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Grey Knight power or newness? @ 2011/07/13 00:26:32


Post by: DarthDiggler


There were a lot of GK lists at Wargamescon and they seemed to do well. Anytime Hank Edley does well in a tournament there has to be more than meets the eye. In the top spots I did not see purifier/dread spam, though I could have missed it. There seemed to be different lists using Stormravens for speedy delivery or Terminators in bolstered ruins with shrouding (2+ armor and 2+ cover). One thing for sure it seemed the techmarine with grenades was standard in each list. Once again I could have been missed one.

I am wondering if these players have hit upon a new power in the codex and metagame or can their success be attributed to the newness of the codex and a lack of familiarity with the units.


Grey Knight power or newness? @ 2011/07/13 00:33:30


Post by: Lukus83


Quite possibly a bit of both.

There is a lot of room for variation whether it's henchmen spam, purifier spam, paladins, jump lists or a whole host of other things. It's going to take a while for all-comers lists to successfully shift and take into account these new builds. My thoughts anyway.


Grey Knight power or newness? @ 2011/07/13 14:57:05


Post by: Creeping Dementia


Its just a good codex. Many different ways to play them and filled with solid units and options while not being overpowered. I'm highly doubtful that a standard build will pop up.

I think its a bit of both, they're reasonably powerful, and new, and the GK do have a unique appeal to them.


Grey Knight power or newness? @ 2011/07/13 19:59:16


Post by: muwhe


Anytime Hank Edley does well in a tournament there has to be more than meets the eye.

Darth,

If anyone would know it would be you since a few of those wins back in the day came at your expense.

I was doing my best to channel my 2000-2006 40K-Fu at WarGamesCon. Follow the W.W.F.D principle,.. Appears it was not lost, only suppressed, and now once again unleashed and on display for another generation. Now just got to get Chua and Weeks back on the circuit and it will be like a sequel to Hot Tub Time Machine.

- Hank











Grey Knight power or newness? @ 2011/07/13 20:12:18


Post by: terranarc


GK codex IS a good codex. All of their units are "good" but none of them except for purifiers and all vehicles raise an eyebrow for overpowered.
Now, if everything in a codex is above average good and certain units are a super bargain, then what does that make the codex?

Food for thought.


Grey Knight power or newness? @ 2011/07/14 00:40:14


Post by: Lukus83


I personally think more codices should be written like the GK one.

Imagine a 40K universe where all codices have powerful yet balanced units throughout all of the FOC slots. Imagine a large range of variation that could be competitive regardless of what you take because there is no junk, just different capabilities and different styles of play.

The GK codex appears overpowered because it lacks something most other codices have...a bad choice/several bad choices (IMHO).


Grey Knight power or newness? @ 2011/07/14 20:12:22


Post by: Augustus


I think their are some egregiously imbalanced things in the GK codex.

Why does the plasma funnel shut off burst weapons?
Why do Grey Knights have Techmarines?
Why does Psybolt amo work on things that aren't psykers and demons?
Why do all the troops cause ALL deep strike nearby to misshap completely?

These things don't match the narrative at all, and are creating imbalances in the game when they are used out of context. I wouldn't want to play a GK army that digs in ruins and gets 2++ saves with terminators? That's not what GKs are suppose to do. Psybolt amo is suppose to be for use against psykers and demons, the sudden prevalence of Quadracannon cybolt dreads is egregiously out of character for the army. Nemesis weapons are suppose to be effective versus psykers and demons, not general power weapons, ironically their not any better versus demons... etc.

Those kinds of things make the codex behave in ways during play that don't match the narrative or intent of the army. They are clearly oversights and show the typical GW lack of play testing, and general dis-respect for their own canon and general apathy toward the effect of overgeneralized sweeping rules.

It's a bad codex IMO, it's overpowered. I'm sure it sells well. Typical.


Grey Knight power or newness? @ 2011/07/14 20:47:54


Post by: Creeping Dementia


As a Tau player, who is friends with lots of other Tau players, I can honestly say that none of us care about the Plasma Syphon/Funnel thing. Its a situational piece of gear, and like all other situational gear, no one puts it in all-comers lists. And it's range is really short too.

As for the other stuff, most real complaints I hear about the army as a whole are fluff related, which to me doesn't really matter anymore, at least not since Space Wolves broke that mold years ago.

I understand that people really want all gear to fit the narrative, but when they do that then you end up with a Codex where a huge chunk of the wargear is never used, ever, because its too situational. I'm also a Sisters player, see the Wargear section of that Dex for several pages of examples of fluffy gear that no one ever uses.

As it is in the GK dex one of the things I saw during my first read through were pieces of gear/psykic powers/characters that I knew would never make it into any general lists, because they were only useful against a narrow field of targets (Daemons, psykers). Playing against Tau, Orks, Dark Eldar? (not exactly rare armies), well that stuff you paid points for is worthless. As a result anyone that plays games in a non-Tailoring atmosphere is not going to take that stuff. I don't understand why they would put even more of that stuff into a new Dex.


Grey Knight power or newness? @ 2011/07/14 21:39:26


Post by: Augustus


Creeping Dementia wrote:...anyone that plays games in a non-Tailoring atmosphere is not going to take that stuff. I don't understand why they would put even more of that stuff into a new Dex.


Right that makes sense actually. Why use 'good vs. demons only stuff'

Allow me to try and explain from a broader point of view though. The perspective of situational wargear makes a lot more sense when considered outside of the tournament environment. Furthermore, with some discretion and playtesting I suspect both could happen, as in their could be no options that cost points that were good versus only demons and still be codex unique rules that have a point versus ALL comers, some of which would be worth points.

A suggestion would be, psybolt amo be a special rule for all grey knights 'bolter' type weapons and ads +1 to wound vs. demons, possessed vehicles and psykers and is an army wide rule. There, done, this doesn't cost more points, doesnt handicapo the codex versus other armies, doesn't create any worthless wargear options that never get used, eliminates pages of psybolt amo rules, doesn't create an advantage vs nonliving vehicle units, and decreases recordkeeping while staying true to the narrative and may have a few fluffy side effects like versus Eldar and other psykers etc.

What we got instead was a bad rule, that made things like quadracannon dreads a new standard and more record keeping. See what I mean?

The plasma deal is the same way, so is the deep striking thing, why should that affect anything other than units arriving by demonic assault? It shouldn't, or if it does, it should be an upgrade to make it universal.

Anti demon powers suddenly became anti everyone powers, that's why it's a bad codex.


Grey Knight power or newness? @ 2011/07/14 22:06:02


Post by: gpfunk


In response to the original question:

The GK codex is not overpowered. I think the newness of it scares people as they have not had quite enough time to come up with super effective counters for them yet. The only reason I can't consider the dex overpowered is because of the Jy2 report he just completed. A rather standard GK list got trounced by a Tau army. The newest dex was destroyed by the oldest dex. Now this is obviously an isolated incident, but I think it should at least say something to the supposed imbalance of the codex.

Its an army with different rules and advantages that when taken in the context of the greater viewpoint of all the codecies are rather tame.


Grey Knight power or newness? @ 2011/07/14 22:14:16


Post by: Creeping Dementia


I totally understand where you're coming from Augustus, but from my perspective things like that doesn't make a bad codex. It really just depends on why you play the game. Personally, I like the game, and the painting/modelling. I don't really get into the fluff much at all, and I avoid the '40k Background' forum here like its carrying the Bubonic Plague.

In my mind, the name of the upgrade is '+1Strength to this units shooting', Psybolt is just the codeword for it, so it doesn't really bother me. The same thing is true for me with the Deep Strike mishap stuff, the fact that they have Techmarines, etc, its just rules they have. It is a little annoying that Rifledreads are such a good no-brainer option in the Dex, but even that doesn't make it a bad Codex. The fact that I can run my 'no Vehicle' pure GK list and have it work well, while completely ignoring some obvious builds (Crowe/Coteaz/Dreads), is a sign that its a good Codex. Allowing multiple competitive builds IMO is a key to judging whether a Dex is 'good'. Also, the fact that its not extraordinarily difficult to beat a GK army with my other armies (Tau/Sisters) tells me that its not inherently overpowered, also a sign that its a good Dex.

Fluff wise? The Dex may be bad/horrible/abysmal, but I have no idea, thats not even on the radar for me.
Gameplay wise? Its not rolling over all other competitive armies easily, there are lots of different ways to play them, and do well at most point levels. That to me makes it a good Codex in the gameplay category.


Grey Knight power or newness? @ 2011/07/14 22:21:03


Post by: Augustus


Creeping Dementia wrote:...multiple competitive builds IMO is a key to judging whether a Dex is 'good'....

I agree by that criteria.

I just wanted to say that some of the things the grey knights do now aren't very grey knight ish. I suppose that doesn't necessarily matter.

I'm a player with 20 years history in the game, so I see things through colored glasses sometimes. What things are now is what they are, I suppose one can't expect them to always stay the same. Thanks for making points with me.


Grey Knight power or newness? @ 2011/07/14 22:31:09


Post by: Sir_Prometheus


I agree that the whole Psyflemen thing is pretty silly (and way overestimated --- plain old psycannon dreads are pretty darn good!).

But it wasn't a mistake. GW did it wholly on purpose, to try cut down on rhino spam. Completely wrong way to solve the problem, but whatever.


Automatically Appended Next Post:
Creeping Dementia wrote:I totally understand where you're coming from Augustus, but from my perspective things like that doesn't make a bad codex. It really just depends on why you play the game. Personally, I like the game, and the painting/modelling. I don't really get into the fluff much at all, and I avoid the '40k Background' forum here like its carrying the Bubonic Plague.

In my mind, the name of the upgrade is '+1Strength to this units shooting', Psybolt is just the codeword for it, so it doesn't really bother me. The same thing is true for me with the Deep Strike mishap stuff, the fact that they have Techmarines, etc, its just rules they have. It is a little annoying that Rifledreads are such a good no-brainer option in the Dex, but even that doesn't make it a bad Codex. The fact that I can run my 'no Vehicle' pure GK list and have it work well, while completely ignoring some obvious builds (Crowe/Coteaz/Dreads), is a sign that its a good Codex. Allowing multiple competitive builds IMO is a key to judging whether a Dex is 'good'. Also, the fact that its not extraordinarily difficult to beat a GK army with my other armies (Tau/Sisters) tells me that its not inherently overpowered, also a sign that its a good Dex.

Fluff wise? The Dex may be bad/horrible/abysmal, but I have no idea, thats not even on the radar for me.
Gameplay wise? Its not rolling over all other competitive armies easily, there are lots of different ways to play them, and do well at most point levels. That to me makes it a good Codex in the gameplay category.


Crowe sucks, he's a honey pot for suckers, mark my words. The fact that purifier spam wasn't prevalent among the top lists, according to OP, I see as vindication on that. Anyone know where I can get some data on that?

But yes, there are many, many viable builds for GK (I have one that did pretty darn well for me here, http://prometheusatwar.com/2011/06/stormraven-and-land-raider-grey-knight-list-the-army-to-dominate-boston-brawlcon/)

I otherwise agree with almost everything you said. Except, in my old age, I do care at least a little about the fluff. In my opinion, the fluff is pretty awesome, if more than a little overblown, but it's not really reflected in the stat lines.


Grey Knight power or newness? @ 2011/07/15 01:38:46


Post by: DarthDiggler


Prometheus,

I love using a stormraven and land raider together in my blood angel list. It's a great 1-2 punch and maybe you could do that with your GK's, but in another way. I read through your posts about the Boston Brawl and have you considered taking 2 stormravens and no land raider? I'd change the assault dread for a 2nd rifleman dread. As you said the assault dread underperformed since it wasn't venerable so save 5pts and make it a shooty dread with range. In the second stormraven you could flesh out the terminators or you could put 10 purifiers in there and grand strategy can make them scoring when needed.


Grey Knight power or newness? @ 2011/07/15 02:20:29


Post by: rovian


gpfunk wrote:In response to the original question:

The GK codex is not overpowered. I think the newness of it scares people as they have not had quite enough time to come up with super effective counters for them yet. The only reason I can't consider the dex overpowered is because of the Jy2 report he just completed. A rather standard GK list got trounced by a Tau army. The newest dex was destroyed by the oldest dex. Now this is obviously an isolated incident, but I think it should at least say something to the supposed imbalance of the codex.

Its an army with different rules and advantages that when taken in the context of the greater viewpoint of all the codecies are rather tame.

your right every dex is placed as a massive overpowered juggernaut kindof like the idea of security as we create the threats by our views like tyrnaids was pegged to destroy and actually was very reasonanble.


Grey Knight power or newness? @ 2011/07/15 07:12:20


Post by: schadenfreude


Creeping Dementia wrote:As a Tau player, who is friends with lots of other Tau players, I can honestly say that none of us care about the Plasma Syphon/Funnel thing. Its a situational piece of gear, and like all other situational gear, no one puts it in all-comers lists. And it's range is really short too.

As for the other stuff, most real complaints I hear about the army as a whole are fluff related, which to me doesn't really matter anymore, at least not since Space Wolves broke that mold years ago.

I understand that people really want all gear to fit the narrative, but when they do that then you end up with a Codex where a huge chunk of the wargear is never used, ever, because its too situational. I'm also a Sisters player, see the Wargear section of that Dex for several pages of examples of fluffy gear that no one ever uses.

As it is in the GK dex one of the things I saw during my first read through were pieces of gear/psykic powers/characters that I knew would never make it into any general lists, because they were only useful against a narrow field of targets (Daemons, psykers). Playing against Tau, Orks, Dark Eldar? (not exactly rare armies), well that stuff you paid points for is worthless. As a result anyone that plays games in a non-Tailoring atmosphere is not going to take that stuff. I don't understand why they would put even more of that stuff into a new Dex.


People take the xenos inquisitor for the grenades, and even after the grenades a xenos inquisitor is still plenty cheap with plenty of room for a plasma siphon. The grenades work great against any army except gunlines such as ig or tau, in which case the xenos inquisitor is worthless without a plasma siphon. I would expect to see a siphon in any all comers list that already includes a xenos inquisitor. That being said you won't see one often because gk hq slots are crazy competitive with a lot of good options, and if you do see one as you said the range is short.


Grey Knight power or newness? @ 2011/07/15 13:46:49


Post by: Sir_Prometheus


DarthDiggler wrote:Prometheus,

I love using a stormraven and land raider together in my blood angel list. It's a great 1-2 punch and maybe you could do that with your GK's, but in another way. I read through your posts about the Boston Brawl and have you considered taking 2 stormravens and no land raider? I'd change the assault dread for a 2nd rifleman dread. As you said the assault dread underperformed since it wasn't venerable so save 5pts and make it a shooty dread with range. In the second stormraven you could flesh out the terminators or you could put 10 purifiers in there and grand strategy can make them scoring when needed.


I'm really very, very happy with that list I linked to, and it worked well. The only change I've made in the list is to shift some points and add psycannon to the GKT squad. (without one, they feel a little useless when the LR does bite it)

I hate using duplicates of the same unit, if I can help it. "Redundancy" does not mean duplication. If you can find two different units to accomplish much the same task (such as SR and LR) that is awesome because variety gives you options.

I'm going to keep using the Land Raider because it's firepower is awesome, and it's very, very hard to stop. (There were some very bad dice with during Brawlcon, but that happens.).

No, I'm never going to use two psyflemen, eww. I'm surprised I'm using the one. To be honest, it's much more there to deal with DE raiders than rhinos. Don't have trouble with rhinos, psycannons work.


Grey Knight power or newness? @ 2011/07/15 17:44:41


Post by: Spellbound


I'm absolutely convinced the GK codex is overpowered and agree it was done the wrong way.

In the last codex, the designers made a note. GK had several special anti-demon abilities that made them VERY effective at killing demons, but did nothing vs other armies. Rather than make them pay points for them, they just gave daemons the sustained assault rule, where their troops and beast units kept coming back after getting killed - albeit from the table edge, not deepstrike.

They should have done that again. Instead they made the weapons usable against everyone, and then STILL didn't make them pay the points for it.

Marine: Marine statline, bolter. 16 points.
Grey Knight: Marine statline, STORMbolter [way better, gives way more tactical options, can be upgraded to be able to glance rhinos and penetrate AV10 skimmers], anti-psychic leadership debuff, psychic power to increase strength, psychic power to destroy/delay/redirect deepstrike, anti-psyker grenades, and a POWER WEAPON, which is actually a force weapon once using another psychic power, but it's actually BETTER than a force weapon because it can insta-kill demons, too- activated or not - if they fail a ld test.
AND they get preferred enemy: demons, which includes things with the demon rule and other things outside the demons codex like defilers, obliterators, the avatar, and mandrakes.
....20 points.

So which....which of those abilities is worth 4 points, anyway? Can I buy my chaos marines power weapons for 4 points a model? What about the chosen? What about.....anything? Can an assault marine in a space marine army buy a power weapon for 4 points? Can I buy a psychic power that makes me S5 for 4 points? Can I get some psychic defense for any model in any army for just 4 points?

FOUR. POINTS. It's ridiculous. And have you seen what some basic death cult assassins do to marines? Take a bunch of squads consisting of 3 meltaguns and some deathcult assassins and drive around in chimeras. Go ahead, charge me. See what happens.

