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Are grey Knights officially dead? @ 2018/04/16 17:46:50


Post by: Jaxler


So, I just read the FAQ, and gosh am I left wondering wtf GW was thinking. So basically, grey Knights can’t deepstrike into turn one melee anymore, I can’t spam acolytes to get more people in deep strike, and the imperium keyword nerf made it so we can’t be allied in easily. Did nerfing deepstrike really need to happen? All it does is nerf melee armies and encourage gunlines.


Are grey Knights officially dead? @ 2018/04/16 17:49:00


Post by: Reemule


The Faq didn't Nerf Grey Knights smite though?


Are grey Knights officially dead? @ 2018/04/16 17:50:42


Post by: Jaxler


Reemule wrote:
The Faq didn't Nerf Grey Knights smite though?


Psychic focus

Edit: I read it more closely. It seems our 1 wound smite is safe from being more useless.


Are grey Knights officially dead? @ 2018/04/16 18:13:33


Post by: Daedalus81


I have pinged GW on the absence of the GK,DA,BA, and AC FAQs.


Are grey Knights officially dead? @ 2018/04/16 18:35:35


Post by: Leo_the_Rat


Just in case you didn't notice we also can't shunt or GoI in the first turn with the new FAQ.


Are grey Knights officially dead? @ 2018/04/16 18:37:16


Post by: fe40k


Grey Knights aren't dead; 40k is dead.

It's that simple - go Astra Militarum gunline, or go home.


Are grey Knights officially dead? @ 2018/04/16 18:42:56


Post by: Ushtarador


Just in case you didn't notice we also can't shunt or GoI in the first turn with the new FAQ.


BETA

RULES


Test it, voice your concerns to GW (using polite and reasonable language!), stop whining.


Are grey Knights officially dead? @ 2018/04/16 18:45:20


Post by: Xenomancers


Ushtarador wrote:
Just in case you didn't notice we also can't shunt or GoI in the first turn with the new FAQ.


BETA

RULES


Test it, voice your concerns to GW (using polite and reasonable language!), stop whining.

Unfortunately all tournaments will use this rule and therefore 50% of players will want to use it. Game is dead.


Are grey Knights officially dead? @ 2018/04/16 18:46:28


Post by: Ushtarador



Unfortunately all tournaments will use this rule and therefore 50% of players will want to use it. Game is dead.


Not a single tournament in my vicinity used the previous beta rules. Also, most of the games played around here are not tournament games.

Game is well alive, stop with the hyperbole.


Are grey Knights officially dead? @ 2018/04/16 18:48:28


Post by: Leo_the_Rat


@Ushtarador- I'm not whining I'm stating a fact of the game (as proposed). Thank you for your diligence in being a monitor of decorum for everyone.


Are grey Knights officially dead? @ 2018/04/16 18:48:39


Post by: Xenomancers


Ushtarador wrote:

Unfortunately all tournaments will use this rule and therefore 50% of players will want to use it. Game is dead.


Not a single tournament in my vicinity used the previous beta rules. Also, most of the games played around here are not tournament games.

Game is well alive, stop with the hyperbole.

That's local bro. Think bigger.


Are grey Knights officially dead? @ 2018/04/16 18:50:54


Post by: Crimson Devil


They can still ally easily into an Imperium army. All you have to do is make a pure GK detachment of them.


Are grey Knights officially dead? @ 2018/04/16 18:56:57


Post by: Ushtarador


 Xenomancers wrote:
Ushtarador wrote:

Unfortunately all tournaments will use this rule and therefore 50% of players will want to use it. Game is dead.


Not a single tournament in my vicinity used the previous beta rules. Also, most of the games played around here are not tournament games.

Game is well alive, stop with the hyperbole.

That's local bro. Think bigger.


How do you know the majority of player uses beta and tournament rules? Because I'm pretty sure they don't, and won't be affected by this at all.


Are grey Knights officially dead? @ 2018/04/16 18:58:01


Post by: Crimson Devil


nevermind


Are grey Knights officially dead? @ 2018/04/16 18:58:59


Post by: Audustum


 Crimson Devil wrote:
They can still ally easily into an Imperium army. All you have to do is make a pure GK detachment of them.


The problem is such a detachment is usless. It's an over-costed, fragile melee army that can't Smite for more than 1 damage or charge on T1.


Are grey Knights officially dead? @ 2018/04/16 18:59:29


Post by: Daedalus81


Bad news it seems:



Are grey Knights officially dead? @ 2018/04/16 19:00:59


Post by: LunarSol


 Daedalus81 wrote:
I have pinged GW on the absence of the GK,DA,BA, and AC FAQs.


I'd laugh if they replied with "what's a GK?"

They for sure need help, but at least allied CP is good for them. Unfortunately, since CA they've been in a weird limbo state where all the rules that matter around them have been in massive flux. Hopefully with Codexes wrapping up in the coming months and some of these changes making it more obvious that their problems are pretty deeply rooted, we might see some improvements next time.


Are grey Knights officially dead? @ 2018/04/16 19:06:00


Post by: Crimson Devil


Audustum wrote:
 Crimson Devil wrote:
They can still ally easily into an Imperium army. All you have to do is make a pure GK detachment of them.


The problem is such a detachment is usless. It's an over-costed, fragile melee army that can't Smite for more than 1 damage or charge on T1.


The quality of the detachment was not what I was addressing. He said it wasn't easy to do, not whether it was worth it.


Are grey Knights officially dead? @ 2018/04/16 19:11:09


Post by: ZebioLizard2


By the dark gods this thread is just hilariously full of salt.


Are grey Knights officially dead? @ 2018/04/16 19:13:16


Post by: pismakron


No Grey Knighs are far from dead. They have just been replaced with the newer, shinier and better selling Custodes.


Are grey Knights officially dead? @ 2018/04/16 19:14:48


Post by: Daedalus81


 ZebioLizard2 wrote:
By the dark gods this thread is just hilariously full of salt.


I'm not salty, but I do think GW should have at least given them some sort of attention on the FAQ. They got a smite buff. Perhaps the Rule of 3 and extra CP will make them more viable. Losing deepstrike turn 1 will hurt, but not as much as other armies I'd wager.


Are grey Knights officially dead? @ 2018/04/16 19:20:56


Post by: sfshilo


Do Grey Knight lack transports or troops? I'm confused on why an all GK ARMY would just consist of terminators.

A detachment of them maybe, but an actual army would have some variety yes?


Are grey Knights officially dead? @ 2018/04/16 19:21:56


Post by: Audustum


 sfshilo wrote:
Do Grey Knight lack transports or troops? I'm confused on why an all GK ARMY would just consist of terminators.

A detachment of them maybe, but an actual army would have some variety yes?


GK Terminators are troops and our main elite infantry, though we do have Strike Squads for troops too.

The thing is, ALL GK infantry have deep strike and we're a melee/assault army. Our shooting is really, really bad.


Are grey Knights officially dead? @ 2018/04/16 19:22:35


Post by: Leo_the_Rat


We only have 2 units of Troops Termies and Strike Squads.


Are grey Knights officially dead? @ 2018/04/16 19:23:02


Post by: Popsghostly


pismakron wrote:
No Grey Knighs are far from dead. They have just been replaced with the newer, shinier and better selling Custodes.


This.


Are grey Knights officially dead? @ 2018/04/16 19:24:52


Post by: lolman1c


Honestly, GK need the salt.GW mines it out of them with their bad rules... xD


Are grey Knights officially dead? @ 2018/04/16 19:28:43


Post by: Freezerassasin


Leo_the_Rat wrote:
Just in case you didn't notice we also can't shunt or GoI in the first turn with the new FAQ.


That is not how I read the FAQ. It calls out units that have arrived on the player's first turn. Both GoI and the shunt would be used by units that were deployed normally, meaning they arrived before the first turn. I see no inherent conflict here, but some confirmation would be good.


Are grey Knights officially dead? @ 2018/04/16 19:33:13


Post by: Audustum


Freezerassasin wrote:
Leo_the_Rat wrote:
Just in case you didn't notice we also can't shunt or GoI in the first turn with the new FAQ.


That is not how I read the FAQ. It calls out units that have arrived on the player's first turn. Both GoI and the shunt would be used by units that were deployed normally, meaning they arrived before the first turn. I see no inherent conflict here, but some confirmation would be good.


Read the text of GoI and Shunt. You remove the unit from the battlefield and then it arrives again, thus arriving on the first turn. In addition, GW has previously FAQ'd that things which effect units arriving from reinforcement, such as Auspex Scan's intercept, can target GoI arrivals.


Are grey Knights officially dead? @ 2018/04/16 19:37:56


Post by: Freezerassasin


Audustum wrote:
Freezerassasin wrote:
Leo_the_Rat wrote:
Just in case you didn't notice we also can't shunt or GoI in the first turn with the new FAQ.


That is not how I read the FAQ. It calls out units that have arrived on the player's first turn. Both GoI and the shunt would be used by units that were deployed normally, meaning they arrived before the first turn. I see no inherent conflict here, but some confirmation would be good.


Read the text of GoI and Shunt. You remove the unit from the battlefield and then it arrives again, thus arriving on the first turn. In addition, GW has previously FAQ'd that things which effect units arriving from reinforcement, such as Auspex Scan's intercept, can target GoI arrivals.


Both of the abilities say setup, not arrive. This is the same wording in the clarification of Auspex Scan. I don't have a SM codex to check the wording of the entire strategem, but to say that units arrive again is not the wording of those abilities. (In the epub codex anyway)


Are grey Knights officially dead? @ 2018/04/16 19:57:59


Post by: Slayer-Fan123


 Daedalus81 wrote:
Bad news it seems:


Not that Killshot is gonna happen anymore as you needed at minimum 4 Predators to make sure you could do it once.


Are grey Knights officially dead? @ 2018/04/16 19:59:08


Post by: Daedalus81


Slayer-Fan123 wrote:
 Daedalus81 wrote:
Bad news it seems:


Not that Killshot is gonna happen anymore as you needed at minimum 4 Predators to make sure you could do it once.


Well, I was more referencing the first sentence - that those books are getting no FAQ.


Are grey Knights officially dead? @ 2018/04/16 20:00:13


Post by: Xenomancers


Even if GK can deep strike 1 unit with GOI- all that would do is make you lose faster - you have to swarm in this game to get anything dead.


Are grey Knights officially dead? @ 2018/04/16 20:01:34


Post by: LunarSol


These questions are why its important that this is a Beta Rule. They're looking for things that interact poorly with it and Gate of Infinity is just the kind of ability that the rule currently isn't entirely clear how it interacts with given other things it specifically allows.


Are grey Knights officially dead? @ 2018/04/16 20:08:01


Post by: skchsan


 Daedalus81 wrote:
Bad news it seems:

Wow. The hate. So no updates for DA, BA & GK?


Are grey Knights officially dead? @ 2018/04/16 20:08:28


Post by: Freezerassasin


I have emailed them this question about GoI and the beta rules so we will see iif/when we get an answer, but the more people asking will probably increase the odds of an answer


Are grey Knights officially dead? @ 2018/04/16 20:09:53


Post by: techsoldaten


Freezerassasin wrote:
Audustum wrote:
Freezerassasin wrote:
Leo_the_Rat wrote:
Just in case you didn't notice we also can't shunt or GoI in the first turn with the new FAQ.


That is not how I read the FAQ. It calls out units that have arrived on the player's first turn. Both GoI and the shunt would be used by units that were deployed normally, meaning they arrived before the first turn. I see no inherent conflict here, but some confirmation would be good.


Read the text of GoI and Shunt. You remove the unit from the battlefield and then it arrives again, thus arriving on the first turn. In addition, GW has previously FAQ'd that things which effect units arriving from reinforcement, such as Auspex Scan's intercept, can target GoI arrivals.


Both of the abilities say setup, not arrive. This is the same wording in the clarification of Auspex Scan. I don't have a SM codex to check the wording of the entire strategem, but to say that units arrive again is not the wording of those abilities. (In the epub codex anyway)


I'd say the difference between arriving and setting up is splitting hairs.

There's some tournament organizers who may rule to allow it, but I think most people will think about how this conforms with other rules changes in the FAQ which all seem to be aimed at limiting the impact of an alpha strike.


Are grey Knights officially dead? @ 2018/04/16 20:13:33


Post by: tneva82


 Crimson Devil wrote:
They can still ally easily into an Imperium army. All you have to do is make a pure GK detachment of them.


Assuming you don't play with TFG. As usual GW's usual sloppy writing results in rule that could easily be read as every detachment needs to share keyword(imperium not usable). So GW's FAQ needs a FAQ.


Are grey Knights officially dead? @ 2018/04/16 20:23:04


Post by: Marmatag


Not being able to viably deep strike turn 1 is so bonkers to me.

I simply don't get it. At all. I expected the OPPOSITE of this, where there would be a Night Fighting rule to help take some steam out of the power that gunlines already have.

People have been using deep strike as a survival tool more than a guaranteed attack on turn 1.


Are grey Knights officially dead? @ 2018/04/16 20:36:55


Post by: Backspacehacker


Slayer-Fan123 wrote:
 Daedalus81 wrote:
Bad news it seems:


Not that Killshot is gonna happen anymore as you needed at minimum 4 Predators to make sure you could do it once.


Wait you need 4 preds to do kill shot now?


Are grey Knights officially dead? @ 2018/04/16 20:37:30


Post by: Bharring


He's saying one will die before you can use them.


Are grey Knights officially dead? @ 2018/04/16 20:39:26


Post by: Backspacehacker


Bharring wrote:
He's saying one will die before you can use them.


Oh pftt I have never run into that issue yet.


Are grey Knights officially dead? @ 2018/04/16 20:41:38


Post by: Bharring


Besides, soaking much of the enemy's firepower into on Pred that would kill something else instead, without spending any CP, is a great use of Killshot.


Are grey Knights officially dead? @ 2018/04/16 20:44:09


Post by: Slayer-Fan123


Bharring wrote:
Besides, soaking much of the enemy's firepower into on Pred that would kill something else instead, without spending any CP, is a great use of Killshot.

It's NOT hard to kill a Predator in one turn.


Are grey Knights officially dead? @ 2018/04/16 20:44:43


Post by: Martel732


Bharring wrote:
Besides, soaking much of the enemy's firepower into on Pred that would kill something else instead, without spending any CP, is a great use of Killshot.


Maybe from the Eldar side of the board.


Are grey Knights officially dead? @ 2018/04/16 20:45:02


Post by: Bharring


...


Are grey Knights officially dead? @ 2018/04/16 20:48:43


Post by: tneva82


Bharring wrote:
Besides, soaking much of the enemy's firepower into on Pred that would kill something else instead, without spending any CP, is a great use of Killshot.


Since when is destruction of one predator matter of soaking "much of the enemy's firepower"? Well except against orks. Others fire one predator off the board by looking evilly.


Are grey Knights officially dead? @ 2018/04/16 21:09:50


Post by: Bharring


For most armies, it takes a greater proportion of their army to drop 1 Pred than the proportion of the army it takes to take one pred. By a reasonably large margin. Preds aren't glass-canon.


