Tampilkan postingan dengan label Grey Knights. Tampilkan semua postingan
Tampilkan postingan dengan label Grey Knights. Tampilkan semua postingan

Rabu, 22 Juni 2011

E-Mail In : Grey Knights, Dreadnoughts and Razorbacks.

E-Mail In : 

Hello Gmort,


I've been playing around with the Grey Knights codex and have decided to strip down and repaint some of my substantial collection of Dreadnoughts and Razorbacks so I can repaint them in Grey Knight colours. After reading a couple of your posts where you've helped people optimise their lists without making them change everything so it ends up a generic netlist like they do at certain sites, I thought you'd be the best person to help. I'd like to use the twin-linked Autocannon dreads as I have already got some Forge World Dread arms and I'd also like to use my Razorbacks (they're set up as Heavy Bolter ones and I used so much glue I think that's how they'll likely have to stay). I've bought some normal Grey Knights and may be able to get a box of termys off a friend who decided to do something else. I've tried a few combinations myself but I either end up with not enough troops or not enough points to fit in the mandatory HQ in Termy armour or on several occasions just have nowhere to put him. Sorry if that's a bit of a ramble but any help you give would be much appreciated.


Name withheld by request.

Reply : 

I'm not sure why you'd have problems as the units you've mentioned are all fine units to put in any Grey Knights army. If what you want is Dreadnoughts and Razorbacks then that can be done quite easily. As for HQ's you don't necessarily need to have one in Terminator Armour unless you really want one and there are cheaper ways to do it than taking a Grey Knight Grandmaster or similar if you do. If you can get that box of Terminators from your friend then I'd suggest the following.


2000 Pts - Grey Knights Roster.


HQ: Ordo Malleus Inquisitor in Terminator Armour (1#, 89 pts)
   1 Ordo Malleus Inquisitor in Terminator Armour @ 89 pts (Nemesis Daemonhammer; Servo-skulls x3; Psycannon)

So this guy will most likely chill out with the Terminators giving them a 2nd Psycannon and use his Servo-Skulls to keep away pesky infiltrators.

Elite: Venerable Dreadnought (1#, 196 pts)
   1 Venerable Dreadnought @ 196 pts (Psybolt Ammunition; Searchlight; Twin-Linked Autocannon; Twin-Linked Autocannon)

Elite: Venerable Dreadnought (1#, 196 pts)
   1 Venerable Dreadnought @ 196 pts (Psybolt Ammunition; Searchlight; Twin-Linked Autocannon; Twin-Linked Autocannon)

Elite: Venerable Dreadnought (1#, 196 pts)
   1 Venerable Dreadnought @ 196 pts (Psybolt Ammunition; Searchlight; Twin-Linked Autocannon; Twin-Linked Autocannon)

4x Strength 8 Twin-Linked shots a turn per Dreadnought. The're almost impossible to stun-lock due to their Psychic Pilot's 'Fortitude' ability and have a good chance of avoiding terminal damage because of their 'Venerable' rule.

Troops: Grey Knight Terminator Squad (5#, 225 pts)
   1 Grey Knight Terminator Squad @ 225 pts
      1 Terminator Justicar
      1 Terminator (Psycannon)
      1 Terminator (Nemesis Daemonhammer)
      2 Terminators

This gives our HQ somewhere to chill out as well as being an effective unit in it's own right.

Troops: Grey Knight Strike Squad (6#, 171 pts)
   1 Grey Knight Strike Squad @ 171 pts (Razorback)
      1 Justicar (Nemesis Daemonhammer)
      2 Grey Knights
      1 Grey Knight
      1 Grey Knight (Psycannon)
      1 Razorback (Psybolt Ammunition; Searchlight)

Troops: Grey Knight Strike Squad (6#, 171 pts)
   1 Grey Knight Strike Squad @ 171 pts (Razorback)
      1 Justicar (Nemesis Daemonhammer)
      2 Grey Knights
      1 Grey Knight
      1 Grey Knight (Psycannon)
      1 Razorback (Psybolt Ammunition; Searchlight)

Troops: Grey Knight Strike Squad (6#, 171 pts)
   1 Grey Knight Strike Squad @ 171 pts (Razorback)
      1 Justicar (Nemesis Daemonhammer)
      2 Grey Knights
      1 Grey Knight
      1 Grey Knight (Psycannon)
      1 Razorback (Psybolt Ammunition; Searchlight)

Troops: Grey Knight Strike Squad (6#, 171 pts)
   1 Grey Knight Strike Squad @ 171 pts (Razorback)
      1 Justicar (Nemesis Daemonhammer)
      2 Grey Knights
      1 Grey Knight
      1 Grey Knight (Psycannon)
      1 Razorback (Psybolt Ammunition; Searchlight)

In any other army your Heavy Bolter Razorbacks would be a bit of a liability. Fortunately Psi-bolt ammo makes them Strength 6 which is a bit more useful. The unit inside each one is (I'm afraid) pretty 'netlist' standard but it's a good configuration none the less. There's four units of them because my personal experience of Marines of all colours is that 15 Marines across 3 units just isn't enough past 1500 points and to be honest is a bit tight even at that points level.

Heavy Support: Dreadnought (1#, 136 pts)
   1 Dreadnought @ 136 pts (Psybolt Ammunition; Searchlight; Twin-Linked Autocannon; Twin-Linked Autocannon)

Heavy Support: Dreadnought (1#, 136 pts)
   1 Dreadnought @ 136 pts (Psybolt Ammunition; Searchlight; Twin-Linked Autocannon; Twin-Linked Autocannon)

Heavy Support: Dreadnought (1#, 136 pts)
   1 Dreadnought @ 136 pts (Psybolt Ammunition; Searchlight; Twin-Linked Autocannon; Twin-Linked Autocannon)

I hope your Dreadnought collection is as substantial as you claimed ;-)

Total Roster Cost: 1994


The reason I've included searchlights on everything is because 'Dawn of War' can sometimes allow fast killy things to get closer to you than you would have liked. At least with searchlights once you've hit it once then the rest of your army can unload into it and finish it off. If you can find something better to spend them on then by all means do ;-)

You have 5 scoring units which is a decent enough quantity and more than enough fire-power at a wide variety of threat ranges to get the job done.

Anyway I hope this helps. If you want to thank me click on a couple of adverts ;-)

Thoughts and comments are (as usual) most welcome.

Rabu, 01 Juni 2011

Grey Knights Terminator Spam - 1500 points.

