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Wednesday, May 4, 2011
Army Comparison: Blood Angel Jumpers and Grey Knights
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This has been talked about a bit and I've had a couple e-mails about it so here's an army comparison for Jumper based armies in the Blood Angels codex against the Grey Knights codex as a whole. This is a bit different from other Army Comparison posts as we are looking specifically at a certain arch-type of build within the Blood Angels codex, basically anything with a core of Jumper/Jump Pack models (yes including Hybrids) and how it matches up with Grey Knights in general. As usual in these posts, I'll be looking at advantages and disadvantages of both armies, pitting them against each and reaching a conclusion on which, if any, army has the potential advantage over others.
We'll begin with some brief outlines of the armies which is going to be obviously detailed for the Jumper armies and deliberately vaguer (wow that's word) for Grey Knights. We'll start with the Jumper armies.
Blood Angels Jumpers Summary
There are tons of articles on these type of armies on this website and I'll link each list as I throw them out to you as well as this great (if I don't say so myself) summary post of a lot of their tactics, choices and general gameplay.
Jumper armies are built around a core of Assault Marines as Troops which allows the whole, or majority, of the army to take advantage of the Blood Angel rule Descent of Angels. This makes them more reliable in coming in and where they land which makes meltaguns, a quintessential gun of many Marine based armies, very reliable coming in from reserve. From there having MEQ statlines on units with decent combat potential combined with FNP/FC from Sanguinary Priests makes the army very durable and quite potent in combat at S5/I5 on the charge. However, the biggest weakness of Blood Angel Jumpers revolves around deep-strike defenses, specifically bubble-wrap units. Even if the army doesn't deep-strike, bubble-wrap is going to delay the Blood Angels army as there are no tanks to break through infantry units. How the Jumper army deals with this is generally the defining feature of that specific list.
Vanguard Veterans for pure Jumper armies as they can assault on the turn they deep-strike. Devastators for Hammer based lists which also double as more reliable and ranged suppression. Stormravens and Land Speeders for Blood Skies lists which also double as ranged and reliable suppression like Devastators but also add several vehicles to the board (so FNP ignoring weapons can't always target the MEQs), are mobile and can deep-strike with the foot aspect of the army. General tank usage for Hybrid armies where you can tank shock through bubble-wraps and shoot over them reliably. Bikes for Blood Rodeo armies and although they aren't hyper reliable at removing the bubble-wrap in a sense of literally getting rid of it, they are more than capable of dragging them forward and beating them in combat over a series of turns which frees the Jumper aspects of the armies to move past the bubble-wrap and attack what is behind.
All this being said however, this ability to deal with bubble-wrap units isn't always going to be necessary against Grey Knight armies except against armies with henchmen units or when the army is deep-striking and bubble-wraps get deployed in defense. The important thing to remember about these lists outside of their specific ability to deal with bubble-wrap is their focus on close-ranged firepower such as meltaguns and Furious Charge fuelled combat.
Grey Knights Summary
Grey Knights are a shooting army which is focused on putting a lot of wounds out at range and on the go. We've discussed this a ton but their combat ability is utilised best as a back-up feature of the army. Their standard squads generally have excellent ability against both tanks and infantry alike which leads to a certain opportunity cost when going against mixed armies (i.e. losing anti-infantry when shooting psycannon targets and losing anti-tank/MC when shooting infantry targets).
Grey Knights generally lack significant range, a large amount of durable bodies, low AP weapons and although have decent combat ability with Force Weapons across the board, are very point inefficient compared to their shooting.
Blood Angels Advantages
We now get to the meat of the article and we'll start with the advantages Blood Angels Jumper based lists have in this regard. For the most part, these armies are combat focused which is a major weakness of Grey Knights. That being said, the Blood Angels player has to pick their fights due to the proliferation of Force Weapons across the Grey Knight army which forces the Blood Angels player to rely on I5 and combined assaults to limit the damage they could potentially receive from Force Weapons. All that being said, this is obviously a strength of the Blood Angels Jumper armies and something Grey Knights would rather not engage in.
Further extending this advantage is the ease of access to storm shields which can help negate the couple of wounds which can get through. When we add in the speed of most of these armies, whether it is via deep-strike or simple movement, the expense of most bubble-wraps and the general lack of spammable vehicles means the Blood Angel armies are more capable of getting into assault when and where they want. This isn't saying Grey Knights are defenseless against it but rather have less options in terms of unit sacrificing, bubble-wrapping, etc. compared to other MEQ based armies. It's the price of being expensive.
Blood Angel Jumper armies are also very rarely based on suppression but rather direct anti-tank with a lot of melta weapons. Although some of the hybrid based armies use ranged firepower (i.e. missiles) to suppress armor at range, for the most part these armies are built around a large amount of aggressive melta weapons. Combined with the very standard Librarian which comes with a psychic hood and Fortitude is much less of an issue (more tanks = dead, less shaken/stunned results from AP1). This gives the Blood Angels armies a distinct advantage against the Grey Knight mech which pays for a bonus they will rarely get to use and unlike other armies, allows the Blood Angel player to play against GK mech as usual. The very common Librarian also provides excellent defenses against the heavy psychic use of many Grey Knight armies which reduces their effectiveness in a variety of areas.
Grey Knights generally put out a lot of wounds through shooting but Blood Angel Jumper armies are quite often based around FNP bubbles. T4/FNP is very survivable against general Grey Knight shooting (stormbolters and psycannons) as they will generally get their 3+ & 4+ saves and with Jumper armies often having 40-50 MEQs, this is a lot of bodies to put down with that type of firepower.