Then, for TEN points, you upgrade to a psycannon. Now I know for a fact if anyone allowed basic space marines to take an assault cannon for 10 points, people would complain. People would throw a FIT. So now we'll give them the same thing, but it's a point of strength higher and can fire on the move with half the number of shots.

....WHAT?

And we'll let their jump troopers take it too.

.....WHAT?!

And let's have a look at the incinerator purgation squad. But first, let's look at the CSM havoc squad outfitted the same way.

5 havocs, 4 flamers, rhino - 130 points. Deadly vs hordes. Decent vs marines, might cause a few wounds. Wooo.

5 Purgation squad, 4 incinerators, rhino - 140 points.

10 points more. Those 4 flamers are S6, not S4. They're AP4, not Ap5. The unit has ATSKNF. The unit has hammerhand. The unit has "you're behind a solid wall? I'll shoot anyway" psychic power. Preferred enemy: demons. Psych-out grenades. Their sergeant has a force weapon and a stormbolter, so he can instant-kill a hapless trygon that tries to charge the unit. Their rhino can ignore shaken and stunned results with a Ld 10 check.

Which of THOSE is worth 10 more points? It's not a problem of things in other codexes costing too much. I've never really had issue with the points costs of most chaos things, really. It's the crap like this that JUST. COSTS. TOO. LITTLE. and is way too good.


Grey Knight power or newness? @ 2011/07/15 17:54:37


Post by: gorgon


Augustus wrote:I just wanted to say that some of the things the grey knights do now aren't very grey knight ish. I suppose that doesn't necessarily matter.

I'm a player with 20 years history in the game, so I see things through colored glasses sometimes. What things are now is what they are, I suppose one can't expect them to always stay the same. Thanks for making points with me.


I know where you're coming from, Augustus. The codex seems to put a focus on stuff that clashes with the established vision of GKs. That's one of the things I give Phil K. credit for with DE...what's there now in terms of fluff, units and overall feel is a lot of what was there before, just...better.

But like you said, things change...and sometimes a lot with GW. GKs don't really fit the vision I had, but then I'm an opinion of one. With time I'll embrace Psyfleman dreads, etc as being a "GK thing." Probably helps that I'm a Tyranid player who's seen his army go through a codex progression of fast and deadly => slow hordey steamroller => Carnifex cavalcade => whatever it is today. *shrug*


Grey Knight power or newness? @ 2011/07/15 17:59:42


Post by: Redbeard


@Augustus -

The biggest problem, from a Game Design point of view, in developing Grey Knights is that they're inherently supposed to be an 'anti-daemon' force.

The reason GK have all these tools that are great against the whole field is because in a point-based game, you simply cannot have one faction that is anti another faction without creating a huge imbalance for that anti-faction.

Grey Knights aren't always going to face daemons, and if you make the assumption that Daemons are priced appropriately, that leads to the following conundrum;

If you give them anti-daemon tools, that aren't good against everyone else, do you make them free, or do you make them pay for them?

If they have to pay for them, for what they're actually worth against daemons, you end up with a force that is fairly priced when fighting daemons, but that pays too many points for advantages that don't come into play against other codexes.

If you make the anti-daemon stuff 'free', you end up with a codex that is fairly priced against the rest of the field, and underpriced against daemons.

There is no good solution to this question, except, giving them tools that are good against daemon's special rules, but that are also good against everyone else. A good example of this is psybolt ammo. Daemon saves are invulnerable, so giving them better AP or something doesn't mean much, but giving them +1S means more wounds, and more saves. Volume of fire is what whittles down daemons. It also impacts everyone else though.


Grey Knight power or newness? @ 2011/07/15 18:33:24


Post by: Spellbound


Why not give daemons sustained assault vs gk then, like before?
Eh? Eh?


Grey Knight power or newness? @ 2011/07/15 18:50:15


Post by: Redbeard


Because their new design philosophy is that every book should stand as much on its own as possible. So adding new rules to one player's army based on the other player's army would fall outside that concept.


Grey Knight power or newness? @ 2011/07/15 21:21:07


Post by: JGrand


Henchman are the biggest issue. Coteaz is under priced by about 50 points. Add the ability to take a scoring unit of 3 Acolytes in a st 6 heavy bolter Razor that can ignore shaken and stunned for only 62 points total is out of control. The customizability of those units leads to brokenness. Death Cult Assassins, melta spam, crusaders to soak wounds, storm bolter Acolytes with Jokearo buffs, and all of this aided by IC's who make them even better.

Why even bother with Crowe when you can take a Libby, Coteaz, henchman, psyfleman, and pepper in some Purifiers as elites?

The over the top stuff besides henchman/Coteaz:

1. Fortitude- this is a game changer and really hurts anyone relying on stun lock to deal with multiple targets (which GK can do very well). I wouldn't have a problem with it's existence if it cost more than a whopping 5 points....

2. Psycannons- these are just incredible for 10 points. I just think that's too low, especially for units like Purifiers who can easily spam them. Not as bad on Strike squads but still very good.

3. Psyfleman- Again, just too few points for the immense boost they get.

4. Cleansing Flame- against hoards this is a little much. It would be one thing if it was GK's only answer to them...

5. Shrouding- 3+ cover saves are way too good, especially when it's easy to give multiple vehicles this buff.


The reasons GK haven't assumed the top spot:

1. Newness
2. Noob traps

GK are new and haven't been fully figured out yet, that's a given. However, the reason most players will suck with them is that there are tons of ways to waste points and make GK units overcosted. These are the noob traps. Synergy is especially effective in this book and players who don't take it into account will make especially bad lists. Still, good players who min max and build nasty lists will have take all comers potential that is almost unmatched.


Grey Knight power or newness? @ 2011/07/15 22:43:52


Post by: Augustus


gorgon wrote:I know where you're coming from, Augustus....Tyranid player who's seen his army go through a codex progression of fast and deadly => slow hordey steamroller => Carnifex cavalcade => whatever it is today. *shrug*
Hey thanks, makes me feel a little less old and alone.

I hear you on the Tyranid codex I have the same reaction there, I recall when it was suppose to be a very horde army and what a change the carnifex thing was, and now, I wouldn't even play the little bugs, not witht he combo melee morale fearless rules, it just gets them all (the biug ones too) killed when they fight together.

Ah well.

Some of the fun of the game is adapting to the dynamic parts as thihngs change, and new lists are exciting. I'll have to try and see it that way more. But the stodgy part of me doesn't want to when I see techmarine grey knights in ruins and 3x Psiflemen dreads...

EDITS:
gorgon wrote:That's one of the things I give Phil K. credit for with DE...what's there now in terms of fluff, units and overall feel is a lot of what was there before, just...better.

Exactly, the dark eldar didn't suddenly change into a static shooting army with big tanks and heavy armor, they kept their feel, in fact I think they were elegantly 5th editionized to coin a phrase. I'm not getting the same sense of craft and elegance from the Grey Knights dex at all.

Spellbound wrote:.....WHAT?!
IN so few words, well said Spellbound. I find my regular friend and I in combat often, he has a chaos army and on a point for point base his troopers are so outclassed compared to mine when I play my 5th ed codex aarmies (Blood Angels and Space Wolves) against him, even the vanilla marines do pretty well, (free weapon options for full size squads), he would love something like that. I guess this is just codex creep all over again. The Chaos dex needs some help doesn't it?


Grey Knight power or newness? @ 2011/07/16 07:18:23


Post by: Mannahnin


Redbeard wrote:Because their new design philosophy is that every book should stand as much on its own as possible. So adding new rules to one player's army based on the other player's army would fall outside that concept.


Maybe so, but what they did with GK is much worse. If you assume that a) GK are costed fairly to fight other codices than Daemons, and b) Daemons are costed fairly to fight other codices than GK, then what is the result of GK having extra awesome powers and special rules against Daemons, which they do? Daemons bite it against GK. If GW wanted to give GK the flavor benefits of special rules which make them even nastier against Daemons, then they had to give daemon armies something to compensate in those games, or throw balance in that matchup right out the window. And we see which option they chose, sadly.

---------

All of the above, of course, assuming that you think GK are costed fairly vs. other codices. Which I'm not entirely convinced of, even if I'm not at Spellbound-levels of incredulity.


Grey Knight power or newness? @ 2011/07/16 07:20:09


Post by: schadenfreude


JGrand wrote:Henchman are the biggest issue. Coteaz is under priced by about 50 points. Add the ability to take a scoring unit of 3 Acolytes in a st 6 heavy bolter Razor that can ignore shaken and stunned for only 62 points total is out of control. The customizability of those units leads to brokenness. Death Cult Assassins, melta spam, crusaders to soak wounds, storm bolter Acolytes with Jokearo buffs, and all of this aided by IC's who make them even better.

Why even bother with Crowe when you can take a Libby, Coteaz, henchman, psyfleman, and pepper in some Purifiers as elites?

The over the top stuff besides henchman/Coteaz:

1. Fortitude- this is a game changer and really hurts anyone relying on stun lock to deal with multiple targets (which GK can do very well). I wouldn't have a problem with it's existence if it cost more than a whopping 5 points....

2. Psycannons- these are just incredible for 10 points. I just think that's too low, especially for units like Purifiers who can easily spam them. Not as bad on Strike squads but still very good.

3. Psyfleman- Again, just too few points for the immense boost they get.

4. Cleansing Flame- against hoards this is a little much. It would be one thing if it was GK's only answer to them...

5. Shrouding- 3+ cover saves are way too good, especially when it's easy to give multiple vehicles this buff.


The reasons GK haven't assumed the top spot:

1. Newness
2. Noob traps

GK are new and haven't been fully figured out yet, that's a given. However, the reason most players will suck with them is that there are tons of ways to waste points and make GK units overcosted. These are the noob traps. Synergy is especially effective in this book and players who don't take it into account will make especially bad lists. Still, good players who min max and build nasty lists will have take all comers potential that is almost unmatched.


Reasons they have not made it to the top.

The ability to take a scoring unit of 3 Acolytes in a st 6 heavy bolter Razor that can ignore shaken and stunned for only 62 points total is 2 kill points for 3 GEQ and an AV11 vehicle. 1/3 games will be KP based, so in a 6 game tournament 4 victories + 2 losses= 4 ties + 2 wins= just above middle of the pack.

Customization of acolytes does not = brokenness. If there was 1 broken build everybody would be taking it, but there are multiple competitive builds. Are you saying every single build of henchmen is broken? If you have a beef against 1 particular build of henchmen make the case, but saying the customization is what breaks henchmen will only trap you into defending a straw man argument.

GK HQ units are absolutely uberlicious, but force org limits them to 2. They also get real expensive really fast, except the inquisitors.

Fortitude millage may vary. In a gun line henchmen army with razorspam versus IG or DE then Fortitude can be game winning. Against armies with psychic defense such as eldar, SW, or BA fortitude is of limited use and hardly the end of the world. Fortitude is only out of control against select armies with select builds.

Purifiers are psycannons are 36 points a pop, and they lose their power weapons. Still a great unit, but keep in mind that 10 point psycannon has hidden costs.

Psyfleman are an great deal, but it's the only long range option GK have besides BS3 monkeys.

Cleansing flame...purifiers are all around nasty. Purifier spam is a hard counter to cc hordes. Purifier spam is also likely to get eaten alive by very fast shooty armies such as IG or DE.

Shrouding is overrated.
Rhino pops smoke while shrouded for a 3+ cover=shoot a different target, and next turn it only has a 6+ cover save.
Rhino pops smoke while not shrouded for a 4+ cover save=shoot a different target, and next turn it has no cover save.
Purifiers in cover have a 3++ cover because of shrouding=shoot ap5 weapons at them an take chances with their 3+ armor, and shoot the AP3 or better weapons at units out in the open.
Purifiers in cover have a 4++ cover because they are in cover=shoot ap5 weapons at them an take chances with their 3+ armor, and shoot the AP3 or better weapons at units out in the open.
It's amazing how little shrouding does when you keep basic 40k tactics and target priorities in mind.


GK are a mean and nasty codex that is far better than any 4th ed codex, but you can say the same about almost every 5th ed codex. Six out of seven of other 5th ed books are still competitive against GK.


Grey Knight power or newness? @ 2011/07/16 07:54:26


Post by: Wraithlordmechanic


For those convinced grey knights are broken:
I used to think the same way but a few things become apparent after having played them/ seen them played. heres a few things i noticed:

First, and this is a big one- GK, with the the exception of purifiers, have ONE ATTACK at a mediocre WS and the same save as any other marine. if you charge them with a unit that will beat up marines they will most likely beat up GK too. you may be thinking what about hammer hand? Well if they use hammer hand they aren't using warp quake or their force weapons thus it behooves you to keep track of power usage.

As to the cheap weapon upgrades keep in mind that power armored marines must give up their wonderful force weapon in order to take a heavy weapon making them a liability in close combat. so you could also look at it as paying extra points to make them bad at combat. I would charge a purgation squad just as often as i would a devastator squad given the chance (which in case you're wondering is every time) As a side note spell bound in your example with the havocs they get to keep their bp & ccw on the guys with flamers; very hand for the following close combat especially considering the kind of unit you would be using 4 flamers on.

3. another thing to keep in mind is that alot of their cool toys have little to no effect on daemons. Think about it; all daemons have eternal warrior and most don't have an armor save so the GK might as well be using pointy sticks against daemons. even the daemonbane rule isnt that big of a deal since most multi-wound daemons are ld 10. Their aegis is completely pointless since daemons don't have psychic powers. their main bonus is preferred enemy but that doesn't guarantee a win in close combat.

Theres probably other points i could make but i am a horrendously slow typer so ill call it there



Grey Knight power or newness? @ 2011/07/16 08:29:38


Post by: The Grog


Remember that sustained assault was pretty worthless, since you had to move on from your own table edge if I remember right. Which generally meant you had slow melee demon units walking on the board on turn 2 or 3 and accomplishing little.

I'd say prefered enemy and hammerhand with halberds is quite dangerous, on top of stormbolters being quite dangerous against most demon units.


Grey Knight power or newness? @ 2011/07/16 15:32:52


Post by: Redbeard


Mannahnin wrote:
Maybe so, but what they did with GK is much worse. If you assume that a) GK are costed fairly to fight other codices than Daemons, and b) Daemons are costed fairly to fight other codices than GK, then what is the result of GK having extra awesome powers and special rules against Daemons, which they do? Daemons bite it against GK. If GW wanted to give GK the flavor benefits of special rules which make them even nastier against Daemons, then they had to give daemon armies something to compensate in those games, or throw balance in that matchup right out the window. And we see which option they chose, sadly.


I agree. I've got 20,000 points of daemons painted and playable in just about any configuration, and I could use all of it and lose to a GK player with 1000 points and a good grasp of geometry. There is no good way to have a faction that is specifically anti another faction in a system where all-comer games need to be considered and that points are used to set up the armies.


Grey Knight power or newness? @ 2011/07/16 16:42:09


Post by: Mannahnin


I don;t think that there's "no good way", though. I think a better-considered version of what they had last time could well have worked. If Daemons did get some form of Sustained Assault, or Preferred Enemy, or SOMETHING in their games against GKs, it would have improved the situation. You just need to keep it relatively simple.


Grey Knight power or newness? @ 2011/07/16 17:24:41


Post by: DarthDiggler


I'm not convinced GK are heads and shoulders above the rest. There are so many expensive units that once I make a list to cover all the bases I'm over by 150pts. Something has to give. GK also suffer from range envy. Their guns are outranged by most other lists.

One thing they have going good for them is the Stormraven + Shrouding combo can deliver an assault element across the table. However that assault element will be outnumbered something fierce and the combined unit will be 600-700pts.

I think the GK have new toys and tactics and in the end they will take their place near the top, but they will not jump ahead and outpace the field.

As for Daemons I think they will need to change to combat the GK. Blessing of the Blood God can be a back breaker vs. GK and their low model count list. A Khorne DP with iron hide, wings and bessing is something to fear vs. GK's. Warp Quake doesn't cover the board nearly as much because Paladins, Terminators, Purifiers and Dreads are eating up points.


Grey Knight power or newness? @ 2011/07/16 18:29:31


Post by: Spellbound


Blessing of the Blood God can be a back b....oh wait Dark Excommunication, you lose blessing. So sorry!


And as for "just shoot something else if they give the rhino a 3+ cover" - that's.....eh? Ok? We're getting into player skill here but if they've put that rhino on the game-winning objective, it's kind of important that THAT rhino dies, not just any rhino.

Spamming little units of henchmen in S6 heavy bolter razorbacks a detriment in kill points? Not if the enemy is dead. Especially if now you have lots of 1-2 model units running around. Congrats you got kp for my tank. Wanna use your 200 points of marines to shoot my one guy? KP are KP but point-for-point you're wasting your firepower.

Strikes have 1 attack this is true.

10 strikes charge - 20 attacks.

Techmarine attaches to squad, rolls grenades, gets....something, I dunno. You're either doing nothing, re-rolling misses against the enemy, hitting automatically, or a portion of the enemy is attacking themselves instead of you. Or they're Ld 2 so if you win combat they're toast.