Are grey Knights officially dead? @ 2018/04/16 21:13:14


Post by: Martel732


Bharring wrote:
For most armies, it takes a greater proportion of their army to drop 1 Pred than the proportion of the army it takes to take one pred. By a reasonably large margin. Preds aren't glass-canon.


Actually, they kinda are. T7 W11 3+ sucks in 8th ed.


Are grey Knights officially dead? @ 2018/04/16 21:17:50


Post by: Bharring


Dark Reaper:
1x(2/3)(2/3)(2/3)x2 = 1x16/27

So 1-rounding a Pred takes 27/16 x 11 Reapers. Or ~18 Reapers.

18 Reapers x 35 ppm is 630 points to one-round that Pred.


Are grey Knights officially dead? @ 2018/04/16 21:19:35


Post by: ArmchairArbiter


 techsoldaten wrote:
Freezerassasin wrote:
Audustum wrote:
Freezerassasin wrote:
Leo_the_Rat wrote:
Just in case you didn't notice we also can't shunt or GoI in the first turn with the new FAQ.


That is not how I read the FAQ. It calls out units that have arrived on the player's first turn. Both GoI and the shunt would be used by units that were deployed normally, meaning they arrived before the first turn. I see no inherent conflict here, but some confirmation would be good.


Read the text of GoI and Shunt. You remove the unit from the battlefield and then it arrives again, thus arriving on the first turn. In addition, GW has previously FAQ'd that things which effect units arriving from reinforcement, such as Auspex Scan's intercept, can target GoI arrivals.


Both of the abilities say setup, not arrive. This is the same wording in the clarification of Auspex Scan. I don't have a SM codex to check the wording of the entire strategem, but to say that units arrive again is not the wording of those abilities. (In the epub codex anyway)


I'd say the difference between arriving and setting up is splitting hairs.

There's some tournament organizers who may rule to allow it, but I think most people will think about how this conforms with other rules changes in the FAQ which all seem to be aimed at limiting the impact of an alpha strike.


Honestly I read it the same way as he said. Shunting is unaffected by this. What is affected are units that were deployed as reinforcements and then coming in at a later turn. It even specifies units that are deployed as reserves in the rule if I remember correctly.

Therefore, as I pointed out in the general thread, shunt should be fine along with armies that have speed in general. It makes Slaanesh more viable in the Chaos of Daemons codex. I view GKs as benefiting from the same kind of thing, suddenly they're one of the armies that have units that can get in someones face super quickly.


Are grey Knights officially dead? @ 2018/04/16 21:20:47


Post by: Inquisitor Lord Katherine


Slayer-Fan123 wrote:
 Daedalus81 wrote:
Bad news it seems:


Not that Killshot is gonna happen anymore as you needed at minimum 4 Predators to make sure you could do it once.


Yeah; I'm not sure what they were thinking.

I feel like the FAQ does nothing to address actual balance problems, and is just a knee-jerk reaction to the Flyrants thing. While I don't like it, just doing 1/detach on strong HQ's would have been a better solution.

They also seem to have just decided to write GK off as a loss; I'm kind of surprised they even remember to exempt them from the smite rule because their smites are so bad. I don't think Grey Knights are any more officially dead than they were before, but that's just because they already run afoul of so many kind of bad rules what's another hit on the head.


Are grey Knights officially dead? @ 2018/04/16 21:22:09


Post by: Daedalus81


Bharring wrote:
Dark Reaper:
1x(2/3)(2/3)(2/3)x2 = 1x16/27

So 1-rounding a Pred takes 27/16 x 11 Reapers. Or ~18 Reapers.

18 Reapers x 35 ppm is 630 points to one-round that Pred.


Their gun is flat 3 damage isn't it?


Are grey Knights officially dead? @ 2018/04/16 21:24:06


Post by: daedalus


Bharring wrote:

10 Reapers x 35 ppm is 350 points to one-round that Pred.


Previously, 10 Reapers was not a surprising number of Reapers to see. I guess we'll see how it goes now, though I think they're still very much worth taking myself.

Honestly, I think the deep strike change is going to go a long way toward making these hypothetical predators last longer, at least until deep strike plasma gets replaced with lascannon spam.


Are grey Knights officially dead? @ 2018/04/16 21:24:13


Post by: Bharring


Yeah, misremembered as a 2.

That makes it 420 points of Reapers - one of the scarier glass-cannons out there - just to kill one Pred in one round. Preds are a lot fewer points.


Are grey Knights officially dead? @ 2018/04/16 21:24:24


Post by: DarknessEternal


Bharring wrote:
Dark Reaper:
1x(2/3)(2/3)(2/3)x2 = 1x16/27

So 1-rounding a Pred takes 27/16 x 11 Reapers. Or ~18 Reapers.

18 Reapers x 35 ppm is 630 points to one-round that Pred.

Some missed math in there.

Reapers do 3 damage. So it's 13.5 Reapers or 476 points for 14. To kill a 150-190 point unit seems acceptable.


Are grey Knights officially dead? @ 2018/04/16 21:25:26


Post by: Bharring


I'm not saying Reapers vs Preds are fine. I'm just saying 476 points of Reapers is not an insignificant part of the enemy list.


Are grey Knights officially dead? @ 2018/04/16 21:26:40


Post by: DarknessEternal


Oh, then we agree. 2.5x something's cost to kill it is even generally considered not good enough across the entire game. (from the shooter's perspective that is)


Are grey Knights officially dead? @ 2018/04/16 21:30:29


Post by: Bharring


Yeah, I was surprised by how "right" the points were when they got cleaned up. Loving the nerf to Reapers - just right.

Would you agree with this point:
Part of the value of Killshot, when you bring 3 Preds, is that the opponent may need to prioritize killing one of the Preds over something else. So if you lose a Pred and not something more important on top of 1, Killshot helped you out.

?


Are grey Knights officially dead? @ 2018/04/16 21:32:50


Post by: BlackLobster


The solution to not deep striking on the first turn is deep strike on second. Simples. It makes sense that players want to have at least one turn before they get hammered in assault.


Are grey Knights officially dead? @ 2018/04/16 21:54:21


Post by: Inquisitor Lord Katherine


Bharring wrote:
Yeah, I was surprised by how "right" the points were when they got cleaned up. Loving the nerf to Reapers - just right.

Would you agree with this point:
Part of the value of Killshot, when you bring 3 Preds, is that the opponent may need to prioritize killing one of the Preds over something else. So if you lose a Pred and not something more important on top of 1, Killshot helped you out.

?


Not really.

Predators aren't cheap enough. You'd rather lose other things over your Predators.


Are grey Knights officially dead? @ 2018/04/16 21:59:38


Post by: Bharring


Of course there are things you'd rather lose. Are there things you'd rather keep than a Pred/Killshot?


Are grey Knights officially dead? @ 2018/04/16 22:03:49


Post by: Danarc


I don’t think we are dead.
But we are officially the worse army.

And gw hate us. It is clear.


Are grey Knights officially dead? @ 2018/04/16 22:04:33


Post by: Bharring


The worst army?

Worse than Orkz?
Worse than Corsairs?

Really?


Are grey Knights officially dead? @ 2018/04/16 22:06:54


Post by: Polonius


Grey Knights are almost certainly the worst codex army at this point. The almost suffered from reverse future proofing, where many of the GK special rules that were meant to prevent abuse become additionally burdensome in the context of current match play rules.

Horrible internal balance, poor stratagems, and almost army wide overpricing all hurt as well.


Are grey Knights officially dead? @ 2018/04/16 22:09:41


Post by: topaxygouroun i


Then again, half of the time you get to play first and you can killshot whether your opponent wants you to or not.

I am very seriously thinking of getting the triple predator now.


Are grey Knights officially dead? @ 2018/04/16 22:09:55


Post by: DarknessEternal


Still better than AdMech.


Are grey Knights officially dead? @ 2018/04/16 22:11:38


Post by: techsoldaten


ArmchairArbiter wrote:
Honestly I read it the same way as he said. Shunting is unaffected by this. What is affected are units that were deployed as reinforcements and then coming in at a later turn. It even specifies units that are deployed as reserves in the rule if I remember correctly.


Let's look at it closely.


TACTICAL RESERVES

Instead of being set up on the battlefield during Deployment, many units have the ability to be set up on teleportariums, in high orbit, in Reserve, etc., in order to arrive on the battlefield mid-game as reinforcements.


One could argue Tactical Reserves doesn't apply to a unit that has already been set up on the battlefield.

When setting up your army during Deployment for a matched play game, at least half the total number of units in your army must be set up on the battlefield, and the combined Power Ratings of all the units you set up on the battlefield during Deployment (including those that are embarked within Transports that are set up on the battlefield) must be at least half of your army’s total Power Level, even if every unit in your army has an ability that would allow them to be set up elsewhere.

Furthermore, in matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the controlling player’s deployment zone (even if its ability would normally let it be set up anywhere). This does not apply to a Genestealer Cults unit that is being set up according to the Cult Ambush ability, or to units that are set up after the first battle round has begun, but before the first turn begins (such as those set up via the Forward Operatives or Strike From the Shadows Stratagems).


Okay. The first paragraph there just means you have to set up 50% of your army based on Power Level. It's not based on the number of units anymore. Fine with this.

The second paragraph, it's saying this other important part of the rule applies to [u]any unit that arrives on the battlefield during a player's first turn.[/u] It's important to note the distinction: the unit must be arriving on the battlefield from somewhere else that allows it to be set up mid-game as reinforcements. It's not necessarily talking about units that have already been set up on the battlefield.

One could argue this part does not apply to a unit that has already been set up on the battlefield. Gate of Infinity happens after the unit has already arrived on the battlefield, despite the language about removing it and setting it up. It is arriving on the battlefield again, but not from some other place where it was set up.

Not saying this is the only interpretation, but that it could be argued that way.

Finally, any unit that has not arrived on the battlefield by the end of the third battle round in a matched play game counts as having been destroyed.


This final piece makes me think this interpretation is the correct one. If a unit becomes REINFORCEMENTS when it is removed from the battlefield using Gate of Infinity, that unit would automatically be destroyed after turn 3. I don't think that's RAI, why would GOI stop working after turn 3?

I get it that GW is trying to blunt the impact of alpha strikes. I don't think GoI really runs counter to that, you can only use it once per turn in matched play and it affects a single unit.


Are grey Knights officially dead? @ 2018/04/16 22:20:16


Post by: Leo_the_Rat


Can those of you who wish to discuss killshot take it to another thread? In case you weren't aware of it GKs don't have predators or killshot.


Are grey Knights officially dead? @ 2018/04/16 22:24:00


Post by: ArmchairArbiter


 techsoldaten wrote:
ArmchairArbiter wrote:
Honestly I read it the same way as he said. Shunting is unaffected by this. What is affected are units that were deployed as reinforcements and then coming in at a later turn. It even specifies units that are deployed as reserves in the rule if I remember correctly.


Let's look at it closely.


TACTICAL RESERVES

Instead of being set up on the battlefield during Deployment, many units have the ability to be set up on teleportariums, in high orbit, in Reserve, etc., in order to arrive on the battlefield mid-game as reinforcements.


One could argue Tactical Reserves doesn't apply to a unit that has already been set up on the battlefield.

When setting up your army during Deployment for a matched play game, at least half the total number of units in your army must be set up on the battlefield, and the combined Power Ratings of all the units you set up on the battlefield during Deployment (including those that are embarked within Transports that are set up on the battlefield) must be at least half of your army’s total Power Level, even if every unit in your army has an ability that would allow them to be set up elsewhere.

Furthermore, in matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the controlling player’s deployment zone (even if its ability would normally let it be set up anywhere). This does not apply to a Genestealer Cults unit that is being set up according to the Cult Ambush ability, or to units that are set up after the first battle round has begun, but before the first turn begins (such as those set up via the Forward Operatives or Strike From the Shadows Stratagems).


Okay. The first paragraph there just means you have to set up 50% of your army based on Power Level. It's not based on the number of units anymore. Fine with this.

The second paragraph, it's saying this other important part of the rule applies to [u]any unit that arrives on the battlefield during a player's first turn.[/u] It's important to note the distinction: the unit must be arriving on the battlefield from somewhere else that allows it to be set up mid-game as reinforcements. It's not necessarily talking about units that have already been set up on the battlefield.

One could argue this part does not apply to a unit that has already been set up on the battlefield. Gate of Infinity happens after the unit has already arrived on the battlefield, despite the language about removing it and setting it up. It is arriving on the battlefield again, but not from some other place where it was set up.

Not saying this is the only interpretation, but that it could be argued that way.

Finally, any unit that has not arrived on the battlefield by the end of the third battle round in a matched play game counts as having been destroyed.


This final piece makes me think this interpretation is the correct one. If a unit becomes REINFORCEMENTS when it is removed from the battlefield using Gate of Infinity, that unit would automatically be destroyed after turn 3. I don't think that's RAI, why would GOI stop working after turn 3?

I get it that GW is trying to blunt the impact of alpha strikes. I don't think GoI really runs counter to that, you can only use it once per turn in matched play and it affects a single unit.


I see the other side of the argument you're giving in the middle there but from a spirit of the game perspective it doesn't make sense. I realize you agreed with me (I think?) but it just irks me that people try to nitpick rules like this when they obviously go against the spirit of what is intended. When I read the GOI rule or shunt it's meant to be an example within the rule for how they are moving/interacting in the game when it references "Like deep strike". They aren't literally redeploying as reserves. Otherwise you're correct, they would be destroyed by using GOI if they used it on turn 4... which is simply a ludicrous thing to do. Therefore I think GK might actually be OK with this new deep strike rule, as I said before.

I don't play Grey Knights by the way. I just thought I'd poke into the thread and give an opinion for what I would view as the intention and maybe soothe some of the butt hurt I've seen.


Are grey Knights officially dead? @ 2018/04/16 22:26:18


Post by: Audustum


 techsoldaten wrote:
ArmchairArbiter wrote:
Honestly I read it the same way as he said. Shunting is unaffected by this. What is affected are units that were deployed as reinforcements and then coming in at a later turn. It even specifies units that are deployed as reserves in the rule if I remember correctly.


Let's look at it closely.


TACTICAL RESERVES

Instead of being set up on the battlefield during Deployment, many units have the ability to be set up on teleportariums, in high orbit, in Reserve, etc., in order to arrive on the battlefield mid-game as reinforcements.


One could argue Tactical Reserves doesn't apply to a unit that has already been set up on the battlefield.

When setting up your army during Deployment for a matched play game, at least half the total number of units in your army must be set up on the battlefield, and the combined Power Ratings of all the units you set up on the battlefield during Deployment (including those that are embarked within Transports that are set up on the battlefield) must be at least half of your army’s total Power Level, even if every unit in your army has an ability that would allow them to be set up elsewhere.

Furthermore, in matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the controlling player’s deployment zone (even if its ability would normally let it be set up anywhere). This does not apply to a Genestealer Cults unit that is being set up according to the Cult Ambush ability, or to units that are set up after the first battle round has begun, but before the first turn begins (such as those set up via the Forward Operatives or Strike From the Shadows Stratagems).