It is my opinion that certain builds work better at specific points values. I think this would do just fine at 1500 points but would probably need a major rethink at anything higher than that,


1500 Pts - Grey Knights Roster - Grey Knights Terminator Spam


HQ: Librarian (1#, 150 pts)
   1 Librarian @ 150 pts

Troops: Grey Knight Terminator Squad (10#, 450 pts)
   1 Grey Knight Terminator Squad @ 450 pts
      1 Terminator Justicar
      2 Terminators (Psycannon)
      2 Terminators (Nemesis Daemonhammer)
      5 Terminators

Troops: Grey Knight Terminator Squad (10#, 450 pts)
   1 Grey Knight Terminator Squad @ 450 pts
      1 Terminator Justicar
      2 Terminators (Psycannon)
      2 Terminators (Nemesis Daemonhammer)
      5 Terminators

Troops: Grey Knight Terminator Squad (10#, 450 pts)
   1 Grey Knight Terminator Squad @ 450 pts
      1 Terminator Justicar
      2 Terminators (Psycannon)
      2 Terminators (Nemesis Daemonhammer)
      5 Terminators

Total Roster Cost: 1500

Some of the Terminators can have Halberds if you wish. It doesn't change the points values anyway.

Feel free to discuss if you wish. I on the other hand am going to bed.....

Minggu, 22 Mei 2011

Grotesques, Wracks and other Finecast leaks...

Some pictures have found their merry way from the 'secret' pile into the 'leaked' pile yet again...

Grotesques.


Wracks.


Haemonculus.


Citadel Finecast.




Credit goes to Natfka for these pics by the way just in case he thinks I'm stealing his stuff rather than just borrowing it ;-)

Rabu, 04 Mei 2011

'Unofficial' Grey Knights FAQ

There are a few things that really need clarifying in the Grey Knight Codex.


Here is what I'd like to see when GW get around to doing it,

General Rules Queries.



Q: Does Daemonbane (or any other power/ability listed as effecting Daemons) effect Lesser/Greater Daemons from the Chaos Space Marine book as they do not have the “Daemon” rule?
A: I'd like to say no to this as the Chaos Space Marine Codex doesn't really need any more kicks in the balls. However, the answer is yes. Lesser Daemons, Greater Daemons, Daemon Princes and Eldar Avatars are all classed as Daemons for the purposes of appropriate Grey Knight rules.


Q: Can a Strike/Interceptor squad use the Warp Quake ability on a turn in which they came in from reserve?
A: No, Warp Quake is cast at the beginning of the movement phase before reserve rolls are made.

Wargear/Equipment Queries.
Q: Does a Servo Skull reduce the scatter distance of an Orbital Strike Relay attack.
A: No. The Orbital Strike Relay bombardment always scatters the full distance as per its own wargear entry.

Q: Do the Toughness reducing effect of multiple uses of Rad Grenades stack?
A: No.

Q: Does the Ulumeathi Plasma Siphon only effect Plasma pistols, Guns and Cannons?
A: No. Tau Plasma Rifles and other similar Plasma weapons are all effected as well.


Q: If a unit is hit by multiple Mind Strike Missiles does it take multiple Perils of the Warp tests (assuming the target was a psyker)?
A: Yes. One test is taken per hit inflicted.

Q: Does a Grey Knight using Nemesis Falchions get 2 extra attacks (the one listed in the description and another for 2 close combat weapons)?
A: No. He just gets the one extra.

Dreadknights.
Q: If a Dreadknight is given a Personal Teleporter does it actually become Jump Infantry in all regards?
A: No. The Dreadknight moves as Jump Infantry but still retains Monstrous Creature status.

Q: Does a Dreadknight double his strength when using a Nemesis Doomfist?
A: Yes as it is a Dreadnought CCW and therefore follows the appropriate rules on page 73 of the main rulebook.

Q: Does a Dreadknight gain an attack when armed with a DCCW and a sword?
A: Yes as page 73 of the rulebook states that an extra attack is gained for each close combat weapon over the first

Q: Should he be equipped with them, does the Dreadknight get to use both the double strength for DCCW and the re-rolls for the Nemesis Greatsword?
A: No, he must choose which weapon he is using before any attacks are rolled.

Q: Does a Dreadknight gain an attack when armed with a DCCW and a Daemonhammer?
A: No, as the Daemonhammer is a Thunderhammer, he would need to be armed with a pair to gain an extra attack

Q: Can a Dreadknight equipped with a Personal Teleporter use the 30” shunt combined with his scout move?
A: No. A 'Scout move' occurs before the game starts but the shunt may only be used once “during a game”. That applies to Interceptor units as well by the way ;-)

Purifiers.
Q: Does Cleansing Flame stack? E.g. Two unit of Purifiers charge a 30-strong Ork Mob and both squads get Cleansing Flame off. Do I get 60 Cleansing Flames attacks in total or do I roll 30 dice for the first squad, and then potentially less for the second squad?
A: The two separate uses of Cleansing Flame would be resolved individually. In the above example the first unit would use Cleansing Flame against the 30 Orks and then the second unit would use it on any survivors of the first usage and so on.

Purgation Squads.
Q: Can Purgation Squads use their Astral Aim ability while in a vehicle?
A: Yes, however the standard rules for Fire Points and the vehicles movement distance limits the number and type of weapons that may be fired as normal.

Q: The description for the Astral Aim ability states that the target automatically has a 4+ cover save that can not be modified by any means. Does that mean that a unit that already had a better Cover Save would have it reduced to 4+?
A:  No. The targeted unit always has at least a 4+ Cover Save. If it would normally have a higher one (due to Camo Cloaks, Stealth, Bolster Defences, etc ) then it retains the better Cover Save.


Q: Can Purgation Squads use Astral Aim to fire into a vehicle?
A: No, because the powers description specifically says that you can't...

Corteaz

Q: Coteaz makes Inquisitorial Henchman Troops, does this mean they now take up a force organisation slot and thus I am limited to 6 choices?
A: Yes.

Draigo.
Q: Is Draigo’s Titansword a Nemesis Force Sword for purposes of improving his invulnerable save?
A: No, nothing in the description says it would work as such.

Q: Should we completely ignore Draigo's backstory as it makes absolutely no sense whatsoever?
A: Yes. Please accept our apologies for this travesty of writing.

Crowe.
Q: Does Crowe’s 'Blade of Antwyr' gain any abilities for being a Daemon Weapon.
A: No. It is a CCW as per its description in the codex.


Well that's all I can think of for now. But I'm sure that I've missed something that seemed important at the time.....Regardless I'll probably end up updating this page based on any additional rules feedback received. However arguments will need to be of superlative quality to make me change my mind about most of what I've already done.....

Thoughts and comments are (as usual) most welcome.

Kamis, 14 April 2011

Killing Grey Knights with Daemons - Part 3 (c): Troops.

HQ and Elites have been covered so now we're onto Troops,

Lets start with the more 'offensive' of our choices,

Bloodletters of Khorne.




