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Friday, August 19, 2011

Army Comparison: Dark Eldar and Grey Knights


I've heard every opinion possible on this match-up. Ranging from the extremes of Dark Eldar dominate to Grey Knights dominate with everything in between. This might indicate a perfectly awesome normal distribution of player experiences...ya right. Rather, I think these extreme opinions are based upon players seeing/participating in battles where one general continually exerts themselves. Why? Well personally I believe the two armies are well matched-up but are HUGELY different armies and much like Dark Eldar and Tyranid match-ups, both armies do quite well at hurting each other but at significantly different portions of the game. This is why I feel a lot of people have been led to extreme opinions as whichever army is able to get a stranglehold with their strengths is very likely to obliterate the opposing army and perhaps lead to fewer close games.

Enough conjecture though! Let's actually look at how the armies match-up. Remember, this is the whole codex against the whole codex and whilst common themes in most armies will be discussed, we aren't comparing specific lists or looking to tailor lists against opponents.



Dark Eldar Advantages:

Mobility and range are going to be obvious advantages to any Dark Eldar army - it's why you generally play them after all. Whilst Dark Lances are only 36", many units have the option to move 12" and fire. Against an army with primarily 24" guns, this can lead to early game advantages and more options later game. Whilst Grey Knights in transports can quickly close to that 24" gap, Dark Eldar have the ability to then move away and force the Grey Knights to re-embark and move after them. Whilst there is finite board space, its important for the Dark Eldar army to minimise the amount of 24" shooting the Grey Knight player can get in. This not only means shooting and moving to keep out of that 24" range as much as possible but also to not spread your army out but focus on one flank of the Grey Knight army. This is where their extreme mobility can really come into play and whilst it sacrifices midfield, will allow your army to live longer (shock prows obviously become very important as well to tank shock units off objectives in midfield).

Darklight weaponry is great at shutting down AV11 mech. Whilst Grey Knights have fortitude which can really hurt the Dark Eldar suppression fire, the amount of lances most lists contain (~20 for 1750) means there will be wrecks and weapon destroyed results going through. Since most of the darklight weapons are also spread out across many units, the potential for multiple such results is very high if unlikely.

Poisoned shooting weapons are great against all Marine armies and perhaps none more so than Grey Knights. Grey Knights like to play outside of their mech and to be able to keep up with the Dark Eldar army in the early turns where they don't have board control, Grey Knights will be forced to hop out of their transports if they want to bring their stormbolters and psycannons to bear. This obviously opens them up to massive amounts of poisoned shots which are very efficient against expensive Marines. Whilst it may take four Venom on average to down a small Marine squad, the ability to wipe out whole squads in the shooting phase is hugely important and not always needing to break open tanks to first access the infantry gives the poisoned weaponry a big boost in early turns. Add in that Venoms can move 12" and shoot 36" and they too have the same range and mobility advantage over Grey Knights and remember, they care nothing about cover. If they can see one of your guys, they are going to put some wounds on them quick smart.

Certain combat units of Dark Eldar have a field day against Grey Knights, specifically Beastmaster units with Khymera and Wyches. You have Force Weapons you say? Don't care thanks to invulnerable saves which are better or as good as their normal saves. This means one of the few advantages Grey Knights have in combat is mitigated against very common combat specialists for Dark Eldar and whilst a unit of Purifiers, Paladins or Death Cult Assassins will still hold their own against such units, combat is once again an area the opposing army has the advantage.

Nightshields, whilst uncommon, will be of great benefit against the 24" range weapons of Grey Knights. Whilst less effective against stormbolters compared to rapid firing weapons like boltguns, it can really magnify the movement and range advantage Dark Eldar have in those early turns and particularly help the Dark Eldar isolate and flank the Grey Knight army. Whilst night shields will have little effect against the increased range of units such as Psybacks, LasPlas Razorbacks or Psyfledreads, their real value is in limiting the middle ranged firepower of the Grey Knights.

Pain Tokens will help a lot against Grey Knight's major anti-infantry shooting - stormbolters. Whilst obviously not as effective or widespread as in Blood Angel armies, FNP can greatly blunt the Grey Knights ability to kill lots of T3 infantry quickly. The combination of cover and FNP ensures 3/4 of all wounded infantry will live to fight another day against the main anti-infantry weapon of the Grey Knight arsenal. Add in the usual benefits of extra pain tokens such as being better in combat and fearless (especially against shooting) and smart management of pain tokens can become a huge game changer.