Grey Knight Advantages
We'll discuss the elephant in the room first; halberds. Any assault based army has an obvious and distinct advantage over most Grey Knight lists due to their high point cost and lack of increased combat ability for those points. Although each Grey Knight carries a Force Weapon, they still die like regular Marines in combat whilst costing more and against Blood Angels in particular, Furious Charge negates a lot of the damage the Force Weapons can do. However, halberd equipped units, specifically Purifiers, Terminators or Paladins are going to give Jumper lists fits when taken en masse. GKT, Crowe or Draigo based lists all spring to mind and it really hurts pure Jumper based armies. Large halberd wielding squads are going to decimate small Blood Angel squads before they get to strike which means the BA player has to combine assaults a lot more and won't benefit from their I5.
All this being said though and combat is still where Blood Angels want to be. Mass halberds are only really points effective on the before mentioned units due to the number of attacks they have and amount of wounds they can inflict upon MEQ squads. Hybrid based Jumper armies have enough firepower to threaten these units from afar and pure Jumper armies should have some storm shields to absorb such attacks. In the end, appropriate halberd wielding units for Grey Knights are an excellent buffer or wrap against Jumper armies as they can strike before them even when they charge. This doesn't make them an aggressive assault unit though.
As an aside, the complete ignoring of armor and FNP saves in combat is a huge plus for Grey Knights. Any attacks that do wound will generally do damage but again, Blood Angels have the distinct advantage here.
The real strength of the Grey Knight list is shooting and whilst FNP reduces this advantage somewhat (except for Psyfledreads), it is still an obvious plus in the Grey Knights direction. Units with Priests should be focused upon to attempt to generate wounds on the Priests ASAP and although 3+/FNP is very survivable against stormbolters/psycannons, even those type of units cannot stand up to 50+ S4/5 and 20+ S7 rending shots for an extended period of time. This means Grey Knights need to keep their units shooting for as long as possible which is an issue when everything is so expensive. This is where Grey Knight mech shines however, as mobile blockers/bubble-wrap. Grey Knight mech is generally focused around providing extra hard to suppress firepower (lots of S6) and early mobility for Grey Knight squads. Since Jumper armies carry a lot of melta weapons and aren't focused on generally suppressing opposing mech, using it more aggressively as defensive blockers can really extend the shooting life of many Grey Knight units.
Finally, Warp Quake and Henchmen squads are particularly useful against these type of lists. Warp Quake obviously stops a lot of aggressive deep-striking if it goes off which can force a Jumper army to deploy passively (and thus be out of meltagun range and defeat the purpose of deep-striking) or start of the table (giving Grey Knight shooting more turns to have an effect). Add in Henchmen units which can act as cheap bubble-wrap and the Grey Knight army may be less mobile and have less sacrifice units available against an aggressive assault army but there are lots of options which can be used.
Conclusion
A lot of information to digest there with both lists having quite a few significant advantages over the other. As usual, whichever general is able to apply their army's strengths better will have the distinct advantage and it's therefore important to know what your army's strength are and your opponent's weaknesses. In most cases with these armies the Blood Angels player will be looking to get into combat as quickly as possible and use combined assaults plus Furious Charge to limit the amount of Force Weapon attacks coming back at them. Deviant armies will generally bring extra firepower or ability to break through defenses (i.e. tank shock) and may take away from the combat focus with mechanised or shooting aspects but the core of the army is still looking to aggressively engage in assault.
The Grey Knight army obviously wants to delay this for as long as possible. Whilst halberd armed units can give Jumpers fits, they are not a common mainstay in most lists (obvious exceptions). Due to lower model counts and less tanks compared to other MEQ armies, Grey Knights have a lot less ability to delay fast armies in getting to them and thanks to easily accessible FNP for the Blood Angels, Grey Knight shooting is less effective against them and therefore needs more time to effectively deal with them. This means Grey Knight mech generally has a different, more defensive role against Jumpers whilst Warp Quake and bubble-wrap Henchmen units obviously help delay Jumpers for as long as possible.
Ultimately I think the armies are very evenly matched with Jumper deviant armies potentially having a tiny edge thanks to FNP; I would consider this edge negligible however and whilst Jumper armies have the ability to engage the Grey Knights quickly, Grey Knights do have ways to slow them down and can sacrifice parts of their army to do this. Add in halberds and spells such as quickening and they can mount effective counter-assaults later in the game as well. That being said I would say halberd based armies (i.e. Crowe, GKT or Draigo lists) have a more distinct advantage over Jumper based armies due to the prolific use of I6 Force Weapons.
Edit: Since this wasn't apparently clear: pure Jumper armies have a lot less ways of ensuring they can maximise their advantages against Grey Knights and I think they have a lot more issues than the deviant lists do against GK. Furthermore, deep striking really isn't a primary form of use for most of these armies other than as supplements due to Warp Quake and opening themselves up to being charged (which takes away part of the BA advantage).
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Army Comparison: Blood Angel Jumpers and Grey Knights
2011-05-04T23:25:00+10:00
Unknown
Analysis|Army Comparison|Blood Angels|Blood Rodeo|Grey Knights|Jumpers|
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@the_antipope · 726 weeks ago
blacksly · 726 weeks ago
1: GK vs a DS list can advance to midfield unopposed. This gives them room to retreat and shoot.
2: if a BA unit lands within 12", or lands and runs to within 12", the GK get the charge. This negates FC for BA, gives them 2 SB shots and 2 Force Weapon attacks each, vs the 2 attacks that BA get with normal weapons (plus Sgt), so you expect the GK to rape the BA on the charge.
3: if a BA unit is outside 12", but within 18", they threaten the GK unit, but it backs up 6" to be outside the BA charge range, and shoots.
This is a theoretical view since GK will be more affected by difficult terrain, may not have full ability to retreat, etc, but even if the theory only holds for 1-2 rounds until GK run out of either clear area to retreat into, or have to start advancing for objectives, it gives them a major advantage early in terms of initiating CC. The BA can then counter upon a unit that charged, but even then at best you trade a unit for a unit, and end up with a damaged victorious unit. And that's if you had a unit supporting the one that got charged and chopped by the GKs.