Lacking some of the speed we need to get into combat reliably but are going to do considerable damage when they do...

WS 5, with Furious Charge upping them to S and I 5 combined with inbuilt Power Weapons (Hellblades) puts them most definitely in the 'Assault' category. T4, 1 wound and a 5+ inv. save doesn't help with their survivability particularly but that's an inherent problem Daemons have rather than an issue with this unit in particular.

Lets look at that survivability Vs. killing potential when were up against Grey Knights.

Grey Knight with Storm Bolter (standard ammo)
2 shots, 1.33 hit, 0.67 wound, 0.45 dead Bloodletters after 5+ inv. saves.

Grey Knight with Storm Bolter (Psybolt Ammo)
2 shots, 1.33 hit, 0.89 wound, 0.59 dead Bloodletters after 5+ inv. saves.

Grey Knight with Psycannon (Assault mode)
2 shots, 1.33 hit, 1.1 wound, 0.73 dead Bloodletters after 5+ inv. saves.

Grey Knight with Psycannon (Heavy mode)
4 shots, 2.67 hit, 2.23 wound, 1.49 dead Bloodletters after 5+ inv. saves.

Your most likely to be facing either 4 Storm Bolters and a Psycannon from a Combat Squad or double that from a full unit. Which means a Combat squad is going to kill between 2.53 and 3.85 Bloodletters depending on upgrades and a full 10 man unit is going to kill between 5.06 and 7.7. In addition, the combat squad has probably jumped out of a Razorback with Psybolt ammo and will most likely kill another 1 or 2.

I never take Bloodletters in less than 10's and I wouldn't recommend it to anybody else either.

Lets see how the Bloodletters do if they survive long enough to charge.

Bloodletter vs. Grey Knight.
Against a Grey Knight without a Halberd you'll be going first if you charged and last if you didn't due to Psyk-out grenades.
3 attacks on the charge, hitting on 3's equals 2 hits, resulting in 1.33 dead Grey Knights or less if they happen to be Terminators, lol.
As a basic rule of thumb one Bloodletter kills one Grey Knight or half a Terminator. 

So Bloodletters have the killing potential, but are somewhat lacking in speed. If we take them then they'll need a decent sized unit and something in front to give them a cover save would be nice as well.

Daemonettes of Slaanesh.


Faster than Bloodletters but somewhat squishier and weaker in combat as well due to the fact that they need the Rending rolls to do the damage. They're 2 points cheaper each though as well as having both defensive and assault grenades which the Bloodletters obviously do not.

They have Fleet so they have a 'threat' range of between 13" and 18" (the turn after they've landed obviously). However their Toughness of 3 is going to have them sliced to pieces by torrents of small arms fire.

Grey Knight with Storm Bolter (standard ammo)
2 shots, 1.33 hit, 0.89 wound, 0.59 dead Daemonettes after 5+ inv. saves.

Grey Knight with Storm Bolter (Psybolt Ammo)
2 shots, 1.33 hit, 1.11 wound, 0.74 dead Daemonettes after 5+ inv. saves.

Grey Knight with Psycannon (Assault mode)
2 shots, 1.33 hit, 1.1 wound, 0.73 dead Daemonettes after 5+ inv. saves.

Grey Knight with Psycannon (Heavy mode)
4 shots, 2.67 hit, 2.23 wound, 1.49 dead Daemonettes after 5+ inv. saves.

Which means a Combat squad is going to kill between 3.09 and 4.45 Daemonettes depending on upgrades and a full 10 man unit is going to kill between 6.18 and 8.9.

So we need a few more Daemonettes in the unit to make it viable. Lets see how it does in assault,

Standard guidelines about charging apply. We'll presume we do...

4 attacks on the charge, 2 hit, 0.67 wound, 0.23 dead Grey Knights after 3+ saves and there's a 0.33 chance of rending. So we need to outnumber the Knights at least three to one to defeat them in combat and even more if they happen to be Terminators.....

The Story So Far.
So those are our two 'offensive' choices for troops. Daemonettes need to be taken in much larger squads than Bloodletters due to their relative toughness's and the Daemonettes lower damage output in combat. If you want to use your troops to kill stuff then you'll need to pick one of these, if however your planning on killing things with your other unit choices then we can use our troops more defensively,

Pink Horrors of Tzeentch.



Horrors are there to give some anti-infantry firepower as well as to give you access to a cheap Bolt of Change. They don't do combat.....at all.....If they get assaulted then they're dead.

As they've been selected presumable for their shooting abilities lets see what they are.

Warpfire, which they get as standard has the following profile :  Range 18", S 4, AP 4, Assault 3. Unfortunately Horrors are only BS3 which is a bit of a let down. Also the more observant of you will have noticed that they're out-ranged by the average Grey Knight by 6".

3 shots at BS 3 equals 1.5 hits, vs. T4 that's 0.75 Wounds of which 0.5 will be stopped by a 3+ Power Armour save. That means it takes 4 Horrors worth of shooting to kill a single Marine. Of course we might have a single Bolt of Change to fire as well...

0.5 chance to hit, 0.42 chance to kill a Marine or 0.28 to kill a Terminator. Now I know this is designed to kill vehicles but your still allowed to fire it at infantry if you like ;-)

Of course it's not brilliant against vehicles either due to the Horrors low BS (3).

Vs. Armour 10
0.5 chance to hit, 0.33 chance to pen, 0.165 chance to wreck/explode. A glance followed by a 6 can still wreck but it's not very likely. You can work out the odds of that yourself.....Or e-mail Purgatus as his mathshammer is usually more thorough than mine.

So we have a shooty unit that's not very good at shooting.....

Plaguebearers of Nurgle.


These hold objectives really well and.....they hold objectives really well.....

For 75 points you get 5, T 5 models with Feel no Pain and a 5+ inv. save. They're pretty survivable against small arms fire and can hold up a moderately proficient unit in combat*. Of course their Feel no Pain is negated by Power Weapons but T 5 is some measure of defence against those, though Hammerhand somewhat negates that in turn.

* That's hold up as in 'tarpit' don't expect them to be winning any combats.....well maybe against Fire warriors.....

There's not much else to say about this unit really. You drop them on an objective (hopefully one that's in or near cover) late game and go to ground as soon as anything shoots at you.

Nurglings.


Are Nurgly.....

That conclusion section again.
Take at least 2 units of Plaguebearers to hold and/or contest objectives and then decide whether your Elites are killing things or your troops are (or a combination of the two). If your attempting to kill things with your troops then Bloodletters are generally better at killing Marines than Daemonettes.
Your going to need at least 2 units moving forward and if you want to reach combat they'll need to be at least 10 strong. The following is (imo) a decent starting point for your troops selections in both an all comers and anti-Grey Knight list..


