First let me say that this article is just my ideas on how I am going to take on Grey Knights in these early stages of the codex being released. It is by no means an attempt at a be all and end all, ultimate guide to the destruction of the Grey Knights. I welcome any and all comments and criticisms on these ideas since it will help everyone who reads the article and comments formulate their own ideas on how to deal with this meta-busting army. One other caveat I would like to apply. I do not come from the camp who thinks that 3 Grey Knight Dreadnoughts with Autocannons and Psybolt ammunition are going to be the standard. On the contrary I think the scout/shunt turn 1 charge shenanigans are going to be where it's at in the codex; so that will be the angle from which I am writing. Maybe I will be wrong but, naturally, I don't think so.
The main problem a lot of armies are going to have with Grey Knights is the 2+ armor saves that are so prevalent army wide. Normally a lot of terminators isn't a big deal, truly it isn't. Massive amounts of fire into a squad of terminators coupled with a few low AP shots and you can usually torrent the unit to death. This still applies for Grey Knights but the problems come in two forms. The first is the potential for turn 1 charges, the second is the Dread Knight won't die anywhere near as easily as a squad of Terminators plus if you give it teleport homers it can jump into your face turn 1; if you can't kill it in 1 turn of shooting than you are SOL. So what is a 40k general to do? Throw your arms in the air and run around crying 'broken! broken! broken!" To anyone who will listen? No. Adapt, as we always do, to the meta changing facts about Grey Knights.
1. Don't abandon all your meltaguns just yet. Yes, plasmaguns should be deployed more often now so you can deal with GK when you draw them in a tournament. But don't forget, meltaguns are AP1 and can melt terminators into slag just like a Plasmagun; also remember plasma is strength 7 and can kill all those AV11/12 transports out there too.
|I love using this squad, now I may have a real reason too.|
|Rune Priest Spam!|
|I don't really need any more reasons too take Land Raiders...|
5. If you have some way in your army of insuring you get the first turn or can seize the initiative better and you find yourself running into Grey Knights then you'll want to use it.
I have some other thoughts and ruminations on the new Grey Knights codex and how best to take them on but I want to get a few games in against them and test things out. Sand is building a Grey Knights army so I will have the chance to take them on pretty soon. I am currently working on a new army, Tyranids, so once I have had time to test them out I will put up a post about how I think I will run them in the new Grey Knight infested meta-verse. I gave some thought to Orks but I figured since Dis is the true CnC Ork guy he may have better insight into them then I would! Stay tuned for more on the Grey Knights and some other new features from Capture and Control.
So how do you see Grey Knights affecting the game? Do you think my ideas for going after them have merit as a starting off point or am I completely daft? How are you beginning to tool your lists to take on the heroes of Titan?