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Made in us
Longtime Dakkanaut






 bullyboy wrote:
Really? my Deathwatch list has 2 of them...no Bobby G. I'm also considering adding a 3rd, now they are 25pts cheaper than before. I'm really liking the ven dread now.

Your Chapter Tactic isn't all that bad actually, especially since the cost to cast Smite is always the same (unlike other armies). Knocking mortal wounds is crazy, no matter how few you get. 33% of the time, a normal smite will do the same damage (btw, GK Libbys should get normal Smite, that IS silly). If the complaint is that it does't do anything vs screens and chaff, well, neither does anyone's smite. Luckily you have stormbolters for that.

If you are plinking off 2, 3 or even 4 mortal wounds of something that you're now going to hit with your heavy hitters, that can make the difference between a dead model, and one left on 1 or 2 wounds.

edit: Like all marine lists, it's probably better to bulk out the army with some cheap chaff. Call them inquisitorial troops or whatever. I held off for my Deathwatch because I wanted to see how GW addressed soup. Well, I guess they didn't so now I'm going to hop on the Guard assist wagon.


I did not say that they are bad in grey knights, I said they are better in other space marine lists. In fact, they are probably much better in deathwatch.

Our army will maybe be getting an extra 7 mortal wounds a turn from smites. That is not going to turn things around. Our chapter tactic isn't bad. I never said it was.

This message was edited 1 time. Last update was at 2018/12/09 14:40:18


 
   
Made in us
Decrepit Dakkanaut





I shouldn't be doing math this late, but thank you for catching that. Still, those numbers arent super impressive.



Go you covered - it's early here and I had my coffee!

I think reference numbers are needed though -

Tac marines melee out 0.7 marines and shoot 1.1 for 65 points.

That means strikes kill more than three times as much for less than twice the cost in melee. They shoot twice as much for less than twice the cost as well.

Tac marines melee out 1.8 IG and shoot 3.

Again strikes do considerably more than their cost increase in melee and shooting is the same efficiency as above, because we're just doubling shots.

The trade off, of course is those marines can get more wounds in. A block of 10 tacs would shoot slightly less efficiently and be more durable, but still be much worse in melee. And I think that's what people notice most - the bane of elites.

   
Made in us
Longtime Dakkanaut






 Daedalus81 wrote:
I shouldn't be doing math this late, but thank you for catching that. Still, those numbers arent super impressive.



Go you covered - it's early here and I had my coffee!

I think reference numbers are needed though -

Tac marines melee out 0.7 marines and shoot 1.1 for 65 points.

That means strikes kill more than three times as much for less than twice the cost in melee. They shoot twice as much for less than twice the cost as well.

Tac marines melee out 1.8 IG and shoot 3.

Again strikes do considerably more than their cost increase in melee and shooting is the same efficiency as above, because we're just doubling shots.

The trade off, of course is those marines can get more wounds in. A block of 10 tacs would shoot slightly less efficiently and be more durable, but still be much worse in melee. And I think that's what people notice most - the bane of elites.



The real problem is when we look at things like guardsmen or scions or fire warriors and their shooting vs grey knights. Of course strikes will do well against marines, but throw them at other targets, and you see the problems in damage output vs point return.

This message was edited 1 time. Last update was at 2018/12/09 15:04:55


 
   
Made in us
Decrepit Dakkanaut





Yea that's the elite problem and why people view rubrics very highly, because they can take that sort of fire really well.

GK have to stand off until they're in place to drop a ton of models all at once. Their ability to clear models that threaten them is quite good, but if they flub that it could be troublesome.

I still have hopes that GW has more in store for GK in the FAQs to come out with CA...more lore access, cheaper stratagems, full smite for characters would be nice.

This message was edited 1 time. Last update was at 2018/12/09 15:22:33


 
   
Made in gb
Regular Dakkanaut




 Daedalus81 wrote:
Yea that's the elite problem and why people view rubrics very highly, because they can take that sort of fire really well.

