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Made in us
Regular Dakkanaut




What are some of the different gray knight tactics
   
Made in no
Liche Priest Hierophant





Bergen

EDITED BY FRAZZLED
What he really meant to say was Frazzled Mod is Best Mod!

This message was edited 2 times. Last update was at 2011/03/09 22:42:35


   
Made in us
Lone Wolf Sentinel Pilot





San Diego, California

Well, let's wait until the codex comes out, eh?

I know it's a regional difference, but I feel Grey Knights looks better than Gray Knights, IMO.

2000 pts 
   
Made in us
Hauptmann




Diligently behind a rifle...

Who are these Gray Knights you speak of?

Grey Knights look like they will be a nasty army, but always outnumbered.

And yes, I am being TFG

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Made in us
Thrall Wizard of Tzeentch





I think there are 3 things that will shake things up.

First is the SC that shall not be named for henchmen silliness.

The other is that teleport that some models can do up to 30". Which at this point I am not really to sure how youd deal with. Being able to have a squad move once per game like they are jump infantry up to 30 inchs is...interesting..( I think thats how it was worded..for some reason I wanna say you cant assault after you do it but I could be wrong.

I can see being nice for anti tank work.. Take a heavy weapon..Jump to behind a tank for back armor shots..( Then charge if possible ) It will also make life hard on a few other armies that are slightly slower and need CC. Like green tide. Run across the table for 2-3 turns...then have them jump to the far side of the table.

I know this will also be used for silly obj grapping last turn. Last turn or 2 of the game...Jump ontop of something..only giving your opponent a single turn to get them off which might be hard...unless the game ends on the GK turn in which case you do the same thing.

Those are the 3 things I currently see being what people will yell about first.
   
Made in us
Discriminating Deathmark Assassin






You know, he may be talking about the Codex that's out already...
   
Made in au
Lady of the Lake






The one that has just been replaced?

There's nothing wrong with Cortez, he's still cool...


matterofpride wrote:Those are the 3 things I currently see being what people will yell about first.


You left out Draigo and the Dreadformer.

   
Made in us
Discriminating Deathmark Assassin






n0t_u wrote:The one that has just been replaced?

No, the one that's about to be replaced.
   
Made in us
Strangely Beautiful Daemonette of Slaanesh





The teleport thing doesn't say anything about 30''....I don't know what you're talking about...it's a psychic power that teleports a friendly squad ANYWHERE on the table to within 6'' of the casting squad, per Deep Strike rules. And yeah, that's still pretty gay, since all Grey Knight squads are casters...

And no smack talk about Coteaz!! He's the only way to field a full Inquisition army now, so you better learn to like him.

This message was edited 1 time. Last update was at 2011/03/10 07:44:50


 
   
Made in no
Liche Priest Hierophant





Bergen

Only the one that is out is called Deamon hunters. Not Grey Knights.

   
Made in gb
Lone Wolf Sentinel Pilot




England, UK

The codex isn't out yet. How are we supposed to know? Anything anyone is going to post is either a) pure speculation based upon past rumours or b) pure speculation based on a leaked codex that may or may not have any sort of relevance to the proper one.

How about you wait a month or so and then re-ask this question?

L. Wrex

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Made in gb
Infiltrating Broodlord




The Faye

Units with personal teleporters move as jump infantry, they also can make a move once per game of 30 inches. They can shoot after that but not charge.

It's not a psychic power.

We love what we love. Reason does not enter into it. In many ways, unwise love is the truest love. Anyone can love a thing because. That's as easy as putting a penny in your pocket. But to love something despite. To know the flaws and love them too. That is rare and pure and perfect.

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Made in us
Blood Angel Neophyte Undergoing Surgeries




Edmonton, AB Canada

matterofpride wrote:I think there are 3 things that will shake things up.

First is the SC that shall not be named for henchmen silliness.

The other is that teleport that some models can do up to 30". Which at this point I am not really to sure how youd deal with. Being able to have a squad move once per game like they are jump infantry up to 30 inchs is...interesting..( I think thats how it was worded..for some reason I wanna say you cant assault after you do it but I could be wrong.

I can see being nice for anti tank work.. Take a heavy weapon..Jump to behind a tank for back armor shots..( Then charge if possible ) It will also make life hard on a few other armies that are slightly slower and need CC. Like green tide. Run across the table for 2-3 turns...then have them jump to the far side of the table.

I know this will also be used for silly obj grapping last turn. Last turn or 2 of the game...Jump ontop of something..only giving your opponent a single turn to get them off which might be hard...unless the game ends on the GK turn in which case you do the same thing.

Those are the 3 things I currently see being what people will yell about first.


