Saturday, February 12, 2011
While the Nemesis DreadKnight may be ugly as sin, I guarantee you that every Grey Knights player is going to have one, if not three. Especially when they only cost 130 points basic.
Now is the time for us Space Wolves players to figure out how best to kill it. It's what we're good at after all!
We had plenty of warning when the new Tyranid swarm was approaching. We had even more when Blood Angels rumours were sweeping the web.
Both times we put our heads together (it sounded like a bowling alley) and figured it out. Remember that the Space Wolves are capable of anything. That's the whole point of us.
So What Is It?
It's a Monstrous Creature with lots of wounds, high strength, high toughness and a 2+ save as well as a 4+ invulnerable save.
You can clearly see 3 weapon options:
Heavy Psycannon: Str 7 AP 4 36" Heavy 6?, Rending
Heavy Incinerator: Str 6 AP 4 Template, Rending, Fires Like Inferno Cannon
Nemesis Force Weapon: ?
Nemesis Dreadknight: 130 Points
WS 5 BS ? S 7 T 7 W 4 I 4 A 3 Sv 2+/4++
Wargear: Heavy Psycannon, Heavy Incinerator, 2 close combat weapons.
Options: Personal Teleporter +75 Points (Unit can move as though they have a jump pack. Once per game, the unit may move 30", but may not assault afterwards.)
Special Rules: Monstrous Creature, Deepstrike, Psychic Mastery 1 (an use 1 psychic power per turn for each level)
Psychic Powers: Hammer Hand (+1 strength in Close Combat), Holocaust (S5 AP - Large Blast 12")
Optimum Load Out
I expect every Grey Knight player to have 2 of these as standard and use them as walking weapons platforms. Two for 260pts. That sounds pretty damn good.
It's very difficult to kill them at long range with their Toughness 7, 4 Wounds, 2+ save and 4+ invulnerable save. They don't even need cover.
I don't believe anyone will be able to justify the 75 points needed for the personal teleporter.
Believe it or not, this thing isn't great in close combat. It only has 3 attacks. However, unless you can surround it with powerfists or thunder hammers, it's not going to die quickly.
How Do We Kill It?
It's got a huge base and it's really, really tall. So we'll always have line of sight to it and any blast weapons are pretty much guaranteed to hit it. You'll also be able to get a ton of models into close combat with it.
For regular Space Marines, the infamous Thunder Hammer & Storm Shield wielding Assault Squad will take it apart no problem.
Space Wolves will need to combine everything they've got to take one of these things down. We need every melta gun, plasma gun and lascannon you can throw at it.
It should roughly take a total of 10 plasma/melta/lascannon shots.
But can your army deliver fire power of that magnitude?
Mine can with 3 Las/Plas Razorbacks and all 3 of my Grey Hunter packs.
(I guess I should hurry up with those las/plas turret conversions)
Failing that, I'll try casting X3 Jaws Of The World Wolf per turn and hope he rolls a 6+. The odds of him falling down a hole are 50/50.
But don't forget that S4 attacks and bolters can still wound it on a 6+. So you could still bring it down with LOTS of basic fire.
If you've played against Imperial Guard a few times, then you're used to being shot at. This is no different.
Use your burning Rhinos to hide from Line Of Sight. Run into cover. Go to ground.
Our army has always played like a pack of Wolves. We don't have 1 super unit that can easily butcher someone else's super unit. Our army has to work together... like a pack.
Pick on the weak, then attack the toughest units en masse. Or simply avoid them.
The Space Wolves army is a lot smarter than a rock that you use to bash against another rock.
With a some solid tactics and a little wolf cunning, we can still beat any army.
As Codex Creep continues we won't be relying on the ferocity of our Grey Hunters, but their flexibility instead.
Right then, I'd best get started on those las/plas Razorback turrets...
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