GK have to stand off until they're in place to drop a ton of models all at once. Their ability to clear models that threaten them is quite good, but if they flub that it could be troublesome.

I still have hopes that GW has more in store for GK in the FAQs to come out with CA...more lore access, cheaper stratagems, full smite for characters would be nice.


You have far more faith in GW than I do. This coupled with no GK primarus leads me to believe GKs will be squated as a playable army in an edition or two.
   
Made in gb
Automated Rubric Marine of Tzeentch





UK

 Brother Castor wrote:
 Amishprn86 wrote:
 Brother Castor wrote:

So is CA 2018 standalone or do you need CA 2017 as well to use it?


All changes in 2017 is also in 2018, you just wont have the missions from 2017 one, also IDK if custom land raiders are in 2018 one as well.


What about FAQ changes, are they included too?


Anyone? I'm wondering if buying the latest CA gives me everything I need since the BRB and codex were released without having to cross-reference older CAs and FAQs...

This message was edited 1 time. Last update was at 2018/12/09 15:55:22


[1,800] Chaos Knights | [1,250] Thousand Sons | [1,000] Grey Knights | 40K editions: RT, 8, 9, 10 | https://www.flickr.com/photos/dreadblade/  
   
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Painlord Titan Princeps of Slaanesh




Based on the leaked photos I've seen it looks like all the cost adjustments that differ from the codex are listed. So you should be OK with just the CA 18 for point costs.
   
Made in us
Decrepit Dakkanaut





chnmmr wrote:
 Daedalus81 wrote:
Yea that's the elite problem and why people view rubrics very highly, because they can take that sort of fire really well.

GK have to stand off until they're in place to drop a ton of models all at once. Their ability to clear models that threaten them is quite good, but if they flub that it could be troublesome.

I still have hopes that GW has more in store for GK in the FAQs to come out with CA...more lore access, cheaper stratagems, full smite for characters would be nice.


You have far more faith in GW than I do. This coupled with no GK primarus leads me to believe GKs will be squated as a playable army in an edition or two.


I think the gap on Primaris is GK don't go into battle without storm bolters and force weapons. Until GW are ready to release Primaris with those options GK won't have them.
   
Made in us
Damsel of the Lady




 Daedalus81 wrote:
chnmmr wrote:
 Daedalus81 wrote:
Yea that's the elite problem and why people view rubrics very highly, because they can take that sort of fire really well.

GK have to stand off until they're in place to drop a ton of models all at once. Their ability to clear models that threaten them is quite good, but if they flub that it could be troublesome.

I still have hopes that GW has more in store for GK in the FAQs to come out with CA...more lore access, cheaper stratagems, full smite for characters would be nice.


You have far more faith in GW than I do. This coupled with no GK primarus leads me to believe GKs will be squated as a playable army in an edition or two.


I think the gap on Primaris is GK don't go into battle without storm bolters and force weapons. Until GW are ready to release Primaris with those options GK won't have them.


GW said at the weekender no Primaris for GK. Not no plans, just no.
   
Made in gb
Regular Dakkanaut




 Daedalus81 wrote:
A cheap Stormraven with the very respectable Twin Heavy Plasma Cannon is 253 points down from 289.
5 Purifiers went from 140 to 105 - take two of those.
Brother Captain w/ Psilencer went from 154 to 114.

This setup was previously 723 points, but is now 577 and can drop two D6 smites in 6" as well as plenty of anti-horde shooting.

The tech marine went from 122 to 71.
A ven dread with HPC, ML, and SB went from 167 to 122.

Two of those ven dreads supported by a techmarine is no joke especially when you can hide a wounded one and still shooting while he gets healed.