Troops: Plaguebearers of Nurgle (5#, 75 pts)
   5 Plaguebearers of Nurgle @ 75 pts

Troops: Plaguebearers of Nurgle (5#, 75 pts)
   5 Plaguebearers of Nurgle @ 75 pts

Troops: Bloodletters of Khorne (10#, 160 pts)
   10 Bloodletters of Khorne @ 160 pts

Troops: Bloodletters of Khorne (10#, 160 pts)
   10 Bloodletters of Khorne @ 160 pts

That's 470 points total for that section and we can expand on that 'core' at higher points values.

Next time we'll cover Fast Attack and possibly Heavy Support as well depending on how long each entry ends up.

Thoughts and Comments are (as usual) most welcome.

Rabu, 13 April 2011

Killing Grey Knights with Daemons - Part 3 (b): Elites.

Part 3 (a) covering HQ's can be found here.

Onto Elites then,

Beasts of Nurgle.




Slow and with no ranged weaponry at all. With 2, T5 wounds and a 5+ invulnerable save these will be dead to any Grey Knight unit that assaults them and as they're slow and purposeful the Grey Knights will be the ones choosing where that happens.....next......

Bloodcrushers of Khorne.


If these could move quickly they'd be ideal but unfortunately they move like standard infantry. They come with a 3+ armour save in addition to their 5+ invulnerable which combined with T5 means they have a slightly better chance of surviving small arms fire than other daemonic units. Should they reach combat with sufficient numbers then their (on the charge) 4, S 6, I 5, Power Weapon attacks each will cause major suffering for their chosen target. Keep them away from Dreadknights or Librarians as Dark Excommunication is going to fuck you up by taking away your Power Weapons (Hellblades) as they are classed as a Daemonic Gift.

A cautionary tale.
Stay away from Dreadnoughts as well.
I once played against a gentlemen with a 24 Blood crusher list together with Heralds of Khorne on Bloodcrushers attached to them and managed to neutralise close to 1400 points of his 1750 pint army with 3 of my 105 point standard Marine Dreadnoughts. Leaving the rest of my army to deal with his 3 units of Bloodletters.....Neither of us really enjoyed that game.....

Fiends of Slaanesh.


I hate the models which is why I use Chaos Spawn to represent them instead but love how they perform on the tabletop. Their 'Beasts' so have a 12" charge as well as 'Fleet' which gives them a formidable threat range and have a pleasing 6, S 5, I 5 rending attacks each when charging. This combined with 'Hit and Run' gives you a hard hitting unit that can run away tactically withdraw if necessary. Being only T4 with a 5+ invulnerable save makes them vulnerable to torrents of fire but if being shot to death before you get a chance to do anything bothers you then your using the wrong army...I prefer to take them in maximum sized units of six which gives you 12 wounds with which to absorb damage. Smaller units of 4 or 5 are still viable but personally I'd always spend the 190 points and have the full six with an upgraded model with 'Unholy Might'.

One model in the unit can be given Unholy Might for 10 points which makes him/her/it S6. This is often more useful for wound allocation purposes in order to save a standard model reduced to a single wound than for the extra strength but if your forced to charge a Land Raider you'll be glad of that extra point.

Flamers of Tzeentch.


They have speed at least, due to being Jump Infantry and to be honest their going to need it as their most effective weapon uses a Flamer template. Their single T4 wound and a 4+ invulnerable save means their survivability is unfortunately atrocious.
Breath of Chaos (the aforementioned Flamer weapon) causes a wound on a 4+ with no Armour or Cover saves allowed. If you can get the unit into range there's little that it can't put a dent in. Good luck getting to use it though...

The inevitable conclusion.
Take three units of six Fiends of Slaanesh with the 'Unholy Might' upgrade on the one model your allowed to give it to in each unit. I've seen two units of Fiends and a single unit of Bloodcrushers used fairly effectively as well but it's not my preference.
Flamers need 2 wounds each before I'd consider them. If your brave enough to 'suicide drop' them right next to an enemy unit then you might get some utility out of them, but more likely you'll just lose a unit of Flamers.....

Next Time : Troops ;-)

Thoughts and Comments are (as usual) most welcome.

Minggu, 10 April 2011

Killing Grey Knights with Daemons - Part 3 (a): HQ's and a Useful Summary.

For anybody new to this series of articles then you can find the other parts here, here, here and here.

Now we need to discuss how to get around the gigantic obstacle of playing against a codex specifically tailored towards the destruction of Daemons.

First lets summarise some of the more immediate issues were going to face and look at the Daemon units that can minimise these issues.

Landing Zones.


Marines in one form or another are likely to be your most common opponents. Most Marines optimum threat range for non-support units is 12" either due to it being the range of their rapid-firing Boltguns or alternatively due to it being their move + charge range. Grey Knights on the other hand are an equal or greater shooting threat at up to the 24" range.

Why is this important?


Well it used to be possible to drop at a range (if you landed roughly where you wanted to anyway) where you only had to worry about your enemies long-range fire-power which was usually more geared to anti-tank duties and was therefore usually less about massed shots and more about quality of shots, as few Daemons care about the AP of the incoming fire this worked fine. The other useful thing about this more limited effective range was that a 'standard' Marine can't rapid-fire and then charge. Now this strategy obviously works best if your Daemon unit is classed as 'Beasts' or has 'Fleet' as you should be within charge range with anything of yours that survives the incoming fire.
Now unfortunately that safer landing zone is still likely to result in you getting wiped out by massed bolter fire and a closer drop is going to result in that same volume of fire followed by a nasty charge. I may have mentioned it before but I'll say it again for clarity...

DON'T LET GREY KNIGHTS CHARGE YOUR DAEMONS!!!

Some maths might be of use to illustrate the point,

We'll use T4 and a 5+ inv. save as our Daemon average for the purposes of a 'control'.

Their are a large number of variables but well presume a unit that hasn't moved and is sitting their waiting to riddle your Daemons with Bolt rounds...

We'll give some 'normal' Marines a go first ;-)

16 Boltgun shots, 10.67 hit, 5.34 wound, 3.56 dead after inv. saves.
1 Meltagun + 1 other heavy weapon,  1.33 hit, 1.11 wound, 0.74 dead after inv. saves.
Leaving a grand total of  4.3 dead Daemons. Hopefully the survivors can put a dent in that unit next turn.

Lets take the same unit and see how effective it is with the Daemon unit 13" away,

8 Boltgun shots, 5.33 hit, 2.67 wound, 1.78 dead after inv. saves.
As you can clearly see the unit has had a minimal effect on our unit and providing it is a 'Beast' or can 'Fleet' it has a good chance of butchering that Marine unit.