Rad grenades bring the enemy's toughness down by 1, you hammerhand for S5. Now you can't activate your force weapons! Who the hell cares they're 1 wound enemy infantry. 20 attacks 10 hit 2+ to wound, 8 die. Oh wait two had psycannons. Meh, whatever, only 7. They get their attacks back, sure. Let's assume it's an assault squad. 20 attacks back, 10 hit, 5 wound, 2 fail saves. Yeah that's not one-sided at all!

Ok, it's a monstrous creature. Let's assume it's not a psyker like a tyrant or tervigon or a daemon prince. 20 attacks, 10 hit, one of them should be a wound - activate force weapons instead of doing hammerhand, creature dead. That was easy!

Ok, daemon prince. It's I1 so you go first. 20 attacks, 10 hit, re-roll preferred enemy, 5 more hit for 15. It's down 1 toughness and you use hammerhand for a 3+ to wound. 10 out of 15 wound and you ignore the armour save. Make 10 5+ invul saves. Ok we'll say you're Tzeentch, make 10 4+ invul saves. Oops, you took 5 wounds.


A basic strike squad is enough to ravage anything. I mentioned you could apply the grenade results but that's really not even necessary. You should still get a 6 to wound a monstrous creature and you will kill 5 marines instead of 7-8 needing the 3+. I didn't even actually factor in the psychotroke grenades, only rad and it makes only marginal difference. Losing rad grenades in the daemon prince example brings it down to about 6-7 wounds instead of 10, but that's still pretty dead if they have a 5+ save and not out of the question if it's a tzeentch prince for 4+. And they're always going to do whatever they can to make sure those grenades ARE in the combat, so...

Oh, and they could have shot before charging. With 16 stormbolter shots [S5] and 4 psycannon shots.

Now the immediate argument is "but that unit costs a lot of points". I was assuming I was charging space marines, but it could be any flavor of space marine. It could be a terminator squad, where they'd have fewer number [and the attack yourself psychotroke grenade becomes hilarious] and still take heavy casualties. They could be vanguard veterans, or perhaps a command squad. Hope that command squad isn't home to a Librarian or anything. Or there you go, you could be charging Mephiston. Or the Avatar. Or a Seer council. Or genest.....ok that'd be a mistake. Why didn't you gun them down with vastly superior firepower then?

Of course this is an idealized situation [GK charging - that NEVER happens right?.....right?] but it's not a lot better if I charge. I'm having a hell of a time with my blood angels. Sure I get more attacks at higher initiative, but my army starts peetering out FAST from all those power weapon wounds. Against most things, I'm still spess muhrines so even when I'm down to 3 or 4 guys, I can still be a deadly charge and be effective. Against GK, not so much. I do a couple casualties, and then the fact that they're all armed with POWER WEAPONS means those odd 3-4 wounds back that they get is 3-4 DEAD marines, not just 1 or none on a good armor save roll.

Back to the Purgation squad example, you're telling me that because the grey knights have 4 less attacks, it's balanced? Two of their attacks became power weapon attacks. No, FORCE weapon attacks. The unit gained the ability to instant-kill Mephiston, a tervigon, a hive tyrant, etc. etc. if that guy rolls a 6 to wound. Know what the havocs get if they get 4 6's to wound from those extra attacks? They get.....to watch the enemy shrug off 3-4 of them with armor saves. How often have you hung your head as your enemy passed all their armor saves when you got a lucky wound roll? A thing like a power weapon is mega game-changing because it takes away that chance. "No, I don't care how lucky you are, I got a wound, so you are dead." And really, how much of the enemy is going to be left after 4 S6 flamers? A lot fewer than the 4 S4 flamers, so those 4 cc attacks are really pretty trivial.

Oh, and the Purgation squad has 4 fewer attacks, but all their attacks can be S5. Pretty even trade.


Grey Knight power or newness? @ 2011/07/16 18:36:14


Post by: DarthDiggler


No one takes Dark Excommunication. It can only be used in base to base contact with a librarian of dreadknight. Purifiers, strike squads, interceptors, paladins, and terminators don't have it and can't get it.

Maybe you should play with a grey knight army. If you don't win all your games who would you blame?


Grey Knight power or newness? @ 2011/07/16 19:04:01


Post by: Spellbound


Draigo has it as well, I believe. And nobody takes Librarians or Dreadknights, I mean NOBODY.

I win the vast majority of my games now. My only losses come from tournaments, and with my chaos army, my only losses usually came from leafblower IG if they went first and had good luck [anything less and I can pull out a tie]. Oh and grey knights, which basically sit there and roll dice.

"Yeah we out-shoot you, so we'll just stand here. Oh...Oh you want to charge? Oh, I'm sorry" *butcher butcher butcher* "You really should have let us shoot you, you'd only have been tabled in 5 turns then, not 3."

My BA have proven to not do as well, because I chose to run them as jumpers. My chaos army is all mechanized so I wanted something different. BA razorspam is probably the way to go [though I defeated it in round 7 of the con with 30 points, so maybe that's too general of a statement].

Same army was easily slapped aside by GK though, without much of a concern for their own safety. Had I not forgotten which objective was primary and which was secondary I could have gotten him simply by him taking a very very tiny army and not having enough units to take the objectives. All I could kill of his was dreadnoughts and the stormraven he handed to me though, so he had little to worry about.


Grey Knight power or newness? @ 2011/07/16 19:04:19


Post by: schadenfreude


Spellbound wrote:

And as for "just shoot something else if they give the rhino a 3+ cover" - that's.....eh? Ok? We're getting into player skill here but if they've put that rhino on the game-winning objective, it's kind of important that THAT rhino dies, not just any rhino.

Spamming little units of henchmen in S6 heavy bolter razorbacks a detriment in kill points? Not if the enemy is dead. Especially if now you have lots of 1-2 model units running around. Congrats you got kp for my tank. Wanna use your 200 points of marines to shoot my one guy? KP are KP but point-for-point you're wasting your firepower.


Rad grenades bring the enemy's toughness down by 1, you hammerhand for S5. Now you can't activate your force weapons! Who the hell cares they're 1 wound enemy infantry. 20 attacks 10 hit 2+ to wound, 8 die. Oh wait two had psycannons. Meh, whatever, only 7. They get their attacks back, sure. Let's assume it's an assault squad. 20 attacks back, 10 hit, 5 wound, 2 fail saves. Yeah that's not one-sided at all!


Back to the Purgation squad example, you're telling me that because the grey knights have 4 less attacks, it's balanced? Two of their attacks became power weapon attacks. No, FORCE weapon attacks. The unit gained the ability to instant-kill Mephiston, a tervigon, a hive tyrant, etc. etc. if that guy rolls a 6 to wound. Know what the havocs get if they get 4 6's to wound from those extra attacks? They get.....to watch the enemy shrug off 3-4 of them with armor saves. How often have you hung your head as your enemy passed all their armor saves when you got a lucky wound roll? A thing like a power weapon is mega game-changing because it takes away that chance. "No, I don't care how lucky you are, I got a wound, so you are dead." And really, how much of the enemy is going to be left after 4 S6 flamers? A lot fewer than the 4 S4 flamers, so those 4 cc attacks are really pretty trivial.

Oh, and the Purgation squad has 4 fewer attacks, but all their attacks can be S5. Pretty even trade.


The only way a Rhino will have a 3++ cover next to an objective on turn 5 is if the GK player has not popped smoke yet on the Rhino and the Librarian is still alive and is inside or within 6" of the Rhino, so if it happens it's because the GK player out played his opponent. If a player ends up in that situation what it comes down to is that player had 4 turns to kill that rhino where it at best had a 6++ cover save, and being close to the librarian that Rhino should have been a priority target earlier in the game.

S6 bolterbacks will struggle against AV12 IG if the IG player refuses to allow the GK player to outmaneuver him into gaining side shots. When they explode the GEQ units inside are T3 with a 5+ save and most importantly a leadership of 8. If a SM player shoots at them with 200 points of marines they deserve to lose. A simple storm bolter from a rhino or drop pod has enough dakka to force a small group of henchmen to take a morale test.

Rad grenades can bring toughness down to 1. Grats the unit of S3 WS3 5+ armor save GEQ are now T1 and the mean scary S5 GK are going to wound them on a 2+, because that's so much worse than being wounded on a 2+ when S5 goes against T3. A pair of GK HQ's can make the mother of all deathstars, which is pretty damn useless if 10 melta vets is the toughest CC unit the other side fields.

Quad flamer Purgation are great all around squads, but they compete with psyfleman dreads in an army that already lacks long ranged firepower. Long fangs are far better than Purgation squads because GK and SM don't really need another decent CC unit that has amazing point blank firepower.


Grey Knight power or newness? @ 2011/07/16 19:16:19


Post by: Spellbound


So what you're saying with the Purgation squad is "Yeah they're completely undercosted and utterly broken, but they won't usually take them so that's a moot point."

And yeah, rad grenades in cc versus guard only means that the GK don't need to use their hammerhand whatsoever. Now they just don't have to take the chance of perils and cause instant death with their base attacks, provided any guard lived through the S5 stormbolters in the first place.

I'll give you that guard is a fairly rough matchup for GK. But I've seen them take as much anti-marine as possible and still lose to a smartly constructed GK army that fixed its main problem: Take more dudes.


Grey Knight power or newness? @ 2011/07/16 23:20:48


Post by: Grey Templar


Augustus wrote:I think their are some egregiously imbalanced things in the GK codex.

Why does the plasma funnel shut off burst weapons?
Why do Grey Knights have Techmarines?
Why does Psybolt amo work on things that aren't psykers and demons?
Why do all the troops cause ALL deep strike nearby to misshap completely?



1: because Burst weapons use plasma. but who cares? it only works within a very small area and is expensive, no one is going to take one in a competitive game.

2. well, why not? they have vehicles just like every other chapter. Serfs only can do so much.

3. because it is the psychic power of the GK improving the power of the shot. increased force and penetrating power is simply achieved through psychic means. it can hurt anything. its no different from a psyker hurling some warp lightining at someone.

4. because they can cause things to scatter off course using their psychic abilities. Teliportation involves the Warp so their powers can cause direct interference. Drop Pods and jump packs can have their thrusters messed with. it wouldn't be fair to the GKs, or Deamons, for the power to only effect Deamons. This power is all that bad. sure you can totally screw a deamon player over but that would require a bit of list tailoring to do(Scouting Strikes or Interceptors forward and spread out. and it requires 2 Grandmasters to pull it off reliably so thats a fair chunk of your army)


Grey Knight power or newness? @ 2011/07/17 00:01:52


Post by: omerakk


I've found that the majority of people complaining about gk's are either using armies from the older codexs (which were already having problems against other armies to begin with), or are average players relying on the cookie cutter builds they read online and can't figure out how to adapt their lists to make them work against a new codex. Heard way too many sw and ig players complain about de last year; despite the fact that you always had a good 50/50 shot at winning. Adjusted builds hit the web, then those complaints went away. The same thing will happen here. The only ones who are getting screwed are the older armies that have trouble in the massive spam that is 5th edition. That will pass in time as well.

If gk's knock sw and ig players off the top slots and consistently win tournament after tournament, then you can complain about how overpowered they are. I wouldn't hold your breath though


Grey Knight power or newness? @ 2011/07/17 00:06:54


Post by: Grey Templar


and even if Gks knock IG and SW off the top, who cares?

just the IG and SW players.

its just the normal power shift that comes with almost every new codex. GKs will swing back down to the bottom eventually.


Grey Knight power or newness? @ 2011/07/17 00:15:07


Post by: Bloodlustin Monkey


so collecting deamons was a bad idea? :(
Not played many or any big games only just got
1000pts of deamons and getting my head round how unreliable they are but after reading you guys ranting about GK's specialy the bit about making all deepstrikes scatter! Well nackers to it I'll stay in the warp when GK turn up
Or is it a case that they need to tune there army depending on foe?
Second thing, do you guys think and army of PlazCannon weilding Marines( CC troops in razors, Devastator plus sterns in rhinos backed up by cheap 70pts Preds would do a number on these toffy nosed GKs ?


Grey Knight power or newness? @ 2011/07/17 00:18:50


Post by: Grey Templar


Deamons arn't any worse against GKs then any other army.

only a Warp Quake tailored army will completely screw deamons and it does require a good chunk of your army to do it right(2 Grandmasters and 4 strike or interceptor squads)


Grey Knight power or newness? @ 2011/07/17 00:34:49


Post by: Mannahnin


If your definition of "completely screw" is automatically win with no dice being rolled, then yeah.

If your definition of "screw" is just make it extremely difficult for the Daemon player to win, assuming equal player skill, the GK just needs to take his regular stuff and use it right. Even a single Strike Squad, spread out, bones daemon deployment a good deal.

Darth- Coteaz comes with Dark Excommunication. So every army using multiple squads of Henchmen has it. For any army using a Librarian it's a 5pt silver bullet. Why not take it? You see daemon armies in tournaments.

I've never said that GK are totally broken or head and shoulders above all other codices. I do think that they are obviously unbalanced against daemons, as I believe my earlier argument made clear, and that they have a number of clearly underpriced upgrades and abilities. Like psy-ammo, Fortitude, rad and psych-out grenades. I agree with you that their limited long range shooting and higher base cost per model are drawbacks and keep them from being utterly busted. But they're pretty nasty. Especially since Coteaz has a way of helping you make a rounded army without going over by those 150pts.


Grey Knight power or newness? @ 2011/07/17 00:40:45


Post by: Spellbound


Yeah it requires them to take a solid, standard HQ with lots of utility and effectiveness. On the downside, it also requires them to bring their basic troop choice that gets 40+ points of rules and equipment for free and completely dominates pretty much every other troop choice in the game easily.


Despite this, I will not say don't play daemons. I will not say daemons can't capitalize on mistakes and win against GK. Many GK will do things like purifier spam, etc. etc. which is honestly horrible versus daemons [depending on the flavor of demon the purifiers get in cc with]. What it WILL do is give you a hefty challenge, one you can feel very, VERY rewarded by when you DO claim a victory.

As for Warp Quake, it does not make you auto-scatter. What it does is the following:

A) Your icons don't work anymore if it's within 12" of someone who uses the psychic power and

B) If you should land within 12" of someone that used the power, whether by scattering there or placing it there and rolling a hit, then you automatically mis-hap. You then will either 1-2: die 3-4 get placed where your opponent wants you or 5-6: go back in reserves.

It requires you to deepstrike far away from them [relatively] and then run in. Honestly you don't want to land within 12" anyway per se, as they could then move up, shoot you, then charge you. Daemonettes still, if charging, go before grey knights and carve them up. Bloodletters, while they'll die in droves, will still ignore their armour saves. Bolts of change will still kill dreadnoughts and the Masque will still move units around. Most of your abilities still WORK and grey knights still DIE. They're just VERY effective at killing YOU so get ready for an uphill battle.


Grey Knight power or newness? @ 2011/07/18 00:40:12


Post by: Bloodlustin Monkey


Well they could look alittle better maybe lol the B@§%@£ds but then everybody likes to kill the unbeatable hey or nearly unbeatable

If you don't hav unbalance between the codexes then where do you start to update them? Maybe they just raised the bar for the other dexes to catch up. I hate having the best army, hurts more when you lose! Give me the underdogs so I can throw there lives away in the chase of a great victory


Automatically Appended Next Post:
And 'blessing of the blood god' must hurt them up close with a 2+ invulnerable save against psychic powers or force weapons?
suppose getting there is the challenge


Grey Knight power or newness? @ 2011/07/18 01:16:47


Post by: CKO


I think the best thing about Grey Knights is that they can have a pure shooty list but because everything has str 5 power weapons it becomes a balanced list. Alot of people are afraid to assault because of 2 halberds but they fail to realize its just 2 attacks.


Grey Knight power or newness? @ 2011/07/18 06:42:27


Post by: jcd386


IMO GK armies are, when put together properly, basically even with all of the other 5th edition codexes (with the exception of Nids, which GW apparent hates).

When DE came out, everyone cried about them being overpowered. When SW came out, everyone whined about them too. Gk are just as good as those books in their own way.

The main problem with the actual GK armies that you see in tournaments and battle reports is that they are not actually very good armies. People keep trying to make CC GK armies, use purifiers and strike squads in rhinos, take lots of paladins, and spend way too many points on cool upgrades (like halberds in strike squads) that aren't really worthwhile in the long run, all of which are mistakes in my opinion.

Almost all of the units in the codex have competitive uses (with paladins, land raiders, some of the henchmen, and some of the named characters being the "worse" units in the book, and honestly very few/none of those are actually "bad"), the problem if that people haven't figured out / agreed on what those uses are, or just haven't built the armies yet. Once they do, i expect GK to take a strong place with the rest of the 5th ed codexes like SM, SW and DE.


Grey Knight power or newness? @ 2011/07/18 09:24:44


Post by: schadenfreude


When all the dust settles here is how I see it.

GK<IG, DE
GK=SW, Codes Marines
GK>BA, Nids
GK WTF>>>>>Chaos Daemons

The only army that is completely 100% screwed by GK is daemons provided the GK has 1 squad of SS or interceptors that can CS.

That being said I can see why GK thinks it's good business practice to screw chaos daemons.

Let's look at some basic facts about chaos daemons.

Players can base chaos daemons with magnets in multiple ways for easy conversion between WHFB and 40k so you get 2 armies for the price of 1 (which means GW is giving away a 2nd army anytime somebody purchases chaos deamons.)