I don't see much reason for a GK player to advance or stay in the BA charge range for turns 2-3... maybe 4, definitely 5, as you may have to push for objectives. But in Turns 2-3 (and 1 if the BA started on board), the GK will have the advantage of shooting (obviously), but also of determining who gets the first charge (though BA can set up a sacrifice to prepare a counter-charge, as I said, it's just trading units while taking fire). Along with Warp Quake, it looks like huge advantages for general GK lists over DoA lists.
The Lieutenant · 726 weeks ago
Putting some maths to your post - 10 man GKSS, 2 cannons, rhino and possibly one or two other upgrades comes in at 260-300pts
10 man Jumper squad, 2 meltas + sgt upgrades is roughly 230-250.
So without the rhino these squads are very simmilar points wise, meaning that the jumpers arn't going to have any unit advantage. Since the jumpers have to approach the knights to do some damage, and warp quake exsists, the knights are left with a serious advantage.
Kirby 118p · 726 weeks ago
I certainly agree GK have the early advantage due to their shooting and the reliance of Jumper armies based around assault but I do believe the BA are more capable of launching assaults more readily than Grey Knights.
All in all though pure Jumpers have it the worst as they don't get full usage of their deep-strike (i.e. VV) whilst the deviant armies have it a lot better in having a multi-faceted attack. Perhaps this wasn't clear enough in the article but I really think whichever army is able to maintain their role for longer (i.e. GK = shooting; BA = assault initiation) is going to win. This may seem obvious but is also a indication of balanced armies. I think far too many people have gone "can't win" with Jumper based armies against GK because of all the force weapons, etc.
Archnomad 70p · 726 weeks ago
XD
Clayman · 725 weeks ago
Zjoekov 74p · 726 weeks ago
Jumpers with Devastator support in turn is hard(er) for GK's to deal with: They basicly have to torrent down the Devs with Psyflemen as these at least ignore their FnP. I'm not liking the prospect in any case to face 20+ Devastators backed up by Sangguard or ASM with priests as a GK player. (well alright that's not true as I play with Mordrak giving me some options but still)
Such a list will still trouble against GK's with Land Raiders though lol.
Well basicly I can safely say this: GK's versus BA's matchup depends entirely on what both sides took. It will be a rock/paper/scissor thingy quite a lot of times... Jumpers in general suffer a bit from this, so in that respect its nothing new.
Bro_Lo 82p · 726 weeks ago
They can do one or the other, but not both really. With regards to SRs, why do you care about getting into melta range?
Zjoekov 74p · 726 weeks ago
But to be honest; the shooting part isn't the most troublesome, I'd hope that would be clear to everybody without me noting that; apparantly not... Let's make it more clear:
GK's units outshoot you > Raven/LRC's are behind those units. View at is as units bubblewrapping the LR's/Ravens. What's ya gonna do? I can show it on vassal if it's not clear what I mean.
TheKingElessar 71p · 725 weeks ago
MathMan · 726 weeks ago
One key is, of course, who is getting the charge. Both armies get a huge bonus for charging; BA obviously get furious charge, but the very nature of GK assault, where they have low-volume high-quality attacks, means that they benefit disproportionately from the bonus charging attack. The benefit of halberds is obvious, but even in the case of a bog-standard Strike Squad with swords, a charge with 16 S5+ power weapon attacks is a serious threat to Marines. Furthermore, the massed S5 force weapons give even GK strike squads the edge on protracted assaults versus Assault Marines.
So the GK will absolutely want to engage in melee with the BA, just in a very careful and considered manner. Yes, GK's biggest strength is shooting, but they pay a premium for force weapons, too, and they should use them, especially against FNP Marines.
Kirby 118p · 726 weeks ago
Dalinair · 726 weeks ago
blacksly · 726 weeks ago
Maybe if you run dual Honor Guard with Storm Shields. Remember where I said that BA could put a sac unit in charge range and trade units? Maybe if the unit is HG, it won't be a sac unit as it may be able to take a charge from GKs and survive, setting them up for a counter-charge by the normal troops. And they would provide cover vs Rending shots while advancing. But I'm worried that the GK player can back up while torrenting them... they're not easy to shoot down with 3+ and FNP, but they still can't last 2 turns out in front of GK shooting, and if the chalice-holder is the one who goes down early, you're in real trouble. So it seems like a stop-gap measure only.
Mycroft · 726 weeks ago
Unfortunately...
The best Fast vehicles have 24" weapons; putting them inside Psycannon range.
The majority of your Melta weapons are going to be 12"; well inside assault range.
Our scissors seem to be blunt indeed...
Timff8 · 725 weeks ago
C. Shingler · 636 weeks ago
Antebellum · 726 weeks ago
Warp Quake keeps us from deep striking near them and we either start on the board and have to jump pack it to engage them. Cover does little for jumpers against GKs as they get saves against everything except rending psycannons and some henchmen. And as blacksly said, the effective shooting range of GKs is further than the effective charging range of Jumpers and so can reasonably stay out of combat.
When the Jumpers do get into combat, they need to cripple the squad during the initial assault or else they will take serious casualties from force weapons. Add in psychic powers and grenades and the GKs shouldn't have too hard a time taking out the Jumpers. One of the biggest advantages that I have found in melee is that the Marines just don't die because of FnP. GKs take this out and we die just like regular marines. And yes, even though GKs are a shooting army, by having assault weapons, GKs can effectively wipe out any advantages to the Jumpers by moving, shooting, and then assaulting. This doubles their attacks, they strike at the same time, and the Jumpers lose FC.
I do not think that DOA or even BA Jumpers versus GKs is auto-lose, but I do believe that it is an uphill battle where the advantages that the Jumpers have versus most armies just do not do enough.
Kirby 118p · 726 weeks ago
Also remember you yourself can protect against counter charges with mini-wraps of your own and unless GK shooting is particularly effective in that phase, you end up using tactics very similar to Blood Rodeo but with ASM screening ASM.
In my play-tests with the two armies all the games have generally been close except for crowe lists. Whilst the GK certainly have the ability to change BA deployment and assaults, with combined assaults BA do hurt GK when they get the charge off. If GK can deny this they have a much easier time of it.