I run an air wing detachment with 2 storm raven and I've tried the same tactics that you are describing several times and I found that is not as powerful to worth those 723, even 577 points. imao the purifiers are totally broken as a unit because:

1) The psychic phase happens before the charge phase AND the shooting phase
2) You disembark before to move the storm raven
3) The smite automatically targets the closest enemy unit

To smite is not as flexible as shooting or charging. As far is not a character you can choose who you shoot. In the other hand when charging you can pull smart movements + pile in + consolidate that will let you reach to the threat that you want to neutralize. Smite don't have either of this two. You just move and smite to the closest enemy unit and this is all. Therefore to smite D6 getting out from a transport it's much much more difficult that to shoot or charge, to the point that it's almost worthless.

In practice what will happen is:

GK turn 1 move the storm raven to be close the thread that is need it to be smite out.
Other turn 1, move the thread away and / or place a screen unit
GK turn 2, disembark, you have the screen in front of you, you cannot do anything but to smite the chaff or be kited by the threat
Others turn 2, shoot the purifiers and remove them without no effort

Sometimes you will be able to succeed then what is also likely to happen is:

GK turn 2, disembark, move at 3-6 inches away from the threat and cast smite and fail or get a peril or get denied

also

GK turn 2, disembark, move at 3-6 inches away from the threat and cast smite then roll 1D6 damage and roll 1

or also

GK turn 2, disembark, move at 3-6 inches away from the threat and cast smite then roll 1D6 damage and roll 6 and strip 6 wounds from the castellan who will smash you up next turn with this 22 remaining wounds meanwhile is laughing on your damage output after so much effort and investment to pull just 6 wounds.

People use to think that this D6 smite is really strong, but is not. Like the flamers is highly unreliable and is not an auto D6 damage. You need to cast it and not been denied and after this you have 50% to do only 1-3 MW. An to pull this you need: to waste points in a sub-optimal storm raven, put there 2 units and a character that they won't be able to score objectives or give support to the army. Cross fingers that the storm raven don't get blow up at turn 1 and you don't get stuck in the middle of no where with slow moving models. Are all of this worth 577 points? How many leman rus can you bring with 577 points? how many riptides? how many IK? how many hell blasters? How many daemon princes? Because we are talking about death star role.

I think that purifiers would be more useful if either:

1) They D6 mortal wounds happens at the beginning of the combat phase
2) The smite would be 6 inches so you smite at 12 inches with brother captain, so you can spend 1CP to deep strike them, potentially along with the banner.
3) Their smite range stay the same in terms of when it happens and in range but where something crazy like flat 10 damage or something that even an IK would be afraid of, so at least, even if it's unlikely or really difficult to pull it, there would be the psychological factor to know that the purifiers have potential to alpha strike them.
4) The purifiers would be allowed to disembark AFTER that the storm raven have moved

Otherwise imao the 3" smite it means nothing. As they got a rule that says: purifiers cannot smite

This message was edited 6 times. Last update was at 2018/12/09 19:05:14


 
   
Made in us
Decrepit Dakkanaut




 Daedalus81 wrote:
I shouldn't be doing math this late, but thank you for catching that. Still, those numbers arent super impressive.



Go you covered - it's early here and I had my coffee!

I think reference numbers are needed though -

Tac marines melee out 0.7 marines and shoot 1.1 for 65 points.

That means strikes kill more than three times as much for less than twice the cost in melee. They shoot twice as much for less than twice the cost as well.

Tac marines melee out 1.8 IG and shoot 3.

Again strikes do considerably more than their cost increase in melee and shooting is the same efficiency as above, because we're just doubling shots.

The trade off, of course is those marines can get more wounds in. A block of 10 tacs would shoot slightly less efficiently and be more durable, but still be much worse in melee. And I think that's what people notice most - the bane of elites.


If I could take Strike Squads in any other Marine army I would in a heartbeat.


Automatically Appended Next Post:
Spoiler:
psipso wrote:
 Daedalus81 wrote:
A cheap Stormraven with the very respectable Twin Heavy Plasma Cannon is 253 points down from 289.
5 Purifiers went from 140 to 105 - take two of those.
Brother Captain w/ Psilencer went from 154 to 114.

This setup was previously 723 points, but is now 577 and can drop two D6 smites in 6" as well as plenty of anti-horde shooting.