Lets look at a 10 man Grey Knight unit in the same circumstances,

16 Storm Bolter shots, 10.67 hit, 5.34 wound, 3.56 dead after inv. saves.
If the unit has paid for Psybolt ammo this becomes 4.74 dead.
8 Psycannon shots, 5.33 hit, 4.44 wound, 2.96 dead after inv. saves.
6.52 dead Daemons without Psybolts and 7.7 with.

Should the enemy be in charge range then presumably the Grey Knight player has fired his Psycannons in Assault mode so that will result in one or two less Daemon casualties.

We'll presume default weapons on the charging Grey Knight unit,

Without Hammerhand - 21 attacks, 10.5 hit, 15.75 with re-rolls, 7.88 wound, 5.25 dead Daemons.
With Hammerhand - 21 attacks, 10.5 hit, 15.75 with re-rolls, 10.5 wound, 7 dead Daemons.

So I hope that illustrated  the neccessity of avoiding being charged by Grey Knights, which should in turn show why dropping outside of charge range is a significant advantage against Marines of all descriptions but is a neccessity against Grey Knights.

There is of course another important reason for doing this and that's 'Warp Quake'. Landing within 12" of a Strike Squad or Interceptor Unit is suicide a 3rd of the time, delayed suicide another 3rd and fucking inconvenient for the final 3rd. This further illustrates the importance of being able to arrive 12" away or further from certain Grey Knight units and still maybe be a threat next turn..

Of course it's a lot more complicated than that.....

You as a Daemon player only have a 'run' move to fine tune your location that first turn wheras your opponent can move with much greater freedom while still having shooting and assault options open to them. If your unit happens to be one that your using as a 'Bolt of Tzeentch' platform then you don't even have access to the 'run' option unless he's landed really far away from where you intended.

What can we do about it then?
Well taking the above problems into account we need units with a large threat range and/or lots of bodies to absorb damage or the toughness to ignore it.

Nurgle units certainly have the toughness but this is somewhat negated by the ease with which Grey Knights can pump out S5 (or higher) shots. Nurgle Daemons have access to 'Feel no Pain' but this obviously only is going to apply to them being shot at as Grey Knights come with Power Weapons built in.
Larger threat ranges can come from units that are classed as 'Beasts' like Fiends of Slaanesh or Fleshhounds of Khorne and to a lesser extent units with 'Fleet' like Daemonettes. Most Daemon units can be taken in large sizes but this has the added problem of making their deep-strike 'footprint' much greater.

While we're considering that that, lets look at another issue,

De-Meching the Enemy.
As I mentioned in a previous post we have three primary methods of destroying vehicles,

1) Bolt of Tzeentch
2) Tongue
3) Assault

Bolt and Tongue are both 24" range which unfortunately puts any unit that uses them well within the Grey Knights optimum effective threat range. This means that they'll most likely die to return fire either from the chosen target should you fail to destroy it or from their friends if you do destroy it.
The upshot of this is that your chosen anti-vehicle platform needs to be either highly survivable or completely expendable.....

Heralds of Tzeentch can be configured for 'Bolt' duties fairly cheaply and Daemon Princes though more accurate and potentially more survivable require a greater investment in points to make them that way. A single model in a unit of Horrors can also be gifted with Bolt but that's only an option if we haven't used our troop slots up with other things.

The Story So Far...
We need to be able to demech our enemy with either sacrificial or survivable units and then charge what's inside without getting charged ourselves.

Lets go through our options section by section on the Force Organisation Chart and see what fits our requirements then,

HQ's.

Bloodthirster.




So it has Wings which effectively gives it a threat range of 18" and is fairly resistant to small arms fire with it's 3+/4+ save combined with being Toughness 6. Having Furious Charge would up it's Initiative to 6 so It's going at the same time as Halberd armed Squads and before pretty much everything else as well as being S8 on the charge (or S9 with the 'Unholy Might' upgrade). Also quite importantly it can be given the 'Blessing of the Blood God' Gift of Khorne which has the wonderful effect of giving the recipient a 2+ invulnerable save  Vs. psychic powers and Force Weapons.....Aren't all Grey Knights Nemesis weapons Force Weapons?

Why yes they are ;-)

Keep away from Librarians and Dreadknights with Dark Excommunication and you should be fine. The downside is that he comes in at a hefty 250 points, with Blessing of the Blood God being an essential anti Grey Knight upgrade for a measly 5 points which makes him 255. He can probably do without Unholy Might as S7+2D6 armour pen deals with most vehicles and on the charge this becomes S8+2D6 but that will set you back another 20 points if you want it to become S9+2D6. Another downside is that he robs you of two HQ slots that could be spent on cheap Heralds with Bolt of Tzeentch and you really could do with some of those...

If we use him though he'll look like this,


HQ: Bloodthirster (1#, 255 pts)
   1 Bloodthirster @ 255 pts ((C:CD, pp.28 & 79); Unit Type: Monstrous Creature; DG: Daemonic Flight; DG: Iron Hide; DGK: Blessings of The Blood God; S: Furious Charge; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)


The Blue Scribes.
Are Jump Infantry so fit our movement requirements as well as having Bolt of Tzeentch amongst other things. Unfortunately even with their 4+ inv. they'll fall apart if anything shoots at them and we can get the 2 useful aspects of them (Jump + Bolt) cheaper with a standard Herald.

Epidemius.
Tough but slow, needs to assault to do any real damage and will be dead long before he gets a chance to do that.

Fateweaver.
Daemonic Flight and Bolt are what we would take him for and there's cheaper ways of doing that. His 're-roll saves' power is okay but you need to build an army around him and the average Grey Knight force can take that build apart quite easily. Plus he uses up two of our valuable 'Herald' slots.

Great Unclean One.
Tough yes, but not mobile enough. Grey Knights will torrent him to death from a safe distance.

Heralds.
We can take 2 Heralds for each HQ slot which means we can have up to 4 of these guys which may come in useful.

Herald of Khorne.




Adding a Chariot for 15 points and Blessings of the Blood God for 5 points gives us a 90 point unit that's T5, has 4 wounds and a 3+/5+ save that goes up to a 2+ inv Vs.psychic powers and Force Weapons. Unfortunately it's classed as standard infantry so only has a 12" threat range and isn't an Independent character once we give him a chariot so can't be hidden in units.


HQ: Herald of Khorne (1#, 90 pts)
   1 Herald of Khorne @ 90 pts ((C:CD, pp.32 & 81); Unit Type: Infantry; DG: Iron Hide; DGK: Hellblade; sW: Power Weapon; DGK: Blessings of The Blood God; DS: Chariot of Khorne; S: Furious Charge; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)H


Herald of Nurgle.
No tougher than the Khorne one even with his palanquin as well as being slow and having no long range attacks. It's worth pointing out again at this point that if the unit is unable to reach combat quickly it had better be survivable or an expendable Bolt of Tzeentch platform. This unit isn't any of those things I'm afraid.