MathMan · 726 weeks ago
Otherwise, killing GK squads with BA jumpers is not much different than killing Space Wolves with them; use your speed to pick your fights and, most importantly, *gang up*. One squad of I5 S5 jumpers charging 10 Marines won't cripple them and will expose themselves to return attacks, leading to a narrow victory; but two squads will shatter that squad and leave very little to swing back, leading to a decisive victory with very little loss. (Admittedly, halberds are going to be a pain).
In close combat, BA jumpers advantadge over Grey Knights is mobility and the universal 18" charge range. They need to exploit that to win, including using LOS-blocking terrain. FNP gives them Terminator-like resistance against almost all GK shooting, blunting its impact by almost half. In general, I think many of the same tactics Blood Angels use against Space Wolves will work just as well against Grey Knights.
Prometheus 101p · 726 weeks ago
First of all, you didn't even mention the single most powerful tool GK have against FNP jumper armies: The Vindicare Assassin. A few hellfire rounds will clear that problem right up. Now the Vidicare isn't exactly an auto-include, but he is quite good (mostly as anti-tank) and he will absolutely take care of any Sanguinary priests.
More generally I think just about everyone else has come to the conclusion that a DOA is one of the easiest lists for GK to take on. GK seem largely designed to take on MEQs. They have one of the heaviest anti-infantry dakka fire of any army and their CC, while people gripe about it a lot, is actually pretty good against two main things: MCs and MEQs.
Warp Quake just adds more insult....and their librarian is unlikely to be on the board when that goes down. And their librarian IS on the board, well, that's what the turbopenetrator shot is for (well, other than auto-penning tanks).
If you have the Grand Master or Draigo you can always give your guys counter-attack, and of course Sanctuary will always suck (1/6th dead, no FNP). Please note, it will often be pretty easy to have your libby more than 24" from their libby while casting this spell. (did I mention the vindicare?)
As usual, I think you're waaaaayyyyyyy too enamored with Halberds. They're good and all, especially on purifiers, but I think proved rather conclusively in that other thread that terminators want a mix of weapons http://kirbysblog-ic.blogspot.com/2011/04/email-i... . On strike squad they're just a waste, and you definitely want some strike squads.
Also, major negative points for talking about "sacrificial units" in GK armies. I know you're big believer in bubble-wrap and all, but just as I said with Tau, these aren't really concepts that apply to GK, unless you're using tons of henchmen. Every GK unit is crucial, none can be spared.
Kirby 118p · 726 weeks ago
Correct re assassin. I avoid specific units because these articles would become pages long but in this case it probably should of been mentioned.
'Everyone' comes to a lot of conclusions. Doesn't mean they are right. Pure Jumper armies, as mentioned, have issues because of their single minded attack style but deviant armies, as mentioned, give Jumper based armies much more capabilities against these type of lists and really level the playing field. Their firepower, for the most part, does very little against FNP MEQ. Their combat does wonders against it when used correctly as it obviously denies two saves but the severe reliance on simple torrent of wounds can become an issue against 40+ T4/3+/FNP bodies.
If the GK libby is 24" away from the BA libby, sanctuary probably isn't affecting the game at that point is it?
Halberds exist and will see their use on the aforementioned units. I could whip out the 'everyone' line and say most people use lots of halberds on their GKT and 'prove' you wrong but that'd be silly. You may think you conclusively proved you want a weapon mix, and it certainly isn't bad, but this is a prime example of when halberds are really useful. As a defensive combat tool. They are quite common and thus were mentioned as a very big deterrent against Jumper based lists who lose one of their significant advantages against GK when coming up against these type of units. Much like they do against other super units which strike before them which lead to the development of the deviant lists.
All units are sacrificial. If I can send forward a tank or a beat up/smaller GK squad to absorb a charge and protect my larger or more important squad, I'm going to do it. This is a key defense against assault based armies because they will get across the board and you have to stop them from charging what they want willy nilly. GK obviously are less able to do this as they have less options on the board which is why it was mentioned. If you army cannot keep on trucking when a particular unit snuffs it, re-build it.
Prometheus 101p · 726 weeks ago
"If the GK libby is 24" away from the BA libby, sanctuary probably isn't affecting the game at that point is it?"
No, not at all. I'd say typically your libby is behind your front line (but within 12" of it) and their libby is behind their front line. If there's ~6" at the beginning of the assault phase, there's 6" of your units and 6" of theirs, so that's about 18" Then it comes down to how far back he's letting his libby hang vs how far back you're keeping yours, but you can often find more than 24" there. Certainly not always, and probably not if he notices and moves his libby further into his front line. But people like to have libbys hanging back for obvious reasons, and he's probably much too concerned lining up his charges.
Re: Halberds. shrug In this match-up like most others, you just won't have enough attacks to wipe any squads. Not wiping means you've weeded out the weak, i.e. not power-weapon ones, and you will be taking power weapons saves. This makes 4 plus swords and even 2 plus staffs worthwhile.
"All units are sacrificial."
I certainly take your point, but even in that paragraph, I think you're having the completely wrong mindset. Sure, some units are gonna die, and you'll put them into combat knowing that's going to happen (myself, I've been doing this with 5-man purifiers). But you're talking about this like strategizing around feeding the enemy little bits of your army in order to fend them off from the bulk of it, and that's not how it should be working at all. Force preservation is really critical with GK, you probably only have 6 or 7 seven units to start with, if that, including vehicles. Also, the BA are better in CC but they're not that much better, you should never be planning around a unit just getting wiped and what you do with the remains.