Okay. The first paragraph there just means you have to set up 50% of your army based on Power Level. It's not based on the number of units anymore. Fine with this.

The second paragraph, it's saying this other important part of the rule applies to [u]any unit that arrives on the battlefield during a player's first turn.[/u] It's important to note the distinction: the unit must be arriving on the battlefield from somewhere else that allows it to be set up mid-game as reinforcements. It's not necessarily talking about units that have already been set up on the battlefield.

One could argue this part does not apply to a unit that has already been set up on the battlefield. Gate of Infinity happens after the unit has already arrived on the battlefield, despite the language about removing it and setting it up. It is arriving on the battlefield again, but not from some other place where it was set up.

Not saying this is the only interpretation, but that it could be argued that way.

Finally, any unit that has not arrived on the battlefield by the end of the third battle round in a matched play game counts as having been destroyed.


This final piece makes me think this interpretation is the correct one. If a unit becomes REINFORCEMENTS when it is removed from the battlefield using Gate of Infinity, that unit would automatically be destroyed after turn 3. I don't think that's RAI, why would GOI stop working after turn 3?

I get it that GW is trying to blunt the impact of alpha strikes. I don't think GoI really runs counter to that, you can only use it once per turn in matched play and it affects a single unit.


You're all looking at the wrong one. Tactical Reserves aren't part of this. Reinforcements is the rule you want.

Also note that you can use Ausoex Scan and Forewarned on Gate of Infinity arrivals.


Automatically Appended Next Post:
ArmchairArbiter wrote:
 techsoldaten wrote:
ArmchairArbiter wrote:
Honestly I read it the same way as he said. Shunting is unaffected by this. What is affected are units that were deployed as reinforcements and then coming in at a later turn. It even specifies units that are deployed as reserves in the rule if I remember correctly.


Let's look at it closely.


TACTICAL RESERVES

Instead of being set up on the battlefield during Deployment, many units have the ability to be set up on teleportariums, in high orbit, in Reserve, etc., in order to arrive on the battlefield mid-game as reinforcements.


One could argue Tactical Reserves doesn't apply to a unit that has already been set up on the battlefield.

When setting up your army during Deployment for a matched play game, at least half the total number of units in your army must be set up on the battlefield, and the combined Power Ratings of all the units you set up on the battlefield during Deployment (including those that are embarked within Transports that are set up on the battlefield) must be at least half of your army’s total Power Level, even if every unit in your army has an ability that would allow them to be set up elsewhere.

Furthermore, in matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the controlling player’s deployment zone (even if its ability would normally let it be set up anywhere). This does not apply to a Genestealer Cults unit that is being set up according to the Cult Ambush ability, or to units that are set up after the first battle round has begun, but before the first turn begins (such as those set up via the Forward Operatives or Strike From the Shadows Stratagems).


Okay. The first paragraph there just means you have to set up 50% of your army based on Power Level. It's not based on the number of units anymore. Fine with this.

The second paragraph, it's saying this other important part of the rule applies to [u]any unit that arrives on the battlefield during a player's first turn.[/u] It's important to note the distinction: the unit must be arriving on the battlefield from somewhere else that allows it to be set up mid-game as reinforcements. It's not necessarily talking about units that have already been set up on the battlefield.

One could argue this part does not apply to a unit that has already been set up on the battlefield. Gate of Infinity happens after the unit has already arrived on the battlefield, despite the language about removing it and setting it up. It is arriving on the battlefield again, but not from some other place where it was set up.

Not saying this is the only interpretation, but that it could be argued that way.

Finally, any unit that has not arrived on the battlefield by the end of the third battle round in a matched play game counts as having been destroyed.


This final piece makes me think this interpretation is the correct one. If a unit becomes REINFORCEMENTS when it is removed from the battlefield using Gate of Infinity, that unit would automatically be destroyed after turn 3. I don't think that's RAI, why would GOI stop working after turn 3?

I get it that GW is trying to blunt the impact of alpha strikes. I don't think GoI really runs counter to that, you can only use it once per turn in matched play and it affects a single unit.


I see the other side of the argument you're giving in the middle there but from a spirit of the game perspective it doesn't make sense. I realize you agreed with me (I think?) but it just irks me that people try to nitpick rules like this when they obviously go against the spirit of what is intended. When I read the GOI rule or shunt it's meant to be an example within the rule for how they are moving/interacting in the game when it references "Like deep strike". They aren't literally redeploying as reserves. Otherwise you're correct, they would be destroyed by using GOI if they used it on turn 4... which is simply a ludicrous thing to do. Therefore I think GK might actually be OK with this new deep strike rule, as I said before.

I don't play Grey Knights by the way. I just thought I'd poke into the thread and give an opinion for what I would view as the intention and maybe soothe some of the butt hurt I've seen.


Tactical Reserves =/= Reinforcements all the time. The spirit of the rules is that stuff like GoI and Da Jump get effected by things which impact reinforcements(they even specifically FAQ'd to say this in at least one case). So this should hold too.


Are grey Knights officially dead? @ 2018/04/16 22:29:58


Post by: Marmatag


Why is it when people math out Dark Reapers, they don't look at all of the synergy they have that makes them good?

-1 to hit
shoot twice
guide

etc...

And of course even if it takes more points to kill that first predator, it's a nobrainer because you're eliminating the REASON that 3 predators were brought in the first place. I mean seriously folks... Killing 1 predator out of 3 does way more than just remove 1 predator worth of points.


Of course none of this matters because Grey Knights don't even have access to predators, do they? If they did, Grey Knights predators would actually be pretty solid, considering they have astral aim, and gate of infinity to reposition them.


Are grey Knights officially dead? @ 2018/04/16 22:35:47


Post by: Quickjager


WHAT THE feth IS THIS CRAP. WHO THE feth DESIGNED OUR ARMY.

I can't do anything but ask that anyone reading this actually send an email to GW to complain about the horrible state of the game for certain factions.


Are grey Knights officially dead? @ 2018/04/16 22:40:55


Post by: Audustum


 Quickjager wrote:
WHAT THE feth IS THIS CRAP. WHO THE feth DESIGNED OUR ARMY.

I can't do anything but ask that anyone reading this actually send an email to GW to complain about the horrible state of the game for certain factions.


I knew an important GK reaction was missing but I couldn't put my finger on it.

Here it is.


Are grey Knights officially dead? @ 2018/04/16 22:42:26


Post by: Crimson Devil


tneva82 wrote:
 Crimson Devil wrote:
They can still ally easily into an Imperium army. All you have to do is make a pure GK detachment of them.


Assuming you don't play with TFG. As usual GW's usual sloppy writing results in rule that could easily be read as every detachment needs to share keyword(imperium not usable). So GW's FAQ needs a FAQ.


No it really doesn't. You're letting your rage color your understanding.

And to be honest if you play against TFGs, than you deserve what you get.


Are grey Knights officially dead? @ 2018/04/16 22:52:54


Post by: blackmage


and not only you cant DS everywhere turn one but you cant also use anymore powers like warptime to move as page 5 handbook FAQ states


Are grey Knights officially dead? @ 2018/04/16 22:54:16


Post by: ArmchairArbiter


Audustum wrote:
Spoiler:
 techsoldaten wrote:
ArmchairArbiter wrote:
Honestly I read it the same way as he said. Shunting is unaffected by this. What is affected are units that were deployed as reinforcements and then coming in at a later turn. It even specifies units that are deployed as reserves in the rule if I remember correctly.


Let's look at it closely.


TACTICAL RESERVES

Instead of being set up on the battlefield during Deployment, many units have the ability to be set up on teleportariums, in high orbit, in Reserve, etc., in order to arrive on the battlefield mid-game as reinforcements.


One could argue Tactical Reserves doesn't apply to a unit that has already been set up on the battlefield.

When setting up your army during Deployment for a matched play game, at least half the total number of units in your army must be set up on the battlefield, and the combined Power Ratings of all the units you set up on the battlefield during Deployment (including those that are embarked within Transports that are set up on the battlefield) must be at least half of your army’s total Power Level, even if every unit in your army has an ability that would allow them to be set up elsewhere.

Furthermore, in matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the controlling player’s deployment zone (even if its ability would normally let it be set up anywhere). This does not apply to a Genestealer Cults unit that is being set up according to the Cult Ambush ability, or to units that are set up after the first battle round has begun, but before the first turn begins (such as those set up via the Forward Operatives or Strike From the Shadows Stratagems).


Okay. The first paragraph there just means you have to set up 50% of your army based on Power Level. It's not based on the number of units anymore. Fine with this.

The second paragraph, it's saying this other important part of the rule applies to [u]any unit that arrives on the battlefield during a player's first turn.[/u] It's important to note the distinction: the unit must be arriving on the battlefield from somewhere else that allows it to be set up mid-game as reinforcements. It's not necessarily talking about units that have already been set up on the battlefield.

One could argue this part does not apply to a unit that has already been set up on the battlefield. Gate of Infinity happens after the unit has already arrived on the battlefield, despite the language about removing it and setting it up. It is arriving on the battlefield again, but not from some other place where it was set up.

Not saying this is the only interpretation, but that it could be argued that way.

Finally, any unit that has not arrived on the battlefield by the end of the third battle round in a matched play game counts as having been destroyed.


This final piece makes me think this interpretation is the correct one. If a unit becomes REINFORCEMENTS when it is removed from the battlefield using Gate of Infinity, that unit would automatically be destroyed after turn 3. I don't think that's RAI, why would GOI stop working after turn 3?

I get it that GW is trying to blunt the impact of alpha strikes. I don't think GoI really runs counter to that, you can only use it once per turn in matched play and it affects a single unit.


You're all looking at the wrong one. Tactical Reserves aren't part of this. Reinforcements is the rule you want.

Also note that you can use Ausoex Scan and Forewarned on Gate of Infinity arrivals.


Automatically Appended Next Post:
ArmchairArbiter wrote:
 techsoldaten wrote:
ArmchairArbiter wrote:
Honestly I read it the same way as he said. Shunting is unaffected by this. What is affected are units that were deployed as reinforcements and then coming in at a later turn. It even specifies units that are deployed as reserves in the rule if I remember correctly.


Let's look at it closely.


TACTICAL RESERVES

Instead of being set up on the battlefield during Deployment, many units have the ability to be set up on teleportariums, in high orbit, in Reserve, etc., in order to arrive on the battlefield mid-game as reinforcements.


One could argue Tactical Reserves doesn't apply to a unit that has already been set up on the battlefield.

When setting up your army during Deployment for a matched play game, at least half the total number of units in your army must be set up on the battlefield, and the combined Power Ratings of all the units you set up on the battlefield during Deployment (including those that are embarked within Transports that are set up on the battlefield) must be at least half of your army’s total Power Level, even if every unit in your army has an ability that would allow them to be set up elsewhere.

Furthermore, in matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the controlling player’s deployment zone (even if its ability would normally let it be set up anywhere). This does not apply to a Genestealer Cults unit that is being set up according to the Cult Ambush ability, or to units that are set up after the first battle round has begun, but before the first turn begins (such as those set up via the Forward Operatives or Strike From the Shadows Stratagems).


Okay. The first paragraph there just means you have to set up 50% of your army based on Power Level. It's not based on the number of units anymore. Fine with this.

The second paragraph, it's saying this other important part of the rule applies to [u]any unit that arrives on the battlefield during a player's first turn.[/u] It's important to note the distinction: the unit must be arriving on the battlefield from somewhere else that allows it to be set up mid-game as reinforcements. It's not necessarily talking about units that have already been set up on the battlefield.

One could argue this part does not apply to a unit that has already been set up on the battlefield. Gate of Infinity happens after the unit has already arrived on the battlefield, despite the language about removing it and setting it up. It is arriving on the battlefield again, but not from some other place where it was set up.

Not saying this is the only interpretation, but that it could be argued that way.

Finally, any unit that has not arrived on the battlefield by the end of the third battle round in a matched play game counts as having been destroyed.


This final piece makes me think this interpretation is the correct one. If a unit becomes REINFORCEMENTS when it is removed from the battlefield using Gate of Infinity, that unit would automatically be destroyed after turn 3. I don't think that's RAI, why would GOI stop working after turn 3?

I get it that GW is trying to blunt the impact of alpha strikes. I don't think GoI really runs counter to that, you can only use it once per turn in matched play and it affects a single unit.


I see the other side of the argument you're giving in the middle there but from a spirit of the game perspective it doesn't make sense. I realize you agreed with me (I think?) but it just irks me that people try to nitpick rules like this when they obviously go against the spirit of what is intended. When I read the GOI rule or shunt it's meant to be an example within the rule for how they are moving/interacting in the game when it references "Like deep strike". They aren't literally redeploying as reserves. Otherwise you're correct, they would be destroyed by using GOI if they used it on turn 4... which is simply a ludicrous thing to do. Therefore I think GK might actually be OK with this new deep strike rule, as I said before.

I don't play Grey Knights by the way. I just thought I'd poke into the thread and give an opinion for what I would view as the intention and maybe soothe some of the butt hurt I've seen.


Tactical Reserves =/= Reinforcements all the time. The spirit of the rules is that stuff like GoI and Da Jump get effected by things which impact reinforcements(they even specifically FAQ'd to say this in at least one case). So this should hold too.


I just take that to mean those special rules get to interact with them as if they were performing that action. They are rules designed to counter something appearing right in front of you, therefore they get to do so against rules that follow a similar pattern?

I guess we'll have to have another clarification from them but I hold to my interpretation that it wouldn't impact GOI, Shunts or Da Jump.


Are grey Knights officially dead? @ 2018/04/16 22:57:24


Post by: grouchoben


Yes, they are.


Are grey Knights officially dead? @ 2018/04/16 22:58:36


Post by: ArmchairArbiter


 blackmage wrote:
and not only you cant DS everywhere turn one but you cant also use anymore powers like warptime to move as page 5 handbook FAQ states


To clairfy, you mean you can't use it on reinforcements/deep striking units correct? Because that's how I read what you're referencing. That seems to be a fair change.


Are grey Knights officially dead? @ 2018/04/16 23:07:09


Post by: Galas


Man, I have become Iberian Ham with all this salt on Dakkadakka


Are grey Knights officially dead? @ 2018/04/16 23:22:31


Post by: Quickjager


You know Iberian ham is only in salt for like 2 weeks yea?


Are grey Knights officially dead? @ 2018/04/16 23:24:20


Post by: Galas


 Quickjager wrote:
You know Iberian ham is only in salt for like 2 weeks yea?


Not, it doesnt, the minimun is 40 days and the maximun is two months based in the amount of fat the piece has, but I was trying to use a classic salty spanish food for the metaphor that everyone would know.

I know you are pissed but pay it with GW not with me.


Are grey Knights officially dead? @ 2018/04/16 23:32:51


Post by: Quickjager


Then we can get a bit more original like.

Do you know what the Dead Sea and Grey Knight threads don't have in common? Grey Knight threads actually have life in them.