Grey Knight Advantages:


Fortitude is an obvious one here. Dark Eldar lance weaponry is all about causing as much mech damage across an army. Whilst 20+ S8 shots is going to wreck/explode some tanks, the ability to cause shaken, stunned, weapon destroy and immobilised results across the opposing army is where they really shine. Against Grey Knights half of those extra results get ignored more often than not. This really hurts Dark Eldar as Grey Knight mech is very well equipped to deal with Dark Eldar.

Psyflemen are of course at the forefront of this argument. Being AV12 means darklight weaponry is at their most inefficient and with 48" + Fortitude, they are very hard to take down. Dark lances will find it hard to get close enough to shoot them without exposing themselves to a lot of return firepower and even if they do, the Psyfledread still ignores 33% of any results on a successful psychic test. Add in their weapons are S8 so easily pen AV10/11 and each Dreadnought has two actual weapons and they are very hard to deal with for Dark Eldar. Venerable Psyflemen are even worse for Dark Eldar to deal with. Psybacks are also a pain for Dark Eldar to deal with. They have the range to match Dark Lances and whilst AV11 and thus more vulnerable to S8 fire, are numerous enough to make up for this. Their S6 firepower is good enough to hurt AV10 with some degree of reliability and outside of the first couple of turns, will generally be in range. Whilst more vulnerable to firepower and suppression results (weapon destroyed/immobilisation), they are still a right pain for Dark Eldar to deal with.

Whilst pain tokens can nullify the effectiveness of stormbolters, they are still quite a good weapon against Dark Eldar. They have the usual 24" supremacy against regular anti-infantry weapons (i.e. splinter rifles) with the added bonus of being decent enough against AV10 open-topped vehicles. Add in psybolt ammo and they can be very effective against transports though limited by their range, mobility of Dark Eldar and potential nightshields. Whilst they can be relatively ineffective against infantry with pain tokens as well, a vast amount of firepower in the rest of the Grey Knight army is S6 or better. Psybacks, Psyfledreads, Incinerators, Psycannons, etc. all cause instant death against T3 models which can reduce the effectiveness of pain tokens by a severe margin. In combat force weapons obviously ignore this bonus as well though the high initiative and invulnerable saves on certain Dark Eldar combat units means this is often irrelevant.

Grey Knights are a midfield army and against Dark Eldar, there is nothing truer. Whilst Dark Eldar will often have a range and mobility advantage against Grey Knights, by moving into midfield they deny the Dark Eldar some of this. I'll do a post on this shortly but having 24" guns in the centre of the board means you can reach nearly everywhere. The Dark Eldar can still minimise how many guns can reach you for a certain period of time but they cannot do so forever. Furthermore, by sacrificing midfield to Grey Knights, Dark Eldar lose board control and this is very important in objective based missions. By holding the centre of the board Grey Knights have it very easy in terms of moving out and claiming objectives. Dark Eldar will have to force Grey Knights off objectives later in the game and this isn't exactly easy.

Although Dark Eldar will generally have an advantage in combat, particularly units such as Beastmasters or Wyches, as usual, Halberds can throw a spanner in the works. Whilst both of these units still aren't as fussed against such with invulnerable saves and high initiatives themselves (i.e. generally striking simultaneously), Dark Eldar combat often relies upon getting the first punch in to weaken the return punch. Halberds mitigate this and particularly combined with combat grenades means certain units can really close the combat advantage Dark Eldar units have. Add in psychic powers such as Hammerhand and Cleansing Flame to cause extra damage and certain units are better at dealing with Dark Eldar combat units than others.

And this brings us to the final point - lack of psychic defenses for Dark Eldar. This obviously goes hand in hand with Fortitude above but Dark Eldar have no psychic defenses. No, crucbile does not count and whilst is most effective against Grey Knights compared to other armies (no it doesn't affect vehicles), it's not a defensive mechanism and not good enough against all lists to take just to deal with Grey Knights. This means Grey Knights are free to cast whatever powers they want, when they want. They don't have to fear perils and have a very high success rate in terms of casting their powers. Whilst things such as Hammerhand are less useful here since Grey Knights already wound most Dark Eldar on 3's (though upgrading this to 2's isn't a bad thing), being able to cast powers like Cleansing Flame, Fortitude, Sanctuary and Shrouding without consequence is very nice and really lets the Grey Knight army fire on all cylinders.