Chaos daemons and Vampire counts were the most powerful armies in WHFB 7th edition. It got to the point where it was a common sight to see 85% of a competitive tournament show up with daemons and vampire counts despite WHFB having a larger number of armies to select from than 40k.

Many of the best units in WHFB were the best units in 40k, mainly flamers, bloodcrushers, and fiends. One of the most broken armies back in WHFB 7th edition was a giant wall of bloodcrushers. Throw in a Lord of Change as fateweaver and it turns into fatecrusher, what is probably one of the most respected deamon builds. The only units a WHFB player really needs to purchase for 40k is stuff for their heavy support slots because deamon princes were the uncontested worst lord selection in WHFB.

Chaos daemons were competitive in 40k , but never top tier in 40k, and they were stupid overpowered in WHFB 7th ed. If you look at the personalty types of WHFB chaos deamon players they are not the type to play a 4th ed book in a competitive game of 40k, and are the most likely to codex hop onto what they believe is the most powerful 40k codex as their main most powerful army. Chaos daemons could crush just about anything in WHFB 7th ed that wasn't another deamon army or Vampire Counts. As a result WHFB players have an irrational hatred of daemons and vampires that lasts now to this day. Many of them to this day refuse to play against chaos daemons, and will openly mock the use of chaos daemons as a sign of being unskilled. Many of them quite the tournament seen because they were sick of chaos daemons, and many of them quite the game during 7th ed because their armies were useless against chaos daemons. Things have calmed down a bit in WHFB, but daemons are still the #1 top tier army.

In short chaos daemons killed WHFB 7th edition. When 8th ed came out other armies could now stand a chance against them, but GW took a lot of backlash over the massive changes going into 8th ed from 7th ed, and most of the damage caused by chaos daemons was already done. It's quite possible that GW deliberately decided to make daemons worthless against GK in an attempt to rescue WHFB from the damage daemons have done. Honestly I see it as a logical and pragmatic choice to completely sacrifice a single 40k codex on the nerf alter in an attempt to save all of WHFB which has 15 armies, scenery, and a core rule book. If you ask me the risk of deamon players completely quitting 40k as a game (which is not that bad imo because most deamon players are codex hoppers that have daemons as an extra army) is worth the reward of saving WHFB from the same fate that lord of the rings now suffers.


Grey Knight power or newness? @ 2011/07/18 10:52:58


Post by: Spellbound


wow.....really?

You....think GK is equal in power to basic codex marines?

Are you high? You think 4 extra points for all the extra stuff a GK strike gets over a tactical marine is fair and "not that much better"? Really?


Grey Knight power or newness? @ 2011/07/18 13:49:56


Post by: canthatenuff


GK are incredibly powerful....

Psycannons are extremely underpriced. 4 S7 Autocannon shots that rend? All I have to do is stand still? Sign me up. Once GK get to midfield they easily out-shoot any army in the game.

Purifiers are all sorts of broken. Cleansing Flame is too much.

Fortitude for 5 pts? Really? Cheaper than extra armour, but why?

Psyflemen Dreads, +1 str for 5 points? Ridiculous. In my experience using them they have far outperformed my Long Fangs who pack 5x Missiles per squad.

Librarian's powers are undercosted. 5 points for shrouding? A smart player with a good size mech force can make sure his vehicles consistently have a 3+ cover save by being meticulous about how he moves and pops smoke. It's just too much. Sanctuary is slowed. It bones anything without grenades (Nids) and seriously hampers anyone trying to assault. This is huge as it allows the GK player to truly sit and shoot.

Henchmen spam is disgusting. Someone earlier said that a 3 man hench squad with a razor isnt effective because you will automatically lose a KP game. This is absolutely false. The fact of the matter is that a good GK player can take these 62 point scoring squads to round out his list and maximize his objective capturing potential. The increased killpoints are meaningless because these squads have such low target priority in any mission. If you decide to shoot at the henchmen squads with their razorbacks, good luck. A covered vehicle is never easy to destroy, covered troops even if they are T3 are also not THAT easy to destroy. I mean how many armies really pack a large amount of long-range anti-infantry? IG, sure. Most marines? Not so much. Shooting the puny 3 man squad also means you are ignoring the psyflemen dreads and all the other goodies the GK player is capable of bringing along. Henchmen overpower the codex because it allows the GK player to bring as many bodies as any other MEQ player, if not more.

Mike Brandt (the guy running the NOVA) posted a good article on his blog Whiskey and 40k. In it he considers a core that any GK player can take. That core is:
Coteaz
5 Acolytes w/ Storm Bolters, Psyback
5 Acolytes w/ Storm Bolters, Psyback
5 Acolytes w/ Storm Bolters, Psyback
5 Acolytes w/ Storm Bolters, Psyback
5 Acolytes w/ Storm Bolters, Psyback
5 Acolytes w/ Storm Bolters, Psyback
Psyfleman
Psyfleman
Psyfleman

The list now has maximum amount of troops, 9 vehicles and quite a bit of long-range anti tank and capable AND reliable long range anti-infantry, oh and it also only takes up about 1,000 pts. With the leftover 1000 you can take 3 BIG purifier squads, Paladins, elite HQS, etc. Good luck beating this list.


Grey Knight power or newness? @ 2011/07/18 15:41:29


Post by: schadenfreude


Spellbound wrote:wow.....really?

You....think GK is equal in power to basic codex marines?

Are you high? You think 4 extra points for all the extra stuff a GK strike gets over a tactical marine is fair and "not that much better"? Really?


If you judge the books purely on SS versus tacticals GK win. When you look at how the lists as a whole work it's a pretty even fight. Null zone + bolters=bad news for DCA. TH/SS termies + Null zone=bad news for paladins. TH/SS termies=bad news for purifiers. While tactical marines have always been the weak link in the codex the book is actually competitive as whole.


Grey Knight power or newness? @ 2011/07/18 17:02:59


Post by: Augustus


Spellbound wrote:You....think GK is equal in power to basic codex marines?

Are you high?
Heh, exactly. Loved your examples!

Oh and people whined about SW and Dark ELdar being better than everyone else, because... They are... and now so are GKs.


Grey Knight power or newness? @ 2011/07/18 17:21:30


Post by: gorgon


Augustus wrote:
gorgon wrote:I know where you're coming from, Augustus....Tyranid player who's seen his army go through a codex progression of fast and deadly => slow hordey steamroller => Carnifex cavalcade => whatever it is today. *shrug*
Hey thanks, makes me feel a little less old and alone.

I hear you on the Tyranid codex I have the same reaction there, I recall when it was suppose to be a very horde army and what a change the carnifex thing was, and now, I wouldn't even play the little bugs, not witht he combo melee morale fearless rules, it just gets them all (the biug ones too) killed when they fight together.

Ah well.

Some of the fun of the game is adapting to the dynamic parts as thihngs change, and new lists are exciting. I'll have to try and see it that way more. But the stodgy part of me doesn't want to when I see techmarine grey knights in ruins and 3x Psiflemen dreads...


I think anyone who remembers when GKs were a specialist ally unit will be particularly biased. GKs as an army was a bridge we crossed a long time ago, but clearly these GKs are even less specialized than the Codex: DH version. So it probably hits home for an old-timer more than someone who started since 2002 or 2003. Not saying they shouldn't be an army or that they shouldn't be more of an all-comers army for balance purposes, of course. It's just a little jarring in its execution.

I still wonder if -- assuming there's some truth to the 6th ed rumors -- Daemons will become Eternal Warrior (1), thereby making them vulnerable to GK and other Instant Kill (2) force weaponry. I think it'd be pretty harsh to Daemons considering Warp Quake, etc. is already in there, but it'd bring the rules in line with fluff. *shrug*

Re: Tyranids, I've actually been having a lot of fun with all-reserve builds lately. Very fresh compared to the old dynamic. Does decently vs. mech...although mech GK are about as big of a rock to my scissors as I could imagine. Fortitude or Warp Quake would be bad enough alone. Together...whew.

Edit: And you want to talk about feeling old...I'd guess at least of the people who saw my Genestealer Cult at the 2008 Baltimore GT had NO idea what a GCult was. With reflection, it made complete sense...GCults haven't been a fully legal army since 1998, they're basically invisible even in fluff now, and plenty of today's players have started the game within the past 5 years. Made me feel very O-L-D, though. Which I kinda am, but still. LOL.

EDITS:
gorgon wrote:That's one of the things I give Phil K. credit for with DE...what's there now in terms of fluff, units and overall feel is a lot of what was there before, just...better.

Exactly, the dark eldar didn't suddenly change into a static shooting army with big tanks and heavy armor, they kept their feel, in fact I think they were elegantly 5th editionized to coin a phrase. I'm not getting the same sense of craft and elegance from the Grey Knights dex at all.


Phil Kelly's the best designer they have. And I don't mean that to slight Mat Ward, I'm just saying Phil's clearly their ace at seeing the concept through all the way down to the rules. Maybe we need to start up that 'Phil Kelly for 40K Overfiend" campaign again, LOL.


Grey Knight power or newness? @ 2011/07/18 17:32:39


Post by: WGXH


The key to defeating Grey Knights, for the most part, is the shooting phase. Either by forcing them to roll enough dice(for 10 PAGK you can have 40 Lasguns, 50 if we include Halberds, and the command squad if they want a transport) to fail some rolls, or to have enough quality shooting to destroy them, as save Crusaders and Draigo, outside of CC not an awful lot has a respectable invun save.


Grey Knight power or newness? @ 2011/07/18 17:39:43


Post by: Kingsley


Spellbound wrote:wow.....really?

You....think GK is equal in power to basic codex marines?

Are you high? You think 4 extra points for all the extra stuff a GK strike gets over a tactical marine is fair and "not that much better"? Really?


Obviously yes? I play Codex Marines, and I consider Tactical squads to be way better than Strike Squads. It's not even close. If I could replace my Tac squads with Strike squads at equal cost I would not do so, much less at the extra prices GK pay. When you get right down to it, it's all about the special and heavy weapons for these units, and psycannons on power armored units are IMO quite underwhelming. Meltaguns aren't. When you couple that with the fact that Grey Knights can't take long range weapons and therefore can't make as good use of Combat Squads and Razorbacks, the Tacs seem clearly better.


Grey Knight power or newness? @ 2011/07/18 18:18:50


Post by: Grey Templar


the Tacs are more flexable, but Psycannons are a pretty good weapon.

Heavy 4 or assault 2 Str7 rending is a powerful weapon for close range.

on Heavy 4, you get about 3 hits(rounding up) and then about a 50% chance of a rend. against Av13 thats a garunteed penetration. a 1/3 chance of a Glance against Av14 and a 2/3 pen.


its also at 24", much longer then a melta gun and you can have 2 per squad. 4 on Purifiers and Purgation squads.

GKs don't need Melta guns.


Grey Knight power or newness? @ 2011/07/18 20:54:27


Post by: omerakk


Fetterkey wrote:
Spellbound wrote:wow.....really?

You....think GK is equal in power to basic codex marines?

Are you high? You think 4 extra points for all the extra stuff a GK strike gets over a tactical marine is fair and "not that much better"? Really?


Obviously yes? I play Codex Marines, and I consider Tactical squads to be way better than Strike Squads. It's not even close. If I could replace my Tac squads with Strike squads at equal cost I would not do so, much less at the extra prices GK pay. When you get right down to it, it's all about the special and heavy weapons for these units, and psycannons on power armored units are IMO quite underwhelming. Meltaguns aren't. When you couple that with the fact that Grey Knights can't take long range weapons and therefore can't make as good use of Combat Squads and Razorbacks, the Tacs seem clearly better.


lol this made me giggle ^^

Edit: And you want to talk about feeling old...I'd guess at least of the people who saw my Genestealer Cult at the 2008 Baltimore GT had NO idea what a GCult was. With reflection, it made complete sense...GCults haven't been a fully legal army since 1998, they're basically invisible even in fluff now, and plenty of today's players have started the game within the past 5 years. Made me feel very O-L-D, though. Which I kinda am, but still. LOL.


I miss those cult days. They were always fun to play as or against


Grey Knight power or newness? @ 2011/07/18 21:42:35


Post by: Augustus


omerakk wrote:I miss those cult days. They were always fun to play as or against

Indeed, remember the limos?



Tactical marines? > Grey knights, of course, in everything except a direct comparison, ha. Obviously the storm bolter GKs would beat the tacs in any kind of fight, ranged or CC, which means they're clearly not as good. LOLWUT?


Grey Knight power or newness? @ 2011/07/18 21:46:56


Post by: Kingsley


Grey Templar wrote:the Tacs are more flexable, but Psycannons are a pretty good weapon.


Psycannons are good weapons on Terminators and Purgation squads. They aren't so hot for Strike Squads. Honestly, were I running Grey Knights, I would seriously consider giving my Strike Squads incinerators instead of psycannons.

Augustus wrote:Obviously the storm bolter GKs would beat the tacs in any kind of fight, ranged or CC, which means they're clearly not as good. LOLWUT?


These squads aren't for killing, they're for winning the game. A 16 point Tactical Marine claims an objective just as well as a 20 point Grey Knight, and provides better support to the rest of the army while doing so with his more synergistic special rules (Combat Tactics, more efficient Combat Squads) and superior special and heavy weapon options.


Grey Knight power or newness? @ 2011/07/18 21:52:23


Post by: nectarprime


Fetterkey wrote:
Grey Templar wrote:the Tacs are more flexable, but Psycannons are a pretty good weapon.


Psycannons are good weapons on Terminators and Purgation squads. They aren't so hot for Strike Squads. Honestly, were I running Grey Knights, I would seriously consider giving my Strike Squads incinerators instead of psycannons.


Can I ask why to the statement in bold? (noob GK player here)


Grey Knight power or newness? @ 2011/07/18 22:07:50


Post by: Kingsley


nectarprime wrote:
Fetterkey wrote:
Grey Templar wrote:the Tacs are more flexable, but Psycannons are a pretty good weapon.


Psycannons are good weapons on Terminators and Purgation squads. They aren't so hot for Strike Squads. Honestly, were I running Grey Knights, I would seriously consider giving my Strike Squads incinerators instead of psycannons.


Can I ask why to the statement in bold? (noob GK player here)


Psycannons don't synergize very well with storm bolters, at least not for non-Terminators. Storm bolters are the same regardless of whether you move. In practice, this means you should almost always be moving when using them so that you can ensure you're in the best possible position. Psycannons, on the other hand, rapidly become inadequate once you start moving. They're good on Paladins and Terminators, who can move and fire at full effectiveness, Purifiers or Purgation squads, where you can get them in numbers to make up for their weaknesses, and debatably Interceptors, where you can get rear and side shots easily, but for GKSS I think they might be too inefficient to live.


Grey Knight power or newness? @ 2011/07/18 22:15:33


Post by: Augustus


Fetterkey wrote:Psycannons don't synergize very well with storm bolters,...
That's funny. Of course they do! they all move and fire and should you stay still, you get even more shots, and they all benefit from psybolt, so what's not synergistic! ? You're a contrarian aren't you! Heh.


Grey Knight power or newness? @ 2011/07/18 22:28:14


Post by: omerakk


Ya, the psycannon only gets 2 shots if you move, but those 2 shots are still decent at both anti infantry and anti tank; it's almost like a mobile missle launcher.

These squads aren't for killing, they're for winning the game. A 16 point Tactical Marine claims an objective just as well as a 20 point Grey Knight, and provides better support to the rest of the army while doing so with his more synergistic special rules (Combat Tactics, more efficient Combat Squads) and superior special and heavy weapon options.


I don't understand that stance at all. Personally, I think a unit that can deepstrike, prevent units from deepstriking nearby it, and has all force weapons is MUCH better at taking and holding an objective. If you can't find a way to make those abilities useful... I don't know what to say. Superior special weapons? Not really. The only time a melta surpasses the pyscannon is when you are within melta range; and weren't you just complaining about lack of range being the gk ss weakness? 6" for a melta seems a bit shorter than 24". The only real advantage the vanilla squad has in weapons is the ability to get a lascannon. Too bad I have to take a squad of 10 crappy marines in order to get that 1 gun.

Not sure what competitive scene you play on, but the few vanilla marines I've seen that win consistently were the guys running the minimum possible tac squads


Grey Knight power or newness? @ 2011/07/18 22:47:16


Post by: Kingsley


omerakk wrote:Personally, I think a unit that can deepstrike, prevent units from deepstriking nearby it, and has all force weapons is MUCH better at taking and holding an objective. If you can't find a way to make those abilities useful... I don't know what to say.


I can find ways to make those abilities useful, but I find it easier to make Combat Squads and Combat Tactics useful. Your mileage may vary, but that's good for the game-- if you'd rather have GKSS, go ahead and play with GKSS. I'll stick with my Tactical Squads, and maybe sometime we'll get the chance to play each other and see how this debate looks on the battlefield!

omerakk wrote:Superior special weapons? Not really. The only time a melta surpasses the pyscannon is when you are within melta range; and weren't you just complaining about lack of range being the gk ss weakness? 6" for a melta seems a bit shorter than 24". The only real advantage the vanilla squad has in weapons is the ability to get a lascannon. Too bad I have to take a squad of 10 crappy marines in order to get that 1 gun.