Are grey Knights officially dead? @ 2018/04/17 03:54:21


Post by: Jaxler


 BlackLobster wrote:
The solution to not deep striking on the first turn is deep strike on second. Simples. It makes sense that players want to have at least one turn before they get hammered in assault.


"hammered in assault" it's almost like if they wanted to counter that, they could use bubble wrap, smart positioning, or just shoot the CC unit after it fails to make it points back in one turn of close combat. Also, deep striking turn two as grey knights is the equivalent of basically letting your army get cleaned off the table turn one so that you don't make it to turn two.


Are grey Knights officially dead? @ 2018/04/17 05:05:20


Post by: greyknight12


 Jaxler wrote:
 BlackLobster wrote:
The solution to not deep striking on the first turn is deep strike on second. Simples. It makes sense that players want to have at least one turn before they get hammered in assault.


"hammered in assault" it's almost like if they wanted to counter that, they could use bubble wrap, smart positioning, or just shoot the CC unit after it fails to make it points back in one turn of close combat. Also, deep striking turn two as grey knights is the equivalent of basically letting your army get cleaned off the table turn one so that you don't make it to turn two.

How about players who want to get in at least one turn before getting SHOT OFF THE TABLE? Cause last I looked, gunline alpha strikes were a problem long before a blood angel captain could charge turn 1...and still are a problem.


Are grey Knights officially dead? @ 2018/04/17 05:32:51


Post by: tneva82


Bharring wrote:
For most armies, it takes a greater proportion of their army to drop 1 Pred than the proportion of the army it takes to take one pred. By a reasonably large margin. Preds aren't glass-canon.


I lose leman russ or two turn 1 pretty much every game. Now remind me. Was leman russ tougher or soften than predator?

If enemy has firepower to take out leman russ or two in T1 what chance do you think I would give predator to survive?


Automatically Appended Next Post:
 Crimson Devil wrote:
tneva82 wrote:
 Crimson Devil wrote:
They can still ally easily into an Imperium army. All you have to do is make a pure GK detachment of them.


Assuming you don't play with TFG. As usual GW's usual sloppy writing results in rule that could easily be read as every detachment needs to share keyword(imperium not usable). So GW's FAQ needs a FAQ.


No it really doesn't. You're letting your rage color your understanding.

And to be honest if you play against TFGs, than you deserve what you get.


Read it again. I have already seen that interpretation by several peoples. GW being GW...

And out of us you are the one in rage


Are grey Knights officially dead? @ 2018/04/17 07:13:52


Post by: Red__Thirst


Similar but slightly different option from the resident Blood Angels player.

The On Wings of Fire stratagem does work turn 1, and operates identically as GoI, with the stipulation that its a stratagem and requires the target unit have Jump Packs of course.

You move a unit that was already set up and place it anywhere on the battlefield outside of 9" from the enemy at the end of the movement phase.

This works the same in the beta rules because you're not placing the unit into reserves, but moving it in the movement phase.

Gate of Infinity seems to be the same only you're moving in the Psychic phase instead. At least that's my understanding.

Offering my thoughts. Take it easy.

-Red__Thirst-


Are grey Knights officially dead? @ 2018/04/17 07:16:15


Post by: Slayer-Fan123


 Inquisitor Lord Katherine wrote:
Bharring wrote:
Yeah, I was surprised by how "right" the points were when they got cleaned up. Loving the nerf to Reapers - just right.

Would you agree with this point:
Part of the value of Killshot, when you bring 3 Preds, is that the opponent may need to prioritize killing one of the Preds over something else. So if you lose a Pred and not something more important on top of 1, Killshot helped you out.

?


Not really.

Predators aren't cheap enough. You'd rather lose other things over your Predators.

Not that Bharring cares as the precious Prisms are still safe because you'd need to kill TWO of them rather than JUST one to make the Strategem go kaput. You know, the Strategem that's better than Killshot in the first place!


Are grey Knights officially dead? @ 2018/04/17 07:26:54


Post by: tneva82


 Red__Thirst wrote:
Similar but slightly different option from the resident Blood Angels player.

The On Wings of Fire stratagem does work turn 1, and operates identically as GoI, with the stipulation that its a stratagem and requires the target unit have Jump Packs of course.

You move a unit that was already set up and place it anywhere on the battlefield outside of 9" from the enemy at the end of the movement phase.

This works the same in the beta rules because you're not placing the unit into reserves, but moving it in the movement phase.

Gate of Infinity seems to be the same only you're moving in the Psychic phase instead. At least that's my understanding.

Offering my thoughts. Take it easy.

-Red__Thirst-


What's wording? Orks Da Jump says "remove from battlefield and then SET IT UP on the battlefield.

If identical no wings, no GK jump. If different then gee orks got shafted by having our da jump removed from T1 use while GK/blood angels don't.


Are grey Knights officially dead? @ 2018/04/17 07:35:31


Post by: The Custodian


These beta rules for deep strikes could mean gk demise.
We heavily relied on those turn one well placed charges as we haven’t got a good long range weapon( we have those in common with space marines but most of them have suffered because of how they used them) and because we should be a surgical elite army (similar to custodes but squishy)


Are grey Knights officially dead? @ 2018/04/17 07:59:41


Post by: Red__Thirst


It's Upon Wings of Fire, correction on the name, and also it's not at the end of the movement phase, but before moving a jump pack unit on the table.
Here's the exact wording:



Gate of infinity has a similar wording regarding being set up.

Here's the new deployment rules from the Community page.



Now a couple of key things to note here.

In the second paragraph it specifically notes the unit as Arriving on the tabletop and deploying those units (not setting up, deploying), meaning they have not been placed on the tabletop previously as units using GoI or Upon Wings of Fire both must be to use the psychic power or stratagem.

Also, the statement regarding the third paragraph noting that any units not deployed from reserve by the end of turn 3 are destroyed, and if using GoI or UWoF stratagem places units in reserve as some argue it would mean they are destroyed immediately if either is used. That's pants-on-head stupid if you're arguing that. They're abilities that allow for limited (one unit) additional movement and don't violate the new beta rule.

An example using the UWoF Strat.

-I use Forlorn Fury stratagem before the first turn of the game starts to move+advance my Death Company across the board. Then the game starts and the DC move a second time, landing within ~6" of an enemy unit.
-I then, in my movement phase prior to moving the model, use the Upon Wings of Fire stratagem to pick up my Lemartes model that had been deployed already and place it within 6" of the Death Company that already moved previously in the movement phase and also keep the model outside of 9" of any enemy models as well.

This does not violate the beta rules. Gate of infinity doesn't either. You can only target a single unit with it.

Just my view on it. Take it easy.

-Red__Thirst-




Are grey Knights officially dead? @ 2018/04/17 08:36:22


Post by: The Custodian


 Red__Thirst wrote:
It's Upon Wings of Fire, correction on the name, and also it's not at the end of the movement phase, but before moving a jump pack unit on the table.
Here's the exact wording:



Gate of infinity has a similar wording regarding being set up.

Here's the new deployment rules from the Community page.



Now a couple of key things to note here.

In the second paragraph it specifically notes the unit as Arriving on the tabletop and deploying those units (not setting up, deploying), meaning they have not been placed on the tabletop previously as units using GoI or Upon Wings of Fire both must be to use the psychic power or stratagem.

Also, the statement regarding the third paragraph noting that any units not deployed from reserve by the end of turn 3 are destroyed, and if using GoI or UWoF stratagem places units in reserve as some argue it would mean they are destroyed immediately if either is used. That's pants-on-head stupid if you're arguing that. They're abilities that allow for limited (one unit) additional movement and don't violate the new beta rule.

An example using the UWoF Strat.

-I use Forlorn Fury stratagem before the first turn of the game starts to move+advance my Death Company across the board. Then the game starts and the DC move a second time, landing within ~6" of an enemy unit.
-I then, in my movement phase prior to moving the model, use the Upon Wings of Fire stratagem to pick up my Lemartes model that had been deployed already and place it within 6" of the Death Company that already moved previously in the movement phase and also keep the model outside of 9" of any enemy models as well.

This does not violate the beta rules. Gate of infinity doesn't either. You can only target a single unit with it.

Just my view on it. Take it easy.

-Red__Thirst-




The only problem with it is that with only one unit going up the table that unit will problem be dead by the end of the opponent turn( unless you are advancing a unit so worthless that it doesn’t metter, which is highly unlikely)


Are grey Knights officially dead? @ 2018/04/17 09:07:44


Post by: kadeton


This is the big problem for the "UWoF/GoI/Da Jump isn't reinforcements" argument, from p. 6 of the Rulebook FAQ:

Q: If a unit uses a rule that removes them from the battlefield and then sets them up again, such as the Teleport Homer ability or the Gate of Infinity psychic power, does that unit count as having moved for the purposes of moving and firing Heavy weapons?
A: Yes. Treat such units as if they are arriving on the battlefield as reinforcements.

Emphasis mine. Seems pretty cut-and-dried, sadly.


Are grey Knights officially dead? @ 2018/04/17 11:11:20


Post by: Red__Thirst


"As if they are" and actually are, these are two very different things.

"As if they are" allows for stratagems like Ausex Scan or similar abilities to interact with the unit unit being teleported/moved on the tabletop. It doesn't mean they go into Reserves/Reinforcements.

Just my opinion. Take it easy.

-Red__Thirst-.


Are grey Knights officially dead? @ 2018/04/17 12:53:40


Post by: kadeton


How would you go about making a case for them not being treated exactly the same as a unit arriving as reinforcements? What criteria would you use to determine the ways in which they are treated the same (e.g. Auspex Scan), and the ways in which they are treated differently (e.g. not restricted to the deployment zone)?

I don't think they actually go into reserves either - but the rule requires that you treat them as though that's what's happening. I don't really see how you can pick and choose which "arriving as reinforcements" rules you apply and which you don't.


Are grey Knights officially dead? @ 2018/04/17 13:27:05


Post by: Bharring


If you want to continue talking about Preds - especially Preds vs Prisms - you should really start a new thread.

Something like 'Do you need 4+ Preds to get any value out of Killshot' was the original question.

(I actually own only 1 Prism, because I find players enjoy the "One box of anything but troops/transports" army list more than "Spam this one thing plus tax". Same reason I only own 1 Pred. But lots of Tacs, Rhinos, and Razorbacks.)


Are grey Knights officially dead? @ 2018/04/17 13:49:15


Post by: Freezerassasin


 kadeton wrote:
How would you go about making a case for them not being treated exactly the same as a unit arriving as reinforcements? What criteria would you use to determine the ways in which they are treated the same (e.g. Auspex Scan), and the ways in which they are treated differently (e.g. not restricted to the deployment zone)?

I don't think they actually go into reserves either - but the rule requires that you treat them as though that's what's happening. I don't really see how you can pick and choose which "arriving as reinforcements" rules you apply and which you don't.


There is precedence that the word " arrives" refers to the first time a unit is set up on the battlefield in regards to the Tactical Reserves rule:

Q: If, in a matched play game, I use the Swooping Hawk’s
Skyleap ability to remove the unit from the battlefield during the
third or subsequent battle round, does the Tactical Reserves rule
mean they count as destroyed?
A: No. The unit must already have arrived on the
battlefield before the end of the third battle round in
order to be able to use the Skyleap ability.
However, if the unit used its Children of Baharroth
ability to set up in the skies during deployment, and it
had not arrived by the end of third battle round, then it
would count as destroyed in a matched play game due to
the Tactical Reserves rule.

That is from the FAQ for Index: Xenos 1. So there appears to be a state already that does not use all the reinforcement rules even for units that sped more than a few seconds off the table. The use of the word "arrives" in the beta rules seems to be important, and that FAQ answer shows that a unit has already arrived on the battlefield as long as they have been deployed previously. That is what would have happened in the case of GoI or Shunt.


Are grey Knights officially dead? @ 2018/04/17 13:50:46


Post by: Bharring


But that's for knife-ears. Obviously, for IOM, the rules are auto-destroyed!

(Kidding - great find, thanks!)


Are grey Knights officially dead? @ 2018/04/17 14:01:37


Post by: kadeton


That's a rule about being destroyed after Turn 3. That doesn't apply to a unit that you relocate... but you still have to treat them as arriving from reinforcements every time you relocate them. Just like you'd treat the Swooping Hawks as arriving from reinforcements when you place them back on the table.

Editing, because this is becoming a really common conflation: A unit that's relocated doesn't go into reserves! It doesn't have to worry about being destroyed after turn 3, because it's not in reserves. It just has to follow all the same rules and restrictions as a unit arriving from reserves when you put it back on the table.


Are grey Knights officially dead? @ 2018/04/17 14:02:49


Post by: GuardStrider


I will be using that interpretation, makes sense specially because it would be idiotic GoI and Interceptor shunts being only usable on turn 2.
Rebasing my lists around inceptors now with GoI GMDK


Are grey Knights officially dead? @ 2018/04/17 15:48:03


Post by: Audustum


Freezerassasin wrote:
 kadeton wrote:
How would you go about making a case for them not being treated exactly the same as a unit arriving as reinforcements? What criteria would you use to determine the ways in which they are treated the same (e.g. Auspex Scan), and the ways in which they are treated differently (e.g. not restricted to the deployment zone)?

I don't think they actually go into reserves either - but the rule requires that you treat them as though that's what's happening. I don't really see how you can pick and choose which "arriving as reinforcements" rules you apply and which you don't.


There is precedence that the word " arrives" refers to the first time a unit is set up on the battlefield in regards to the Tactical Reserves rule:

Q: If, in a matched play game, I use the Swooping Hawk’s
Skyleap ability to remove the unit from the battlefield during the
third or subsequent battle round, does the Tactical Reserves rule
mean they count as destroyed?
A: No. The unit must already have arrived on the
battlefield before the end of the third battle round in
order to be able to use the Skyleap ability.
However, if the unit used its Children of Baharroth
ability to set up in the skies during deployment, and it
had not arrived by the end of third battle round, then it
would count as destroyed in a matched play game due to
the Tactical Reserves rule.

That is from the FAQ for Index: Xenos 1. So there appears to be a state already that does not use all the reinforcement rules even for units that sped more than a few seconds off the table. The use of the word "arrives" in the beta rules seems to be important, and that FAQ answer shows that a unit has already arrived on the battlefield as long as they have been deployed previously. That is what would have happened in the case of GoI or Shunt.


That is Tactical Reserves not Reinforcements. They are NOT the same.


Are grey Knights officially dead? @ 2018/04/17 15:50:56


Post by: Daedalus81


I'm carrying a post over from another thread to here, but it's very relevant. Thoughts?

DarthDiggler wrote:
On page 172 of my digital edition it says every GK psykers gains Brotherhood of Psykers so every single one of them, including characters, smites on a 5.

I know I’m going to get attacked for this, but just in case someone with an open mind is reading.......

I think the reason people have trouble winning with GK is because they are deep striking turn 1. Why would you deep strike when the enemy screens are still up?