The tech marine went from 122 to 71.
A ven dread with HPC, ML, and SB went from 167 to 122.

Two of those ven dreads supported by a techmarine is no joke especially when you can hide a wounded one and still shooting while he gets healed.



I run an air wing detachment with 2 storm raven and I've tried the same tactics that you are describing several times and I found that is not as powerful to worth those 723, even 577 points. imao the purifiers are totally broken as a unit because:

1) The psychic phase happens before the charge phase AND the shooting phase
2) You disembark before to move the storm raven
3) The smite automatically targets the closest enemy unit

To smite is not as flexible as shooting or charging. As far is not a character you can choose who you shoot. In the other hand when charging you can pull smart movements + pile in + consolidate that will let you reach to the threat that you want to neutralize. Smite don't have either of this two. You just move and smite to the closest enemy unit and this is all. Therefore to smite D6 getting out from a transport it's much much more difficult that to shoot or charge, to the point that it's almost worthless.

In practice what will happen is:

GK turn 1 move the storm raven to be close the thread that is need it to be smite out.
Other turn 1, move the thread away and / or place a screen unit
GK turn 2, disembark, you have the screen in front of you, you cannot do anything but to smite the chaff or be kited by the threat
Others turn 2, shoot the purifiers and remove them without no effort

Sometimes you will be able to succeed then what is also likely to happen is:

GK turn 2, disembark, move at 3-6 inches away from the threat and cast smite and fail or get a peril or get denied

also

GK turn 2, disembark, move at 3-6 inches away from the threat and cast smite then roll 1D6 damage and roll 1

or also

GK turn 2, disembark, move at 3-6 inches away from the threat and cast smite then roll 1D6 damage and roll 6 and strip 6 wounds from the castellan who will smash you up next turn with this 22 remaining wounds meanwhile is laughing on your damage output after so much effort and investment to pull just 6 wounds.

People use to think that this D6 smite is really strong, but is not. Like the flamers is highly unreliable and is not an auto D6 damage. You need to cast it and not been denied and after this you have 50% to do only 1-3 MW. An to pull this you need: to waste points in a sub-optimal storm raven, put there 2 units and a character that they won't be able to score objectives or give support to the army. Cross fingers that the storm raven don't get blow up at turn 1 and you don't get stuck in the middle of no where with slow moving models. Are all of this worth 577 points? How many leman rus can you bring with 577 points? how many riptides? how many IK? how many hell blasters? How many daemon princes? Because we are talking about death star role.

I think that purifiers would be more useful if either:

1) They D6 mortal wounds happens at the beginning of the combat phase
2) The smite would be 6 inches so you smite at 12 inches with brother captain, so you can spend 1CP to deep strike them, potentially along with the banner.
3) Their smite range stay the same in terms of when it happens and in range but where something crazy like flat 10 damage or something that even an IK would be afraid of, so at least, even if it's unlikely or really difficult to pull it, there would be the psychological factor to know that the purifiers have potential to alpha strike them.
4) The purifiers would be allowed to disembark AFTER that the storm raven have moved

Otherwise imao the 3" smite it means nothing. As they got a rule that says: purifiers cannot smite


Honestly I'm still pissy they lost their second attack. For, like, no good reason. At least you could make the excuse the old power was a Nova afterwards.

This message was edited 1 time. Last update was at 2018/12/09 19:08:34


CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Decrepit Dakkanaut





Audustum wrote:


GW said at the weekender no Primaris for GK. Not no plans, just no.


Yea I'm still not convinced it means squatting GK, but more that old marines are staying around longer than we might expect.

That and primaris for GK doesn't really help them since you're just making them even more expensive. And unless they get some twin storm bolter they'd be less efficient, too.

This message was edited 1 time. Last update was at 2018/12/09 19:24:47


 
   
Made in us
Fixture of Dakka





I took it to be a reiteration of what GW has been saying in every publication since 8th dropped:

"It's not that we don't care about GK as an army, it's that we've decided they aren't an army."