You should be reinforcing units that you think will be taking the charge, to make sure they make it through the assault. You should be using your 6" move shooting to make sure you have everything lined up ahead of time, as many people have mentioned. Yes, the BA will catch you eventually, but you can to a large degree make that happen where and when you want. You should never be just feeing them 2 or 3 guys in order to delay them a turn. (unless those guys are purfiers, and can light them on fire, though that won't so great against FNP)
Kirby 118p · 726 weeks ago
More often than not if Sanctuary is going to be affecting the assault phase the Libby will be in range of hood. Puppy mentioned this as well in reverse but it's a lot more important for GK obviously. There may be times when you are outside of that range and Sanctuary does affect things but I would be surprised to see it regularly.
I'd be quite happy to see a couple swords on a full squad or 1 on a smaller squad. Again I never said they were bad but a personal preference is mass halberds on GKT. Will there be times when I wish I had 1 or 2 swords? Probably which is why I'd be happy to see or run a couple. But 4? Less likely as that means I only have 3 Halberds (2 hammers + a banner) which almost becomes and can allow the opponent to fob off multiple power weapon hits onto single models due to I differences. With 6-7 halberds on GKT this is much less likely.
6 or 7 units including vehicles? My current 1850 list has 15 (with a disgusting 18 KP) and unless you're playing foot GK, you should be looking at 10+. Regardless, fast assault armies will get across the table. Whether they are in transports, have movement or assault movement bonuses they will get to you and you have to be able to either kill them in a short period of time or delay them. This is what bubble-wrap and blocking is all about and why Tau can garner at a minimum four turns of un-molested shooting.
To your 2nd paragraph correct and this was mentioned. GK since they do have less units and a higher cost per model aren't going to have units like Kroot or Infantry Platoons to simply stay there and take fire. Henchmen units can do this but they are also there as tank shock defense. Their vehicles though can just be thrown forward as blockers and delayers and as the game wears on the GK can and should be setting up significant counter charges.
Prometheus 101p · 725 weeks ago
Proper ratio I really think is 2/2/1 (hammer) on GKT. Yes that means 4 swords in a big squad, but keep in mind those will get hit by bigger squads. Also, I dunno about you, but when I field a 10 man squad of termies (not often, actually) I expect them to go through at least 2, 3 turns of combat if I'm lucky. You're taking all those invo saves on the swords, they still die half the time, it's good to have back ups. I'm also a believer in a proper ratio of swords becaue not everything is I 4,5, sometimes your halberds just didn't matter anyway.
Yes, I would take all halberds on purifiers. I would not take any on GKSS.
Hrmm, my 1850 list I'm seriously considering taking to the next tournament has 9 KP. 11 if I combat squad the GKSS, 12 depending upon what you think the rules for Anval Thawn's KP are. (man, I really want someone to pick a fight with me on Anval Thawn) So, ok, a little more than I thought. This has so far beaten a heavy Dark Lance DE list and I utterly pasted an experienced IG player last night, so so far I'm feeling pretty good about it. Of course, it's a dual raider list, so it's going to have less KP, obviously.
Kirby, man, you and I have just dramatically different thoughts about to play defensive and to do retreating actions. Of course, you seem to play more MSU than I do, so that might be heavily affecting things. But even still.....I'd really like to never hear you use the words "bubble-wrap" in the same sentence as GK, or any other army who'd basic troop costs 22 pts.
It's not like I've never sent a squad in a fight I don't think they'll win, to either do enough damage just hold something down for a turn. But save this "we feed them a bit of our army so we can shoot other things an extra turn" is just bunk. Save it for IG tyranids, things that have little 5pt dudes.
If scary assault squads are coming for you, back up, shoot them, whittle down the leaders until you can win that fight. If a valuable unit is going to get assaulted (and all my units are valuable) no matter what, reinforce it, don't leave it to it's fate.
I also don't know how your concept of "anti-melta" bubble wrap could ever work for something with the "density" of GK.
Think of it this way: A guardsmen is about 1 pt per milimeter distance covered, a GK is 4.5 pts per millimeter (withpsybolts).
I'm kinda joking with that comparison, but you get my point....GK just can't cover the same amount of ground, not near. Warp Quake is really the only bubble wrap you'll get.
abusepuppy 121p · 726 weeks ago
Warp Quake is basically a non-issue, since BA have no incentive to try and DS near the GK army.
Counterattack hurts, but it will be on a limited number of squads and BA intend to more or less wipe you out before you strike anyways, since Halberds are too expensive to be taking on every squad. Libby is only slightly an issue- BA runs their own Libby as standard, so a fair chunk of their powers are going to get negated. (BA likewise loses its own powers at the same rate, but doesn't rely on them as much.)
(I think that you, in turn, are way too enamored of the Vindicare. TurboPen only has a 25% of working- 50% chance to wound, 50% chance of cover save shrugging it off- and even when it does, that's one more turn you're not shooting out other models with him. He can't be a solution to EVERYTHING.
Every army uses sacrificial units. Unless you think that you somehow will take zero casualties over the course of a match. It's just a matter of prioritizing which units you can afford to lose vs which you can't.
Prometheus 101p · 726 weeks ago
I don't understand how you think that will happen. I have so far used the new Vindicare in 4 games, 3 of which were a tournament. So far, he has not been shot at once. Now, presumably that's just because I was good at making the opponent worry about other things. :D Just the same, I don't see how the BA will really shoot or assault him.
I'm preparing for DOA, I'm going to castle up a bit, right? Presumably the vindicare is in a great sniping position behind a pile of dudes. Assault marines don't really have long range shooting power, and if a hybrid list is shooting heavy artillery at my 3+ cover save dude, that's probably a good thing. They're also never going to get to assault him until the shit already hit the fan anyway.
"since Halberds are too expensive to be taking on every squad"
So this is a little amusing, since Kirby is assuming a GK player will have halberds everywhere, and you're assuming they'll have them no where. Suffice to say, it'll be a bit mixed.
"(I think that you, in turn, are way too enamored of the Vindicare. TurboPen only has a 25% of working- 50% chance to wound, 50% chance of cover save shrugging it off- and even when it does, that's one more turn you're not shooting out other models with him. He can't be a solution to EVERYTHING. "
I mean, so far, I've taken him mostly as anti-tank. He' pretty pure win on that front. It certainly is weird how much worse he is at hurting meat bags.
