|And you thought Rune Priests were important before...|
I have seen people all over the internet freaking out about the new Grey Knights codex. But in all their freaking out I have encountered a few complete misconceptions that have entered into my keys to defeating them. I am going to discuss these keys and how I think they are going to go against some peoples misconceptions. There are several keys to beating the new Grey Knights codex which should serve people well.
|No, not really.|
2. Dreadknights are just Daemon Princes with a better armor save. If you have ever killed a Daemon Prince you can kill a Dreadknight. I don't suggest attempting to bolter them to death (although you certainly can), but taking more plasma guns in your list will certainly help. Las Cannons are good against them but Plasma Cannons would be best. Long Fangs with Plasma Cannons are great, obviously you wouldn't want to take 3 squads all with PCs making it 15 PCs but taking 3 in one squad gives you some great anti MEQ firepower. The Dreadknights base is large enough that scattering with the PC isn't as big of a deal.
3. Grey Knights have to get close to you to be effective. The army operates the best when it is 24 inches away from you. This means you need long range firepower, all Space Wolf armies should have the close range handled with their Grey Hunters, but you'll need that long range firepower to take out their Rhinos/Razorbacks/Stormravens early on. Drop pods aren't such a good idea against Grey Knights. You need the several turns of shooting to bring down the numbers of those GK getting to you, if you drop in you're just feeding your guys to full sized units of Grey Knights and that is definitely inadvisable.
|If you use Razorbacks take this many.|
|Not this many.|
5. You need Psychic defense! There is a huge movement on Dakka/BoLS/Warseer that is spouting that Grey Knights make taking psykers stupid. Sorry, but that is stupid. The Grey Knights abilities to target Psykers for destruction in CC, a few other shenanigans, and give them a -1 on their tests is not a deal breaker. I can agree that if your psyker provides no form of Psychic defense then perhaps you'll want to shelve them, but Librarians and Rune Priests are so much more important now, and they were almost compulsory before. Grey Knight units rely on the buffs they get from Psychic powers to win combat, keep their vehicles running, and pretty much do most of anything. Being able to turn those buffs off make it so that, in close combat, the Grey Knights are only slightly better than regular Marines, and if you've taken my other advice and whittled them down then they will be understrength when they get to you too. Njal will be finding his way into a lot of my lists if Grey Knights become as popular as it seems, being able to nullify psychic powers used within 24inches of him on a 3+ is amazing. The 24inch bubble for Runic Weapons/Psychic Hoods is also the range in which the Grey Knights operate the best, so the shorter range of the modern "hood" is not as big of a deal. If you play Vanilla Marines and you see lots of Dreadknights, then Null Zone became an almost indispensable psychic power.
I have found the greatest misconception to be the need to drop your Librarians and Rune Priests from your lists in order to effectively combat Grey Knights. On the contrary I think the "hoods" are essential and while I am not a fan of the "gunline" Space Wolf army, I think it is one of the most effective counters to the Grey Knights I have found yet.