Which, of course, sucks.
   
Made in us
Longtime Dakkanaut






Bharring wrote:
I took it to be a reiteration of what GW has been saying in every publication since 8th dropped:

"It's not that we don't care about GK as an army, it's that we've decided they aren't an army."

Which, of course, sucks.


Where did you hear that?
   
Made in de
Sister Vastly Superior




Germany - Bodensee/Ravensburg area

 Jaxler wrote:
I've noticed that an apparent split is happening. People who don't play grey knights are claiming that people need to wait, and it's not that bad, grey knight players are thinking their army sucks still. I'd like to gently and slowly explain why grey knights suck, and why they still suck. I assumed I didn't need to break this down, but I will do so easily so even people with no understanding of grey knights can see the problem.

Here are key concepts and things required to understand grey knight's problems, that are not instantly apparent.

Grey knights pay for things they cannot use effectively. Each model has a force weapon built into the cost. All our infantry that aren't characters or paladins have 1 attack base or 2 in the case of terminators. You are paying out the nose for a weapon you can barely use. Everyone is a wizard! we can only use 6 spells (Really 4, but that's up next). Deep strike got nerfed, so a lot of times you'll be paying for deep striking units that can't deep strike, or have to wait until turn 2. So, grey knights are really just deep striking marines with storm bolters, that pay for gadgets they can't use. Purgation squads are paying for close weapons that are built into their cost that they trade away for heavy weapons. In fact, all our heavy weapons on power armored guys force us to give up the force weapon that we paid for already, and then make us pay for the heavy weapon.

Grey knights are not good at spells. Look at their spells. Vortex of doom is a horrible spell. It fails to go off 40% of the time, it only targets 1 model, so the AOE is rarely useful, and can hurt your own men. Purge soul is a worse smite. Oh boy, we've 4 spells then! Eh. Gate is great, but its use is kind of miffed by the fact that everything already has deep strike, or sucks, or doesn't need deep strike. Sanctuary is an amazing spell. Astral aim is a good spell, but is held back. It's really only good on dreadnaughts, so the one dread you run to abuse this spell is neat, but a dread out of LOS that can shoot you isn't going to carry the game. Anyone else is going to be too close for LOS to really matter or is going to be using gate/sanctuary. You could put it on purgation squads, but purgation squads are just worse strike squads. Hammerhand has the same problems as astral aim, what where it's held back by units wanting a better spell. Remember, we can only know one of these spells on a unit. Also, lets say you've two terminator squads looking to charge. One has hammerhand on it. They both have a 55% chance to make that 9 inch charge. Our smite is trash at 1 wound 12 inches.

Now, lets get to the other problem we have. Every power armored unit, save interceptors, are worse strike squads. Purifiers can't deep strike, and have a worthless spell, so they're worse than strikes and interceptors. Purgators can't deep strike, and all their weapon are worse than storm bolters, save psillencers, but psilencers are only better than storm bolters are select targets. Interceptors are just strike squads that can bounce up the board instead of deep strike.

Are heavy weapons are horrible. Psycannons are worse auto cannons. They've less range, same damage output. They're bad. Incinerators are useless on an army that comes from deep strike. flamers have problems this edition. If your grey knight army is getting charged, you've probably lost already. They are too expensive for the points, and there is no good way for the army to actually use the weapon. Psilencers are bad, but storm bolters are just as good and cheaper 7/10 times.

Deep strike has been nerfed. the army needs deep strike to actually get across the board. almost all our shooting is 24 inch range, so in order to do anything turn one, we need to move. With deep strike being changed, we cannot do much if anything turn one.

Grey knights get diminishing returns. the first two dreadknights grand masters with 3++ and one moving in turn one and rerolling its charge with another on the way is scary. You can only get 2 grandmasters to a 3++. The next grand master is a bad investment unless one of them dies. The 4rth is right out bad. We've only 6(4) spells, so every unit that's a caster after the 6th is paying for something it cannot use.