The thing is, my Tactical Squad can have both two meltas (one from the special weapon and one from the Sergeant's combi-melta) AND a lascannon, and I can split into two units to make each of those weapons maximally effective. So while five Marines sit on an objective in the back with the lascannon, the other five move up to use their meltas and claim objectives in the middle of the field. Grey Knight armies don't really have a good option for claiming backfield objectives, at least not without bringing HQ choices into the mix. I, for one, definitely prefer two meltas and a las to two psycannons, though again your mileage may vary.

omerakk wrote:Not sure what competitive scene you play on, but the few vanilla marines I've seen that win consistently were the guys running the minimum possible tac squads


Ben Mohile, who just won Best General at WargamesCon, might disagree with you...

Ben "Spacecurves" Mohile wrote:
2000pt Space Marine List
Vulkan He'Stan
Librarian: Null Zone, Gate of Infinity , combi-flamer

5 Assault Terminators: TH/SS
Dreadnought: twin-linked auto-cannon, twin-linked auto-cannon

10 Marines, meltagun, missile launcher, Sgt. with Power fist and combi-melta + Rhino w Dozer Blade
10 Marines, flamer, missile launcher, Sgt. with Power fist and combi-flamer + Rhino w Dozer Blade
10 Marines, flamer, missile launcher, combi-flamer + Razorback w heavy bolters

Land Speeder: heavy bolter, typhoon missiles
Land Speeder: heavy bolter, typhoon missiles
Attack Bikes: 2 attack bikes with multi-meltas

Land Raider: extra armor, Multi-Melta
Thunderfire Cannon


Grey Knight power or newness? @ 2011/07/18 23:20:16


Post by: omerakk


No, I don't think he would disagree at all, seeing as how he's the only one winning with a 3 troops marine list, and the others that place fairly well are running the minimum 2.

I also notice that he only has 2 melta's and zero lascannons in his tac marines, so I guess I'm not the only one that thinks there are better weapons to put on tac squads


Grey Knight power or newness? @ 2011/07/18 23:22:48


Post by: Augustus


Fetterkey wrote:Ben Mohile, who just won Best General at WargamesCon, might disagree with you...

Ben "Spacecurves" Mohile wrote:
2000pt Space Marine List
Vulkan He'Stan
+ STUFF
OK you're right, one guy winning a questionably run tourney in Texas decides it. TAC > GKs 4 ever.


Grey Knight power or newness? @ 2011/07/19 00:09:19


Post by: Kingsley


Augustus wrote:OK you're right, one guy winning a questionably run tourney in Texas decides it. TAC > GKs 4 ever.


That would indeed be a silly argument, but that's not the one that I was making. omerakk asked for an example of a vanilla marine player doing well with non-minimal Tac squads, and I provided one. Also, if you think WGC was a "questionable" event, that's certainly your prerogative-- what do you think of the Boston Brawlcon, which the same player won Best Overall at using the same list?

omerakk wrote:No, I don't think he would disagree at all, seeing as how he's the only one winning with a 3 troops marine list, and the others that place fairly well are running the minimum 2.

I also notice that he only has 2 melta's and zero lascannons in his tac marines, so I guess I'm not the only one that thinks there are better weapons to put on tac squads


Nice goalpost moving, but I provided the link to Ben's results because they were the most recent, not because they were the "only ones--" tons of people take more than the minimum Tacs. Here's a link to a Dakka member's report of a recent RTT he won with another 30-Tac Marine list. Again, this is just from what I remember reading in the last month or so-- I'm sure if you tried you could find many more results where people win events with more than the minimum possible amount of Tacs in their armies.

Note also that Ben runs Vulkan He'Stan, who radically alters the equation pertaining to what weapons you should take, both on Tactical Marines and everywhere else.


Grey Knight power or newness? @ 2011/07/19 04:36:48


Post by: Grey Templar


Incinerators are horrible on Strikes. they are so freakin expensive it doesn't make any sense.

the Pyscannon is more versitile and 1/2 the cost.


Grey Knight power or newness? @ 2011/07/19 05:37:24


Post by: omerakk


Nice goalpost moving, but I provided the link to Ben's results because they were the most recent, not because they were the "only ones--" tons of people take more than the minimum Tacs. Here's a link to a Dakka member's report of a recent RTT he won with another 30-Tac Marine list. Again, this is just from what I remember reading in the last month or so-- I'm sure if you tried you could find many more results where people win events with more than the minimum possible amount of Tacs in their armies.


Goalpost moving, like trying to prove your theory on tac squads is correct by using one of the top players in the world is able to do instead of the majority of players? By that logic, Necrons must be the best army in the game since Dash is undefeated with them. Yes, there are "tons" of people who take more than the minimum squads, and if you have read the reports, you'll see its always the same 3 guys winning major tournaments with them. I'm sure if you looked hard enough, you could find someone with 6 tac squads winning a local tournament. Hell, I remember reading a cron player winning a local tournament with a 6 warrior slots, zero monolith, no deceiver list... twice. Would I use that to back up a claim that necron warriors are > sm tac squads? Of course not.

Note also that Ben runs Vulkan He'Stan, who radically alters the equation pertaining to what weapons you should take, both on Tactical Marines and everywhere else.


And maybe he does that because it works better than melta and lascannon spam in tac squads?

Back to your original argument that tac squads > gk strike squads, you have given no evidence of that whatsoever. You've made several good points,
Tac squads are better at:
1. long range support
2. utility with combat squads
3. survivability with combat tactics

and have ignored the fact that
Strike squads are better at:
1. mid range firepower
2. close combat
3. utility with pys powers

Yes, your tac squads have excellent synergy... with vanilla marines; and strike squads have excellent synergy with... grey knights. I don't understand how you can say unit A is better than unit B when both of them do their jobs perfectly for the army they are in.


Grey Knight power or newness? @ 2011/07/19 15:38:12


Post by: Norsehawk


The problem with everyone saying that the 4 points more over a standard marine regarding all of the stuff they get extra is that in a perfect world, yes, the storm bolters will shoot every turn, they will assault models with lower initiative every turn and mop them up in time for their turn, and that the entire enemy army is going to be trying to deep strike near them always. That sort of situation doesn't happen.

Those 20 (or 24 if you take Crowe and purifiers) basic troopers still die to lasguns the exact same as the 16 point marines. Giving a force sword to a 1 wound model that has 1 base attack, no bonus for a pistol, and at best two attacks on the charge on paper looks very powerful, but when it hits the tabletop, potentially it can do well, but rarely does. My local area has several Tau players, they have never faced the plasma siphon (too situational for an all comers list, plus it eats a valuable hq slot) and have a very good record against the Grey Knights.

On the table, hysterics removed, they are a good middle of the road army. While an individual model has a lot going for it, they don't get the free special weapons (what special weapons?) or the free heavy weapons of their tactical brethren. Barring monkeys, dreadnaughts and Landradiers, the range of the entire army is 24", and while the psycannon is rending, relying on rending to bust armor value 14 is chancy at best, mathhammer says that it should happen fairly often, in reality, it sure doesn't seem to pan out that way.

I myself am planning on taking a purifier with halberd heavy list, I've played them a few times, but with each trooper costing 26 points minimum, you end up having a ton of points invested in your easiest to kill models.

I would say however, in the defense of the most vocal people here, that in my opinion, the Death Cult Assassin and Crusaders are very under costed for what they can do. Especially when a storm shield for an acolyte costs more than an entire Crusader in a henchman squad.


Grey Knight power or newness? @ 2011/07/19 16:01:52


Post by: Che-Vito


DakkaDakka wrote:


Grey Knight power or newness? @ 2011/07/19 16:37:08


Post by: starsdawn


Those 4 points add up if you have to take them en masse. Nobody's paying *just* four points, in the end.


Grey Knight power or newness? @ 2011/07/19 16:59:51


Post by: Tri


I don't know why i see any lists with strike or Purgation squads ... Just take Castellan Crowe and so long as you're taking 2+ Psycannons, Purifiers work out the same price or cheaper. (OK Purgation are cheaper if you want 4 incinerators but that heavy slot should have a dread in it)


Grey Knight power or newness? @ 2011/07/19 18:00:15


Post by: gpfunk


So, I assume that everyone has read the codex? It seems like a lot of people are overreacting or think that certain abilities are "auto win."

1. Interceptors have warp quake, that is true. But I haven't seen them used that often. And 12" inches around the unit will hardly "screw" a Daemon player, it simply requires them to rethink their deployment. And hell, it won't even be that much of a problem if the GK don't go first. Secondly, even if you do stray into the mishap zone you have a decent, not great chance of surviving. Either being moved back or re-entering reserves. Thirdly, you have to use your one psychic power of the turn and also have to make a test to see if it goes off. LD 9 is decent, but doesn't mean that it'll be going off. And hell, if you have any sort of psychic defense the poor justicar will either be rolling at reduced LD or with 3 dice. Perils of the warp take their toll.

2. Psybolt ammo. +1 Strength. Seems like a fair way to make GK a bit different from tacticals with a 20 point price tag. Is this really game breaking? If i'm shooting at T3 i'm wounding with a bit more efficiency. Most of the units that would be really effected by this, that I cant think off, have saves that are negated by the AP value. It's minimal, and I haven't seen many bat reps on dakka that used them. Its nice to have, and it helps differentiate the codex from the 700 other marine codecies.

3. Psychic powers. Psychic powers fail. People assume they always go off so of course they look scary. A librarian is a two wound model, and the models you take your psychic tests with in GK units are generally one model. Perils of the warp nukes them pretty quick with below average rolling. And psychic defense will hurt them incredibly badly. Dark excommunication is alright, provided you get a DK or special character in B2B contact. But how often has that happened since the codex came out? Probably not that much, but its conjecture.

4. DCA's and Crusaders. I suppose people think the only way to deal with CC monsters is to get into CC with them? If you don't want to deal with them, then shoot them till they're dead. Better yet, nuke their transport in their deployment zone and make them walk. A 3+ invul is very hearty, but goes down to sustained fire, especially since the model holding it is T3. People are simply learning how to deal with them, in time, itll be a normal consideration.

Overall, I still think people are overreacting about this. Their anti daemon abilities are tame and in general I find it to be a good codex with simple and hard counters.



Grey Knight power or newness? @ 2011/07/19 18:23:08


Post by: Che-Vito


DakkaDakka wrote:


Grey Knight power or newness? @ 2011/07/19 19:05:18


Post by: Tri


gpfunk wrote:So, I assume that everyone has read the codex? It seems like a lot of people are overreacting or think that certain abilities are "auto win."
Auto win? No ... however they do come with some massively cheap toys.
Space marine on his own ... 16pts
Grey Knight on his own ... 20pts

So what do we pay 4pts for? We swap a bolt gun and bolt pistol for a storm bolter and a force weapon ... oh and the unit can boost their strength with hammer hands ... twice if there's a character.


Grey Knight power or newness? @ 2011/07/19 20:39:15


Post by: Norsehawk


Tri wrote:
gpfunk wrote:So, I assume that everyone has read the codex? It seems like a lot of people are overreacting or think that certain abilities are "auto win."
Auto win? No ... however they do come with some massively cheap toys.
Space marine on his own ... 16pts
Grey Knight on his own ... 20pts

So what do we pay 4pts for? We swap a bolt gun and bolt pistol for a storm bolter and a force weapon ... oh and the unit can boost their strength with hammer hands ... twice if there's a character.


On a model that dies exactly as easily as the 4 point cheaper model, gets no free special or heavy weapon either when you take a squad of them. Has a chance to take a perils of the warp hit killing the leader of the squad instantly 1/18th of the time, doesn't get any of the special chapter tactics either. If you decide to upgrade from the storm bolter, you also lose your force sword as well.

Question: If Grey Knights are so beatface awesome, super easy to build killer lists, why aren't they dominating the gaming scene?


Grey Knight power or newness? @ 2011/07/19 21:07:57


Post by: TrollPie


The only major problems with GKs I see are:
1) The massive benefits every unit gets-4 points over a basic marine for a Force Weapon, Stormbolter and array of psychic powers. A basic Marine has to pay 10 points for a Power Sword-Grey Knights pay just 4 to become able to ID Carnifexes, and that's not even the whole story. That's just too much.

2) Psybolt ammo. 5 points to upgrade a Dread to have 4 S8 Autocannon shots rather than S7. That's a no-brainer, which you should never have in a Codex.

3) Purifiers. 5 Force weapons, so some of the toughest guys in the game can get completely curbstomped by them, and Cleansing Flame, so swamping them isn't a good idea either. For assault-oriented armies like Tyranids and Deamons, this can make them a real pain.

I'm not too worked up over plasma syphons-the only army that doesn't have enough low-AP non-plasma weaponry (eg Meltas) or volume of fire to take down Terminators reliabley are Tau, and even with most of their weapons being affected, they have to be within charging range and are dead anyway.


Grey Knight power or newness? @ 2011/07/19 21:48:54


Post by: notabot187


The main problem with people perceptions about point value is they seem to overvalue killing power, or think that the upgrades that GKs are super effective. Force sword? Good right? Well, 1 attack force swords... not so much. Storm bolter? Killing power same as a regular bolter, but is assault 24 instead of RF... So you aren't really getting much. 4 pts for a force sword and a storm bolter looks more reasonable in that light, especially since the Strike squad dies just like any chump space marine. Defensive ability? Yeah, you will and should pay through the nose for that, it means that your guy is going to be doing his thing much longer. Why are wyches (with pain token), nobs, death company taken (and effecitive)? Its not offensive power (though it is good) its the fact they can do their thing and live another day, while much cheaper squads trying to do the same will most likely die trying.

20 pts for a GK strike squad member is also fair when you consider that the 15-16 pts you pay for a tactical marine is a bit too much, especially when compared to what other non marine armies can get (DE, guard, even eldar get more bang for their buck, but in more specialized and easier to kill units). Marines pay through the nose to be generalists with decent defensive stats.

Comparing the costs for sarges to get the upgrades that the basic GK standard is not fair, especially in the CC and psyker department. How much a vanilla marine sarge with 4 attacks pays for a power sword doesn't have anything to do with how much it costs to give a strike squad with a single attack them (especially since most people seem to agree that PWs on sarges in vanilla is over priced to begin with). Also, LD 9 is awful for trying to get powers off against any psyker defense. LD 10 hoods? Good Luck. Eldar runes or nids shadow? uh, not even going to try unless its critical (it usually isn't)... Some armies don't have access to defense, and that problem lies with those books not GKs. Most armies that lack defense aren't as vulnerable to the powers to begin with... Oh noes, my tau are wounded on 2s and will lose combat! So business as usual then?

Where GKs might have legitimate complaints is the fact that they don't have much in the way of unit choices for long range anti armor, or long range anything. The best way to get it is to spam henchmen and psifflenaughts. Which is funny since people complain the most about those two units. Most GK players love those two choices, but the reason they take them is A: They fill a role that MUST be filled B: they are cheaper than any other option. C: They are resilient either through spam or unit rules and D: They get the job done.

One last thing, purifiers. People rightly fear these guys, able to kill MCs and ICs with their 2 attack force weapons, can take 2 special weapons per 5, and can clear out hordes with their unit ability. Problem? They die just like any other marine once they get hit. They also cost more than just a little. If you take them as troops, you have to take a nearly useless character (competing with points and slots with some pretty awesome chocies), and to take enough for scoring purposes means you don't have as much left to support them properly. If you take them as elites, you don't get to have other units in that slot (like ven dreads, non coteaz henchies, assassins, or paladins). They do have a real cost, and they aren't the duh choice that people make them out to be.


Grey Knight power or newness? @ 2011/07/19 21:57:41


Post by: Bloodlustin Monkey


I'm sure these guys are good in small games but will lose there strengths in bigger games?
As quantity adds flexibility and more possible tactics than small quality forces and that will force them to be alittle predictable


Grey Knight power or newness? @ 2011/07/19 21:58:50


Post by: Che-Vito


DakkaDakka wrote:


Grey Knight power or newness? @ 2011/07/19 22:01:22


Post by: Augustus


Che-Vito wrote:Question: If Grey Knights are so beatface awesome, super easy to build killer lists, why aren't they dominating the gaming scene?

Time


Grey Knight power or newness? @ 2011/07/20 00:53:58


Post by: scuddman


Well, if I have a beef with the Grey Knight codex, it's that the henchman cover everything. Are grey knights expensive? Do their points add up? Do they have limited melta?

All those are answered with a yes except in the case of taking henchmen.

The real broken power build is essentially mech ig with Grey Knight counter charge and rhinos/razorbacks immune to shaken and stunned.

However, most players are focusing on the grey knights themselves, when the real power in 40k are the mechanized transports and the cheap units that go in them.

However, I haven't seen anyone try to go that route yet....In time though.


Grey Knight power or newness? @ 2011/07/20 02:13:02


Post by: JGrand


Question: If Grey Knights are so beatface awesome, super easy to build killer lists, why aren't they dominating the gaming scene?


Because it's hard for most people to make a good list unless the internet tells them how. People somehow haven't caught on to how crazy good a Coteaz based MSU list is. They will soon.

Well, if I have a beef with the Grey Knight codex, it's that the henchman cover everything. Are grey knights expensive? Do their points add up? Do they have limited melta?

All those are answered with a yes except in the case of taking henchmen.