GK can’t screen the enemy so no DS T1 and no movement out of DS helps GK much more than it hurts them. Your backfield will be safe T1 as long as you have LOS blocking terrain.

Horde lists took a hit with the lose of poxwalkers and Tide of Traitors only allowed to be used once. Less horde helps GK.

Shining Spears will not be able to deploy out of DS, soul burst and assault. That helps GK.

Dark Reapers are more expensive and won’t be able to Fire and Fade into a Wave Serpent. That helps GK.

Fire Raptors are 90pts more. That helps GK.

Tyrant Spam is gone. That helps GK.

GK can still charge T2 with a reroll from the Warlord trait after the enemy army has spread out. They didn’t spread out? Then who cares if you can’t DS T1.

As long as you can hide a Rhino(s) size T1 you should survive T1 and use smoke to move up, then drop on T2 freely. Remember Scions aren’t coming down T1. Obliterators aren’t coming down T1. You don’t need to come down to kill Poxwalkers before they get their abilities up.

I’m not saying you will roll up to the table with GK and sleepwalk through 5 wins, but the competitive separation has definitely been shrunk because of what other armies can’t do anymore.



Are grey Knights officially dead? @ 2018/04/17 15:53:57


Post by: Pancakey


fe40k wrote:
Grey Knights aren't dead; 40k is dead.

It's that simple - go Astra Militarum gunline, or go home.


And in less than 12 months with a FULL RESET.

THIS IS THE EDITION WE ASKED FOR!!!!!



Automatically Appended Next Post:
 Daedalus81 wrote:
I'm carrying a post over from another thread to here, but it's very relevant. Thoughts?

DarthDiggler wrote:
On page 172 of my digital edition it says every GK psykers gains Brotherhood of Psykers so every single one of them, including characters, smites on a 5.

I know I’m going to get attacked for this, but just in case someone with an open mind is reading.......

I think the reason people have trouble winning with GK is because they are deep striking turn 1. Why would you deep strike when the enemy screens are still up?

GK can’t screen the enemy so no DS T1 and no movement out of DS helps GK much more than it hurts them. Your backfield will be safe T1 as long as you have LOS blocking terrain.

Horde lists took a hit with the lose of poxwalkers and Tide of Traitors only allowed to be used once. Less horde helps GK.

Shining Spears will not be able to deploy out of DS, soul burst and assault. That helps GK.

Dark Reapers are more expensive and won’t be able to Fire and Fade into a Wave Serpent. That helps GK.

Fire Raptors are 90pts more. That helps GK.

Tyrant Spam is gone. That helps GK.

GK can still charge T2 with a reroll from the Warlord trait after the enemy army has spread out. They didn’t spread out? Then who cares if you can’t DS T1.

As long as you can hide a Rhino(s) size T1 you should survive T1 and use smoke to move up, then drop on T2 freely. Remember Scions aren’t coming down T1. Obliterators aren’t coming down T1. You don’t need to come down to kill Poxwalkers before they get their abilities up.

I’m not saying you will roll up to the table with GK and sleepwalk through 5 wins, but the competitive separation has definitely been shrunk because of what other armies can’t do anymore.



This list is laughable. It just shows how far behind gk were but also highlights just how stupidly out of whack 8th has become in less than 12 months.


Are grey Knights officially dead? @ 2018/04/17 16:02:42


Post by: Freezerassasin


Audustum wrote:
Freezerassasin wrote:
 kadeton wrote:
How would you go about making a case for them not being treated exactly the same as a unit arriving as reinforcements? What criteria would you use to determine the ways in which they are treated the same (e.g. Auspex Scan), and the ways in which they are treated differently (e.g. not restricted to the deployment zone)?

I don't think they actually go into reserves either - but the rule requires that you treat them as though that's what's happening. I don't really see how you can pick and choose which "arriving as reinforcements" rules you apply and which you don't.


There is precedence that the word " arrives" refers to the first time a unit is set up on the battlefield in regards to the Tactical Reserves rule:

Q: If, in a matched play game, I use the Swooping Hawk’s
Skyleap ability to remove the unit from the battlefield during the
third or subsequent battle round, does the Tactical Reserves rule
mean they count as destroyed?
A: No. The unit must already have arrived on the
battlefield before the end of the third battle round in
order to be able to use the Skyleap ability.
However, if the unit used its Children of Baharroth
ability to set up in the skies during deployment, and it
had not arrived by the end of third battle round, then it
would count as destroyed in a matched play game due to
the Tactical Reserves rule.

That is from the FAQ for Index: Xenos 1. So there appears to be a state already that does not use all the reinforcement rules even for units that sped more than a few seconds off the table. The use of the word "arrives" in the beta rules seems to be important, and that FAQ answer shows that a unit has already arrived on the battlefield as long as they have been deployed previously. That is what would have happened in the case of GoI or Shunt.


That is Tactical Reserves not Reinforcements. They are NOT the same.


TACTICAL RESERVES
Instead of being set up on the battlefield during Deployment, many units have the ability to be set up on teleportariums, in high orbit, in Reserve,
etc., in order to arrive on the battlefield mid-game as reinforcements. When setting up your army during Deployment for a matched play game, at
least half the total number of units in your army must be set up on the battlefield, and the combined Power Ratings of all the units you set up on the
battlefield during Deployment (including those that are embarked within Transports that are set up on the battlefield) must be at least half of your
army’s total Power Level, even if every unit in your army has an ability that would allow them to be set up elsewhere.
Furthermore, in matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the
controlling player’s deployment zone (even if its ability would normally let it be set up anywhere). This does not apply to a Genestealer Cults
unit that is being set up according to the Cult Ambush ability, or to units that are set up after the first battle round has begun, but before the first turn
begins (such as those set up via the Forward Operatives or Strike From the Shadows Stratagems).
Finally, any unit that has not arrived on the battlefield by the end of the third battle round in a matched play game counts as having been destroyed.

The rule you are claiming stops GoI and Shunting IS the Tactical Reserve Rule. The destroyed after turn 3 and these restrictions are part of the same rule. They both refer to units arriving on the battle field. We have evidence that arriving is the first time a unit is set up on the battlefield, not everytime it is set up. This is all I need to feel comfortable that this is RAI with enough RAW support.

I won't convince you of this clearly. You can use any interpretation you want until this gets an official answer. I have emailed GW to get one, and I hope everyone else does instead of moping around or getting pointlessly angry with each other.


Are grey Knights officially dead? @ 2018/04/17 16:12:07


Post by: Audustum


Freezerassasin wrote:
Audustum wrote:
Freezerassasin wrote:
 kadeton wrote:
How would you go about making a case for them not being treated exactly the same as a unit arriving as reinforcements? What criteria would you use to determine the ways in which they are treated the same (e.g. Auspex Scan), and the ways in which they are treated differently (e.g. not restricted to the deployment zone)?

I don't think they actually go into reserves either - but the rule requires that you treat them as though that's what's happening. I don't really see how you can pick and choose which "arriving as reinforcements" rules you apply and which you don't.


There is precedence that the word " arrives" refers to the first time a unit is set up on the battlefield in regards to the Tactical Reserves rule:

Q: If, in a matched play game, I use the Swooping Hawk’s
Skyleap ability to remove the unit from the battlefield during the
third or subsequent battle round, does the Tactical Reserves rule
mean they count as destroyed?
A: No. The unit must already have arrived on the
battlefield before the end of the third battle round in
order to be able to use the Skyleap ability.
However, if the unit used its Children of Baharroth
ability to set up in the skies during deployment, and it
had not arrived by the end of third battle round, then it
would count as destroyed in a matched play game due to
the Tactical Reserves rule.

That is from the FAQ for Index: Xenos 1. So there appears to be a state already that does not use all the reinforcement rules even for units that sped more than a few seconds off the table. The use of the word "arrives" in the beta rules seems to be important, and that FAQ answer shows that a unit has already arrived on the battlefield as long as they have been deployed previously. That is what would have happened in the case of GoI or Shunt.


That is Tactical Reserves not Reinforcements. They are NOT the same.


TACTICAL RESERVES
Instead of being set up on the battlefield during Deployment, many units have the ability to be set up on teleportariums, in high orbit, in Reserve,
etc., in order to arrive on the battlefield mid-game as reinforcements. When setting up your army during Deployment for a matched play game, at
least half the total number of units in your army must be set up on the battlefield, and the combined Power Ratings of all the units you set up on the
battlefield during Deployment (including those that are embarked within Transports that are set up on the battlefield) must be at least half of your
army’s total Power Level, even if every unit in your army has an ability that would allow them to be set up elsewhere.
Furthermore, in matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the
controlling player’s deployment zone (even if its ability would normally let it be set up anywhere). This does not apply to a Genestealer Cults
unit that is being set up according to the Cult Ambush ability, or to units that are set up after the first battle round has begun, but before the first turn
begins (such as those set up via the Forward Operatives or Strike From the Shadows Stratagems).
Finally, any unit that has not arrived on the battlefield by the end of the third battle round in a matched play game counts as having been destroyed.

The rule you are claiming stops GoI and Shunting IS the Tactical Reserve Rule. The destroyed after turn 3 and these restrictions are part of the same rule. They both refer to units arriving on the battle field. We have evidence that arriving is the first time a unit is set up on the battlefield, not everytime it is set up. This is all I need to feel comfortable that this is RAI with enough RAW support.

I won't convince you of this clearly. You can use any interpretation you want until this gets an official answer. I have emailed GW to get one, and I hope everyone else does instead of moping around or getting pointlessly angry with each other.


No, no it's not the rule I'm claiming. The rule I'm claiming is on pg. 177 of the Rulebook. This is also the rule that gives you a -1 to Hit on your GMDK's after using Gate.

Many units have the ability to be set up on the battlfield mid-turn, sometimes by using teleporters, grav chutes or other, more esoteric means. Typically, this happens at the end of the Movement phase, but it can also happen during other phases. Units that are set up in this manner cannot mvoe or Advance further during the turn they arrive - their entire Movement phase is used in deploying to the battlefield - but they can otherwise act normally (shoot, charge, e.t.c.) for the rest of their turn. Units that arrive as reinforcements count as having moved in their Movement phase for all rules purposes, such as shooting Heavy weapons. Any unit that has nt arrived on the battlefield by the end f the battle counts as having been destroyed.


Are grey Knights officially dead? @ 2018/04/17 16:42:26


Post by: Lord Clinto


 Red__Thirst wrote:
It's Upon Wings of Fire, correction on the name, and also it's not at the end of the movement phase, but before moving a jump pack unit on the table.
Here's the exact wording:



Gate of infinity has a similar wording regarding being set up.

Here's the new deployment rules from the Community page.



Now a couple of key things to note here.

In the second paragraph it specifically notes the unit as Arriving on the tabletop and deploying those units (not setting up, deploying), meaning they have not been placed on the tabletop previously as units using GoI or Upon Wings of Fire both must be to use the psychic power or stratagem.

Also, the statement regarding the third paragraph noting that any units not deployed from reserve by the end of turn 3 are destroyed, and if using GoI or UWoF stratagem places units in reserve as some argue it would mean they are destroyed immediately if either is used. That's pants-on-head stupid if you're arguing that. They're abilities that allow for limited (one unit) additional movement and don't violate the new beta rule.

An example using the UWoF Strat.

-I use Forlorn Fury stratagem before the first turn of the game starts to move+advance my Death Company across the board. Then the game starts and the DC move a second time, landing within ~6" of an enemy unit.
-I then, in my movement phase prior to moving the model, use the Upon Wings of Fire stratagem to pick up my Lemartes model that had been deployed already and place it within 6" of the Death Company that already moved previously in the movement phase and also keep the model outside of 9" of any enemy models as well.

This does not violate the beta rules. Gate of infinity doesn't either. You can only target a single unit with it.

Just my view on it. Take it easy.

-Red__Thirst-




^ this

A very good interpretation of the faq rules, backed up by actual rules quotes.


Are grey Knights officially dead? @ 2018/04/17 16:44:49


Post by: Daedalus81


Pancakey wrote:


This list is laughable. It just shows how far behind gk were but also highlights just how stupidly out of whack 8th has become in less than 12 months.


k

Thanks for that useful input and repetitious comment you'll continue to sling in response to any post for the next 3 weeks.


Are grey Knights officially dead? @ 2018/04/17 16:45:54


Post by: Lord Clinto


Freezerassasin wrote:
Audustum wrote:
Freezerassasin wrote:
 kadeton wrote:
How would you go about making a case for them not being treated exactly the same as a unit arriving as reinforcements? What criteria would you use to determine the ways in which they are treated the same (e.g. Auspex Scan), and the ways in which they are treated differently (e.g. not restricted to the deployment zone)?

I don't think they actually go into reserves either - but the rule requires that you treat them as though that's what's happening. I don't really see how you can pick and choose which "arriving as reinforcements" rules you apply and which you don't.


There is precedence that the word " arrives" refers to the first time a unit is set up on the battlefield in regards to the Tactical Reserves rule:

Q: If, in a matched play game, I use the Swooping Hawk’s
Skyleap ability to remove the unit from the battlefield during the
third or subsequent battle round, does the Tactical Reserves rule
mean they count as destroyed?
A: No. The unit must already have arrived on the
battlefield before the end of the third battle round in
order to be able to use the Skyleap ability.
However, if the unit used its Children of Baharroth
ability to set up in the skies during deployment, and it
had not arrived by the end of third battle round, then it
would count as destroyed in a matched play game due to
the Tactical Reserves rule.

That is from the FAQ for Index: Xenos 1. So there appears to be a state already that does not use all the reinforcement rules even for units that sped more than a few seconds off the table. The use of the word "arrives" in the beta rules seems to be important, and that FAQ answer shows that a unit has already arrived on the battlefield as long as they have been deployed previously. That is what would have happened in the case of GoI or Shunt.


That is Tactical Reserves not Reinforcements. They are NOT the same.


TACTICAL RESERVES
Instead of being set up on the battlefield during Deployment, many units have the ability to be set up on teleportariums, in high orbit, in Reserve,
etc., in order to arrive on the battlefield mid-game as reinforcements. When setting up your army during Deployment for a matched play game, at
least half the total number of units in your army must be set up on the battlefield, and the combined Power Ratings of all the units you set up on the
battlefield during Deployment (including those that are embarked within Transports that are set up on the battlefield) must be at least half of your
army’s total Power Level, even if every unit in your army has an ability that would allow them to be set up elsewhere.
Furthermore, in matched play games, any unit that arrives on the battlefield during a player’s first turn must be deployed wholly within the
controlling player’s deployment zone (even if its ability would normally let it be set up anywhere). This does not apply to a Genestealer Cults
unit that is being set up according to the Cult Ambush ability, or to units that are set up after the first battle round has begun, but before the first turn
begins (such as those set up via the Forward Operatives or Strike From the Shadows Stratagems).
Finally, any unit that has not arrived on the battlefield by the end of the third battle round in a matched play game counts as having been destroyed.

The rule you are claiming stops GoI and Shunting IS the Tactical Reserve Rule. The destroyed after turn 3 and these restrictions are part of the same rule. They both refer to units arriving on the battle field. We have evidence that arriving is the first time a unit is set up on the battlefield, not everytime it is set up. This is all I need to feel comfortable that this is RAI with enough RAW support.