Conclusion:

Where does this leave us? Both armies have some serious advantages against each other and it may seem like Grey Knights have the edge simply because of Fortitude. Whilst this can really impede upon the effectiveness of Dark Eldar shooting, this factor can be minimised to a certain extent my the range limitation of Grey Knight's midfield weaponry and the exposure of Grey Knight infantry to poisoned weapon fire. Whilst one might assume whoever goes first has the greatest chance of victory, this is perhaps one of the best match-ups to dissuade that. If Grey Knights go first the Dark Eldar player has the most options in terms of deploying as far from them as possible. Whilst the Psyfledreads will very likely be in range no matter what, they can ensure maximum distance against the Grey Knight Psybacks/Psycannons/Strombolters. A further option is to reserve and deny the Grey Knights two whole turns of shooting though the Dark Eldar lose their early mobility/range advantage. If Dark Eldar go first they have a higher chance of knocking out multiple tanks, shooting up Grey Knights and reducing the firepower coming into them for the rest of the game. Grey Knights can of course reserve themselves and do it better than Dark Eldar if they can utilise Psychic Communion though of course the Dark Eldar player still has the initial range/mobility advantage as the Grey Knight army comes on.

What these deployment examples show is that whilst it may seem like one army has the advantage over the other, there are a lot of options and variables which go into it. Dark Eldar need to do their damage as early as possible whilst taking as little damage in return as possible. This means maximising their mobility and range advantage for as long as possible - night shields help a lot here. This means in the early turns Dark Eldar are more likely to have the upper hand but as multiple psycannons get into range, the balance of power shifts to Grey Knights as they have a lot of S6-8 shots which can bring down AV10 open-topped vehicles. This is where Grey Knights need to make their stamp because Dark Eldar will generally have a significant advantage in combat, especially if there are Beastmaster or Wych units around.

All in all it really comes down to which general better applies their army. Hot dice in either army's 'sweet spot' is going to see the game become very one-sided and with Dark Eldar fragility, they are certainly more vulnerable to this than most armies but if you do not maximise your army's strengths, you will lose. Dark Eldar and Grey Knights have very different strengths which come into play against each other at different times. Whichever player maximises their opportunities and minimises their opponents during these times will often find themselves the victor.

Comments (26)

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why is there a grey knight pretending to be a peacock?
I was just wondering Kirby why do you keep saying that grey knights are a 24 inch range army? Yes I know that there basic troops have storm bolters, but I was just wondering why do you keep sighting this as a range limitation when most of the other marine armies can't shoot as far except by including things like heavy support, razorbacks, and fast vehicles in their list too (although I suppose tactical marines can take ONE heavy weapon too). To be fair you did mention razorbacks.

As you also said you are going to discuss at some point playing on a proper 6x4 table 24 inches from the middle will pretty much let you shoot anywhere.

I'm just sick of reading your comments that Grey Knights are a 24 inch army like the range of the gun is the problem, but more often the problem is that Grey Knights don't have too many fast options (Interceptor Squads, Storm ravens, Scout moves from Grand master, and a sometimes useful ability to deep strike basic troops). Although most other marine armies don't fare much better.
2 replies · active 710 weeks ago
> why do you keep saying that grey knights are a 24 inch range army?

Because every single non-vehicle-non-henchmen unit is armed with Stormbolters and Psycannon, both of which are 24" range. Even some of the weapon options on vehicles (MM, Passcanons, Hurricanes) are 24".

I think this matchup actually depends on list composition more than anything else. If the GK player has 2+ Psyflemen and a Techmarine Nade caddy then the DE can find it extremely difficult to operate at all, barring hiding at the back and shooting as many lances as possible at the Dreads in 3+ cover. If the GKs have no Psyflemen (yeah, right) or didn't pick a Techmarine then it can go much easier on the DE, but they still struggle a lot with board control.
GK want to sit and 24" and not have to move. Doubling the number of psycannon shots they have is huge and thus they are 'the' 24" army. Other Marine armies have better shooting beyond 24" (Dreads, Preds, Speeders & RBacks), more mobile (specifically melta), etc. Whilst they may also operate around 24", they have more elements that are more aggressive and longer ranged compared to GK. They effectively operate differently. Imagine for example if Grey Knights had access to Speeder squads...