The one that I will be complaining about if it's the same in the final release is warp quake (a psychic power that their basic troops get that causes anything that deep strikes in a 1 foot radius to automatically mishap and also shuts down beacons and the like that help deep striking) and preferred enemy Daemons. Preferred enemy isn't that bad, but add onto that warp quake and the daemons mandatory DS and you get a lot of fun times. You could take 6 small GKSSs put them in Rhinos give a D3 of them scouts and before the game move 2 of them 12 inches, on your turn move them another 12, and 2 others 12" up as well. have all of them cast warp quake and you can make a 4'6" by 4' bubble leaving the daemon player... 1.5x4' space to land in, put the hero that allows an out of phase shooting attack in that area and watch the daemon player weep.

I get that they're supposed to be good at it, but I hate the concept that if a Daemon player and a GK player go toe to toe the battle goes like this

Player 1: Alright, so what are you playing?
Player 2: I brought a Chaos Daemon list, you?
Player 1: I brought Grey Knights
Player 2: ... Oh, well good game, you did really well there.

The amount of stuff that codex has in it that just screw Daemons means that Daemons just loose and I think that's the worst of all... I don't even play Daemons I just hate the idea that an entire codex can be nullified.

This message was edited 1 time. Last update was at 2011/03/10 15:12:08


 
   
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The Conquerer






Waiting for my shill money from Spiral Arm Studios

the Warp Quake power is only on the Librarian.


currently, the Predominante Grey Knight tactic was to do the Stormbolter shuffle.


you would deploy your Terminators and PAGKs as far forward as you could.

you would then shoot the enemy up with your stormbolters and Psycannons.

as the enemy advanced, you would fall back, shooting all the while.


when you reached your table edge, you would then switch gears and move forward into combat with your weakened enemy.


from what i have seen of the codex there will be several styles.


Termispam: as terminators are troops, you can run an army of them. either Deepstriking or in Landraiders and Stormravens. this is backed up by Palidin Terminator squads who are terminators with a bump in WS and have 2 wounds. they can also take an Apothecary. you can also diversify them up to 9 terminators.

Shadowskies: the name of the equivilant of Skies of Blood is also the name of the Deepstrike army. you take Grey Knights Strike Squads as troops and give them Teliporters. you then have 3 squads of Palidin Terminators as Elites and 3 Heavy Support Dreadnoughts. the Palidins and Dreds go in the Stormravens for loads of fun.


Without knowing some of the more interesting wargear the Inquisitors have access to i can't really predict their styles

This message was edited 1 time. Last update was at 2011/03/10 15:16:01


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

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Edmonton, AB Canada

Grey Templar wrote:the Warp Quake power is only on the Librarian.


You made me doubt myself for a second so I double checked... nope, it's on the basic strike squads.

if it was just the libby I would be fine with it.
   
Made in us
Alluring Mounted Daemonette






I am a daemon player. The codex isn;t out yet...but if what you say is true, it does suck that my army would have a zero percent chance of winning. I mean, if they can't even make it on the table...I'll have to wait until the next daemon codex where hopefully there will be some counters to that. But yeah, to completely nullify another codex would suck...if it's true.


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Edmonton, AB Canada

Shenra wrote:I am a daemon player. The codex isn;t out yet...but if what you say is true, it does suck that my army would have a zero percent chance of winning. I mean, if they can't even make it on the table...I'll have to wait until the next daemon codex where hopefully there will be some counters to that. But yeah, to completely nullify another codex would suck...if it's true.


I feel for you, I hope that there will be some distinct changes from the beta version to the actual release because as it stands they just shut Daemons down.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

just don't Deep Strike near the Grey Knights with Warpquake.


and deamons had a tough time already with just about every other codex.


put your deamons on square bases and play fantesy. you will have the opposite problem

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
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Hoary Long Fang with Lascannon




Central MO

Grey Templar wrote:just don't Deep Strike near the Grey Knights with Warpquake.


Because that is a viable option with an assault oriented deep striking army .

I do think that without seeing points costs and the final version it is a little early to declare the sky is falling. A couple things would still make this ok for demons:

If the power does not come stock on the unit – if they have to buy it then in a tournament setting they need to decide how many pts they are going to invest in countering really one of the less popular tournament armies
The cost of the power – Everything has a correct cost. It may be very powerful but if it’s very expensive then it won’t be as prevalent
The overall make up of the GK army – demons are awesome at killing infantry, especially elite infantry. And GKs are an elite infantry army. Even with preferred enemy and the psychic shenanigans you may find that daemons are not an easy fight for GKs.

All those things said, I am worried. But I’m not ready to jump ship quite yet.

