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Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

Ok so after hearing about a lot of stuff for GK, I was wondering what people want to see in the new codex, and this question does not need to apply to just the GK player base, as I want to know what does people want to see of fell when playing against GK?

I would like to so a removal of the Psyche-out Grenades, they can keep all the fancy power weapons, however those grenades were overkill to me..

Terminators becoming 2 wounds with Paladins, they are supposed to be the toughest of tough after all..

No other special rules against Daemons apart from Hatred: Daemons, that's the trend from other factions have followed such as DA have Hatred: Chaos Marines and CSM have Hatred: Space Marines for example, and I say this not to be sore but I do think in the overall scheme of things in terms of power needs to be placed on an even playing field imo..

Clearing up the psychic powers for GK, its been quite... hazy to understand this edition and I would like to see it cleaned up..

More boostful/blessings powers for GK, I would like to see them get buffed up in their own discipline, not to OTT levels but just some nice little things to give them a little bit more edge like +1 WS for example or grants rage for the unit until next friendly movement phase..

More actual GK, past codex was just Codex: Cortez + Henchmen then whatever floats the boat after that.. I'm looking forward for my legions of Khorne to fight just a GK list..


So just my thoughts on what I would like to see in the next GK codex, so what is everyone else hoping for in the next codex?

Cheers to all comments

This message was edited 2 times. Last update was at 2014/08/16 18:29:58


Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in us
Sneaky Sniper Drone






Well since it seems like they are pulling all the inquisitor and assassin bits out what with the whole codex inquisition and now the assassins codex stuff, I was hoping they'd get a bit more variety in the actual GK department, but sounds like that's not happening.

Maybe some less... (Annoying?) bonuses against daemons? I agree with the hatred thing, maybe add in preferred enemy, that way they arent forced into melee in order to be something more than silver marines against daemons. Maybe like admantium will against daemons or malefic powers in general. GW seems more keen on adding fluff based rules back in, at least with a few codexes, so more of that with the new GK basically.

 
   
Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

I can understand your point but for me Hatred and a combination of blessings as I have talked about and he use of the power weapons will give them a good enough edge to fight with so to say, but I think preferred enemy could be suitable however the main concern is will it get abused? will people spam the Psybolt rounds because of this rule? whilst I agree people will abuse rules no matter what, I still feel as if this "abuse" needs to be pushed towards a more "themed" approach imo..

Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in fi
Boosting Space Marine Biker





+ Add Chaplains - they exist in the the fluff and are mentioned in the literature more than once or even twice, and I don't see any reason why not having them in the 'dex.
+ Add Land Raiders armed with Psycannons.
+ Add Army-exclusive Warlord Traits (I think they're gonna get this anyway, since they're getting their own TacO cards)

* Change Terminators: can be lead by a Brother Captain (an upgrade), OR HQ could take a single group as a retinue, like the Command Squad, bringing unique gear options.
* Brotherhood Champion's rules need tweaking.
* Draigo into a Grand Master. (Supreme Grand Master fluff is just something I cannot understand)

- Remove Dreadknights. Seriously.

Innocentia Nihil Probat.
Son of Dorn  
   
Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

 Tigramans wrote:
+ Add Chaplains - they exist in the the fluff and are mentioned in the literature more than once or even twice, and I don't see any reason why not having them in the 'dex.
+ Add Land Raiders armed with Psycannons.
+ Add Army-exclusive Warlord Traits (I think they're gonna get this anyway, since they're getting their own TacO cards)

* Change Terminators: can be lead by a Brother Captain (an upgrade), OR HQ could take a single group as a retinue, like the Command Squad, bringing unique gear options.
* Brotherhood Champion's rules need tweaking.
* Draigo into a Grand Master. (Supreme Grand Master fluff is just something I cannot understand)

- Remove Dread knights. Seriously.