The range of the gun certainly isn't a problem but against armies which are mobile and ranged enough to stop those guns from shooting for a turn or two need to maximise that ability.
Sorrowshard's avatar

Sorrowshard · 710 weeks ago

The 24" thing is a fllacy anyway as they will always be able to move 6" if not 12" + disembark , Its almost impossible to keep them at arms length for more than a turn. if they want to close down and force buckets of str7 up the DE they can , very quickly .

Grey knights can agressively tear into DE, I don't think there is an army better equipped to rip apart multiple AV10 vehicles in short order...

Psyflemen are a joke IMO, its a dead DE vehicle every time it fires, every time DE fire back at them it's an uphill struggle to do anything, dont forget GK have ready acces to 3+ cover saves for their armour as well as being immune to stun/shaken (the bread-and-butter of lance spam) Properly run and played GK are a nightmare for DE.

It's hardly surprising GK have been the biggest bandwagon army of the edition.
1 reply · active 710 weeks ago
Beastmaster units will smash GK units even if they multiple charge. If you keep the BM units in front of the vehicles, it becomes very problematic for GK to advance at high speed, disembark, and shoot at the DE vehicles. If they shoot at the BM, then they're not stopping all the Splinter Cannons from shooting back and killing them, and actually the SCs will probably do about as much damage to GK as the GK will do to a BM unit in cover. IMO, all the best DE lists use 2-3 solid BM units, as their presence opens up a lot of options that don't exist with pure skimmer spam.

The Psyflemen are bad for most armies, and an absolute nightmare for DE. A GK list that spams Dreads (I have one with 5 Dreads at 1850) is going to make mincemeat of DE vehicles, freeing up all of the other firepower to kill BMs. Frankly, I think that in most cases a solid DE list can hang with GK, but not with a Dread-spam GK list.
Wait, so two flexible, balanced and competitive Codices are fairly evenly matched, outcomes determined only by player skill?

No fucking way.
2 replies · active 710 weeks ago
I kow rite? But don't worry, Chumby, Jervis and Cruddace will happily escort us back to the magical land of 4e if it ever becomes too much of a problem.

I mean, how can you enjoy your pretzels if you're actually playing to win?
*grabs energy bar*

doesn't have the same ring does it...
Properly run DE are a nightmare for GK. This battle is balanced and I agree with Kirby on his assessment of the matchups. GK are a 24" shooting army. He didn't say anything about threat range. So yeah you can get the 6-12" extra movement and shoot to full effectivness.

The 24" is not a weakness and no one has ever said it was.

Also lack of Psychic defense for DE I don't really consider a weakness. Once you get used to not having any you find that psychic powers don't have as much influence on the game that most players believe they do. I play DE and say cast away. In the end the DE builds have lots of cheap units and throwaways to get you through.
"Tastes Great!!"

"Less Filling!!''

etc.......

I think that the environmental factors determine the outcome in most DE vs GK matches, terrain, lists, and leadership (or generalship if you prefer) Both Dex's have flexibility and I am encouraged by the balance represented in these two dex's when they face each other.
1 reply · active 710 weeks ago
Bad terrain always screws up game balance, though, that's why our Ladder uses several premade maps (and although a lack of multiple maps to play on can be meh, better that they're balanced then not).
AnonymousGuy's avatar

AnonymousGuy · 710 weeks ago

that grandmaster is badass! kirby or anyone else know whose that is? maybe i could get a scheme on how they went abotu making it
2 replies · active 709 weeks ago
Games Workshop golden demon from 2011 iirc.
I apparently fail at Google and can't find this one. Any more direction? I'm building out my BA army (not to play them, I'm a GK player), but I love modeling and painting winged soldiers. the BA army is shaping up to be a jumper army (to lend some reasoning towards why everyone is winged) and I'd love to know where those wings were purchased. (see: hope they were purchased and not custom made)
ThisIsAUserName's avatar

