a bit lol.I hope this helped, this was my first post in any forum ever :P

John Bower
07-24-2014, 02:06 AM
I've only got 3 squads of GK in 1500 points, all terminators, so I tend to ally them when I can and it works, holding the termies in reserve I can almost guarantee 'grab the point' objectives when they do turn up. Otherwise I agree, the 2 armies that really take the day in MoW missions are Eldar and Crons; both with heaps of FA choices on the board. Any army with bikes is going to have an advantage really. I guess in the right combination even Tyranids can do them with success.

40kGamer
07-24-2014, 06:15 AM
I've only got 3 squads of GK in 1500 points, all terminators, so I tend to ally them when I can and it works, holding the termies in reserve I can almost guarantee 'grab the point' objectives when they do turn up. Otherwise I agree, the 2 armies that really take the day in MoW missions are Eldar and Crons; both with heaps of FA choices on the board. Any army with bikes is going to have an advantage really. I guess in the right combination even Tyranids can do them with success.

Fast armies do have an advantage in MoW but full Drop Pod Space marines aren't bad either. A full tac squad can pod onto the objective and combat squad out giving you 3 obj secured units which can be hard to shift while dealing with the other nasty stuff landing in your face. :) I can see the teleporting GK termies working out well for this too.

John Bower
07-26-2014, 05:34 AM
As I say, it has done for me; in fact in one game it wasn't a DS termie squad that did it, it was a Grand Master attached to a Guard Command squad and cast 'Gate of Infinity' to drop them right on an objective they needed. That power can be a WTF? Moment for some armies as they watch said GM/Libby etc. vanish and turn up on the objective they thought they had secured because you had nothing in reserve.