The real broken power build is essentially mech ig with Grey Knight counter charge and rhinos/razorbacks immune to shaken and stunned.

However, most players are focusing on the grey knights themselves, when the real power in 40k are the mechanized transports and the cheap units that go in them.

However, I haven't seen anyone try to go that route yet....In time though.


This. Henchman are broken. There is really not much of a reason to take more than a Strike Squad or two. Henchman can make anything. Want a CC monster? Take 5-6 DCA's and maybe pepper in some Crusaders or Acoyltes with Coteaz, a Libby, or a Techmarine. Want a cheap and arguable better Vindicator? A PBS with 1 Acoylte in Rhino that ignores shaken or stunned works. Want a dirt cheap scoring unit? Take 3 Acolytes in a PsyRazor. It's only 62 points.... Think about that. There is no better troop choice for that price. The combinations are endless.

As someone posted earlier, 6 MSU Acolytes in Psybacks with Coteaz and 3 Psfleman is 877. Which leaves 1123 points in which to otherwise kit out the army or upgrade any of these units. Add in a Libby, and 3 5 man Purifiers in Rhinos and you still have close to 400 points. Use those to upgrade 2 of these troop units to DCA stars in Chimeras for the Libby and Coteaz to go with. That list could take on anything.


Grey Knight power or newness? @ 2011/07/20 05:46:37


Post by: Kingsley


scuddman wrote:The real broken power build is essentially mech ig with Grey Knight counter charge and rhinos/razorbacks immune to shaken and stunned.


The problem with this build is that it doesn't have the units that make mech IG good-- Hydras, Manticores, and Vendettas. You're essentially fielding a fake mech IG army, and when the real mech IG is already dying out on the competitive scene... I don't expect these lists to get too far. They sure seemed good in the prerelease pirate Codex where you could take unlimited special weapons in Henchman squads, but that time has come and gone.


Grey Knight power or newness? @ 2011/07/20 05:56:17


Post by: Lukus83


No but you do get access to a lot of support units since the henchmen are so cheap. In my mind a mixed list is where the power is at. Cheap henchmen as troops (psykers, DCA, or meltas seem to be the most competitive) backed up by dreads, Strike Squads, chimeras and razorbacks. Heck my 2k list could include 5 dreads (3 ven, 2 regular), 4 chimeras and 2 razorbacks. Not as many as IG can field but the contents are generally more lethal at range.


Grey Knight power or newness? @ 2011/07/20 07:32:02


Post by: Tri


I do love henchmen ... Current build is 3 Deathcult (for 6-9 Pw attacks), 2 Psykers (for a Range 36" Str4, AP5, Assault 1, Large blast), 2 monkeys (2 Heavy flamers or 2 Multi-Meltas or 2 Lascannons ... Which may have better range or rend ... and the chance to get better armour and/or a 5++) ... not forgetting 5 warrior wounds.

Hordes of enemies? Heavy flamers, and a large blast.
Vehicles? Lascannons or multi-melta

My current Army list
Coteaz
Henchmen +chimera x4 840
Psy-Dread x3 405
Total 1345 ....
Then I just fill up on Purifiers.



Grey Knight power or newness? @ 2011/07/20 11:21:50


Post by: notabot187


Lukus83 wrote:No but you do get access to a lot of support units since the henchmen are so cheap. In my mind a mixed list is where the power is at. Cheap henchmen as troops (psykers, DCA, or meltas seem to be the most competitive) backed up by dreads, Strike Squads, chimeras and razorbacks. Heck my 2k list could include 5 dreads (3 ven, 2 regular), 4 chimeras and 2 razorbacks. Not as many as IG can field but the contents are generally more lethal at range.


I would like to point out that DCAs are 15 pts, and melta acolytes are 14, neither which fit my personal definition of "cheap" when you are talking about T3 models with a 5+ save. The whole squad being cheap? Yeah, sure, since you can make them really small. I'll just laugh when their entire henchmen scoring contingent is killed by exploding chimeras/razors, and you are left with nothing but two small strike squads to score with. Henchmen are good, but c'mon, spamming small little units of them as your main troop is a good way to never win objective missions.

I also never really heard anybody get excited about the psykers untill now, you have to have more than 1 to get that blast to be more than a gimmick, and their LD being 8 means that it isn't exactly a sure thing to use it, especially in the face of defense like a hood or runes (or shadow in the warp for that matter).



Grey Knight power or newness? @ 2011/07/20 11:35:31


Post by: DarthDiggler


I find the henchman army interesting. It has very little defense vs. a Dreadknight/Furioso. Once in the lines nothing can stop those. I think it looks good on paper, but unless you play on the plains of Nebraska, any los blocking terrain will make half the army ineffective and allow the enemy to deliver a CC unit that will attack from tank to tank and stop everything. 1-2 pure GK squads can be targeted with shooting and eliminated so they can't counter attack. Now find a way to reliably kick the Bloodthirster (a euphism for some tough as nails CC unit) out of your lines and you might have something


Grey Knight power or newness? @ 2011/07/20 13:55:48


Post by: CaptKaruthors


Anytime Hank Edley does well in a tournament there has to be more than meets the eye.

Darth,

If anyone would know it would be you since a few of those wins back in the day came at your expense.

I was doing my best to channel my 2000-2006 40K-Fu at WarGamesCon. Follow the W.W.F.D principle,.. Appears it was not lost, only suppressed, and now once again unleashed and on display for another generation. Now just got to get Chua and Weeks back on the circuit and it will be like a sequel to Hot Tub Time Machine.

- Hank




Dude, that would be awesome. I'd like to see that. It would be like getting a band back together. LOL.







Grey Knight power or newness? @ 2011/07/20 15:32:27


Post by: scuddman


Fetterkey wrote:
scuddman wrote:The real broken power build is essentially mech ig with Grey Knight counter charge and rhinos/razorbacks immune to shaken and stunned.


The problem with this build is that it doesn't have the units that make mech IG good-- Hydras, Manticores, and Vendettas. You're essentially fielding a fake mech IG army, and when the real mech IG is already dying out on the competitive scene... I don't expect these lists to get too far. They sure seemed good in the prerelease pirate Codex where you could take unlimited special weapons in Henchman squads, but that time has come and gone.


I don't agree. It has a similar base component of mech IG, but it doesn't quite play the same. As for mech IG dying out...doesn't look like it's dying out at all. Here in LA, full frontal nudity IG won the so cal slaughter, and IG is in the so cal league finals. You are right that you can't take unlimited special weapons...but you can still take 3. You can also take essentially unlimited lascannons taking monkeys. I feel the psydread is a good match for hydra and vendetta shooting..and henchman like I said have better access to lascannons/multimeltas. And all that being said...the henchman core is very cheap, so taking other stuff to compensate is very much a viable strategy. You could, for instance, use the extra point savings from henchman to buy stormravens as replacements for vendettas. I already mentioned psydreads. THere is also access to the landraider and many varieties of terminators, etc. Last I checked, Mech IG couldn't take a monstrous creature with a 2+ save and a 30" shunt move and access to scout and scoring.

I find the henchman army interesting. It has very little defense vs. a Dreadknight/Furioso. Once in the lines nothing can stop those. I think it looks good on paper, but unless you play on the plains of Nebraska, any los blocking terrain will make half the army ineffective and allow the enemy to deliver a CC unit that will attack from tank to tank and stop everything. 1-2 pure GK squads can be targeted with shooting and eliminated so they can't counter attack. Now find a way to reliably kick the Bloodthirster (a euphism for some tough as nails CC unit) out of your lines and you might have something


You stop this the same way mech IG does. Monster flies over and pops a 40-50 point transport, maybe or maybe not munches the unit inside. Then he gets shot off the table.
No way is the monster worth the 40-50 points spent on the transport..and there should be tons of special weapons all around. As for los blocking terrain, we play in an era of true los, and most transports can move and shoot. It is really really hard to hide things. I find it essentially impossible in 5th edition to hide while moving forward and not get shot. It might be possible to avoid getting shot completely if something sits in the back..but then it's not moving. But then...that's essentially what makes mech really good. You pop out and kill a transport...so what? You traded a big piece for a pawn.





Grey Knight power or newness? @ 2011/07/20 15:32:45


Post by: Spellbound


10 tactical marines with melta, combi-melta, and lascannon is going to be....what, 195 points? That's 9 strikes with a psycannon, or 8 with a psycannon and psybolts. It's only 5 points shy of a second psycannon, but ah well. Assuming we've deployed just outside of 24", the grey knights are really getting the first shots. Since I don't feel like calculating the additional psycannon math with rending and all, let's assume the grey knights get the 5 point advantage [technically] and have the 9th member but no psycannons.

A lascannon has a .55 chance of killing a marine with every shot, with 2/3 a chance to hit and 5/6 to wound. So let's assume he kills someone every other round, with an eventually extra kill every once in a while.

18 S5 shots, 12 hit, 8 wound, about 3 marines die.
Lascannon kills a grey knight, 5 remaining bolters [one guy bought a meltagun, 3 just bought it]. 5 shots, 3 hit, 2 wound, maybe a grey knight fails a save.

14 shots fire back now, 9 hit, 6 wound, 2 marines die.

lascannon misses this round, marines fire back with 3 shots. 2 hit, 1 wounds, let's say he dies.

12 shots fire back, 8 hit, 5 wound, let's say only 1 dies.

lascannon kills a grey knight, 2 bolters fire back, let's go with no deaths from bolters this round.

10 shots back, 6 hit, 4 wound, another marine down, should be 2 since we threw them a bone last round.

We're down to 3 tac marines and 5 grey knights. Meanwhile, while the tactical marines stayed still, the grey knights moved towards an objective.

What about combat squads? What ABOUT combat squads? Say half split to advance forward. Now I can back out of 24" of the lascannon squad, robbing them of all bolter shots, and the 5-man squad is now moving, unable to shoot me as I back away and fire at the closer squad, decimating it in short order while only the lascannon strikes me from afar. This analysis also assumes the grey knights are not in cover, halving the effectiveness of the lascannon. The GK, however, are allowing armor saves so it doesn't matter if the marines are in cover or not.

Of course I could also deepstrike and shoot, face the retributive fire, then charge and utterly dominate. Fewer numbers matter little when 2/3 of your wounds bounce off, but each of mine is FATAL.

Now I'm one that doesn't actually think tactical marines are terrible. I love combat tactics! Unfortunately, everyone trades it in for twin-linked meltaguns or fleeting TH terminators.

Speaking of TH termies, how do they plus a librarian with null zone really take down Paladins? The paladins have a brotherhood banner and possibly counter-attack. Now assuming they don't just back away and use their stormbolters since you have no ranged weapon [pro comparison there], they COULD have as many as 5 attacks between falchions, brotherhood banner, and counterattack. They hit on 3+, wound on 3+ from hammerhand, and could be master-crafted for a re-roll to hit [and can they take digital weapons for a re-roll to wound, too?].

Facing those odds, even outnumbering them, the TH terminators are likely taking 2-3 wounds each, making it very likely for them to bite it before they strike.

They're probably your best bet, but it's hardly a sure thing.


Grey Knight power or newness? @ 2011/07/20 15:39:35


Post by: scuddman


The irony with dealing with paladins is that they are weak to pbs. Nothing like seeing super expensive grey knights run off the table or get pinned.

If playing BA's I recommend fear of the darkness.

Nothing a vindicator can't handle either.


Grey Knight power or newness? @ 2011/07/20 15:39:59


Post by: Spellbound


DarthDiggler wrote:I find the henchman army interesting. It has very little defense vs. a Dreadknight/Furioso. Once in the lines nothing can stop those. I think it looks good on paper, but unless you play on the plains of Nebraska, any los blocking terrain will make half the army ineffective and allow the enemy to deliver a CC unit that will attack from tank to tank and stop everything. 1-2 pure GK squads can be targeted with shooting and eliminated so they can't counter attack. Now find a way to reliably kick the Bloodthirster (a euphism for some tough as nails CC unit) out of your lines and you might have something



Each of those henchmen squads could add 3 meltaguns, or a score of deathcult assassins for very cheap.

Dreadknights? A single GK could charge it [making it initiative 1, because it's a psyker] and then kill it by rolling a 6 and activating its force weapon. Solved!

A dreadnought could be killed by a S10 demonhammer, or psycannon fire [6 penetrates], or psyrifles [also 6 penetrates] or meltaguns in the henchmen squads.


Grey Knight power or newness? @ 2011/07/20 16:05:56


Post by: GreyHamster


Spellbound wrote:

Speaking of TH termies, how do they plus a librarian with null zone really take down Paladins? The paladins have a brotherhood banner and possibly counter-attack. Now assuming they don't just back away and use their stormbolters since you have no ranged weapon [pro comparison there], they COULD have as many as 5 attacks between falchions, brotherhood banner, and counterattack. They hit on 3+, wound on 3+ from hammerhand, and could be master-crafted for a re-roll to hit [and can they take digital weapons for a re-roll to wound, too?].

Facing those odds, even outnumbering them, the TH terminators are likely taking 2-3 wounds each, making it very likely for them to bite it before they strike.

They're probably your best bet, but it's hardly a sure thing.


A base paladin costs 15 points more than a TH/SS Terminator, and a 5 man squad with just a banner is 300. Falchions aren't an efficient choice, the CC 4++, I6, or Hammer are all more useful than the more expensive +1A. Paladins can't take digital weapons, and mastercrafting is not an efficient choice either.

Let's say the paladins have all those toys. 5 of them run 350 and you're pushing twice the cost of the TH/SS squad. The guy with a banner also no longer has a force weapon. Throw an equal point cost of TH/SS at them and they're throwing down with 9 assault terminators. 20 force weapon attacks, even at MC3+/3+ against 3++, isn't going to kill them.


Grey Knight power or newness? @ 2011/07/20 18:18:00


Post by: DarthDiggler


First off who the hell deploys two squads 25" away on a bare table and says whoever wins is better? That doesn't make any sense. The lack of imagination in unit creation and conduct in relation to an overall list is the source of your anger.

I don't care how much a grey knight costs relative to a tactical marine. Look at the codex. Vanilla marines can out msu the grey knights and create a target saturation that no amount of special gear will overcome.

Do this comparison. A strike squad at 200 pts vs. two typhoons. Typhoons shoot at 48" and decimate the strikes without ever getting shot at. The vanilla marines have access to them, Grey Knights do not. It's not just typhoons, but also Attack Bikes, cheap Predators, etc.. The vanilla marines can deploy 2-3 times as many units which all can contribute to destroy a strike squad. The strikes should get more stuff to try and make them playable in the face of all those units.

Deathcult assassins? Really? 10 tactical marines sit in trees = end of the deathcult assassins.

Does anyone play with terrain anymore?

Finally you tell me that the way your uber army list of henchman defeats thngs is by rolling a 6? You need a 6 and it's just going to happen? If that's the case you don't need henchmen to create the super list you think it is, you just need to roll your magic '6' to steal the initiative each game. You advocate rolling a 6 to kill the dreadknight so you must be able to roll the 6 to steal the initiative each game.

I look forward to reading about your never ending series of tournament wins with the 6's you will roll each time you need them.



Grey Knight power or newness? @ 2011/07/20 19:58:01


Post by: Sir_Prometheus


Yeah, Deathcult is a weird thing. Yes, it is killy as all hell. But they are one shot, you're almost never going to get a second go with them, as they're going to get shot up.


Grey Knight power or newness? @ 2011/07/20 20:14:55


Post by: scuddman


Considering how much ap2-1 is in a henchman list, what's stopping me from just shooting dreadknights off the table? I did that easily with my dark eldar, and henchman/razorbacks are cheaper than their dark eldar equivalents.


Grey Knight power or newness? @ 2011/07/20 21:06:59


Post by: Heffling


Spellbound wrote:Yeah it requires them to take a solid, standard HQ with lots of utility and effectiveness. On the downside, it also requires them to bring their basic troop choice that gets 40+ points of rules and equipment for free and completely dominates pretty much every other troop choice in the game easily.


Are you talking about Space Wolves or GK...


Grey Knight power or newness? @ 2011/07/20 23:25:16


Post by: Spellbound


Heffling wrote:
Spellbound wrote:Yeah it requires them to take a solid, standard HQ with lots of utility and effectiveness. On the downside, it also requires them to bring their basic troop choice that gets 40+ points of rules and equipment for free and completely dominates pretty much every other troop choice in the game easily.


Are you talking about Space Wolves or GK...



Talking about gk. Space wolves only get like 5 points of free stuff.

As to the sardonic 6 rager, getting a6 to wound something is much easier than stealing the initiative - lots more rolls involved. It's not unrealistic to assume a 6 to wound will be rolled against it from any given unit. I'm not saying one grey knight is all you need always - but one single grey knight COULD do it. Ten would do it with more certainty.

But you've decided to throw the conversation away. Comparing two units in a vacuum is the only real way to do it. If you try to take EVERYTHING into account we get into "well I would bring this and do this" "and I'd counter with this doing this" "oh yeah well I already killed that by using THIS!"

It's silly and endless. I'm sure plenty of grey knight players get rocks to their scissors, or just plain make mistakes. After all, they didn't win first and second in all categories.

But it MUST be the player, because that broken codex has all the tools a monkey needs (including monkey henchmen!) to win.