Still though, your math is a little off. Against Sanguinary Priests (probably much more important than killing their librarian) you'd use a hellfire round, 2+ to wound. I challenge your assertion that the Priest will have cover...he's jump troops so he doesn't want to be in area terrain, the vindicare will be elevated if he can, and really the BA are just trying to get to you ASAP anyway. So, we're looking at (11/12 hit)*(5/6 wound) = 76.3% kill rate. Half that, obviously if they can get cover, but I do argue that will be unusual.
I think your math is right against a libby, I would use the turbopenetrator for the two wounds.
I'm not sure what your point is with saying it can only fire at one thing a turn: A rail gun can only fire at one tank a turn, too. Rail guns, even just one, are pretty awesome.
You're right, of course, that he can't be a solution to everything--He's usually a solution to one thing a turn.
Re: sacrificial units: If by sacrificial you mean "You're going to lose some stuff", well, obviously. If you mean "throwing away bits of your army to hold them off for a turn" Then no, you're going about it wrong, at least with GK. That certainly works for some other armies.
Kirby 118p · 726 weeks ago
Not everywhere but it is likely you will see them. Specifically on Purifiers, GKT and Pallies.
Prometheus 101p · 725 weeks ago
Sethis · 726 weeks ago
First, BA can Deep Strike Melta reliably. I don't see how this renders Mech GK impotent as you will always be able to pop smoke before they drop, you may have a Warp Quake bubble to hide in, and even if they do drop and melta a transport, they will only have 2 units that can assault (VVs) if they landed well. Assuming that luck was average on turn 2 with reserves, the BA player has ~30 Marines within 12" of an equivalent number of castling GKs, one squad of whom is in combat (lets say an ASM squad failed to kill their target rhino due to smoke and the second VV squad scattered an inch too far out of assault range). The BA player has killed about two/three Rhinos and is about to kill a GK squad in combat with some SS VVs. The problem is now that he is facing down about 30 power weapon armed models, some of whom will likely have 2A base or I6 or something shiny. Without the charge, he strikes at the same time with the same number of attacks, with the exception of the GKs having potential Hammerhand and power weapons across the board (and 60 odd Storm bolter shots, but that's not exactly great anti-MEQ/FnP firepower).
I don't see how the BA player then recovers and overpowers the GKs in assault. Most of the BA army is attacking with normal CCWs vs a 3+ save, and is being hit back with a 50/50 chance of S5 Power Weapons. A vanilla ASM squad with FC only kills 3 vanilla GKs on average, and loses 2-3 men themselves. Once the FC fades then it gets even worse for them, never mind the inclusion of Halberds, Master Crafted Hammers, Hammerhand, Grenades or anything like that. Looking at it another way, 10 charging vanilla GKs with Hammerhand kill about 7 ASM on the charge and lose 1-2 men back. Priests are also incredibly vulnerable to being picked out and ganked by Force Weapons - the GK player only has to allocate 4 attacks against him to kill him fairly reliably.
If the BA want to get into combat, they need to be in melta range. To get in melta range, they have to be in assault range. To be in assault range and NOT get the charge is effectively suicide in this matchup. Given how easy it is to negate the effectiveness of the initial Deep Strike, the BA seems to be stuck between the rock of killing a few castled 35pt transports and maybe 1-2 squads before being wiped out by a counter charge of PW wielding GKs, or the hard place of deploying further away and having to walk en mass into a wall of Psycannon/Sbolter/Psyfleman fire.
From what I've seen so far, Pure Jumpers are in an incredibly bad position vs a Purifier/Paladin or indeed any GK-based army. The turns delay that being in a smoked metal box grants the GKs is extremely difficult for the BA to deal with given that their main benefit over other Marines (FnP) is ignored in the one place they want to be (combat).
Kirby 118p · 726 weeks ago
Jumper armies do not have to deep-strike but armies running VV (i.e. pure) have it much harder against GK as was mentioned in this article. Squad against squad in combat isn't a huge swing in either direction though w/FC ASM have the obvious advantage against GKSS (who have the obvious advantage in shooting) which is why it was pointed out you really need to combine assaults and use special units (i.e. Honor Guard, Sang Guard, DC, Dreads, etc.) which put more wounds out to reliably kill the GK. Do GK have good counter-attack abilities because of their Force Weapons? Yes. Was this mentioned? yes.
Pure Jumpers do indeed match up poorly with Crowe/GKT/Draigo armies and don't enjoy normal GK lists either due to the decreased effectiveness of their VV. That's what uni-dimensional attack patterns gets you but the deviant armies which have more shooting capabilities, different movements/weapons/ranges/etc. help bring the Jumper aspect of the BA army back onto generally level footing with GK.
abusepuppy 121p · 726 weeks ago
I think "pure" jumpers will find it a very hard match, but the variants (which normally bring at least a few long-ranged weapons and other options) can make it a much less pleasant fight for GK. Devs especially mess with their ability to fight you at range (3x5 Missiles > 3 Psyflemen) and can do the important job of forcing them to dismount before you approach.
Prometheus 101p · 726 weeks ago
Not sure they should, though. What does starting on the board get you? It's just more ground you have to cross, getting shot the whole way. If the GK are mechanized (likely) you're not even faster, they can move 12", deploy, shoot, load back up next turn, really make you work for it.
Realistically I think they still DS, just outside 12", which once again, means another round of shooting, and no melta. Definitely sub-optimal for them.
Wyrmnax · 726 weeks ago
The biggest advantage of GK is 13~24" shooting while keeping moving. They can afford to keep moving away from RF range while putting up a lot of fire on enemies.
That advantage is mostly neutralized by BA. FNP reduces a lot of the damage they take from low strenght shooting, and being jump infantary makes GK not able to dictate the range.
BA biggest advantages, however, is the FNP / FC combo and getting the charge into melee. GK Mostly nullifly that - Power weapons everywhere take out the FNP advantage, and while FC is still present, in some units GKs will have halberds that screw that one off.
