Augustus wrote:As the game continued I realized this new marine army had THE answer to every single special rule and ability I had. It was shocking:
Feel No Pain: We are all power weapons
Feel No Pain still works against all or almost all of the shooting from a typical
GK army. Yes,
GK beat Blood Angels in assault. Is that really unexpected?
Augustus wrote:Decent of the Angels & Melta: Deep strike spell
It's true that Warp Rift counters Deep Striking units fairly effectively, but so does deploying properly or going into reserves. Relying on Deep Striking units for your anti-tank was a bad choice even prior to Codex:
GK.
Augustus wrote:Overwhelmed by mass attacks: instant I 10 spell
This can only be cast in your own turn, so doesn't work in half the assault steps-- most notably all the steps in which you are charged. Further it doesn't really effect mass attacks-- mass attack units such as horde Orks,
IG power blobs, and the like don't care about what Initiative you are, since you're already higher than them.
Augustus wrote:Jump pack speed and assault: Difficult and Dangerous Terrain spell
Other armies can do very similar things. Ever run into a Venomthrope? A Thunderfire Cannon?
Augustus wrote:Speed: Alll Gk knights units move and fire, effective 30 inch range on every model
Other armies already have this and with better guns to boot. Hell, Space Marine bike armies move and fire with an effective 36" range for multi-meltas!
Augustus wrote:Melta for vehicles: Ceramite armor
If you're relying on melta to kill Stormravens you've already screwed up badly. They are a fast gunship unit. Further, strength 8 vs.
AV 12 isn't exactly bad, especially since it's strength 8
AP 1. I have never had the ceramite armor rule affect my play at all.
Augustus wrote:Assault vehicles vulnerable to HtH: Gunships rear armor is still 12 (no assault S4(5) attacks even work, no grenades work, not even melta bombs)
Melta bombs are still strength 8+
d6, aren't they? Besides, the only other assault vehicle in the game (the Land Raider) is also more or less immune to normal melee attacks. This isn't a unique element of the Grey Knights Codex. Besides, you play Blood Angels. If you think Stormravens are so good, take some of your own! If anything, the Codex: Blood Angels Stormraven is
better, since it has
AT missiles (good against almost every army) instead of anti-psyker missiles (highly situational).
Augustus wrote:Expensive gunships vulnerable: shrouding ads to speed save
True, this is a good combo. If you brought along psychic defense, though, it would be much less effective.
Augustus wrote:GK don't have AT in troop squads: Psibolt
Psybolt ammo doesn't really improve your
AT capabilities at all, except maybe against Chimera side armor. Strength 5 storm bolters are not going to be reliable anti-tank, nor are strength 6 heavy bolters on Razorbacks.
Augustus wrote:Dreads in Melle: Hammer w/ S10
If they pass Hammerhand, which, again, can be mitigated by bringing psychic defense. This works extra well because Strike Squads are testing on leadership 8 or 9, not leadership 10, so your hood will have the advantage in dispelling their powers.
Augustus wrote:Furious Charge +1 I: quicksilver
This will literally never be a valid counter, since Quicksilver can only be used in your own turn.
Augustus wrote:Look at the army lists. They are comparable in size and ability. But it's obvious the Grey Knights get loads of 'special' powers and pay no points for them or have any downsides as temper at all. They're nearly perfectly designed take all comers power houses.
Uh, I wouldn't consider those two armies comparable at all. The first list, as you admitted in your own post, looks primarily themed, not oriented towards competitive play. It has literally zero long range anti-tank weapons! The second list looks moderately competitive, though rather unoptimized (why don't those terminators have heavy weapons?).
Augustus wrote:Basic troops with marine statlines, power armor, power weapons, psychic powers and S5 storm bolters for < 20 points. It's completely absurd. GK strike models should be 25 points each at least.
I disagree. After all, you lose all or almost all of those advantages when meching up. Storm bolters can't fire from transports, and when you jump out you'll likely be able to get within 12" anyway.
GKSS seem like a quite underwhelming unit to me, and I personally don't think I would ever field them. They just fail to impress across all categories-- I suppose you could take a ten-man squad in a Rhino and fire two Psycannons out of the hatch, but that's absurdly inefficient when you could take five Purifiers to fulfill the same role. I've yet to see a Strike Squad layout that actually seems powerful to me in the context of a mechanized force. That said, they are rather impressive on foot.
When you get right down to it, I'd rather pay 16 points per model than 20 points per model for a unit that primarily scores and brings special/heavy weapons, especially when the cheaper unit has
better special and heavy weapons.
Augustus wrote:Even if you think this is ok, or argue the builds are just a miss match (admittedly that's my fairly fluffy BA list), do you really want to make an army where the opponent MUST have psychic defense? Some armies can't even get any.
I agree that this is an issue with the Grey Knights codex. Then again, Dark Eldar generally seems to have the advantage against Grey Knights, and they don't have any psychic defense at all! Psychic defense strikes me as less than completely necessary against Grey Knight armies, though it is certainly a boon to have. And if you believe the 6th Edition rumors, especially the elements regarding stratagems, it will be a lot easier to counter hostile psychic powers in the future...