I can agree with these but Draigos fluff needs to be changed

But Dread knights are such good conversion material

Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in fi
Boosting Space Marine Biker





 happygolucky wrote:

I can agree with these but Draigos fluff needs to be changed


...Or removed completely. I hate that character - and the official model has that scary junkie/pedo expression on his face. Gives me the shivers.

 happygolucky wrote:

But Dread knights are such good conversion material


Granted, it has some awesome bits to exploit in the name of even more awesome conversions. I've personally put the massive hammers into a good use - in a form of seismic hammers for the Ironclads

Leave the package, remove the rules, eh lads?

Innocentia Nihil Probat.
Son of Dorn  
   
Made in jp
Grey Knight Purgator firing around corners





Virginia

 happygolucky wrote:
Ok so after hearing about a lot of stuff for GK, I was wondering what people want to see in the new codex,



More than just the neutered remnants of what was left after stripping out Inquisition and Assassins. Without those GK has glaring holes and couldn't do much. The vacancies need filled in.

Short version: A legitimate, viable codex that has enough tools to win.

(Oh, and be the absolute hardest matchup for demons to face. I mean isn't that the narrative that GW has forged?!!)
   
Made in ca
Regular Dakkanaut





Just some shootier terminators for my deathwing.
   
Made in us
Ultramarine Librarian with Freaky Familiar





Southern California, USA

Make an all Termie army viable for them. I'd buy a GK force just for that reason.

Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
Bolt Action Germans: ~1200 pts
AOS Stormcast: Just starting.
The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far!  
   
Made in us
Longtime Dakkanaut






 TheCustomLime wrote:
Make an all Termie army viable for them. I'd buy a GK force just for that reason.


The boost to Deepstrike and apparently much cheaper troop terminators for them is a good start. And the Terminator Librarian looks to be massively cheaper.
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller






 Tigramans wrote:

 happygolucky wrote:

But Dread knights are such good conversion material


Granted, it has some awesome bits to exploit in the name of even more awesome conversions. I've personally put the massive hammers into a good use - in a form of seismic hammers for the Ironclads

Leave the package, remove the rules, eh lads?


I'm the opposite, yeah the Dreadknight has some good bits for conversions but personally I don't like the model as a whole, ruleswise it is great and fulfills the position that the fluff states it fills, the ability for a non hero GK to go toe to toe with a Greater Daemon/Daemon Prince.
   
Made in ca
Commander of the Mysterious 2nd Legion





 MajorWesJanson wrote:
 TheCustomLime wrote:
Make an all Termie army viable for them. I'd buy a GK force just for that reason.


The boost to Deepstrike and apparently much cheaper troop terminators for them is a good start. And the Terminator Librarian looks to be massively cheaper.


yeah I think an all GK termy force will be as viable as it ever has been.

Opinions are not facts please don't confuse the two 
   
Made in us
Plummeting Black Templar Thunderhawk Pilot





Equestria/USA

I just want my psybolt ammo really. I always played pure grey knights anyway. Occasionally I would run an army with 6 groups of 3 or so Jokeros(and acolytes) with coteaz for the fun factor. 18 lascannon monkeys was a lot of fun, But grey knights were always about the grey knights for me. Didn't win a lot, but I always had fun. So personally I am not losing anything with the new grey knight codex rumors being pure grey knight army.

Black Templars 4000 Deathwatch 6000
 
   
Made in us
Annoyed Blood Angel Devastator




Lose psychic pilots. I mean seriously, that gak makes their psychic phase much spammier than it should be. When an army generates 9+ dice before the power die is even rolled, there will be problems. And I can't see ANY rational justification for rhino drivers generating psychic dice.
   
Made in us
Devestating Grey Knight Dreadknight







BaalSNAFU wrote:
Lose psychic pilots. I mean seriously, that gak makes their psychic phase much spammier than it should be. When an army generates 9+ dice before the power die is even rolled, there will be problems. And I can't see ANY rational justification for rhino drivers generating psychic dice.


Of all the things that GK have, that's what you choose to have a problem with? Besides, you aren't taking other things into consideration, like the minimum prerequisite cost to get a rhino is at least a 100 points now. If you take away all those psychic dice it makes GK have a even harder time against demons, you know the thing they were made to fight.

 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
 
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