Herald of Slaanesh.




Well as a 'Beast' this ones certainly fast (once we give it a chariot that is) but requires Unholy Might and Soporific Musk to make it useful which brings it to 90 points. It's high Initiative (7) combined with it's Furious Charge means it's going first against everything the Grey Knights have and Hit and Run (from Soporific Musk) enables it to bounce out of fights if necessary. Like many Slaanesh units it relies heavily on rending to do the damage but definitely has a place in appropriate Daemon lists.


HQ: Herald of Slaanesh (1#, 90 pts)
   1 Herald of Slaanesh @ 90 pts ((C:CD, pp.33 & 81); Unit Type: Cavalry; Unit Type: Infantry; DGS: Aura of Acquiescence; DGS: Rending Claws; sW: Rending; DGS: Soporific Musk; DG: Unholy Might; DS: Chariot of Slaanesh; S: Fleet; S: Furious Charge; S: Hit & Run; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)


Herald of Tzeentch.




Can be turned into Jump Infantry or a Jet Bike depending on whether you give it a Disc or a Chariot and with the obligatory 'Bolt' comes in at 95 points. This is a cheap and fairly accurate (BS4) unit for de-meching the enemy with the mobility to hopefully use it more than once should he be allowed to survive.


HQ: Herald of Tzeentch (1#, 95 pts)
   1 Herald of Tzeentch @ 95 pts ((C:CD, pp.35 & 81); Unit Type: Infantry; Unit Type: Jetbikes; rDG: Daemonic Gaze; rDGT: Bolt of Tzeentch; DS: Chariot of Tzeentch; S: Furious Charge; S: Daemon; S: Fearless; S: Invulnerable!; S: Eternal Warriors)

Keeper Of Secrets.
Has 'Fleet' so has some speed and is T6, has 4 wounds and a 4+ inv. save. However at 200 points without upgrades he's a bit pricey for what he does. We can get a more survivable unit that can cause equivalent damage for the same points in other slots.

Ku'gath the Plaguefather.
Tough?.....well yes but that's about all he has going for him and unlike the Great Unclean One doesn't even have a reasonable price tag.

Lord of Change.
Quick due to Daemonic Flight and has Bolt of Tzeentch. Is the 2nd most survivable of the Greater Daemons due to his 3+ invulnerable but with the basic model weighing in at 250 points not exactly cost effective.

The Masque.
An expensive Herald of Slaanesh without any abilities that are of particular use to us and will die as soon as an enemy unit decides to throw any kind of fire-power in her direction. No wonder Slaanesh kicked her out.....

I wonder what she's doing now to make ends meet?

Lady Gaga and The Masque. Well have you ever seen them both at the same time?

Skarbrand, The Exiled One.
A Bloodthirster whose lost his wings but gained Fleet and costs an extra 50 points, he also has an extra attack and an extra point of strength. Unfortunately he doesn't come with (nor can he be given) Blessing of the Blood God, presumably due to the fact that him and Khorne had a bit of a falling out.....
His primary ability is called 'Rage Embodied' which gives everything within 24" rerolls to hit in close combat. Depending on who your facing this can be a good or bad thing. Somewhat ironically the best way to use him is to combine him with high initiative Slaanesh units so hopefully they've wiped out their opponents before the opponents get to use the same ability in retaliation. As Grey Knights already get preferred enemy vs. Daemons this isn't an advantage for them, it could help some of the non Grey Knight forces that hang around with them though.

Skulltaker.
An expensive Herald of Khorne...

In Conclusion.
Though there are a number of big scary units that we can take in the HQ slot that are very good at carving through most units (should they survive being shot at long enough to reach assault) the HQ slot is also one of our best ways of accessing multiple Bolts of Tzeentch for the purposes of de-meching the enemy.

So for our standard build were probably best taking 3 or 4 Heralds of Tzeentch with Bolt and a Chariot whose purpose is to land outside of the Warp Quake zone and hopefully pop a vehicle. Occasionally his 5, T4 wounds and his 4+ inv. save will enable him to survive long enough to do it again later but this should be considered a bonus rather than a likely-hood. This is obviously a set-up which can be used against other armies than Grey Knights with similar levels of effectiveness. After all only a complete twat tailors their army list against one specific opponent.....

Editors Note : I contemplated putting a picture of Matt Ward after that last comment but decided to keep the tone of the article at least semi-professional , lol.

After we've gone through the other Force Organisation Chart slots we'll look at some lists that utilise other units but for now I'd start looking for ways of converting Horrors into Heralds ;-)

Right with HQ slots covered I'll move onto Elites and Troops.....

.....A bit later.

Thoughts and Comments are (as usual) most welcome.

Jumat, 08 April 2011

Killing Grey Knights with Daemons - Part 2 (c): Anti-Daemon Wargear.

So we've covered the fundamental problems with Daemons, The 'generic' Rules Grey Knights have that hurt Daemons especially and the psychic abilities that they also need to be wary of.....

Onto Grey Knight 'anti-Daemon' war-gear then*,

* This is going to be a short list...

I've already covered Psyk-Out Grenades in the earlier 'generic' post as pretty much all Grey Knights get them. However as a brief re-cap.....If Grey Knights charge Daemons then the Daemons become Initiative one and then get killed before they can do anything about it.....

I covered Nemesis Force weapons in the same post so go and read it again if you've forgotten what I said.

We'll wait here till your done.....

Done?

Okay onwards into the rest of the war-gear then,

Psilencer.




This always wounds Daemons on a 4+ unless the score required would normally be less and comes in Heavy 6 and a Dreadknight only Heavy 12 version. Against everything else it's Strength 4

For those of you interested in the Maths...

6 shots Vs. Daemon(s) at BS4, 4 Hits, 2 Wounds, resulting in 1.33 wounds after 5+ invulnerable saves.

Really not sure what Games Workshop were thinking here as for 10 points extra you can have a Psycannon that due to being Strength 7 wounds most Daemons on a 2+ instead as well as having the added advantage of wounding pretty much everything else on a 2+ as well as being able to hurt vehicles. I wouldn't worry about seeing that too often on Infantry models. The Dreadknight version is going to be a more common sight as it's a pretty good anti-infantry weapon against non-Daemon opponents as well.

Well that was a quick section lets see if the vehicles get any anti-Daemon toys,

Truesilver Armour.




If a Daemon (or Psyker) hits a vehicle with Truesilver armour they take a S6 hit for each hit they did once damage has been resolved. I'll be amazed if anybody wastes 10 points on this as it's situational in the extreme but I suppose it might appear occasionally if any of your opponents are in the habit of tailoring their lists specifically to kill your Daemons.