Grey Knight power or newness? @ 2011/07/20 23:38:26


Post by: GangstaMuffin24


Spellbound wrote:
But it MUST be the player, because that broken codex has all the tools a monkey needs (including monkey henchmen!) to win.

You mean like almost every other army?


Grey Knight power or newness? @ 2011/07/20 23:48:06


Post by: Noir


Spellbound wrote:Comparing two units in a vacuum is the only real way to do it.


Really not much else to say to that.


Grey Knight power or newness? @ 2011/07/21 00:04:00


Post by: canthatenuff


DarthDiggler wrote:First off who the hell deploys two squads 25" away on a bare table and says whoever wins is better? That doesn't make any sense. The lack of imagination in unit creation and conduct in relation to an overall list is the source of your anger.

I don't care how much a grey knight costs relative to a tactical marine. Look at the codex. Vanilla marines can out msu the grey knights and create a target saturation that no amount of special gear will overcome.

Do this comparison. A strike squad at 200 pts vs. two typhoons. Typhoons shoot at 48" and decimate the strikes without ever getting shot at. The vanilla marines have access to them, Grey Knights do not. It's not just typhoons, but also Attack Bikes, cheap Predators, etc.. The vanilla marines can deploy 2-3 times as many units which all can contribute to destroy a strike squad. The strikes should get more stuff to try and make them playable in the face of all those units.

Deathcult assassins? Really? 10 tactical marines sit in trees = end of the deathcult assassins.

Does anyone play with terrain anymore?

Finally you tell me that the way your uber army list of henchman defeats thngs is by rolling a 6? You need a 6 and it's just going to happen? If that's the case you don't need henchmen to create the super list you think it is, you just need to roll your magic '6' to steal the initiative each game. You advocate rolling a 6 to kill the dreadknight so you must be able to roll the 6 to steal the initiative each game.

I look forward to reading about your never ending series of tournament wins with the 6's you will roll each time you need them.



Now you are comparing in the vacuum...A GK list can get far better long range shooting in riflemen dreads. Find me anything in the Nilla codex that is as cost efficient... I dare you.


Automatically Appended Next Post:
Norsehawk wrote:
Tri wrote:
gpfunk wrote:So, I assume that everyone has read the codex? It seems like a lot of people are overreacting or think that certain abilities are "auto win."
Auto win? No ... however they do come with some massively cheap toys.
Space marine on his own ... 16pts
Grey Knight on his own ... 20pts

So what do we pay 4pts for? We swap a bolt gun and bolt pistol for a storm bolter and a force weapon ... oh and the unit can boost their strength with hammer hands ... twice if there's a character.


On a model that dies exactly as easily as the 4 point cheaper model, gets no free special or heavy weapon either when you take a squad of them. Has a chance to take a perils of the warp hit killing the leader of the squad instantly 1/18th of the time, doesn't get any of the special chapter tactics either. If you decide to upgrade from the storm bolter, you also lose your force sword as well.

Question: If Grey Knights are so beatface awesome, super easy to build killer lists, why aren't they dominating the gaming scene?

They are doing quite well in the gaming scene. Just ask Jawaballs.


Grey Knight power or newness? @ 2011/07/21 02:03:25


Post by: DarthDiggler


canthatenuff wrote:[Now you are comparing in the vacuum...A GK list can get far better long range shooting in riflemen dreads. Find me anything in the Nilla codex that is as cost efficient... I dare you.



I'm comparing units in a vacuum to show the absurdity of it. Rifleman dreads are good at shooting static transport lists, especially the ones built around a las/plas or twin-las razorback design. Rifleman dreads fail miserably to a simple termicide unit with a chainfist. Any MC that gets to the pack of rifleman dreads has a very good chance to kill them all. Any furioso dropped into their lines has a good chance to kill them all. It's a nice unit, but I wouldn't put all your eggs in that one basket.

Cost efficient? Autocannon Predator with side lascannons clocks in at 15pts cheaper, +1 front armor and 2 of it's 4 shots are ap2.


Grey Knight power or newness? @ 2011/07/21 03:27:06


Post by: canthatenuff


DarthDiggler wrote:
canthatenuff wrote:[Now you are comparing in the vacuum...A GK list can get far better long range shooting in riflemen dreads. Find me anything in the Nilla codex that is as cost efficient... I dare you.



I'm comparing units in a vacuum to show the absurdity of it. Rifleman dreads are good at shooting static transport lists, especially the ones built around a las/plas or twin-las razorback design. Rifleman dreads fail miserably to a simple termicide unit with a chainfist. Any MC that gets to the pack of rifleman dreads has a very good chance to kill them all. Any furioso dropped into their lines has a good chance to kill them all. It's a nice unit, but I wouldn't put all your eggs in that one basket.

Cost efficient? Autocannon Predator with side lascannons clocks in at 15pts cheaper, +1 front armor and 2 of it's 4 shots are ap2.

Ahh, but an autocannon predator cannot move 6 inches and fire to full effect, its las cannons are also not twin-linked. Finally the side armor is 11. Lets not even get into the issues of predator sponsons and how they often do not get to shoot to full effect due to LoS issues. Terminators don't just appear in front of dreads and kill them, they should and would die to the other many GK units with power weapons and higher initiative. MC's also shouldn't get to the lines of the Riflemen. What will a furioso do? Drop pod down and die?

The GK codex is better in nearly every way than the 'Nilla Marine codex. I don't understand why this is so controversial, its a newer codexes and is nicely balanced against the others.


Grey Knight power or newness? @ 2011/07/21 05:32:11


Post by: schadenfreude


Point costs are an issue. 600+ points of paladins will curbstomp 200 points of th/ss termies, but if the point count is the same and they are in range of a null zone/psychic hood things don't look good for the pallies.


Grey Knight power or newness? @ 2011/07/21 06:14:22


Post by: Tri


schadenfreude wrote:Point costs are an issue. 600+ points of paladins will curbstomp 200 points of th/ss termies, but if the point count is the same and they are in range of a null zone/psychic hood things don't look good for the pallies.
...Lets not mix units. Lets look at similar units as well as similar points. (note I will only note differences)

SM Terminators 200pts for 5 models. They have ether a (Stormbolter and power fist) or (dual Lightning claws or Thunderhammer and storm shield)

GK Terminators 200pts for 5 models. They all have Nemis Force swords, stormbolters, hammerhand, Psyk-out grenades and the Aegis

So which is better? Well I think I'd have to go with the GK while they cannot get the amazing 3++ from SS they do get a reasonable 4++ in CC, they're troop and their upgrades are better. Psycannon, Banner (auto pass force weapon activation and +1 attack) Daemon hammer (force thunderhamer, on a model that can be Strength 5).

Paladins? Well the nearest thing we have to them are Nobs (in fact more a combination of all three types). Are they good value? They shoot better, have a better save, better equipment and can deepstrike. Biggest down side is they pay for having everything. Can't say I'm a massive fan but the extra wound and being able to have FNP does mean they're a great bully unit.
I have run three units of 1 with daemon hammers and its quite amazing how much Dakka was aimed at them.



Grey Knight power or newness? @ 2011/07/21 07:03:46


Post by: Kingsley


Spellbound wrote:But you've decided to throw the conversation away. Comparing two units in a vacuum is the only real way to do it. If you try to take EVERYTHING into account we get into "well I would bring this and do this" "and I'd counter with this doing this" "oh yeah well I already killed that by using THIS!"


Comparing two units in a vacuum is okay if they fill the same role. Tactical Squads and Grey Knight Strike Squads don't. And keep in mind that, even when comparing in a vacuum, "which unit would kill each other" is not necessarily always the best method.


Grey Knight power or newness? @ 2011/07/21 07:19:31


Post by: Spellbound


Tactical squad: Basic troop squad, hold objectives, good at shooting and assault [compared to many basic troops], hold the mid-field.

Strike squad: Basic troop squad, hold objectives, great at shooting, good [I want to say great, but people will complain] at assault, hold the mid-field.

Both can be equipped with weaponry to handle heavy armor and anti-infantry. HOW do they not serve the same role?



I also find it funny that someone said that you can take out psyfle dreads with termicide and/or drop pod furioso.

......Warp Quake, anyone? Jesus have we forgotten the basic abilities of the basic units? Please try to land your drop pod behind my lines. I'm sure my objective-holding strike squad will have something to say about it.


Grey Knight power or newness? @ 2011/07/21 07:35:27


Post by: jcd386


If all you need is to be basic, scoring, and decent at shooting than you can compare almost all troops from all armies with one another.

Tactical squads have guns that are focused towards certain targets (hordes, tanks, 2-3+ armor), and their combat squads play a large role in their deployment. Their combat tacticals also make the way they are used different than Strikes.

Strikes are mearly okay at shooting all three target types at once, with the bonus of being able to do it at 24", while remaining mobile.

Tacs take 10 mans with rhinos, split into 2 halves, 1 of which sits in the back shooting a heavy weapon while the other jumps in a rhino and kills things at short range.

Strikes either take 5 man units, or combat to create 2 mirror units that act exactly the same, moving into midfield and shooting things at 24". They take rhinos over razorbacks that shoot at infantry and light vehicles, and rarely get inside of these transports.

They are totally different. If you used tacs like you use strikes, or vice versa, they would not work at all. Therefore i don't think they are comparable.


Grey Knight power or newness? @ 2011/07/21 08:44:13


Post by: Spellbound


So you're saying one can be equipped for two different roles, and split into two units, one of which is good at one role, while the other is good at a different role, and both will be fairly weak at the other's role.

And this is better than a unit that handles everything well, and can split into two units that each handles everything well.

I'm thinking they CAN be compared. And that the second one is clearly superior.

Also, again, combat tactics is great and all, but it's a rare thing indeed to see anyone running it. Most trade it in for twin-linked melta weapons or fleeting terminators.


Grey Knight power or newness? @ 2011/07/21 09:11:54


Post by: Kingsley


Spellbound wrote:So you're saying one can be equipped for two different roles, and split into two units, one of which is good at one role, while the other is good at a different role, and both will be fairly weak at the other's role.

And this is better than a unit that handles everything well, and can split into two units that each handles everything well.

I'm thinking they CAN be compared. And that the second one is clearly superior.


That's true, but it doesn't apply to the Tactical Marines/Grey Knight Strike Squads debates. Grey Knight Strike Squads don't "handle everything well." For instance, they handle the role of "backfield scoring unit" much worse than Tactical Marines do, since the Grey Knights are more expensive and lack long-ranged weapon options. Similarly, they handle the role of "anti-vehicle sweeper" worse than Tactical Marines do, since psycannons are not reliable anti-vehicle weapons in the concentrations that GKSS bring to the table, especially against high-AV vehicles or when firing on the move is called for, whereas the meltaguns and combi-meltas fielded by Tactical Marines are, especially when buffed by Vulkan He'Stan. It all depends on what roles you need your units to play.


Grey Knight power or newness? @ 2011/07/21 09:26:45


Post by: jcd386


They fight totally differently, and are better at different thing depending on what they have.

A half tac squad with combi-melta and meltagun in a rhino can move 12", disembark 2" and shoot meltas 6" at a land raider, whith a pretty good chance of blowing it into the warp.

Strike squads stand still 24" away and hold their breath as they roll 4 dice, hit with 3 and pray to god they roll 6s to rend and 5s to pen and 5s to damage. They should never even be inside a rhino.

Totally different units. It's like comparing DE warriors with IG veterans, just because they come in 10 man squads, are troops, can take a transport, have a 5+ save and are T3 S3.


Grey Knight power or newness? @ 2011/07/21 09:48:49


Post by: Spellbound


I don't really understand. Yes, assuming the meltas hit and penetrate [which btw I don't know why we really add the combi-melta into the mix, it's only a 1-shot so won't "usually" be there], they'll blow the tank on a 4+. It's not a guarantee they will though, and while per hit there's a better chance, there's fewer hits to be made and they're able to fire less often. Yes the strikes should be out of a rhino, but while the tac squad can from 21" away move forward 12, dump out and fire inside 6", the strike squad can from 39" away drive forward 12, dump out and fire 4 shots that while each is weaker, there's more........

You know what forget it. I don't understand at all. They clearly CAN be COMPARED, measuring the pluses and minuses of each. Trouble is I keep seeing minuses to the tac squad and NOT to the strike squad other than high cost, which I've always throughout my 40k career never considered to be a drawback provided the unit was WORTH it. I used to run around with a 310 point daemon prince because he was WORTH 310 points in survivability and killiness. Now I'm loathe to pay 155 points for said prince because he's hardly survivable at all and is as killy as Colonel Straken or some jackass captain with an Honor blade. Sure it's going to run 240 points for 10 Strikes with Psybolts and 2x psycannons but the unit can kill ANYTHING in the game except a Monolith while looking good and preventing deepstrikes. This unit SPITS amazing and I don't understand why people can't seem to see that past its price tag.


Automatically Appended Next Post:
And let's not even consider what 5-man Purgation squads get for 100 points compared to ANY similar unit or what a single Purifier can do to the Green Tide, an entire apocalypse formation.


Grey Knight power or newness? @ 2011/07/21 10:09:53


Post by: jcd386


Comparing 1 unit to another outside of how they work in an actual army is fairly pointless.

Yes, obviously strikes are, in general, better than tacs, but they also cost more, and do very different things. Against a land raider, 4 melta tac squads might be better than 4 strike squads. Against terminators in assault strikes will do better. It's apples and oranges. If tacs had power weapons, and 18" 2 shot assault weapons that were s7 , heavy 3 assault 2, then i think we could directly compare them to strikes, since they'd be used in similar ways, and have inferior weapons.

Honestly, i think the only way to reliably decide is a codex is competitive is to compare lists made from each one with lists from all of the other armies and see how they do against the different competitive builds.

Stuff like, how does my GK list do against your average:
BA mech list,
BA DOA list,
SW Logan Wing,
SW GH/LF spam,
SW TWC spam,
DE raider spam,
DE foot (beasts and whatnot)
DE Venom spam
DE Wrack armies
SM Vulkan Lists
SM shooty lists
DA Termy / bike spam
SM drop pods
CSM lash
CSM Melta spam
BT Pred / razorback / termy armies
Nids MC spam
Nids little bug spam
IG tank heavy
IG Chimera heavy
IG foot
IG Assaulting Blobs
Whatever else. ( i obviously left things out, like SM bikes, or eldar anything)

In general, i think most GK lists will do fairly well against a lot of these lists (ie, at least hold their own), meaning they are a pretty good army. Some things (like mass FNP marines, for one thing) give them more trouble than other things, and that goes for all armies, really. There are such things as bad match ups, and ways to get around them.


Grey Knight power or newness? @ 2011/07/21 10:16:52


Post by: Spellbound


Mass FNP marines don't do so hot against I6 power weapons, actually. Hell BA done space wolf las/plas razorback spam does much better than the usual assaulty list. Sure their stormbolters and psycannons don't do so hot against FNP marines - but they do better than a lot of other shooting save guard's S8 pieplates, and they can always supplement it with power weapon assault turns.


Grey Knight power or newness? @ 2011/07/21 10:59:15


Post by: DarthDiggler


Spellbound wrote:

I also find it funny that someone said that you can take out psyfle dreads with termicide and/or drop pod furioso.

......Warp Quake, anyone? Jesus have we forgotten the basic abilities of the basic units? Please try to land your drop pod behind my lines. I'm sure my objective-holding strike squad will have something to say about it.


I never said a drop pod Furioso, but I did say a Furioso. You lack imagination. It's not the dice's fault when you lose games.


Grey Knight power or newness? @ 2011/07/21 11:22:27


Post by: canthatenuff


Fetterkey wrote:
Spellbound wrote:So you're saying one can be equipped for two different roles, and split into two units, one of which is good at one role, while the other is good at a different role, and both will be fairly weak at the other's role.

And this is better than a unit that handles everything well, and can split into two units that each handles everything well.

I'm thinking they CAN be compared. And that the second one is clearly superior.


That's true, but it doesn't apply to the Tactical Marines/Grey Knight Strike Squads debates. Grey Knight Strike Squads don't "handle everything well." For instance, they handle the role of "backfield scoring unit" much worse than Tactical Marines do, since the Grey Knights are more expensive and lack long-ranged weapon options. Similarly, they handle the role of "anti-vehicle sweeper" worse than Tactical Marines do, since psycannons are not reliable anti-vehicle weapons in the concentrations that GKSS bring to the table, especially against high-AV vehicles or when firing on the move is called for, whereas the meltaguns and combi-meltas fielded by Tactical Marines are, especially when buffed by Vulkan He'Stan. It all depends on what roles you need your units to play.

Here is where henchmen come into play. As you point out, Purifiers and Strike Squads are not the best backfield units, their weapons are mid-range and they are too expensive to camp with. So you buy yourself a 62 point razorback with scoring units. Problem solved.


Grey Knight power or newness? @ 2011/07/21 12:22:17


Post by: notabot187


canthatenuff wrote:
Fetterkey wrote:
Spellbound wrote:So you're saying one can be equipped for two different roles, and split into two units, one of which is good at one role, while the other is good at a different role, and both will be fairly weak at the other's role.

And this is better than a unit that handles everything well, and can split into two units that each handles everything well.

I'm thinking they CAN be compared. And that the second one is clearly superior.