ThisIsAUserName · 710 weeks ago

For DE killing VenDreads is unrealistic, a strong tactic is playing tar pit with them, with beast wytches, or even warriors a turn there tied up is a turn they dont shoot at you, wytches are for AT any way, with proper drug roles they can kill MEq but playing "you do how many glances?!" to a chimera wall, or razor back wall really helps protect AV 10 from incoming fire as they have a pressing immediate threat, dark eldars catch phrase should be a good offense is a good defense, and fortitude makes the reliability of DE suppression drop which was addressed. The only DE unit that cares about halbreds to much is incubi, beast packs do not, if u do 3 wounds sure ill put them on a rozrwing flock so congrats u got and extra two woould but only one or two? thats what kymera are for. The most effective method i have found for fighting gks, is tar pit, and eat units not tarpited peace meal as you pay for your mobility use it, 2 beast packs can effectively tie up or slaughter 4 or more 5man gk squads leaving venoms to do what they do best eat infantry, while Dl fire on non ven dreds and razors, through DE speed and abilty to tar pit, if at any point after turn 2 and your army is still fighting his entire force, your the problem to you victory, not the army match up.
1 reply · active 710 weeks ago
I like how Beasts are so prevalent in decent lists. Having a FA that matters is one of the signs of a well-balanced army (although it may matter too much in this case).
I think the reason people have strong views one way or another on this matchup has more to do with both armies design principals than the actual matchup tipping one way or the other. DE are a glass cannon army, and Grey Knights really are one as well its just that instead of a having a bunch of av 10, and t3 with crap saves, they just don't have the numbers. The storm bolters and Psycannons allow their offensive enough dice to be consistent but with fewer numbers one bad turn of rolling saves can decimate them. When two glass cannon armies face eachother regardless of their nature the game is gonna seem one sided because its harder for them to get back in it when they fall behind.
1 reply · active 710 weeks ago
althathir's avatar

althathir · 710 weeks ago

I meant to say that people assume its unbalanced matchup because in their experience the game goes one way or the other, wasn't sure If I got that point across.
Good article, but I'm just wondering why you think poisoned weapons are particularly good against marines? 4+ posion is no better than any other Str4 weapon (e.g. Bolters), and without a low AP marines can shrug off most (60%) of the shots. What is really good is the Splinter Cannon, which I think is what you really mean here, and it's good not because it's poisoned, but because it's a 6 dice weapon on a Venom. Simple rolling more dice increases the chances of the marine fluffing his saves! :)

Anyway as a DE player expecting to face GK tomorrow I'm glad I caught this article in advance.
1 reply · active 710 weeks ago
It's about efficiency. It's not great against a Marine but compare that a Dark Eldar Warrior has the same wounding power against MEQs as against GEQs and thus are more efficient against Marines. GK being the most expensive Marines on average and each splinter weapon is near it's peak in efficiency.
Its all in the lists. I fought this matchup twice and the DE player didn't have nearly enough blasters and lances. He got one try at the Riflemen, failed, and then got torn to shreds. Properly loaded up on the good stuff, DE are great against the Grey Knights but IMO the matchup is gonna be like a real life streetfight: 99% of the time, whoever lands the first good solid hit will win.
I tend to be pretty comfortable fighting DE, even with my heavy land raider lists. Night shields makes it really hard though. 24" is enough to cover most of the board, leave them no where to run, 18" isn't. Without night shields I'd be all set.
general smooth's avatar

general smooth · 710 weeks ago

has anyone mentioned the fact that de have lots of multiple wound creatures that force weapons can kill in one blow??? I think I may have missed something somewhere?
2 replies · active 710 weeks ago
Well, the most commonly seen multiple wound model in DE are the Razorwing Flocks. Thing is, there are usually a good few Beastmasters and Kymerae in the group as well to take lots of hits before you can even start to wound to Razorwings.

The other thing is, if you're saving your power for Force Weapons, that means you're not fighting them with Hammerhand or other powers active unless you brought an IC as well.
You don't really need Hammerhand when everything in the Beast unit is T3 apart from the Clawed Fiend (if anyone takes them) and they die to ID just as easily. More so, actually, because you roll to wound vs T3 (the majority of the unit). So yeah, Beastmasters murder Sword-wielding Strike Squads, but then they kill Tac Marines as well, It's not exactly hard. The problem is when you face anyone with Halberds who strikes before the flocks, causes ID, and is probably wounding on 3s or 2s (Rad Nades, Hammerhand). So the good combat units, basically.

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