I won't convince you of this clearly. You can use any interpretation you want until this gets an official answer. I have emailed GW to get one, and I hope everyone else does instead of moping around or getting pointlessly angry with each other.


My only problem with this interpretation is the fact that in the actual faq rule it mentions units being deployed from elsewhere (teleportariums, high orbit, etc). If a unit is already deployed on the battlefield how does "Tactical Reserves" affect them?


Are grey Knights officially dead? @ 2018/04/17 17:03:56


Post by: An Actual Englishman


We have a similar discussion going on in the Ork thread.

For those who believe that Gate of Infinity or Upon Wings of Fire etc must adhere to the beta Tactical Reserves rule consider these points;

1. When embarked in a transport the units are "removed from the battlefield". Does that mean they are destroyed in turn 4 if they haven't disembarked or if they embark? Does it also mean that units can't disembark outside of their deployment zone turn 1?
2. With regards to certain FAQ answers - please be aware that these responses only relate to their particular question. You cannot and should not infer other meanings from them unless they are explicitly stated. The FAQ response around Auspex Scan for example does not prove that unit's moved by a psychic power are Tactical Reserves, only that they can be shot by Auspex Scan. The same applies to the ruling on Heavy Weapons, this only tells us how firing heavy weapons interacts with such movement and nothing else.
3. As per another question in the FAQ, if a unit has a psychic power cast on it, it must, by definition, have already arrived on the battlefield (or the power could not be cast).

GK players - keep calm and slay daemons until a clarification is made available. Anyone with a lick of common sense would allow you to use GOI to move within charge distance. GW will sort it.

Personally, I don't think GK are 'dead'. In fact I think this FAQ helped them.


Are grey Knights officially dead? @ 2018/04/17 17:06:57


Post by: GuardStrider


^ Listen to this ork, he says smart things


Are grey Knights officially dead? @ 2018/04/17 17:07:18


Post by: Marmatag


Actually you don't want to kill daemons with GK. Weaken them with GK, then kill with something other than GK. Or the daemons just come back.

Further, putting units in deep strike based on points versus model count is a disaster for GK.

This FAQ was a nail in the coffin for GK. They aren't even viable in a soup based scenario. You could bring a patrol with a GMNDK so you could Gate the GMNDK turn 1 if indeed that's how it works, but do you really want to lose 300 points just to say you did a turn 1 DS?


Are grey Knights officially dead? @ 2018/04/17 17:07:47


Post by: Leo_the_Rat


A smart greenskin? Isn't that an Orksimoron?


Are grey Knights officially dead? @ 2018/04/17 17:10:37


Post by: An Actual Englishman


Orkimedes at yerr service ladz! I gotz da squiggly bitz, da best gubbinz an all da dakka ya could eva need!


Are grey Knights officially dead? @ 2018/04/17 17:11:08


Post by: Daedalus81


 Marmatag wrote:

Further, putting units in deep strike based on points versus model count is a disaster for GK.


Maybe, but it's an overall solid change for the game.

This FAQ was a nail in the coffin for GK.


Still a little premature for that. They're not going to suddenly take #1 at a tournament, of course.


Are grey Knights officially dead? @ 2018/04/17 17:31:04


Post by: ArmchairArbiter


I concur with your analysis Red__Thirst. You articulated what I was trying to say in a much more concise and superior way lol.


Are grey Knights officially dead? @ 2018/04/17 18:30:16


Post by: LunarSol


 Marmatag wrote:
Actually you don't want to kill daemons with GK. Weaken them with GK, then kill with something other than GK. Or the daemons just come back.

Further, putting units in deep strike based on points versus model count is a disaster for GK.

This FAQ was a nail in the coffin for GK. They aren't even viable in a soup based scenario. You could bring a patrol with a GMNDK so you could Gate the GMNDK turn 1 if indeed that's how it works, but do you really want to lose 300 points just to say you did a turn 1 DS?


See, I thought the daemon strategem was the final nail in the coffin for them. If nothing else, GW has proven endlessly capable of finding new places in the coffin to practice their nail driving techniques.


Are grey Knights officially dead? @ 2018/04/18 01:41:22


Post by: kadeton


 An Actual Englishman wrote:
1. When embarked in a transport the units are "removed from the battlefield". Does that mean they are destroyed in turn 4 if they haven't disembarked or if they embark? Does it also mean that units can't disembark outside of their deployment zone turn 1?

No. Embarking in a transport is not the same as going into tactical reserves, and nothing tells you to treat it like going into tactical reserves. There's no reason to apply the tactical reserves rule to transports, or any other effect that removes units from the battlefield, unless you're specifically told to treat those units like they're going into tactical reserves.

It's worth noting that relocation effects that remove a unit and place it somewhere else are also not putting that unit into tactical reserves. All that you're told to do is apply the same restrictions when placing them. Being destroyed after turn 3 is not part of the placement restrictions.

 An Actual Englishman wrote:
2. With regards to certain FAQ answers - please be aware that these responses only relate to their particular question. You cannot and should not infer other meanings from them unless they are explicitly stated. The FAQ response around Auspex Scan for example does not prove that unit's moved by a psychic power are Tactical Reserves, only that they can be shot by Auspex Scan. The same applies to the ruling on Heavy Weapons, this only tells us how firing heavy weapons interacts with such movement and nothing else.
3. As per another question in the FAQ, if a unit has a psychic power cast on it, it must, by definition, have already arrived on the battlefield (or the power could not be cast).

I mean... do you even hear yourself? You literally just said "You cannot and should not infer other meanings from [FAQ rulings]," and then said "As per another question in the FAQ..."

So which is it? Are we referencing other questions that tell you how to treat these units in similar situations, or not? You can't just pick and choose the FAQs that you agree with to support your argument, and ignore the ones that clearly and unambiguously contradict it.


Are grey Knights officially dead? @ 2018/04/18 13:17:54


Post by: Champion of Slaanesh


Yes the ha knights are dead
Thank slaanesh for that
Even thousand sons do the GK KOB netter than the GK
Time to put the GKs in a retirement home


Are grey Knights officially dead? @ 2018/04/18 15:09:22


Post by: greyknight12


I’m sure Reece will be around soon to tell us that we just haven’t been playing the army right and this beta rule actually helps GK because other armies can’t deepstrike on us.


Are grey Knights officially dead? @ 2018/04/18 17:16:07


Post by: An Actual Englishman


 kadeton wrote:
 An Actual Englishman wrote:
1. When embarked in a transport the units are "removed from the battlefield". Does that mean they are destroyed in turn 4 if they haven't disembarked or if they embark? Does it also mean that units can't disembark outside of their deployment zone turn 1?

No. Embarking in a transport is not the same as going into tactical reserves, and nothing tells you to treat it like going into tactical reserves. There's no reason to apply the tactical reserves rule to transports, or any other effect that removes units from the battlefield, unless you're specifically told to treat those units like they're going into tactical reserves.

It's worth noting that relocation effects that remove a unit and place it somewhere else are also not putting that unit into tactical reserves. All that you're told to do is apply the same restrictions when placing them. Being destroyed after turn 3 is not part of the placement restrictions.

You treat them like tactical reserves for some rules but not others, got it. You're told to apply those rules with regards firing heavy weapons only. That's what the FAQ tells you. Nothing more.

 kadeton wrote:
 An Actual Englishman wrote:
2. With regards to certain FAQ answers - please be aware that these responses only relate to their particular question. You cannot and should not infer other meanings from them unless they are explicitly stated. The FAQ response around Auspex Scan for example does not prove that unit's moved by a psychic power are Tactical Reserves, only that they can be shot by Auspex Scan. The same applies to the ruling on Heavy Weapons, this only tells us how firing heavy weapons interacts with such movement and nothing else.
3. As per another question in the FAQ, if a unit has a psychic power cast on it, it must, by definition, have already arrived on the battlefield (or the power could not be cast).

I mean... do you even hear yourself? You literally just said "You cannot and should not infer other meanings from [FAQ rulings]," and then said "As per another question in the FAQ..."

So which is it? Are we referencing other questions that tell you how to treat these units in similar situations, or not? You can't just pick and choose the FAQs that you agree with to support your argument, and ignore the ones that clearly and unambiguously contradict it.

Well where I reference the FAQ it is in direct response to a question that explicitly and clearly answers something. I'm not inferring meaning from this and using it for something else. It quite literally says that you can only cast a power on a unit that is already on the board. I'm not taking this to mean anything but that. If a unit is on the board is it in tactical reserves? Really? I'll let you make your own mind.

Can't wait for that ruling though.


Are grey Knights officially dead? @ 2018/04/18 17:22:58


Post by: Daedalus81


 greyknight12 wrote:
I’m sure Reece will be around soon to tell us that we just haven’t been playing the army right and this beta rule actually helps GK because other armies can’t deepstrike on us.


I see Reece is the new Matt Ward. Always need that boogeyman!


Are grey Knights officially dead? @ 2018/04/18 17:31:50


Post by: KingCorpus


It's a beta rule, don't use it if you're not enjoying it.

If you don't enjoy it, email them and explain in detail.so this beta rule never come a to an official rule.

I also don't support this beta rule.


Are grey Knights officially dead? @ 2018/04/18 17:33:30


Post by: Daedalus81


 KingCorpus wrote:
It's a beta rule, don't use it if you're not enjoying it.

If you don't enjoy it, email them and explain in detail.so this beta rule never come a to an official rule.

I also don't support this beta rule.


I think it would be good to use it, get a feel for it, and then suggest tweaks. In all likelihood it is staying in one form or another.


Are grey Knights officially dead? @ 2018/04/18 18:24:18


Post by: Slayer-Fan123


 Daedalus81 wrote:
 greyknight12 wrote:
I’m sure Reece will be around soon to tell us that we just haven’t been playing the army right and this beta rule actually helps GK because other armies can’t deepstrike on us.


I see Reece is the new Matt Ward. Always need that boogeyman!

I mean the dude literally designs missions around the army he wants to play, and he directly said Grey Knights players were playing their army wrong. I'm livid FOR Grey Knights players for him being so dismissive of the problems of the codex.


Are grey Knights officially dead? @ 2018/04/18 19:13:02


Post by: Crimson Devil


 Daedalus81 wrote:
 greyknight12 wrote:
I’m sure Reece will be around soon to tell us that we just haven’t been playing the army right and this beta rule actually helps GK because other armies can’t deepstrike on us.


I see Reece is the new Matt Ward. Always need that boogeyman!



BE CAREFUL! IF YOU SAY HIS NAME THREE TIMES, HE'LL APPEAR AND NERF YOUR ARMY!


Are grey Knights officially dead? @ 2018/04/18 19:23:24


Post by: Galas


Unless you play the same army he plays, then it will be ultra OP!


Are grey Knights officially dead? @ 2018/04/18 20:20:42


Post by: Crimson Devil


Wow. Orks are gonna be ultra OP!


Are grey Knights officially dead? @ 2018/04/18 20:25:52


Post by: greyknight12


 Crimson Devil wrote:
Wow. Orks are gonna be ultra OP!

He’s previously claimed Guard is his favorite army.


Automatically Appended Next Post:
 Daedalus81 wrote:
 greyknight12 wrote:
I’m sure Reece will be around soon to tell us that we just haven’t been playing the army right and this beta rule actually helps GK because other armies can’t deepstrike on us.


I see Reece is the new Matt Ward. Always need that boogeyman!

After the beta smite rules (+1 each cast) came out he told me in another thread how GK actually got better because of that nerf, cause we won’t take as much damage from enemy smite (when every unit we have already denied it with a +1) and telling us that most of the problems GK are having are due to how they play the army.

And except for that bit of fluff about the sisters in 5th, GK players generally like Matt Ward


Are grey Knights officially dead? @ 2018/04/18 20:51:43


Post by: Crimson Devil


So he has a different opinion on how to play GKs. That is certainly a reason to hate him.


Are grey Knights officially dead? @ 2018/04/18 20:52:43


Post by: Marmatag


Slayer-Fan123 wrote:
he directly said Grey Knights players were playing their army wrong. I'm livid FOR Grey Knights players for him being so dismissive of the problems of the codex.


This is spot on. It was a really absurd set of comments he made, and pretty clearly explains why GK are absolute garbage.



Are grey Knights officially dead? @ 2018/04/18 21:26:56


Post by: Slayer-Fan123


 Crimson Devil wrote:
So he has a different opinion on how to play GKs. That is certainly a reason to hate him.

It isn't just saying he would play them different. He is saying you were playing them wrong and that allies were available to use.


Are grey Knights officially dead? @ 2018/04/18 21:41:30


Post by: Crimson Devil


Slayer-Fan123 wrote:
 Crimson Devil wrote:
So he has a different opinion on how to play GKs. That is certainly a reason to hate him.

It isn't just saying he would play them different. He is saying you were playing them wrong and that allies were available to use.


I understand that. And I also understand you all are seeking validation for hating him.


Are grey Knights officially dead? @ 2018/04/18 21:44:57


Post by: Audustum


 Crimson Devil wrote:
Slayer-Fan123 wrote:
 Crimson Devil wrote:
So he has a different opinion on how to play GKs. That is certainly a reason to hate him.

It isn't just saying he would play them different. He is saying you were playing them wrong and that allies were available to use.


I understand that. And I also understand you all are seeking validation for hating him.


Ehh, you're reaching here. His comment was worse than some people on this very forum made/make and they get flamed for theirs. He doesn't get a fire shield just for being a 40k celebrity.


Are grey Knights officially dead? @ 2018/04/18 21:48:52


Post by: Jaxler


Slayer-Fan123 wrote:
 Crimson Devil wrote:
So he has a different opinion on how to play GKs. That is certainly a reason to hate him.

It isn't just saying he would play them different. He is saying you were playing them wrong and that allies were available to use.


What happens is that as you ally on more good stuff to cover for grey Knights problems, you inevitably realize greyknights suck at everything, and at that point you might as well play guard.

Bulgrins are better paladins anyways.


Are grey Knights officially dead? @ 2018/04/18 21:50:27


Post by: Crimson Devil


I'm not giving him a pass. If you guys want to waste your time raging about it. You can join the legion of T'au conspiracy theorists, and the butthurt Blood Angels, and all the others who decided because he said something silly about your precious army he is the worst human being ever.

I think it is stupid.


Are grey Knights officially dead? @ 2018/04/18 21:51:31


Post by: Inquisitor Lord Katherine


Yeah, Grey Knights have the short end of the stick. And the end is really short.

I'm entirely curious as to how our much despised celebrity friend [are there really celebrities in 40k?] thinks the army should be played.

I'm at a loss, and there's usually something nice I can find to say about armies.


Are grey Knights officially dead? @ 2018/04/18 23:07:54


Post by: jeffersonian000


 Inquisitor Lord Katherine wrote:
Yeah, Grey Knights have the short end of the stick. And the end is really short.