So, very interesting matchup. Each army nulliflies what is usually the biggest advantage of the other.
Archnomad 70p · 726 weeks ago
They're bad, k?
Did a whole big shenazz rant about this, but noooo. Only unit that can really get away with spamming halberds are termies. Purifiers work far better as a shooty unit, with hammers. (:
Prometheus 101p · 726 weeks ago
Archnomad 70p · 726 weeks ago
In fact, Internet, go ahead and take them. I'll just hope I draw you guys r1.
Prometheus 101p · 726 weeks ago
I've been finding that small 5-6 man squad does really well to solve certain "problems" . Those problems usually aren't MEQs, those you can just Dakka down.
I've found that against hordes it's usually best to over-charge them, just stick them into as many units as possible. More bodies means more things to light on fire, which means higher CR. Laugh when the Ork player has to take 15 No Retreat! saves on two different units (on a 6+!).
THe Halberd is a lousy 2pts for them, you might as well just figure they're I6 and 16 pts each.
How can you say they're "still" no good in combat, btw? I6 and two powerweapon attack just isn't enough for you? How about with the magical ability to light people on fire? Or, against MEQs, they can just go Str 5 and two attacks. They'll dance on the graves of Incubi, Scorpians, Harlequins, Orks, Genestealers, double-sword Warriors, BA assault marines, Khorne berserkers, space wolves, all of it.
Don't make me do the math! I can, I will!
I don't want them as my troops, even if I didn't have to pay the Crowe tax, but don't tell me they're bad CC units. No, they won't do much to TH/SS termies. Boo freaking hoo. That is not the standard!
Archnomad 70p · 725 weeks ago
They're bad close combat units.
Why?
"They die like bitches."
Any, having played against purifier combat squads, it's true. They do.
Archnomad 70p · 725 weeks ago
The Lieutenant · 725 weeks ago
Prometheus 101p · 725 weeks ago
Archnomad 70p · 725 weeks ago
Yup, sure. Why the hell not. >_>
As far as I can tell, you're an idiot. Or at least very, very misguided. >: Do you actually read anything Stelek writes, or are you just saying this without any kind of evidence?
As a note, I'm not saying they're bad in close combat. What I'm saying is that they're a bad close combat UNIT. For reasons I've already mentioned, mostly that they die on the way over there, and anything that survives their initial attack is just going to kill them like regular marines. For example, BA and TH/SS (and BA TH/SS) don't die like random marines in combat. These guys do. Enemy has a power weapon? Oh fuck, guess you're screwed then (again, assuming they survive). Now, you might take the "assuming they survive" to mean that they're a good combat unit, but bear in mind these are best case scenarios for them.
Archnomad 70p · 725 weeks ago
So, all things considered, yes, they are good in combat. However, they're not a good combat unit. It's an emergency button for when things get hairy. As Abuse said, it's a threat. It's like insurance.
Archnomad 70p · 725 weeks ago
Take, for example, a tactical marine. Say you could pay 2pts to give that tactical marine a stormbolter, at the cost of his bolter and bolt pistol. So you now have an 18pt model with a stormbolter. You can pay 2 points to upgrade it to a power weapon. This is the same as a grey knight, but you lose Aegis and Pref: Daemons and gain combat tactics. That's a win. Now bear in mind this guy's main role is going to be shooting. He has one attack in close combat and is more likely to get charged than to charge. Realistically, if you were optimising, why would you take the power weapon on him? Even if he could crank it up to S5, why would you? Chances are he's going to get one attack with it and die before he swings anyway.
Archnomad 70p · 725 weeks ago
Yeah sure, I'm sold.
Archnomad 70p · 725 weeks ago
However, if you were running a shooty purifier unit, you'd be sticking at 24", blow their transport out the water and make them walk to you. Grey Hunters like walking even less than you do, because they can't affect the game from 24". If you remove your incentive to get out of your own transport, you become a much more efficient unit. Yes, you could run a combat unit and use it as a shooting unit, but then it'd be about as efficient as Fire Warriors.
/rant
Prometheus 101p · 725 weeks ago
Kid, I've been playing for GK for like 5, 6 years now. I used them about as much for shooting as for CC when they were 25 pts each and only had Str 4 bolters, you don't have go telling me they're more about shooting now.
But purifiers are for combat, not shooting. (I mean, shoot them first) I don't give a fuck that they can get 4 special weapons, life isn't always about special weapons. If you want psycannons, get purgations squads. If you want to beat things up, get purifiers. Besides,psybolts are pretty awesome, and I'd rather get psybolts on an 8 and 2 squad than a 6 and 4 squad. I'd also rather have 2 psycannons in two places than 4 in one place.
I'm sorry your purifiers "die like bitches". Why are you walking your purifiers out in the open to get shot up? Do you have no ideas on how to deliver a CC unit to the enemy?
I'm sorry you get beat up by TH/SS all day. As I might have mentioned, this is a silly comparison. Why don't you deal with that, by, I dunno, walking away.
It's not even like I'm purifier devotee or anything, but I see the value in taking a small unit or two. Saying they're bad at CC is just silly. If they're not a CC unit, what the hell is? (shut up about TH/SS already)
I've been to this Stelek's blog, he's an idiot. Or maybe he's brilliant and just can't communicate his ideas. He dramatically fails to justify his plans with any kind of logic or mathhammer. Maybe he's a great player, but he's useless as a source of tactical advice.
He's also makes 10,000 lists that are just stupid. Maybe he just tries them all until he finds a combo that works. I suppose anyone could play well with that much practice.
Archnomad 70p · 725 weeks ago
Played GK for 5/6 years? Great, I'm sure purifiers were a massive part of your army in the old Daemonhunters book. It's great how the 2 codices play exactly the same.
Why are purifiers walking? Well last I checked you couldn't assault from a transport. If you're going to walk a transport up that close to an enemy, it's going to get shot. Either that or you get out and assault a unit, and are now in the open. Is this really so hard?