Double swords! double swords double the attacks of strike squads (and all power armored units). They only make terminators gain 50% more damage. Because of this, an equivalent amount of strike squads always does more damage than any terminator unit (including paladins). Also, double swords are our best weapon vs almost all targets, and the price of them is built into the model, unlike hammers. This problem also applies to all the banner boys with their +1.

I will now explain why most the point changes are not helpful due to the above problems

Apothecary 25 point drop. This is a good change, the problem is, you're not going to run many of these. Another problem is that they're not going to be healing many units that need it. Paladins and Terminators are still bad. He is still a slow-moving terminator.

Brother captain 40 point drop. Just get draigo or a grand master dreadknight.

Brotherhood anchient 38 point drop. You will only bring one or two of these. It's a nice change, but it's not going to save the army. Also they can't use double swords, which hurts them. A lot.

Chaplain 39 point drop. It is a worse grand master dreadknight. It has a problem keeping up with friends in combat as well.

Dreadnaught 22 point drop. Rifleman dreadnaughts are good as a 1 off in the list. This is a nice change. It doesn't save the army. Again, you'd only run one of these usually. Mutliples got better, but they're worse grand master dreadknight after the first. The first is a worse venerable.

Grand master 30 points drop. Worse grand master dreadknight.

Grand master Dread Knight. 20 point drop. You're bringing this and draigo as your HQ choices and only these. Everything else is worse. You can try to argue reasons why other options are nicer, but 3++ is too nice for me to listen to you.

Interceptor Squads 2 point drop. they are worse strike squads but cost more. They can jump up turn one, this is their selling point. You have to bring these pretty much, and they are bad. The price drop helps, but it is too little. they are worse Strike squads, and strike squads cost too much.

Land Raiders, multiple flavors of points drops. Land raiders still have their old problems. They are squishy for points, have less fire output than a single leman russ, and a knight is more useful. Terminators don't need one for transportation. Terminators are bad. There is nothing to put in them. The points changes don't make them any less unnecessary.

Librarian/voldus. The point changes are irrelevant. Look, you can only cast 6 spells. Two of them are useless. These guys get bad smites. Why would you let one caster steal the spells from the rest of your army? You can use those spells just fine without them. They are actually hurting your army by being brought. They are only worth their stats and nothing else, their rules are useless tax.

Paladin Ancient. 42 point drop. You will only bring one or two of these. It's a nice change, but it's not going to save the army. Also, they can't use double swords, which hurts them. A lot.

Paladin squad. 6 point drop. They are worse custodians. Just use custodians. Their spells don't matter, because custodians get a 4+ and access to storm shields, so sanctuary is meh. Hammerhand wouldn't be needed if they had Custodian grade weapons. Our heavy weapons such, so that's not a factor. Custodians get pretty much +1 to every stat compared to these guys for a small price hike. Custodians are bad, and paladins are worse custodians. The price change doesn't fix this. For the price of a full unit of custodians, you could get a lot of strike squads with more shooting power and better damage output. They're a worse strike squad, and strike squads are overpriced.

Purifiers. 7 point drop. This doesn't matter. they're still not cheaper than strike squads, which are better.

Razorbacks got their price changed, but are still 5 points more than they were in the codex. Razorbacks are still nerfed for grey knights. We cannot effectively reroll wounds in shooting. Razorbacks aren't useful for transporting our boys due to Deep strike or shunt or gate being used to move our units. We cannot make a gunline for them effectively, because our tax troops cost too much. Our only good HQs will be deep striking in, thus, they cannot buff these backfield shooters. Also, if you did do a parking lot, you'd be worse marines because we lack as many tools for a good parking lot.

Servitors. 3 points more expensive. They're just bad and marines can use them better.

Stormraven. Still 20 points more expensive than it was in codex. It is still a good unit. It's still better in normal marines. We do not need it to transport things. One could argue that it is a worse grand master dreadknight. I certainly would.

