Right. The new Grey Knights codex been out 2 weeks. Panicked doomsayers of the net are screaming ‘cheese’ and predicting the end of the world as we know it. OK, it’s an improvement over the old codex, but it’s my firm opinion that Grey Knights are only an upper middle tier army. Space Wolves, IG, and possibly Dark Eldar and Blood Angels remain top tier (in that order), after working out my mathhammer and overall army assessment (which could be the subject of an entire post on its own!).
This post is concerned only about the Grey Knights’ nemesis: Daemons. My first post about the new Grey Knights was met with some criticism regarding my assessment of Grey Knights vs Daemons. Look, I’m not saying the Knights don’t have an advantage over Daemons; all I’m saying is that the advantage is less now compared with the old codex. For example, in the old codex, ‘ordinary’ Knights had 2 base attacks (Stormbolter True Grit) during assault and usually needed a 3+ to hit (WS5), a 2+ to wound (S6) and the Daemons get a 5+ save. Now, the Knights have 1 base attack, need a 4+ to hit (WS4), a 4+ to wound (S4) and the Daemons still get 5+ save (2+ if having Blessing of the Blood God, which was not applicable for the old codex!). In what Universe would the latter be an improvement over the former?
Having said that, there is no denying that the new Knights still have an advantage over Daemons. All of them have preferred enemy against Daemons, their psycannons are now S7 AP4 Assault 2 / Heavy 4 Rending and are EVERYWHERE, Psybolt ammunition improve bolt weapons by +1 Strength, the Dreadknight is designed to kill Greater Daemons or Daemon Princes and has Dark Excommunication, their Warp Quake limits the Daemons’ deep striking, all their weapons are Daemonbane, etc…
So then, what can Daemons do to mitigate their disadvantage? What’s the appropriate response to their nemesis?
Let’s look at some options, shall we? In the HQ, we have Skarbrand, the Exiled One. This Bloodthirster grants preferred enemy to everyone within 24 inches, including the enemy. But since the Knights already have that, you lose nothing, but gain preferred enemy for most if not all of your army. The downside: He’s a Bloodthirster that CAN’T FLY (?!?), though he can Fleet. Also, he doesn’t have the Blessing of the Blood God (but he still has a 4+ invul that neither Dark Excommunication nor the Vindicare can remove!). He’ll kill a Dreadknight unscathed on the charge, by the law of averages, though. Not bad, especially if you take into account his multiplier effect on the rest of the army. A little pricey, however.
An ordinary Bloodthirster is also good. Give him Flight, Blessing (2+ invul in assault and vs psychic powers) and/or Might for S8 (S9 on the charge).
The other Greater Daemons can be fielded but you won’t be getting any extra advantage over GK.
Side note: You don’t have to worry about fielding Tzeentch Daemons because GK psychic defence is useless against Daemons – they never roll for their powers; in fact they are not even listed as being psychic!
Heralds. If you want to shoot up GK and their transports, Tzeentch Heralds are probably the best answer. Put them in Chariots so that they have 5 Wounds each and can zip around the battlefield as jetbikes). Give them Bolt (S8 AP1) and Breath (auto glance). The default Gaze is also deadly to GKs (Breath is too). Make them Masters so that they can shoot twice a turn. All for 130 points each? Yes, please. You can take up to 4, that’s 20 wounds with 4+ saves and a lot of mid-range firepower. Sadly, that is also the band range that GKs excel in.
If you’re really worried about Dreadknights, you may take Skulltaker. His ‘Skulls for the Skull Throne’ is not a Daemonic Gift and so cannot be removed by Dark Excommunication. He’ll instant kill the Dreadknight on a to wound roll of 4+ if it’s not saved (5+ only for the Dreadknight). Skulltaker on Juggernaut has 6 attacks hitting on 3s (re-rolling if Skarbarand is around) on the charge and strikes first. There is little chance that the Dreadknight will survive. You can join him with Bloodcrushers to make him more survivable against other threats. Downside: He moves as infantry and has no shooting (don’t be fooled by the mini weilding a flaming skull – he doesn’t have Death Strike).
ELITES I’ve always considered Fiends of Slaanesh as the best choice for Elites, not Bloodcrushers, because:
1. They’re cheaper
2. They’re faster (beasts)
3. Have offensive and defensive grenades
4. Have 2 more attacks than Bloodcrushers each to take advantage of Rending
5. Superior Initiative (so that the grenades are useful) that really shine against marines
With GKs, there is a slight problem. Halberds are I6, so they’ll strike first. Fortunately, ordinary GKs only have 1 attack at S4, and Halberds are expensive… the Fiends will do OK, you can have far more of them for the same points.
Some people swear by Flamers of Tzeentch, and they’re good because of Breath, but at 35 points a pop, with just 1 Wound, I don’t see them consistently surviving against S5 stormbolters and psycannons before they can get into template range to fire off their Breath…
TROOPS You probably don’t want Plaguebearers, which are the staple Troop choice for most Daemon armies. Their Feel No Pain doesn’t work in assault and GKs can increase their Strength to 5 with Hammerhand… so, better not. If you want shooty, Pink Horrors are not a bad choice. They aren’t as good against GK compared to non-marines, but they have 4+ saves, which means their T3 is not a complete disaster. Their great advantage is that you can start dealing damage upon arrival from deep strike, instead of waiting one turn to charge… and 4+ invul means they’re already in cover anywhere you land!
You may want to leave your assault to the Fiends (supra) instead of Bloodletters or Daemonettes in the Troop choices. It’s a matter of preference. But be reminded that Bloodletters or Daemonettes move only as infantry. Getting to assault will not be easy.
FAST ATTACK The easy choice is Flesh Hounds. They have Blessing and a reasonable number of attacks, move as beasts, and are cheap. GKs will really struggle against them in assault. They can act as tarpits as well.
HEAVY SUPPORT Soul Grinder or Daemon Prince? Both are useful. The Prince can be given Blessing, if you want a close combat monster. But either Tzeentch Prince or Soul Grinder are probably better choices because they also give you shooting.
Some afternotes:
Although Blessing of the Blood God seems overwhelmingly good against GK, there’s still a downside, Khorne Daemons have little to no shooting, which means you’ll be just sitting there to be shot at and/or assaulted before you get to do anything after appearing. So deep strike behind cover to improve your normal save from shooting to 4+!
Daemons arrive by Deep Strike in stages. This is a problem, as they’ll be picked off with GKs scary mid-range firepower. If you arrive too far, your shooting can’t touch them and it’ll take you a long time to assault, while getting shot up. If you come too close, they’ll shoot you up mercilessly. It’s a conundrum. Try to ensure there’s proper terrain on the table, or it’ll be a monumental uphill task instead of a difficult one.
So that’s my take on Daemons trying to survive against Grey Knights. It’ll be a different army from the balanced, all-comers list (bar GK), but against an army designed to kill it, this may be the only way to avoid annihilation!
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