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Grey Knight Destruction Tactics
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Old 27 Oct 2005, 17:22   #1 (permalink)
Shas'El
 
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Default Grey Knight Destruction Tactics

There's a major Daemonhunters player, specifically Grey Knights, that plays in my area and I was thinking of challenging him to a game. But I don't have a lot of experience against Grey Knights. Should I treat them like normal Space Marines except with better weapons and a higher point value, or should I know about any different tactics against them. Which Grey Knight models should I kill first? I know he deep-strikes his Terminators, but Mechanized Tau can just run away from them after they pop up, or obliterate them easily at close-range with Burning Eye, Fireknife, and Helios. What should I watch out for, since I don't know Grey Knights very much?
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Old 27 Oct 2005, 18:53   #2 (permalink)
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Default Re: Grey Knight Destruction Tactics

fusion cannons on hammerheads are perfect against deep striking terminators. its only weakness is range, but termies land right on your front door anyways. not to mention they land in such ordanance friendly postitions
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Old 27 Oct 2005, 19:10   #3 (permalink)
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Default Re: Grey Knight Destruction Tactics

I've never had a problem with grey knights. Think of what they bring to the table compared to regular marines: fewer models, fewer AT weapons, fewer vehicles, fewer jump-pack assault troops, fewer power fists (except maybe if they go really terminator heavy). It's really a pretty easy match-up for Tau from every game I've seen between the two.

1-Take skimmers. Tanks of course, devilfish possibly. The Grey Knights have some heavy-bolter type weapons, so they'll cut-down firewarriors in the open pretty handily. Otherwise, they'll have a terrible time taking down skimmers....a couple assault cannon shots as they teleport in, some bolter shots at rear armor as they drop in....if they don't kill your vehicles right away, they'll lose.

2-plasma/fusion. crisis suits can easily pick away at enemy units that drop into your backfield. Keep the units small (single commander, single suit team leader). Now the grey knight player has a tough choice: take the shot at the tank he needs to kill and accept rapid-firing crisis suits, or shoot and kill a lone suit for some points, but then let the tank get away and blast him from a safe distance for the rest of the game?

3-stealth suits. again, I'd take small squad. not as useful against terminators, but against the regular knights, they'll be effective. plus, with infiltration, you can start picking them off from the start.
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Old 27 Oct 2005, 19:31   #4 (permalink)
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Default Re: Grey Knight Destruction Tactics

If you prefer to fight at a distance, it's worth remembering that all Grey Knights have the Shrouding special rule, which works much like the Stealth suit (but without the additional penalty for nightfighting).

Don't worry too much about powerfists - there won't be many. All Grey knights come with built-in Nemesis force weapons. The effect varies depending on who's carrying it, but at worst it's a S6 force weapon. Nasty against expensive ICs; about as much use as a chocolate fireguard against tanks.

The point about psycannons is worth taking on board - basically move-and-fire heavy bolters that ignore invunerable saves. Watch out for the GK version of Devastator squads with four of these. Nasty.
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Old 27 Oct 2005, 20:24   #5 (permalink)
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Default Re: Grey Knight Destruction Tactics

I fight Grey Knights so much its not even funny. Personally I find them terribly easy sometimes. Stay spread out and make sure your firewarriors can cover each others position. Equip as many of your crisis suits with plasma rifles and fusion blasters as secondary weapons, so for a deathrain suite swap its flamer for a fusion or plasma. If he is bringing inducted guard its best to shoot them first and get rid of the numbers. Because of shrouding your gonna have to wait for the knights to get close but there are a good bit fewer of them than a normal SM army so its not too much of a problem. And 3 D6 x3 isnt bad for 20" range and a little more.

First turn knock out any transports with missils and railguns. After that submunition any guard you can that are left in the open. Once the regular grey knights close mass fire into them and back around them keeping a good 18-20" range to keep the shrouding from doing a whole lot. Tanks can stay within the 9" to disregard shrouding though as they will be pretty safe and thereby block the knights from going anywhere. When the termies deep strike in blast as much as you can and mix mass small arms with a few high strength low ap railgun and fusion blaster shots, plasma help aswell. Save any railguns or fusion armed commanders for firing last as the grand master will probably be accompanying them so saving those nice powerfull shots for last can help knock that pesky character down quick.

As for Land Raiders, a single Railgun can keep this either shaken or stunned pretty well, markerlights help, if you have broadsides these can be used to down it pretty well though if you have a mechanized list and have already reduced the guard to below half and foot slogging and the knights still arent that close than just start hammering it, you never know you may get lucky. Dreads should go pretty fast as they can be pretty nasty and can support the grey knights.

GK are like Space Marines exept that instead of numbers they have a few elite troops that also tend to be slow and some massed storm troopers that railgun solid slugs just eat alive. Killing the guard and any dreads first gets rid of the knights fire support. Downing the transports quickly reduces them to walking, assuming they even have any transports which many I have faced dont. Terminators are very vulnerable for their first turn and when in cover even those psy cannons arent really a big threat.

So in short just prioritize your targets and eliminate one element of the army at a time. Fire support and transports first, troops second, elites and HQ when they arrive, then mop up the rest. I dont have much trouble killing GKs.

Do you know what his list will compose of? Is he even bringing guard? Sister allies? Any orbital strikes or land raiders? With a specific list I can give some better advice.
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Old 27 Oct 2005, 20:35   #6 (permalink)
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Default Re: Grey Knight Destruction Tactics

Quote:
Originally Posted by Black Behemoth
There's a major Daemonhunters player, specifically Grey Knights, that plays in my area and I was thinking of challenging him to a game. But I don't have a lot of experience against Grey Knights. Should I treat them like normal Space Marines except with better weapons and a higher point value, or should I know about any different tactics against them. Which Grey Knight models should I kill first? I know he deep-strikes his Terminators, but Mechanized Tau can just run away from them after they pop up, or obliterate them easily at close-range with Burning Eye, Fireknife, and Helios. What should I watch out for, since I don't know Grey Knights very much?
If it's pure Grey Knights, consider it "good game." You will have an easy time, unless you give him the game.

By the way, there's information on this subject contained within the sticky of Important Topics: http://forums.tauonline.org/index.php?topic=9577.0

In short, his army is slow, lacks anti-armor capability with any reliability, he has extremely low model count and cannot deal with a shooting army with any speed at all.

One of the best ways to learn more, is to drop by the Daemonhunter forum, and check out the stickied topics to learn what the Daemonhunters are and what they can do.

Cheers!
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