Tech marine. 36 point drop. It doesn't suck. You can't spam them. You might bring one or two. It doesn't fix the army. This is a nice change, however. Keep in mind, he can't keep up with the grandmasters, so the only vehicle worth bringing in the army he doesn't synergize with.

Terminators. 7 point drop. Oh boy, here we are. They're still bad. They are still almost double a strike squad member. Strike squad members have more shooting and don't get wrecked by multi damage. Strike squads are overpriced still. They also fill out troop tax for less. for the cost of 1 unit of terminators, you could have 2 strike squads filling out 2 troop requirements, and also, because of squad leaders, you'd be up 1 attack. Here is the big kicker though: Double swords double the attacks on strike squads, while it makes terminators go up by only 50% effectiveness. Double swords are the best melee weapon we have vs all almost all targets. 10 strike squad dudes with double swords is 20 str 4 ap -2 d3 dmg. With terminators, it's only 15.

Venerable dreadnaught. 25 point drop. Rifleman dreadnaughts are good as a 1 off in the list. This is a nice change. It doesn't save the army. Again, you'd only run one of these usually. Multiples got better, but they're worse grand master dreadknight after the first.

Brother captain stern. 52 point drop. He still has bad rules and is a worse brother captain. He also takes up a slot that could house a grandmaster dreadknight.

Castellan Crowe. 52 point drop. He is useless. He does nothing. Do not pay for him.

Draigo. 60 point drop. He's pretty good. Especially if he's making those two Grandmaster Dreadknights reroll everything to hit. He also is good in close combat. He has a 3++! The point changes make him viable! yay! Give GW a big hand for making a bad grey knight unit good. This is the first proof that GW can actually do it.

Wargear changes. I will be ignoring the space marine only ones because that doesn't help most of our units but does buff things that are worse grand master dreadknights.

Heavy incinerator 21 point drop. It might be worth taking now! Good to see the grand master dreadknight is worth it!

Heavy psycannon. 6 point drop. buff the grand master's baby walker. He needs it.

Incinerator, 5 points for infantry, 7 points down for terminators. This weapon sucks because it will never be used in the game. It's a wasted 7/5 points still when a storm bolter only costs 2 and can be used after deep strike. You are still losing an 8 point force weapon (the price is built into the model, and you still pay it) if you take this on power armored units.

Psilencer terminator, 2 points drops. The psilencer is better because it has more str 4 shots than a storm bolter per points (sometimes) and more damage. On a terminator, it is 8 points instead of 4. It is now(or rather still) a worse storm bolter.

Psycannon 3 points drop, 9 on terminators. They're still a worse auto cannon. It might be worth it to run them now on purgation squads. This is nice, this is the only change that changes how grey knights play in a healthy way. It is not, however, enough to save the army. Purgation squads still can't hit your army in deployment because the range on these things is only 24. you might still see these sprinkled in strike squads, but eh... we'll see. You are still losing an 8 point force weapon (the price is built into the model, and you still pay it) if you take this on power armored units.

Closing reasons why the above is sound reasoning. This also is the TLDR

As you saw above, I keep referencing the grand master Dreadknight. It is a good unit. It is better than all of our HQs, save Draigo. You will always run them. They are so good, they force everything else in the HQ slot to compete with them, and they lose. This unit is so powerful it dominates the codex, and forces everything else to bow before it. You will only have less than 7 HQ slots, and these guys and Draigo are needed in order to make your army pretend to work. They also make almost all vehicles seem lackluster compared to them. Boom, half the units are just worse Grandmaster dreadknights.

Strike teams also have the same problem. All non characters or vehicles units are worse strike squads. Strike squads also are overpriced. They needed a price drop too. So everything else by extension is still grossly over priced because they're a worse version of a bad unit.

Essentially, all the price drops were on things that are either outclassed, upgrades on things not viable, or had such drastic rules problems that they would be useless unless they were game-breakingly cheap. The few things that did get helped, either made the army more reliant on its crutch unit, or were on characters that aren't spammed, and thus don't really give us too many extra points extra. This is how you make so many price drops pointless. You buff things that cannot be taken, and everything else you buff doesn't get better than the units already dominating the codex (save grand master dreadknights).