As to Stelek, I stand by what I said earlier.
Archnomad 70p · 725 weeks ago
Didn't mention old DH
Didn't mention Psybolts
Didn't mention TH/SS
Didn't mention 10 man squads for 2 psycannons
Again, Didn't mention TH/SS
Are you actually replying to me? >_> Did you decide to just make up what you thought I'd said and reply to that? Jeez...
If they're not a combat unit, what is it? It's a generalist unit. It leans toward shooting due to the presence of Stormbolters and Psycannons, and being able to top hatch from a rhino, and with a hammer or 2 in it it can stand up to things like Mephiston and tactical marines. Again, not difficult to grasp. >_>
Archnomad 70p · 725 weeks ago
What I want to clarify before I go, again, is that "They are not a combat UNIT. However, they are decent in COMBAT due to their 2A, Power Weapons+ Hammers". You should not run them as designated assault troops, you should shoot with them and counter charge anything weak enough that comes close. I also want to clarify that I mentioned TH/SS once, in brackets, whilst on a tangent, and all I said was "they're more survivable." That's it. You're the one that's harping on about them. >_<
Prometheus 101p · 725 weeks ago
Still talk to yourself too much. Personally, I prefer a LR
Only two psycannons can shoot out a LR. And I'm not allowed to mention anything you didn't mention first?
Oh, and a big "Fuck You" for trying to say I must not play competitively if I disagree with you.
Clayman · 725 weeks ago
He wasn't talking to himself, he was talking to you. And you should be listening.
You can mention whatever you like, but don't try to pick apart arguments that haven't been made.
LR's don't have fire points. Fact.
You can play competitively if you like, but if you use purifiers as combat units you're going to disadvantage yourself.
Archnomad 70p · 725 weeks ago
My Argument is Invalid.
Prometheus 101p · 725 weeks ago
Reading comprehension fail, again.
Prometheus 101p · 725 weeks ago
TheKingElessar 71p · 725 weeks ago
I want to have what you're smoking!
TheKingElessar 71p · 725 weeks ago
Purifiers are pretty weak as a CC unit, and your hilarious assertion " If you want psycannons, get purgations squads." makes me wonder if you're even being serious.
PS - Psybolts are 'quite good', not 'awesome'. Paying an extra 4 points/model for +1S guns isn't something anyone else would take - and even at 2 points (which is inaccurate, as you pay for 2 models who do not benefit) it's FAR from an auto-pick...which is what truly awesome options are.
Prometheus 101p · 725 weeks ago
It would be 2.5 pts per model, then, dude. If you're going to take the time to nip-pick over something like that, at least get your math right.
If something is an "auto-pick" it's the sign of a badly written codex.....which certainly has happened a fair bit before.
The Lieutenant · 725 weeks ago
Archnomad 70p · 725 weeks ago
Also The Lieutenant, he clearly got his mucking fords wordled. >_>
TheKingElessar 71p · 725 weeks ago
Prometheus 101p · 725 weeks ago
Seriously. Purifiers are for combat. It's nice they have guns, same way it's nice that SS have forceweapons, but it's not the main point of the unit.
It's not my problem that you don't know how to deliver them tot he enemey.
TheKingElessar 71p · 725 weeks ago
Auto-picks are not only found as a result of poor writing, changes to rules and subsequent releases also create these circumstances, as do examples of good writing on occasion. For instance, Missile Launchers on Long Fangs are essentially an auto-pick.
Prometheus 101p · 725 weeks ago
B) Math is is often relevant , and always when you try to make fun of someone using it an then fail, badly.
C) Auto-picks....goodwritng.....ummmm, No.
TMiles001 41p · 725 weeks ago
So I guess Blood Angels are a badly written codex then, what with their Sanguinary Priests and all...
TheKingElessar 71p · 725 weeks ago
TheKingElessar 71p · 725 weeks ago
Stelek is FAR from everyone's cup of tea, but he is CLEARLY not an idiot.
TheKingElessar 71p · 725 weeks ago
Archnomad 70p · 725 weeks ago
Stelek <3
Uh... >_>
Zjoekov 74p · 725 weeks ago
Joking joking!! =P
al87125 · 726 weeks ago
Kirby 118p · 726 weeks ago
TheKingElessar 71p · 725 weeks ago
Bertbos · 726 weeks ago
Vindicare is ace vs mech though especially if you can bolster a ruin he is a massive headache for a mech opponent with a 2+ cover save.
Prometheus 101p · 726 weeks ago
TheKingElessar 71p · 725 weeks ago
Prometheus 101p · 725 weeks ago
TheKingElessar 71p · 725 weeks ago
No one could be stupid enough to comment that and the reasonable arguments scattered above - so you are trolling sir.
Unless you somehow genuinely are stupid enough to think that Jump Infantry wouldn't Run or walk into terrain rather than get fucked up for any tactical reason...If you think killing your 90 point 1W model 1/6 of the time is good, you're a moron - just like if you think not getting cover for your 90point 1W model from that Vindicare Assassin is good.
Fucking ridiculous that I should have to explain that.
Archnomad 70p · 725 weeks ago
Prometheus 101p · 725 weeks ago
TMiles001 41p · 725 weeks ago
TMiles001 41p · 725 weeks ago
Your tactical marines are standing 2" from some cover, do you:
a) do you move them the two or three inches to stand in the cover?
-or-
b) move them the full six inches through the cover and out to the other side?
Because you seem to be implying that I should take option 'b' with my assault marines, lest I waste some precious movement.
TMiles001 41p · 725 weeks ago
Although even this is unneccessary, as Mr Prometheus has previously stated that Mr Vindicare is deployed in the middle of his castle 'behind a pile of dudes.' Since interveneing models give a 4+ cover save - Mr Prometheus has done the hard work for me... until he gets some elevation anyway...
InfinitysEnd · 725 weeks ago