And that's it,

I told you this was going to be a short list ;-)

So over the last 3 articles I've hopefully shown you what you the Daemon player need to be watching out for should you be unfortunate enough to play against Grey Knights in a tournament environment.

Tomorrow (or maybe even later tonight as I feel a bit guilty about the briefness of this post, lol) I'll attempt to show you some ways of writing a Daemon list that reduces your weaknesses to Grey Knights without making them useless against everything else....not an easy task admittedly but I'll give it a go ;-)

Thoughts and comments are (as usual) most welcome.

Rabu, 06 April 2011

Killing Grey Knights with Daemons - Part 2 (b): Anti-Daemon Psychic Powers

Following on from Part 1 which discussed the Problems that Daemons have and Part 2 (a) which discussed the Generic Grey Knight abilities that will be fucking them over.

Daemons have no psychic defences whatsoever therefore the chances of Grey Knights getting to actually use their powers are pretty damn high.

This high in fact,

Leadership 10 - 91.67%
Leadership   9 - 83.33%
Leadership   8 - 72.22%

If the abilities don't go off just consider it an early Christmas present, however always presume that their going to ;-)

Now onto the Grey Knight psychic abilities that the Daemons need to be aware of,

HQ's.

Grey Knight Grand Masters and Brother Captains.



Hammerhand - Your going to be getting hit at S5 (or S10 if they have some kind of Hammer) 91.67% of the time, sorry but that's just the way it is. That means your going to be getting wounded on 3's or 2's for the most part and even your Nurgle units are being wounded on 4's.

Like so,

Each WS 6 Grey Knight attack Vs single wound Daemon. (we'll presume a 5+ inv. save for the Daemon as this is most common).

Vs. T3, 0.89 chance of hit, 0.74 chance of wound, 0.49 dead Daemons.
Vs. T4, 0.89 chance of hit, 0.59 chance of wound, 0.39 dead Daemons
Vs. T5, 0.89 chance of hit, 0.45 chance of wound, 0.30 dead Daemons

It obviously wont be as bad if the Hammerhand user is a lower Weapon Skill but it still is going to increase the Daemon casualties.

Editors Note : This (though bad) isn't as bad as I was expecting...maybe there's hope for the Daemons yet...Thank goodness for that crappy invulnerable save, lol.

Psychic Communion - The Grey Knights can effectively modify their reserve rolls by one in either direction. This is obviously going to give them considerable control over when things arrive meaning they can be extremely proactive when reacting to other reserve based armies like Daemons, Jump Pack Blood Angels and other 'drop' lists

Lord Kaldor Draigo also gets Sanctified Flame which is a template psychic shooting attack that wounds Daemons on 2's. Daemon players should already be scared of Flamer templates so this isn't a massively big deal to be honest.

Brother-Captain Stern gets Zone of Banishment which he can use instead of his close combat attacks. This has a range of D6" and effects all models (friend and foe) but not himself. Anybody effected takes a strength test or is removed. This is bad for most units but is especially annoying to Daemons as they have to re-roll any that they pass.

How bad is this going to be for Daemons?

Lets see,

Strength 3, 75% chance of removal
Strength 4, 55% chance of removal
Strength 5, 31% chance of removal

6's always count as failures in characteristic tests so any strength higher than 5 has the same 31% chance of removal. So you have a nearly 1 in 3 chance of losing your 250 point Bloodthirster and there's bugger all you can do about it...

Brotherhood Champion.



Hammerhand - See Grand Master/Captain entry above...

Heroic Sacrifice - When the champion is removed as a casualty he can take a psychic test to use this ability. He then gets another attack against one enemy model in base contact that if hits removes the target as a casualty with no saves of any kind allowed.

This could be an annoyance...How annoying?

Lets see,

Psychic test at Leadership 10 is a 91.67% chance of passing,
Weapon Skill 7 is hitting pretty much everything that isn't a Greater Daemon or Daemon Prince on 3's giving a 61.11% chance of taking a model with him.
Against Models of equal or higher weapon skill to him this drops to 45.84%

So on pretty much the toss of a coin whatever kills him dies as well or even something that didn't kill him but happens to be in base contact.

Librarians.



They get Hammerhand as standard and can pick any of the other psychic powers from their list at 5 points each. All of these abilities have their uses but the one Daemon players need to worry about is this one,

Dark Excommunication - Used in the assault phase before any blows are struck this ability robs the Daemon of any Daemonic gifts it possessed. Unfortunately most of a Daemons useful combat abilities fall under this classification. Bloodcrushers and Bloodletters lose their Hellblades and therefore the Power Weapon effect attached to it. Daemonettes and Fiends lose Rending, Plaguebearers lose Poisoned weapons and so on.
On the bright side however it's likely that most Grey Knights players won't be expecting to play Daemons every bloody game so will probably have taken more generally useful powers. It's worth looking out for on your opponents army list though ;-)

Inquisitor Corteaz.



Hammerhand and the Dark Excommunication ability mentioned above as well as Sanctuary...

Sanctuary - Used at the start of an enemy assault phase this turns the area 12" around the caster into both difficult and dangerous terrain for any unit attempting to assault units 'friendly' to the caster. This has the added  disadvantage of reducing any of those units that don't have 'assault' grenades to initiative one. Which is unfortunately most Daemons...

Though not a psychic ability this is as good a time as any to mention Corteaz's 'I've been expecting you' rule. If an enemy unit arrives from reserve within 12" of Corteaz and is within his line of sight him and his unit get a free 'out of sequence' shot at it. Making scattering into that 'bubble' with your Daemons a dangerous prospect should Corteaz have any decent fire-power in his bodyguard.

ELITES.

Purifiers.



Hammerhand, obviously...

Cleansing Flame - Used at the start of the Assault phase before any blows have been struck. Causes a wound on a 4+ to any enemy model involved in the same assault (you still get your armour save save though) and any casualties count towards combat resolution. This will mathematically speaking kill a 1/3 of any 5+ inv save Daemons involved in that assault before they get a chance to do anything in return. Of course if your playing Horde Orks your going to like that ability even less.....

Inquisitorial Henchman.

Amusingly enough only one has a specific anti-daemon ability and that's the Banisher. Any Daemon within 6" of him must re-roll their invulnerable saves. Mildly irritating, but when your saves that bad anyway hardly game breaking.

TROOPS.




I'm going to lump Grey Knight Strike squads and Interceptor Squads together as they have the same annoying ability.....No not Hammerhand.....

Warp Quake - This is the one that's going to cause Daemon players the most problems. Any items of war-gear that prevent Deep Strike scatter stop working within 12" of the squad using this power. For those Chaos Space Marine players that use Lesser Daemons that means they are destroyed as they have to have an Icon to appear from. Actual Daemon Codex : Daemons will lose the effect of any over pointed Icons that they paid for but that's not the worst of it.....