I'm entirely curious as to how our much despised celebrity friend [are there really celebrities in 40k?] thinks the army should be played.

I'm at a loss, and there's usually something nice I can find to say about armies.

He said the proper way to play GK is with AM allies, and that playing pure GK lists is the “wrong way to play”. He also said that GK should not be using Smite more than once or twice a turn, as they have other more useful powers to use instead. Not sure why anyone that plays GK in 8th would not have gotten a bit pissed off at being told that their army isn’t design to be an army, it’s designed to be a flavor element to a another more useful army. That’s not only a comment on bad game design, that’s a comment on bad community support.

SJ


Are grey Knights officially dead? @ 2018/04/18 23:38:20


Post by: Slayer-Fan123


 Crimson Devil wrote:
Slayer-Fan123 wrote:
 Crimson Devil wrote:
So he has a different opinion on how to play GKs. That is certainly a reason to hate him.

It isn't just saying he would play them different. He is saying you were playing them wrong and that allies were available to use.


I understand that. And I also understand you all are seeking validation for hating him.

Go ahead and look up what he said then.

We don't NEED to look for validation. He said everything himself.


Are grey Knights officially dead? @ 2018/04/19 00:11:04


Post by: Crimson Devil



Seriously, Why does it matter?


Are grey Knights officially dead? @ 2018/04/19 00:17:52


Post by: Slayer-Fan123


 Crimson Devil wrote:

Seriously, Why does it matter?

It's a guy helping run big events with missions that cater to the army he wants to play, and then tells Grey Knights players in the Community they're playing their army wrong and to ally in an army he likes to play.


Are grey Knights officially dead? @ 2018/04/19 00:25:39


Post by: greyknight12


If you want the text of Reece's comments pre-LVO: https://www.dakkadakka.com/dakkaforum/posts/list/60/733325.page

The reason why it matters is because GW has stated that they take the input of various TOs into heavy consideration when designing the rules. Reece Robbins, as the frontman for Frontline Gaming has had inputs into the rules...we've seen suggestions from their forums/podcasts end up as rules and one could argue that FLG's contribution is the biggest since ITC is such a major ruleset and used by several larger GTs. So when someone who is in effect a "rules writer" shows an ignorance about how an army functions and that same army gets crippled by back-to-back rules changes while his/her favorite army gets an extremely fluffy and powerful codex (and now a set of FAQs that make them better) it puts them in the same boat as any selfish/ignorant GW rules writer. The difference is that they should (and claim to) know the competitive scene better than GW.

There was an infamous statement by a rules writer regarding T-sons a few editions ago: "an army with two wounds has a lot going for it" (spoiler: it didn't). Reece's comment that the smite change helped GK is on the same level.


Are grey Knights officially dead? @ 2018/04/19 00:47:38


Post by: Crimson Devil


So you're conflating his role in the process in order to validate your rage. If it was say Phil Kelley, or Alan Crudence I could sympathize with you.

You guys are blaming the equipment manager for an interception your quarterback threw.


Are grey Knights officially dead? @ 2018/04/19 00:57:11


Post by: Slayer-Fan123


 Crimson Devil wrote:
So you're conflating his role in the process in order to validate your rage. If it was say Phil Kelley, or Alan Crudence I could sympathize with you.

You guys are blaming the equipment manager for an interception your quarterback threw.

If the equipment manager was buying gak gloves or a ball you'd be able to blame them, right?


Are grey Knights officially dead? @ 2018/04/19 02:01:49


Post by: Crimson Devil


Or maybe Reece is correct and you guys just don't know how to play with your balls correctly.


Are grey Knights officially dead? @ 2018/04/19 02:55:47


Post by: Xenomancers


 Marmatag wrote:
Slayer-Fan123 wrote:
he directly said Grey Knights players were playing their army wrong. I'm livid FOR Grey Knights players for him being so dismissive of the problems of the codex.


This is spot on. It was a really absurd set of comments he made, and pretty clearly explains why GK are absolute garbage.

Does he have any sway over the GW balance team?


Are grey Knights officially dead? @ 2018/04/19 03:07:00


Post by: Audustum


 Xenomancers wrote:
 Marmatag wrote:
Slayer-Fan123 wrote:
he directly said Grey Knights players were playing their army wrong. I'm livid FOR Grey Knights players for him being so dismissive of the problems of the codex.


This is spot on. It was a really absurd set of comments he made, and pretty clearly explains why GK are absolute garbage.

Does he have any sway over the GW balance team?


All we know is he was one of the beta rules tester (that GW used to make the Indices) and might still give feedback to GW as an ongoing rules tester. I think he might've said he also made suggestions for the Astra Militarum Codex directly but I can't remember that last part.


Are grey Knights officially dead? @ 2018/04/19 03:57:36


Post by: Crimson Devil


 Xenomancers wrote:
 Marmatag wrote:
Slayer-Fan123 wrote:
he directly said Grey Knights players were playing their army wrong. I'm livid FOR Grey Knights players for him being so dismissive of the problems of the codex.


This is spot on. It was a really absurd set of comments he made, and pretty clearly explains why GK are absolute garbage.

Does he have any sway over the GW balance team?


Reece and Frankie, as well as many other TOs (NOVA, AdeptiCon, etc) are on the playtest team. And they have worked on all of the codexes and Beta rules to date, according to my understanding. How the playtests are actually done and how feedback works is unknown because of NDAs. So unless GW decides to tell us how much influence any given Playtester has, it's all speculation and rumor.


Are grey Knights officially dead? @ 2018/04/19 05:58:58


Post by: tneva82


 KingCorpus wrote:
It's a beta rule, don't use it if you're not enjoying it.

If you don't enjoy it, email them and explain in detail.so this beta rule never come a to an official rule.

I also don't support this beta rule.


Sure. Enjoy looking at your models on shelves unable to find opponent willing to play without them.


Are grey Knights officially dead? @ 2018/04/19 06:55:22


Post by: An Actual Englishman


If I remember correctly Reece's comments on Grey Knights were along the lines of this "In the current meta, to play GK effectively and competitively they should be played as an allied force to another army. Probably one that can provide a screen that GK lack, such as Guard."

As I understood his comments were entirely regarding how to play GK successfully (in his opinion) in the current competitive setting.

Let's not make it something it isn't. There's no need to demonize someone who has undoubtedly done a ton of good for the game and community. It's weird that it happens at all, this singling out of one individual who happens to do a video cast every week.

The playtesters are just that. They don't tell GW what to do and I suspect their level of influence is extremely low.

If you want a real reason for the way GK are now you need look no further than Custodes. GW obviously wanted them to be the elite army of choice and their resource in terms of rules writing went to them.


Are grey Knights officially dead? @ 2018/04/19 12:38:37


Post by: Ecclesiarch 616


Indont think GK are dead but they just got smacked with the Nerf bat. It will be a uphill struggle to win. I think the CP increase is nice but it gives IG a massive advantage.


Are grey Knights officially dead? @ 2018/04/19 13:38:13


Post by: GuardStrider


psa

[Thumb - del.png]


Are grey Knights officially dead? @ 2018/04/19 15:02:32


Post by: Audustum




That was an unfortunate way to word the question. Of course it's usable, everyone agrees with that, the question is whether it let's you leave your deployment zone.


Are grey Knights officially dead? @ 2018/04/19 15:39:05


Post by: Jaxler


The wording of that question makes the reply useless.


Are grey Knights officially dead? @ 2018/04/19 15:58:49


Post by: techsoldaten


 Jaxler wrote:
The wording of that question makes the reply useless.


Actually, it says you can use Gate of Infinity. The unit is already on the battlefield, so no restrictions.

Not every answer needs to be a wikipedia entry. Lighten up.


Are grey Knights officially dead? @ 2018/04/19 16:03:38


Post by: Ecclesiarch 616


I dont think GK are dead but they just got smacked with the Nerf bat. It will be a uphill struggle to win. I think the CP increase is nice but it gives IG a massive advantage.


Are grey Knights officially dead? @ 2018/04/19 17:15:20


Post by: Jaxler


 Ecclesiarch 616 wrote:
I dont think GK are dead but they just got smacked with the Nerf bat. It will be a uphill struggle to win. I think the CP increase is nice but it gives IG a massive advantage.


The worst army in the game got nerfed harder than anyone else by the change. The only thing that could make us worse at this point is if they literally made us unplayable.


Automatically Appended Next Post:
 techsoldaten wrote:
 Jaxler wrote:
The wording of that question makes the reply useless.


Actually, it says you can use Gate of Infinity. The unit is already on the battlefield, so no restrictions.

Not every answer needs to be a wikipedia entry. Lighten up.


All they said is that you can still use them, not weather or not they need to land in your deployment zone turn one.


Are grey Knights officially dead? @ 2018/04/19 17:18:02


Post by: Bharring


There sure are a lot of "worst army in the game"s.

GK aren't in a good spot, but they are not the worst army in the game.


Are grey Knights officially dead? @ 2018/04/19 17:44:54


Post by: Marmatag


This reminds me of the discussions we had around if Grey Knights could use the additional powers added in 7th edition. The community page said everyone can use them, and "they are for everybody," and went on to explicitly state other factions could use them.

However, this very community argued that it wasn't a rule, so even if the warhammer community response is accurate in what you believe it says, you won't convince everyone here that it's a valid source for rules information anyway. This solves nothing.

And Grey Knights players have every right to be salty. The idea that you can't play an elite army without AM support would be fine but then you have Custodes. Custodes really feel like a "lessons learned" army that was made after they observed Grey Knights failing badly.

Barring all of that salt, at the end of the day, it's just fundamentally not good for Grey Knights to be as bad as they are. This "Big FAQ" was an opportunity to address their horrible issues, but nothing was done. It's unfortunate but that's how it goes.

With the new deep strike rule, a lot of people I know are just shelving their miniatures until it goes away. Grey Knights were already horrible, and this makes them even worse.


Are grey Knights officially dead? @ 2018/04/19 17:52:37


Post by: Sal4m4nd3r


It seems the deep strike nerf was suposed to nerf deep striking shooting alpha strikes. Deep striking assault units still had the 9" hurdle to clear.. but they were an unintended causality. Maybe better described as a victim of circumstance. Deep striking assault oriented units were not a problem. Deep striking a unit that could shoot half your gak off the table was. I would ASSUME they will fix this in the official FAQ as these are still just BETA rules. Maybe some penalty to shooting after deep strike to simulate the unit gathering there bearings after being teleported/dropped from orbit.


Are grey Knights officially dead? @ 2018/04/19 17:57:35


Post by: Marmatag


 Sal4m4nd3r wrote:
It seems the deep strike nerf was suposed to nerf deep striking shooting alpha strikes. Deep striking assault units still had the 9" hurdle to clear.. but they were an unintended causality. Maybe better described as a victim of circumstance. Deep striking assault oriented units were not a problem. Deep striking a unit that could shoot half your gak off the table was. I would ASSUME they will fix this in the official FAQ as these are still just BETA rules. Maybe some penalty to shooting after deep strike to simulate the unit gathering there bearings after being teleported/dropped from orbit.


You can deep strike anywhere but when shooting, a roll of 6 is required to hit, like overwatch, and cannot be modified.

To be fair, assault units can suffer a similar penalty, where they need a 9+ on 2D6 to charge successfully, as that is incredibly difficult to achieve with any reliability.


Are grey Knights officially dead? @ 2018/04/19 18:00:07


Post by: Slayer-Fan123


Bharring wrote:
There sure are a lot of "worst army in the game"s.

GK aren't in a good spot, but they are not the worst army in the game.

I REALLY want to know which army you think is worse off then.


Are grey Knights officially dead? @ 2018/04/19 18:07:17


Post by: A.T.


Slayer-Fan123 wrote:
I REALLY want to know which army you think is worse off then.
Inquisition is always a good starting point for these questions.


Are grey Knights officially dead? @ 2018/04/19 18:11:37


Post by: Marmatag


A.T. wrote:
Slayer-Fan123 wrote:
I REALLY want to know which army you think is worse off then.
Inquisition is always a good starting point for these questions.


Is it fair to consider inquisition an army, though? Would you call assassins an army?


Are grey Knights officially dead? @ 2018/04/19 19:28:53


Post by: Daedalus81


 An Actual Englishman wrote:
If I remember correctly Reece's comments on Grey Knights were along the lines of this "In the current meta, to play GK effectively and competitively they should be played as an allied force to another army. Probably one that can provide a screen that GK lack, such as Guard."

As I understood his comments were entirely regarding how to play GK successfully (in his opinion) in the current competitive setting.

Let's not make it something it isn't. There's no need to demonize someone who has undoubtedly done a ton of good for the game and community. It's weird that it happens at all, this singling out of one individual who happens to do a video cast every week.

The playtesters are just that. They don't tell GW what to do and I suspect their level of influence is extremely low.

If you want a real reason for the way GK are now you need look no further than Custodes. GW obviously wanted them to be the elite army of choice and their resource in terms of rules writing went to them.


I'm dragging the comments over here for people who don't want to bother and read them, because many people above misrepresented the tone and intention of Reece's comments by a good mile.

But, it may feel like a nerf but in our experience it isn't, particularly for GK. If you were relying on their baby smite to win games you were probably doing something wrong (not to be rude). We use GK loads here and rarely even cast their smite unless playing Daemons, of course.

And, in reverse, it means you are getting hit with less Smites which for an army like GK is actually a big deal as you are so low model count. It helps you more than hurts you in that scenario.



Most successful, competitive GK players use lots of Strikes, sometimes Dreadknight Grand Masters and Interceptors but not always, moderate character support, and deep strike in using things like Astra Aim and Psilencers to lay down a boatload of multi-damage firepower. Same goes with their Devastator squad (the name of which escapes me).

If you play them with a detachment of say, Astra Militarum to compliment them, they work very well together. Playing pure GK is very challenging but that is not because they aren't good, just because they (like most elite armies) lack some of the essential tools you need to succeed in the hyper-aggressive 8th ed competitive meta. You have to be able to screen effectively, and elite armies by their nature aren;t good at that unless they have a hyper-durable unit like Bullgryn, or some Nurgle units that can take a vicious punch.

Lacking that, you are just waiting to get alpha struck out of a tournament. That is why GK struggle and why they can be tough to play pure in a competitive setting.

They have amazing units and elements to them, but their 1 damage smite is certainly not a cornerstone of their competitive strategy. Their other powers are better by a mile. The baby smite is something you do when you don't have anything else to do, not something you rely on to win games.


I didn't say GK couldn't play as a stand alone army nor did I mean to imply it.

What I was trying to say was that if you want to compete at the highest level, playing ANY army pure that doesn't have effective screening mechanisms is playing on hard mode. GK are one of these.

They play just fine on their own in 8th and even competitively, in most games in a tournament, you'll do fine with pure GK. However, at the upper level of competitive play, they (and any army without effective screens) is vulnerable to alpha strike shooting/melee armies. It just is what it is, to compete you have to make some concessions in any list. I just used AM as an example, you can do it with Scouts too, or whatever.

And trust me, lol, I work my ass off to try and do whatever I can to help bring balance to the game. My (and all the play testers) efforts are just not always evident.