That's true, but it doesn't apply to the Tactical Marines/Grey Knight Strike Squads debates. Grey Knight Strike Squads don't "handle everything well." For instance, they handle the role of "backfield scoring unit" much worse than Tactical Marines do, since the Grey Knights are more expensive and lack long-ranged weapon options. Similarly, they handle the role of "anti-vehicle sweeper" worse than Tactical Marines do, since psycannons are not reliable anti-vehicle weapons in the concentrations that GKSS bring to the table, especially against high-AV vehicles or when firing on the move is called for, whereas the meltaguns and combi-meltas fielded by Tactical Marines are, especially when buffed by Vulkan He'Stan. It all depends on what roles you need your units to play.

Here is where henchmen come into play. As you point out, Purifiers and Strike Squads are not the best backfield units, their weapons are mid-range and they are too expensive to camp with. So you buy yourself a 62 point razorback with scoring units. Problem solved.


That 62 point scoring unit is in a AV11 gun box with only a 3 shot S6 gun. Not too shabby, but not something likely to last either. And the guys inside won't survive a stiff breeze, and serve no purpose other than to take the transport. You need a beefier squad than 3 guys with T3 and armor that might as well not be there to score. Henchmen are better used to unlock chimeras, which are like the razorback, but slightly pricier, but with fire points, better backfield armor (AV12 from the most likely direction) and more shots. They give up fortitude, but thats ok considering what you gain (a reason to take a more useful yet still cheap squad, and more dakka). Spend 10 more points and get the chimera and pay a little more to give the henchies some guns, and maybe extra bodies.



Grey Knight power or newness? @ 2011/07/21 13:33:37


Post by: Spellbound


You meant the furioso was just walking up the field after deploying normally, not using fancy deployment methods unique to its army.....I guess I do lack imagination, I never would have guessed it used NO special abilities and just walked up the field. I suppose it could be transported by a stormraven - but not using skies of blood! Nothing too fancy, now...


Grey Knight power or newness? @ 2011/07/21 15:08:00


Post by: Che-Vito


DakkaDakka wrote:


Grey Knight power or newness? @ 2011/07/21 16:13:48


Post by: Norsehawk


canthatenuff wrote:[Here is where henchmen come into play. As you point out, Purifiers and Strike Squads are not the best backfield units, their weapons are mid-range and they are too expensive to camp with. So you buy yourself a 62 point razorback with scoring units. Problem solved.


You mean that 162 point henchman squad? Or the 2 for 112 each? And what exactly happens if someone happens to blow up said av 11 box? The Glorious Mathhammer says that 2 of the 3 are wounded, and at least one is likely to die, forcing a morale check and then likely running off of the table.


Grey Knight power or newness? @ 2011/07/21 16:30:32


Post by: Spellbound


Considering the odds of hitting, penetrating, rolling a 6, getting a wound, failing it, failing morale which isn't horrible really.....

Pretty good odds.


Grey Knight power or newness? @ 2011/07/21 17:31:17


Post by: Tri


... right have to do this I've been wondering the odds ... destroyed or worse result

Melta BS4
AV10 = 32.7%, AV11 = 31.1%, AV12 = 28.7%, AV13 = 25.3%, AV14 = 21..%
so having 2 (one combi)
AV10 = 54.7%, AV11 = 52.5%, AV12 = 49.2%, AV13 = 44.1%, AV14 = 37.6%

PsyCannon (1 Shot)
AV10 = 11.1%, AV11 = 07.4%, AV12 = 03.7%, AV13 = 03.7%, AV14 = 02.5%
(2 Shots) (1 moving)
AV10 = 21..%, AV11 = 14.3%, AV12 = 07.3%, AV13 = 07.3%, AV14 = 04.9%
(4 Shots) (2 moving or 1 still)
AV10 = 37.6%, AV11 = 26.5%, AV12 = 14..%, AV13 = 14.0%, AV14 = 09.5%
(8 Shots) (4 moving or 2 still)
AV10 = 61..%, AV11 = 46..%, AV12 = 26.1%, AV13 = 26.1%, AV14 = 18.1%

(16 Shots) (4 still)
AV10 = 84.8%, AV11 = 70.8%, AV12 = 45.3%, AV13 = 45.3%, AV14 = 33.3%

... While the melta does do better the psycannon does hold its own everywhere but AV14. For any tank hunting you need a minimum of two and if possible to stand still. Still moral of the story don't take any vehicles near a unit with 4 especially if they don't need to move.


Grey Knight power or newness? @ 2011/07/22 01:23:17


Post by: loota boy


I don't see what the hype is about, it's just codex creep. Keeps the game from getting stale, and makes sure that the same builds arn't the best builds forever.


Automatically Appended Next Post:
Edit for double post.


Grey Knight power or newness? @ 2011/07/22 01:54:39


Post by: Lukus83


Essentially you are right loota boy, but we aren't really talking about hype, we are discussing how much GK influence the meta and how they are handle the current power builds out there.

Everyone seems to picked up on their weaknesses already:

1. Generally short ranged guns, though powerful.
2. Expensive basic troops
3. Even more expensive specialists

But then we look at the positives and (IMO) it gets confusing since there are so many potential builds:

1. Purifiers are a great underpriced (though still expensive) anti-horde unit. Throw in the fact that currently the armies they work well against also lack psychic defense and they are a great choice.

2. Psybolt ammo Autocannons. 4 Twin-linked S8 48" rnage guns on an AV 12 chassis...need I say more

3. Fortitude. A game breaker at a mere 5pts.

4. Henchmen. A great counterpart to a GK list since they bring much needed melta and plasma and are ridiculously cheap. They also allow you to field the chimera, perhaps one of the most broken transports in the game.

5. Paladins. Powerhouses. Expensive on their own and will most certainly draw a lot of S8+ firepower, but at the same time have the potential to be extremely effective in a Coteaz list where you supoprt them with a load of AV12 and plasma/melta guns.

6. HQ's. Librarian, Coteaz, Grandmaster (of any variety) and Crowe. Choose 1 or 2 and watch them shape your army.

So out of all this you somehow have to build a coherent army. I didn't mention Strike Squads (which are actually almost mandatory) or a host of other acceptable options for making a competitive list. I seriously believe that a Coteaz list will will be one of the most competitive since we get cheap stuff with the points left over for tons of support, but as said earlier, there are far too many options to actually locate 1 superbuild and have it wipe the floor with everything. With a variation of good, competitive builds in 1 codex you are also changing the meta for your opponent...can they build an allcomers that has to contend with an AV12 wall, 50 infantry with 3+ cover saves, rhino rush purifiers etc, etc.


Grey Knight power or newness? @ 2011/07/22 20:00:52


Post by: Augustus


Yesterday I got the chance to play a game I was really looking forward to vs Grey Knights! My good friend just recently got back into the game and did a GK army with some of his usual incredible paint jobs. It put this issue to the test with 2 5th edition codices at a good points level.

I have been playing my Blood Angels army lately, as I like the theme of it and I was waiting to give him a go. We played 2K armies:

BA
Dante
Sanguinary Guard x5 fist melta pistol
Sanguinary Priest Jump Pack Melta Bombs Melta Pistol
Assault Squad 2x Meltaguns Fist Melta pistol Meltabombs x10
Assault Squad 2x Meltaguns Fist Melta pistol Meltabombs x10
Assault Squad 2x Meltaguns Fist Melta pistol Meltabombs x10
Tac Squad Pod Multimelta, Flamer, Power Weapon
Attack bikes Multi metla x2
Dreadnought Blood Talons Melta Flamer Extra Armor Pod
Dreadnought Blood Talons Melta Flamer Extra Armor Pod

GK
Librarian
Terminators x5 Halbred x2 Hammer
Terminators x5 Halbred x2 Hammer
Gunship Melta Assault Cannon
Gunship Melta Assault Cannon
Strike Squad x5 Hammer, Psicannon Psibolt Razorback
Strike Squad x5 Hammer, Psicannon Psibolt Razorback
Strike Squad x5 Hammer, Psicannon Psibolt Razorback
Strike Squad x5 Hammer, Psicannon Psibolt Razorback
Psiflemen
Psiflemen

As the game continued I realized this new marine army had THE answer to every single special rule and ability I had. It was shocking:

Feel No Pain: We are all power weapons
Decent of the Angels & Melta: Deep strike spell
Overwhelmed by mass attacks: instant I 10 spell
Jump pack speed and assault: Difficult and Dangerous Terrain spell
Speed: Alll Gk knights units move and fire, effective 30 inch range on every model
Melta for vehicles: Ceramite armor
Assault vehicles vulnerable to HtH: Gunships rear armor is still 12 (no assault S4(5) attacks even work, no grenades work, not even melta bombs)
Expensive gunships vulnerable: shrouding ads to speed save
GK don't have AT in troop squads: Psibolt
Dreads in Melle: Hammer w/ S10
Furious Charge +1 I: quicksilver

I was nearly tabled by games end in what was a close played battle for a seize and control mission. Look at the army lists. They are comparable in size and ability. But it's obvious the Grey Knights get loads of 'special' powers and pay no points for them or have any downsides as temper at all. They're nearly perfectly designed take all comers power houses.

Basic troops with marine statlines, power armor, power weapons, psychic powers and S5 storm bolters for < 20 points. It's completely absurd. GK strike models should be 25 points each at least.

Even if you think this is ok, or argue the builds are just a miss match (admittedly that's my fairly fluffy BA list), do you really want to make an army where the opponent MUST have psychic defense? Some armies can't even get any.

The GK codex is clearly advantaged, it plays itself and every unit has significant advantages they don't really pay anything for.


Automatically Appended Next Post:
Lukus83 wrote:Everyone seems to picked up on their weaknesses already:

1. Generally short ranged guns, though powerful.
2. Expensive basic troops
3. Even more expensive specialists
I want to offer some counterpoint to this:

(1) GK basic troops ALL have a 30 inch effective range and they move and fire. Every troop unit is at least the equivalent of a heavy bolter marine dev squad that moves and fires, AND they can crack light vehicles and fight in mellee...
(2) Not in proportion to all the other marines basic troops, see the example and compare a GK to a BA assault marine, clearly advantage GK.
(3) What do you need specialists for when the regular troops have an answer to everything? It's an optional novelty IMO.


Grey Knight power or newness? @ 2011/07/22 21:19:30


Post by: DarthDiggler


Augustus that looks like an aweful matchup for your Blood Angels. Your longest range anti-tank is 24" on the 2 attack bikes. You literally have to be in his face in order to destroy a transport. and the contents can pile out and assault whatever just blew up their ride.

Next the 2 Stormravens have free rein of the whole battlefield. Your melta only has a shot to kill them (without the extr d6) after the stormravens have gotten so close to you (or you have to move rightnext to them) that they can drop the terminators into squishy non-vehicle units. Ouch.

I think you both would have a very different experience and outcome if your list was even a standard BA armor 13 spam. You can drop transports at 48" instead of 12" and watch the Strike squads flounder across the battlefield. His two dreads would be the only means of destorying your tanks until he got almost halfway across the battlefield (imagine a spearhead deployment which this GK list would almost have to go into reserve just to help close the gap).

Don't get me wrong the GK list is nice. I like it. It covers a lot of bases and your friend picked good combinations. I just think you brought a very short range army to a fight vs. another very short range army and it showed.


Grey Knight power or newness? @ 2011/07/22 23:50:41


Post by: Noir


Augustus wrote:

Furious Charge +1 I: quicksilver



Maybe your friend should reread his Rule book as this would never happen. Quicksilver only works on his turn, not your. It likely not the only rule mistake he made that game.

GK aren't over powered, people are just stuck in the old Meta, and having trouble changing to the new.

Edit: Change of Meta a good thing, it should happen ever Codex.


Grey Knight power or newness? @ 2011/07/23 00:24:14


Post by: Grey Templar


Yeah, but if he had Halberds it would be a moot point as the GKs would still go first(I6)


Grey Knight power or newness? @ 2011/07/23 20:01:48


Post by: DutchSage


Yes, but then those strike squad marines would cost 20 (base) + 5 (psybolt ammo) + 5 (halberd) = 30 points a piece and would still only have 1 attack.

In regards to Augustus his post, if you field a list without any reliable longer range transport popping power you are not fielding a list that will do much in todays meta game.


Grey Knight power or newness? @ 2011/07/23 20:02:17


Post by: Kingsley


Augustus wrote:As the game continued I realized this new marine army had THE answer to every single special rule and ability I had. It was shocking:

Feel No Pain: We are all power weapons


Feel No Pain still works against all or almost all of the shooting from a typical GK army. Yes, GK beat Blood Angels in assault. Is that really unexpected?

Augustus wrote:Decent of the Angels & Melta: Deep strike spell


It's true that Warp Rift counters Deep Striking units fairly effectively, but so does deploying properly or going into reserves. Relying on Deep Striking units for your anti-tank was a bad choice even prior to Codex: GK.

Augustus wrote:Overwhelmed by mass attacks: instant I 10 spell


This can only be cast in your own turn, so doesn't work in half the assault steps-- most notably all the steps in which you are charged. Further it doesn't really effect mass attacks-- mass attack units such as horde Orks, IG power blobs, and the like don't care about what Initiative you are, since you're already higher than them.

Augustus wrote:Jump pack speed and assault: Difficult and Dangerous Terrain spell


Other armies can do very similar things. Ever run into a Venomthrope? A Thunderfire Cannon?

Augustus wrote:Speed: Alll Gk knights units move and fire, effective 30 inch range on every model


Other armies already have this and with better guns to boot. Hell, Space Marine bike armies move and fire with an effective 36" range for multi-meltas!

Augustus wrote:Melta for vehicles: Ceramite armor


If you're relying on melta to kill Stormravens you've already screwed up badly. They are a fast gunship unit. Further, strength 8 vs. AV 12 isn't exactly bad, especially since it's strength 8 AP 1. I have never had the ceramite armor rule affect my play at all.

Augustus wrote:Assault vehicles vulnerable to HtH: Gunships rear armor is still 12 (no assault S4(5) attacks even work, no grenades work, not even melta bombs)


Melta bombs are still strength 8+d6, aren't they? Besides, the only other assault vehicle in the game (the Land Raider) is also more or less immune to normal melee attacks. This isn't a unique element of the Grey Knights Codex. Besides, you play Blood Angels. If you think Stormravens are so good, take some of your own! If anything, the Codex: Blood Angels Stormraven is better, since it has AT missiles (good against almost every army) instead of anti-psyker missiles (highly situational).

Augustus wrote:Expensive gunships vulnerable: shrouding ads to speed save


True, this is a good combo. If you brought along psychic defense, though, it would be much less effective.

Augustus wrote:GK don't have AT in troop squads: Psibolt


Psybolt ammo doesn't really improve your AT capabilities at all, except maybe against Chimera side armor. Strength 5 storm bolters are not going to be reliable anti-tank, nor are strength 6 heavy bolters on Razorbacks.

Augustus wrote:Dreads in Melle: Hammer w/ S10


If they pass Hammerhand, which, again, can be mitigated by bringing psychic defense. This works extra well because Strike Squads are testing on leadership 8 or 9, not leadership 10, so your hood will have the advantage in dispelling their powers.

Augustus wrote:Furious Charge +1 I: quicksilver


This will literally never be a valid counter, since Quicksilver can only be used in your own turn.

Augustus wrote:Look at the army lists. They are comparable in size and ability. But it's obvious the Grey Knights get loads of 'special' powers and pay no points for them or have any downsides as temper at all. They're nearly perfectly designed take all comers power houses.


Uh, I wouldn't consider those two armies comparable at all. The first list, as you admitted in your own post, looks primarily themed, not oriented towards competitive play. It has literally zero long range anti-tank weapons! The second list looks moderately competitive, though rather unoptimized (why don't those terminators have heavy weapons?).

Augustus wrote:Basic troops with marine statlines, power armor, power weapons, psychic powers and S5 storm bolters for < 20 points. It's completely absurd. GK strike models should be 25 points each at least.


I disagree. After all, you lose all or almost all of those advantages when meching up. Storm bolters can't fire from transports, and when you jump out you'll likely be able to get within 12" anyway. GKSS seem like a quite underwhelming unit to me, and I personally don't think I would ever field them. They just fail to impress across all categories-- I suppose you could take a ten-man squad in a Rhino and fire two Psycannons out of the hatch, but that's absurdly inefficient when you could take five Purifiers to fulfill the same role. I've yet to see a Strike Squad layout that actually seems powerful to me in the context of a mechanized force. That said, they are rather impressive on foot.

When you get right down to it, I'd rather pay 16 points per model than 20 points per model for a unit that primarily scores and brings special/heavy weapons, especially when the cheaper unit has better special and heavy weapons.

Augustus wrote:Even if you think this is ok, or argue the builds are just a miss match (admittedly that's my fairly fluffy BA list), do you really want to make an army where the opponent MUST have psychic defense? Some armies can't even get any.


I agree that this is an issue with the Grey Knights codex. Then again, Dark Eldar generally seems to have the advantage against Grey Knights, and they don't have any psychic defense at all! Psychic defense strikes me as less than completely necessary against Grey Knight armies, though it is certainly a boon to have. And if you believe the 6th Edition rumors, especially the elements regarding stratagems, it will be a lot easier to counter hostile psychic powers in the future...