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Tabletop Tactics: Grey Knights vs Thousand Sons


Skywrath

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Lawrence is such an excellent player. Sometimes I will criticize his so-called 'thematic' choices, or notice he gets a Grey Knight rule wrong, but he is such a skilled player that he more than makes up for it.

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There was some things of note. the 5 man purgation squad, in tide of convergance and the stratagem packs a punch. After seeing that in action, I'm looking at adopting it.

I see potential in adding that to my turn of CP dumping. It's a relatively cheap killy unit for GK when combo'd with 2cp.

 

Oh now people are seeing the potential of psilencers!? Bloody hell, as if I haven't been preaching that for the last 3 months on here. *sigh* Either way..

 

As for the skill level of the folk in that channel, there seems to be a lot of disparity between Spider and the others. I'd even put Bone as a better player than Beard, plus it's clear that game that Spider was rusty with GK. If they are from the UK (judging by the accents), being in lockdown wouldn't help either. Did anyone else notice his GMNDK interacting with the tides when they aren't supposed to? 

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Huh? Why wouldn't GMNDKs be allowed to interact with Tides? They're psykers. Unless you specifically mean Tide of Convergence, which, yeah, the GMNDK can't benefit from.

That's what I mean.

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As far as GMDK go, Convergence specifically states Infantry, which is why the GMDK doesn't get the bonus on his guns. He does however get Escalation and Shadows. 

 

Agreed that TS are not in a hot spot right now, and Grey Knights are very much their hard counter, having objectively better powers and effectively much more psychic output (aka more casts/denies, with more +1s) and can shut down their much needed psychic phase. That being said, Beard did have a huge lead for most of the game, but it just goes to show that playing the long game is probably where success lies... Reskin you mention not liking the large deep striking element... I feel this is what won Lawrence the game. Having those resilient, effective troops to come down around the board on turn 2 (especially going second!) meant Beard had to split up his albeit limited offensive output. Would the same have worked as effectively against very offensive armies, i.e. Marines? Maybe not, but having your entire army on the board turn 1, in the same zone etc. also means your opponent can concentrate his/her efforts more easily. 

 

The Purgator squads are definitely good, I do prefer a mix of Psilencers and Psycannons myself, you're just covering more bases, in the end. We've seen Convergence-spam lists that seem to work, but I personally prefer the more balanced approach that Lawrence fields. 

 

All in all, a nice batrep, glad to see Grey Knights get a win (though as has been said the Spider kind of skews the result, being a top player) and goes to show that they can be very effective when played well. I'd like to see them go up against Sisters of Marines some time soon, and and preparing to take on the sons of Guilliman myself, once I give them a spanking with my Leman Russ-heavy Guard list ;)

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As far as GMDK go, Convergence specifically states Infantry, which is why the GMDK doesn't get the bonus on his guns. He does however get Escalation and Shadows. 

 

It was my understanding that GMNDK's don't benefit from Shadow as, as they are a VEHICLE and that's been stripped of Land Raiders, if I recall correctly. I think someone on here mentioned that, and I faintly recall something like that in an errata.

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Both of my last two games with my GK has been come from behind wins. The games were against Harlequins and a wraith heavy CWE. My opponent wasn’t able to take AtW either game because he had psykers, and he knew I would be playing GK.

 

I find GK need to play very cagey early game to minimize losses and set up later turn plays by making use of astral aim and edict imperator to do some damage.

 

I always run a Purgation squad hiding out of LoS and have lately been running a 10man interceptor to use psybolt ammo in the psychic phase.

 

Very few GK units can be out in the open, paladins being one of them, but even then, they will need all the defensive buffs to survive lol.

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Both of my last two games with my GK has been come from behind wins. The games were against Harlequins and a wraith heavy CWE. My opponent wasn’t able to take AtW either game because he had psykers, and he knew I would be playing GK.

 

I find GK need to play very cagey early game to minimize losses and set up later turn plays by making use of astral aim and edict imperator to do some damage.

 

I always run a Purgation squad hiding out of LoS and have lately been running a 10man interceptor to use psybolt ammo in the psychic phase.

 

Very few GK units can be out in the open, paladins being one of them, but even then, they will need all the defensive buffs to survive lol.

 

This is pretty much my opinion as well. Having that single (or maybe 2 for redundancy) Purgator squad to shoot out of LoS and the 10-man Interceptors to have up your sleeve as a missile you can target pretty much anything with is to me really key at the moment. The name of the game is patience, knowing when to hold back and when to strike decisively, and making sure you can last long enough to wear out your opponent to steal the game in its later stages.

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