Any enemy unit deploying by Deep Strike (so everything Daemons have) within 12" of the squad (after scattering) will automatically suffer a deep strike mishap.....Not scared?

Well you should be,

A model can be two inches away from another one and still be in coherency and a base is as near as dammit an inch across. This means at maximum spread a 10 man Grey Knight Strike or Interceptor Squad can create a 52" by 25" zone of doom for Daemons that will kill them 33% of the time, send them back into reserve 33% of the time and at best will allow the Grey Knight player to put them wherever he damn well pleases the other 33% of the time.

Despite what my 'state of the art' blog might indicate to the contrary I'm actually old school and also don't have CAD so here's a drawing to illustrate my point.....


If any of you out there would like to do a CAD version and e-mail it to me it would be much appreciated ;-)

Obviously that's an extreme example but in Dawn of War deployment you could do that twice and if you have a HQ with Grand Strategy to give them Scout you could potentially do it with 3 different units.....Not quite an 'auto-win' button but not far off....

HEAVY SUPPORT

Nemesis Dreadknights.



I've already mentioned the Dark Excommunication ability in conjunction with Librarians but unfortunately Nemesis Dreadknights get it as well. This effectively means that the Daemon units that will be best at destroying Dreadknights will be doing it using their basic profile 91.67% of the time. So they'll be getting their 2+ save against anything without monstrous creature status and those monstrous creatures will be losing many of their upgrades including such useful things as Unholy Might.

I think that's everything covered.

It's looking less and less good for the forces of evil now isn't it.....

Thoughts and Comments are (as usual) most welcome.

Selasa, 05 April 2011

Killing Grey Knights with Daemons - Part 2 (a): Grey Knights Toolbox

In Part 1 of this series I laid out the major problems that the Daemon Codex has had inflicted on it by a combination of bad design, poor 5th edition compatibility and the superior design balance of codices that came after it.

My original plan was to include all the 'Fuck-You Daemons' abilities into Part 2 as a single article. However there's a lot more of it than I originally thought and I wanted to go into it in quite some detail. So I'm instead going to be further subdividing this section up rather than do it all in one go.

Like this in fact,

Part 2 (a) : 'Army Wide' Advantages.
Part 2 (b) : Psychic Powers.
Part 2 (c) : Whatever War-gear's left to cover...

In this part I'm going to look at what 'across the board' anti-Daemon abilities and war-gear are going to be leaving the Daemon player needing some kind of soothing ointment for the anal region.....

Editors Note : While researching this article it has also become very noticeable that Tyranid players are also going to get shafted by Grey Knights which I'm not going to cover in this article but may come back to in the future ;-)


1) Grey Knights 'Army-Wide' Special Rules*.

* These aren't necessarily going to all be special rules in the traditional sense but are abilities and equipment which are ubiquitous enough to be considered 'army-wide' upgrades.



a) Preferred Enemy (Daemons) - Apparently Grey Knights doctrines and weapons are honed in particular to the slaughter of Daemons which is reflected in game terms as the 'Preferred Enemy' ability, though they only get it against Daemons. Presumably the fighting skills required to chop up a Daemon are completely different from those required to chop up everything else.....
When your unfortunately afflicted with the crappy invulnerable save of Daemons most wounds are going to result in a removed Daemon model, Obviously anything that increases the number of hits is going to compound that problem a great deal. Grey Knights are going to be hitting most things Daemonic on 4's which in real terms gives an increase in hits of 50%. When combined with the ability to be Initiative 6 and therefore striking at the same time as or faster than 90% of Daemons this means many units will be decimated before they get a chance to hit back. Even with 'base' initiative this increase in hits is going to make a substantial difference.

b) Nemesis Force Weapons - Due to all Daemons being 'Eternal Warrior' the fact that these weapons are Force Weapons becomes largely irrelevant. Though the fact that they are Power Weapons as well means that the few Daemon units with a normal armour save (Bloodcrushers, upgraded Daemon Princes, some Heralds, etc.) are back to relying on the crappy invulnerable save that they all get. The flip side to this is that they at least get some kind of save which is more than most units from other codices will be getting.

The 'Eternal Warrior' rule is however somewhat bypassed by the 'Daemonbane' ability that's built into Nemesis Force weapons. Any Daemon (or Psyker) that suffers one or more unsaved wounds from these weapons must take a Leadership test that if failed will cause the model to be removed from play. This ability works regardless of whether the Force Weapons have been activated. In real terms this means you have the following chances of losing your Daemon/Psyker model to this ability,

Leadership 10 - 8.3 % 
Leadership   9 - 16.675 % 

Now I know your thinking that that's not that bad but bear in mind that's an additional chance of dying on top of the other advantages they have against you in combat.....and speaking of combat advantages.....

Expect any Grey Knight unit geared for assault to have the 'Halberd' upgrade which makes the wielder Initiative 6 so they'll be going before furious charging Khorne units and at the same time as many of the Slaaneshi ones even if they don't get the charge. If they do get the charge then your Initiative becomes somewhat irrelevant due to Psyk-Out Grenades.....

c) Psyk-Out Grenades - If the Grey Knight with Psyk-out Grenades charges a unit with a Daemon or a Psyker in it then they're initiative one for the remainder of the phase. Though this will be amusing when a 20 point Grey Knight Strike Squad member reduces Mephiston to Initiative One and then Force Weapons him to death before he gets a chance to hit back it is less amusing for the Daemon player who suddenly finds himself with single digit Initiative Daemonettes and Fiends.....

d) Storm Bolters - Daemons vulnerability to torrents of fire is well documented and doesn't really need the point labouring.....however....
A Grey Knight can pour out the same amount of fire-power at 24" as a normal Marine can at 12" due to his Storm Bolter. Also due to the fact that the Storm Bolter is an assault weapon the Grey Knight at closer ranges can get all the equivalent benefits of Rapid Firing as well as being able to charge (with all the additional benefits that that gives him Vs. Daemons). The ability of certain fast moving Daemon units to drop at a more safe distance before charging in on their next turn is effectively removed as the Grey Knight has the same shots at 24" as he does at 12". Little things like this may seem like 'nit-picking' but each one kills a few more Daemons than would have died to other units and Daemons can't afford the extra losses.


In Summary.
Well that's the very basics covered. The Daemon player is getting the crap shot out of him pretty much wherever he lands and if charged is going to most likely lose anything that survived that first torrent of fire. So even taking the standard equipment and rules into account Grey Knights are well equipped to stick it to the Daemons.

Grey Knights psychic powers are going to cause even more headaches but I'll be covering those in part 2 (b).....

Thoughts and Comments are (as usual) most welcome.