Are grey Knights officially dead? @ 2018/04/19 19:33:11


Post by: A.T.


 Marmatag wrote:
Is it fair to consider inquisition an army, though?
Less and less every edition.

They were once, and stand as an example of when players really should be asking "is this faction officially dead?".


Are grey Knights officially dead? @ 2018/04/19 19:34:03


Post by: Unit1126PLL


Worst army is by far Corsairs, since the only way to run the army after the FAQ is to take 3 Auxiliary Support Detachments of Troops, and then run out of detachment slots.


Are grey Knights officially dead? @ 2018/04/19 19:46:54


Post by: Sal4m4nd3r


 Marmatag wrote:
 Sal4m4nd3r wrote:
It seems the deep strike nerf was suposed to nerf deep striking shooting alpha strikes. Deep striking assault units still had the 9" hurdle to clear.. but they were an unintended causality. Maybe better described as a victim of circumstance. Deep striking assault oriented units were not a problem. Deep striking a unit that could shoot half your gak off the table was. I would ASSUME they will fix this in the official FAQ as these are still just BETA rules. Maybe some penalty to shooting after deep strike to simulate the unit gathering there bearings after being teleported/dropped from orbit.


You can deep strike anywhere but when shooting, a roll of 6 is required to hit, like overwatch, and cannot be modified.

To be fair, assault units can suffer a similar penalty, where they need a 9+ on 2D6 to charge successfully, as that is incredibly difficult to achieve with any reliability.


I think this is a FANTASTIC idea. Assaulting from deep strike already has a low probability (28%). A penalty for shooting should have a similar penalty. And using a mechanic in the game (overwatch) is a neat way to do it.


Are grey Knights officially dead? @ 2018/04/19 20:05:44


Post by: Slayer-Fan123


 Unit1126PLL wrote:
Worst army is by far Corsairs, since the only way to run the army after the FAQ is to take 3 Auxiliary Support Detachments of Troops, and then run out of detachment slots.

Not sure how much I would want to include Index armies, but sure we can say Inquisition and Corsairs are worse off.


Are grey Knights officially dead? @ 2018/04/19 20:08:56


Post by: Marmatag


Slayer-Fan123 wrote:
 Unit1126PLL wrote:
Worst army is by far Corsairs, since the only way to run the army after the FAQ is to take 3 Auxiliary Support Detachments of Troops, and then run out of detachment slots.

Not sure how much I would want to include Index armies, but sure we can say Inquisition and Corsairs are worse off.


Well what do you define as an army? At least 1 HQ, 1 Troop, 1 Heavy, 1 Fast Attack, and 1 Elite available? Or just HQ? Just troop?


Are grey Knights officially dead? @ 2018/04/19 20:33:12


Post by: Slayer-Fan123


 Marmatag wrote:
Slayer-Fan123 wrote:
 Unit1126PLL wrote:
Worst army is by far Corsairs, since the only way to run the army after the FAQ is to take 3 Auxiliary Support Detachments of Troops, and then run out of detachment slots.

Not sure how much I would want to include Index armies, but sure we can say Inquisition and Corsairs are worse off.


Well what do you define as an army? At least 1 HQ, 1 Troop, 1 Heavy, 1 Fast Attack, and 1 Elite available? Or just HQ? Just troop?

Think Inquisition only has a couple of Elite choices like for last edition. Unsure how to tackle that definition but I'm of the mind that, for the most part, the Codices have helped at least.


Are grey Knights officially dead? @ 2018/04/19 20:55:03


Post by: Inquisitor Lord Katherine


While I don't consider the 3 floating inquisitors an army...

Deathwatch is probably worse than GK. However, GK has their codex, and deathwatch does not, which means Deathwatch has space to move ahead.

Speaking on Inquisition, I consider GK, SoB, and Deathwatch to be "Inquisition", and the 3 free-floating Inquisitor models to be kind of homeless floating people without an army who really should be part of Daemonhunters, Witch Hunters, and Xenohunters. Alternatively, because we're all short on options, we could all just be "Inquisition" together, which would probably solve a great many problems.


Are grey Knights officially dead? @ 2018/04/19 21:04:19


Post by: A.T.


Slayer-Fan123 wrote:
Think Inquisition only has a couple of Elite choices like for last edition.
The army has been spread far and wide, reliant on some creative souping to field what was once a single faction. But the pieces are still there.

Much of this problem comes down to GW forgetting the faction while tagging things up. GK should have been tagged <ORDO MALLEUS>, deathwatch <ORDO XENOS>, and sisters <ORDO HERETICUS>. Then all they would have needed to do is give the scions the option to trade their regiment for ORDO/quarry and tag up a few WH/DH strays like the death cultist/crusader.

Instead the inquisitors can't even be fielded in a detachment with the models they were sold boxed with. Certainly trumps 'my army is dead because I can't deepstrike assault on turn 1' and 'my army is dead because I can't get more than two saves against every wound' IMHO.


Are grey Knights officially dead? @ 2018/04/19 21:08:59


Post by: Slayer-Fan123


A.T. wrote:
Slayer-Fan123 wrote:
Think Inquisition only has a couple of Elite choices like for last edition.
The army has been spread far and wide, reliant on some creative souping to field what was once a single faction. But the pieces are still there.

Much of this problem comes down to GW forgetting the faction while tagging things up. GK should have been tagged <ORDO MALLEUS>, deathwatch <ORDO XENOS>, and sisters <ORDO HERETICUS>. Then all they would have needed to do is give the scions the option to trade their regiment for ORDO/quarry and tag up a few WH/DH strays like the death cultist/crusader.

Instead the inquisitors can't even be fielded in a detachment with the models they were sold boxed with. Certainly trumps 'my army is dead because I can't deepstrike assault on turn 1' and 'my army is dead because I can't get more than two saves against every wound' IMHO.

I agree that the setup for the Xhunters Codices was solid (and with the amount of units available for the militant organizations you'd have some solid choices to make several lists) but what's done is done. One thing 6th/7th did right though was how easily you could throw even a single Inquisitor in your list without breaking anything


Are grey Knights officially dead? @ 2018/04/19 21:11:09


Post by: tneva82


 Marmatag wrote:
This reminds me of the discussions we had around if Grey Knights could use the additional powers added in 7th edition. The community page said everyone can use them, and "they are for everybody," and went on to explicitly state other factions could use them.

However, this very community argued that it wasn't a rule, so even if the warhammer community response is accurate in what you believe it says, you won't convince everyone here that it's a valid source for rules information anyway. This solves nothing.


Well seeing warhammer community themselves notes they are not official source of rule answers....They are basically suggestions hired guy from GW comes up. Unlikely even to have consulted rule developers. Most likely just looked up what rules say and gave answer based on what he thought was.

As it is assuming rule CAN be found correct answer the you make da call section here is more likely to give you official answer to rule question as the questions there go through quite a search with relevant rule quotes pulled up so answer comes strictly from the rulebook. Assuming it's unclear rule to begin with(like this) at which point it goes to HIWPI which is what warhammer community answers are as well. Certainly not official so player treating them as such is mistreating them even against their wishesh.


Are grey Knights officially dead? @ 2018/04/19 21:11:47


Post by: djones520


 Xenomancers wrote:
Ushtarador wrote:
Just in case you didn't notice we also can't shunt or GoI in the first turn with the new FAQ.


BETA

RULES


Test it, voice your concerns to GW (using polite and reasonable language!), stop whining.

Unfortunately all tournaments will use this rule and therefore 50% of players will want to use it. Game is dead.


The GW GT next month is not using them. Games Workshop ran event.


Are grey Knights officially dead? @ 2018/04/19 21:13:32


Post by: Inquisitor Lord Katherine


As of now, I don't think GK has different brotherhoods, and I don't think Deathwatch will have sub-organizations. Only the Sisters have different Orders.

Ordo Malleus, Ordo Xenos, and Ordo Hereticus would have worked far better.


Are grey Knights officially dead? @ 2018/04/19 21:45:01


Post by: LunarSol


A.T. wrote:
Slayer-Fan123 wrote:
Think Inquisition only has a couple of Elite choices like for last edition.
The army has been spread far and wide, reliant on some creative souping to field what was once a single faction. But the pieces are still there.

Much of this problem comes down to GW forgetting the faction while tagging things up. GK should have been tagged <ORDO MALLEUS>, deathwatch <ORDO XENOS>, and sisters <ORDO HERETICUS>. Then all they would have needed to do is give the scions the option to trade their regiment for ORDO/quarry and tag up a few WH/DH strays like the death cultist/crusader.

Instead the inquisitors can't even be fielded in a detachment with the models they were sold boxed with. Certainly trumps 'my army is dead because I can't deepstrike assault on turn 1' and 'my army is dead because I can't get more than two saves against every wound' IMHO.


This has pretty much always been my dream. Alas, I fear its never meant to be.


Are grey Knights officially dead? @ 2018/04/19 21:48:13


Post by: Marmatag


Deathwatch have access to Primaris and therefore will blow Grey Knights out of the water effortlessly, codex or no codex. Also they have better psykers because they get real librarians.

Death watch are strictly superior in an army vs army fight.


Are grey Knights officially dead? @ 2018/04/19 21:50:44


Post by: greyknight12


A.T. wrote:
Slayer-Fan123 wrote:
Think Inquisition only has a couple of Elite choices like for last edition.
The army has been spread far and wide, reliant on some creative souping to field what was once a single faction. But the pieces are still there.

Much of this problem comes down to GW forgetting the faction while tagging things up. GK should have been tagged <ORDO MALLEUS>, deathwatch <ORDO XENOS>, and sisters <ORDO HERETICUS>. Then all they would have needed to do is give the scions the option to trade their regiment for ORDO/quarry and tag up a few WH/DH strays like the death cultist/crusader.

I’ve wanted this so bad since 7th ed.


Are grey Knights officially dead? @ 2018/04/20 05:29:49


Post by: Alcibiades


 Inquisitor Lord Katherine wrote:
kind of homeless floating people.


You filled my mind with the strangest images.


Are grey Knights officially dead? @ 2018/04/20 06:05:31


Post by: Dandelion


 greyknight12 wrote:
A.T. wrote:
Slayer-Fan123 wrote:
Think Inquisition only has a couple of Elite choices like for last edition.
The army has been spread far and wide, reliant on some creative souping to field what was once a single faction. But the pieces are still there.

Much of this problem comes down to GW forgetting the faction while tagging things up. GK should have been tagged <ORDO MALLEUS>, deathwatch <ORDO XENOS>, and sisters <ORDO HERETICUS>. Then all they would have needed to do is give the scions the option to trade their regiment for ORDO/quarry and tag up a few WH/DH strays like the death cultist/crusader.

I’ve wanted this so bad since 7th ed.


They could easily make special rules in the Imperial Agents codex to allow that kind of thing. Genestealer cults have "Brood Brothers" which lets them take AM detachments despite not having shared keywords.

Example:
Grey Knights units may take the <Ordo Malleus> keyword when sharing the same detachment as an <Ordo Malleus> inquisitor.

So just pester them a bit


Are grey Knights officially dead? @ 2018/04/20 07:06:15


Post by: inquisitorblack


Hey guys, I made a video with my thoughts on the FAQ. Thought I'd share here, would love some feedback.

https://www.youtube.com/watch?v=OkeQydGHwT8&feature=youtu.be


Are grey Knights officially dead? @ 2018/04/20 11:54:51


Post by: Danarc


LunarSol wrote:
A.T. wrote:
Slayer-Fan123 wrote:
Think Inquisition only has a couple of Elite choices like for last edition.
The army has been spread far and wide, reliant on some creative souping to field what was once a single faction. But the pieces are still there.

Much of this problem comes down to GW forgetting the faction while tagging things up. GK should have been tagged <ORDO MALLEUS>, deathwatch <ORDO XENOS>, and sisters <ORDO HERETICUS>. Then all they would have needed to do is give the scions the option to trade their regiment for ORDO/quarry and tag up a few WH/DH strays like the death cultist/crusader.

Instead the inquisitors can't even be fielded in a detachment with the models they were sold boxed with. Certainly trumps 'my army is dead because I can't deepstrike assault on turn 1' and 'my army is dead because I can't get more than two saves against every wound' IMHO.


This has pretty much always been my dream. Alas, I fear its never meant to be.

GK have 8 different brotherhoods with different skills and peculiarity.


Are grey Knights officially dead? @ 2018/06/21 06:56:03


Post by: SHUPPET


 greyknight12 wrote:

And except for that bit of fluff about the sisters in 5th, GK players generally like Matt Ward


Oh I can't imagine why. I'm sure you'd be more than thrilled to have Ward write for you again, I don't think the game can handle that though.


Are grey Knights officially dead? @ 2018/06/21 07:01:00


Post by: Sim-Life


 SHUPPET wrote:
 greyknight12 wrote:

And except for that bit of fluff about the sisters in 5th, GK players generally like Matt Ward


Oh I can't imagine why. I'm sure you'd be more than thrilled to have Ward write for you again, I don't think the game can handle that though.


Did you just necro a two month dead thread to take a dig at 6th Ed Knights?


Are grey Knights officially dead? @ 2018/06/21 07:02:57


Post by: meleti


 Sim-Life wrote:
 SHUPPET wrote:
 greyknight12 wrote:

And except for that bit of fluff about the sisters in 5th, GK players generally like Matt Ward


Oh I can't imagine why. I'm sure you'd be more than thrilled to have Ward write for you again, I don't think the game can handle that though.


Did you just necro a two month dead thread to take a dig at 6th Ed Knights?


Dumping on Matt Ward stops for no one.


Are grey Knights officially dead? @ 2018/06/21 07:49:56


Post by: SHUPPET


 Sim-Life wrote:
 SHUPPET wrote:
 greyknight12 wrote:

And except for that bit of fluff about the sisters in 5th, GK players generally like Matt Ward


Oh I can't imagine why. I'm sure you'd be more than thrilled to have Ward write for you again, I don't think the game can handle that though.


Did you just necro a two month dead thread to take a dig at 6th Ed Knights?


5th ed


Are grey Knights officially dead? @ 2018/06/21 11:22:22


Post by: Jaxler


Honestly, I feel like necroing my thread about grey Knights getting nerfed in the translation over to 8th, just so I can go “lol I told you so”

https://www.dakkadakka.com/dakkaforum/posts/list/728767.page Specifically this one


Are grey Knights officially dead? @ 2018/06/21 14:58:13


Post by: SHUPPET


 Jaxler wrote:
Honestly, I feel like necroing my thread about grey Knights getting nerfed in the translation over to 8th, just so I can go “lol I told you so”

https://www.dakkadakka.com/dakkaforum/posts/list/728767.page Specifically this one

at this point everyone is agreeing with you anyway. can't really blame initial reception too hard right?


Are grey Knights officially dead? @ 2018/06/21 15:09:22


Post by: Marmatag


Ugh necropost. We should just have a locked sticky at the top of this forum that says "GREY KNIGHTS ARE BAD. NO NEW THREADS ABOUT IT."