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Edmonton, AB Canada

ArtfcllyFlvrd wrote:
Grey Templar wrote:just don't Deep Strike near the Grey Knights with Warpquake.


Because that is a viable option with an assault oriented deep striking army .

I do think that without seeing points costs and the final version it is a little early to declare the sky is falling. A couple things would still make this ok for demons:

If the power does not come stock on the unit – if they have to buy it then in a tournament setting they need to decide how many pts they are going to invest in countering really one of the less popular tournament armies
The cost of the power – Everything has a correct cost. It may be very powerful but if it’s very expensive then it won’t be as prevalent
The overall make up of the GK army – demons are awesome at killing infantry, especially elite infantry. And GKs are an elite infantry army. Even with preferred enemy and the psychic shenanigans you may find that daemons are not an easy fight for GKs.

All those things said, I am worried. But I’m not ready to jump ship quite yet.


As said, I'm only upset about the current version, as per the current version, it's stock on the unit and the unit only costs 100 points so for 840 you can get 6 small units in rhinos, for an extra 175 you get the grand master who can grant 1d3 units in your army scouts. and you still have a decent chunk of points left over. I hope they change it before it drops.
   
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The Faye

They wont change it

Maybe this final release will have something to help daemons balance.

We love what we love. Reason does not enter into it. In many ways, unwise love is the truest love. Anyone can love a thing because. That's as easy as putting a penny in your pocket. But to love something despite. To know the flaws and love them too. That is rare and pure and perfect.

Chaos Knights: 2000 PTS
Thousand Sons: 2000 PTS - In Progress
Tyranids: 2000 PTS
Adeptus Mechanicus: 2000 PTS
Adeptus Custodes: 2000 PTS - In Progress 
   
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Edmonton, AB Canada

obsidianaura wrote:They wont change it

Maybe this final release will have something to help daemons balance.


Oh they probably won't change it, but a man can dream right?
   
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The Conquerer






Waiting for my shill money from Spiral Arm Studios

They might keep the Deamonic Assault rule to balance the awsomeness and have it apply to all troop units.


Just imagine having endless Bloodletters or Plaguebearers

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
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Hamburg

Oh yeah, I can't want to battle them. GKs will die from massive shots or swamping them with attacks.

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not when thet have access to a cheap invuln save for EVERY squad(currently 1/2 the cost of a vanilla terminator, but even double that, a 2++ is worth it)

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
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Edmonton, AB Canada

Oh I have no doubt they'll drop without issue, it's more I just take issue with them totally screwing 1 codex all together. it would be like releasing Codex: Imperial Guard hunters

Special rules, Screw tanks: at the beginning of the game before scout movements all imperial guard tanks immediately explode... violently, any troops inside take str 5 wounds... 3 times... each.
also squads above 20 are immediately reduced to 20 with the reset of the squad counting as casualties, this can cause them to make leadership tests.
   
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Ladies Love the Vibro-Cannon Operator






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Grey Templar wrote:not when thet have access to a cheap invuln save for EVERY squad(currently 1/2 the cost of a vanilla terminator, but even double that, a 2++ is worth it)

With just one wound, they'll die no matter what (against small arms fire).

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The one thing that I don't get is this: if "warp quake" forces a mishap to anything which enters within 12in, then what happens when a drop pod DS onto a unit with warp quake, however, cannot enter the board at all. Just a possibility, not a likely one, but still...

Thunderfrog wrote:
+1 Str for like 5 points? To autocannons or assault cannons? Hell yea. Then the Reinforced Aegis upgrade for free AND the ability to ignore stunned shaken.. pretty much for free..
Other Dreadnaughts should just go somewhere and be a toaster.

Mattieu~~~~ It's not that eldar are bad, it's that they require a lot of intergration between units. Also, that doesnt prove anything other than GW has a huge hard-on for marines, and, given the option between making a xeno the best psykers or making a marine the best psyker, they will 9 times out of 10 choose the marine.
Automatically Appended Next Post:
Tzeentchling9 wrote:Mephy can't be swept. He is still a marine so he has the, "And They Shall Never Get Removed From The Table After Losing Combat Like Everyone Else Because They Are The Poster Boys" special rule.


 
   
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Edmonton, AB Canada

It mishaps, even if it reduces the scatter it is still DSing within 12" the drop pod rule doesn't say it can't Mishap just that it reduces scatter if it lands on impassable terrain or another unit.
   
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The Conquerer






Waiting for my shill money from Spiral Arm Studios

which is normally enough to prevent a mishap 100% of the time.


I would have made the power make the unit always scatter(using the arrow on the Hit! side)

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
 
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