Other armies got their list of viable units blown up and helped. I am having a hell of a time making my space marine army better and thinking up fun things to do with the new points drops. My tau feel a lot better with the changes, and I can finally use a lot of my older models. My mobile guard/scions list is now a lot more viable. My grey knights are now only useful as 2 dreadknights GMs and draigo for my guard because every dreadknight after the 2nd gives diminishing returns, and every unit after the 4th gives diminishing returns, and every HQ is bad compared to the stats per point on a baby carrier grandmaster, and all our infantry suck.

Pack up people, we are done here, this post right here is all that needs to be said. It should be used to drown GW's customer support with emails that have this copy pasted in, then maybe, just maybe, GW might actually fix the fundamental flaws that make the entire GK Codex unplayable outside of the 1-2 overpowered cheese units (GMNDK and Draigo) that struggle to keep the rest of the army afloat and barely manage keep it from drowning completely. GK need a fundamental overhaul. Changes like a 4-5 point discount on Strike teams and the cost of the built-in Nemesis weapon being deducted from the special weapons that replace them would be a needed starting point.

Dark it was, and dire of form
the beast that laid them low
Hrothgar's sharpened frost-forged blade
to deal a fatal blow
he stalked and hunted day and night
and came upon it's lair
With sword and shield Hrothgar fought
and earned the name of slayer


- The saga of Hrothgar the Beastslayer 
   
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 lolman1c wrote:
They can play with the points all the want but it's fundamentally a data sheet problem... it's why factions like Tyranids do so well and need little balance. They're data sheets are (for the most part) all awesome and, thus, can have points adjustments when things are needed with no problem...


I agree. Some units cant be fixed with reasonable point adjustments. Mutilators are one such unit. No point drop is going to make up for MV 4. Units still need data sheet rebalancing. But at this point, if the leaks are true, I have zero faith GW can balance this game. Flamers needed to go down more and plasma should not have had a price cut. They simply either have a agenda for sales and are buffing or maintaining those units that are central to that agenda OR they just have no business being in game design. Most players know the glaring issues with 8th and no point changes are going to fix that.
   
Made in it
Longtime Dakkanaut





The funny thing is that what you get out of this thread is:

"Nerf GMDK and the faction is fine".
   
Made in us
Locked in the Tower of Amareo




Nerf GMDK? I wish I could squat it.
   
Made in us
Longtime Dakkanaut






Spoletta wrote:
The funny thing is that what you get out of this thread is:

"Nerf GMDK and the faction is fine".


Delete the GMDK and the sand castle falls.

Imagine if you have 1 good unit that wasn't a character, and suddenly it got nerfed?
   
Made in us
Locked in the Tower of Amareo




 Jaxler wrote:
Spoletta wrote:
The funny thing is that what you get out of this thread is:

"Nerf GMDK and the faction is fine".


Delete the GMDK and the sand castle falls.

Imagine if you have 1 good unit that wasn't a character, and suddenly it got nerfed?


I'm trying, but my only good unit IS a character and has been nerfed three times now. What's it like to have a good unit?
   
Made in us
Longtime Dakkanaut






Martel732 wrote:
 Jaxler wrote:
Spoletta wrote:
The funny thing is that what you get out of this thread is:

"Nerf GMDK and the faction is fine".


Delete the GMDK and the sand castle falls.

Imagine if you have 1 good unit that wasn't a character, and suddenly it got nerfed?


I'm trying, but my only good unit IS a character and has been nerfed three times now. What's it like to have a good unit?


What army are you playing? I'll explain why it does better than grey knights, unless you play inqusition or corsairs
   
Made in us
Powerful Pegasus Knight





Omaha

Well... Looks like my GKs are staying shelved for the moment. GW, all I want is good Terminators again.

"Success is not final, failure is not fatal, it is the courage to continue that counts."  
   
Made in de
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Hamburg

 Ruberu wrote:
Well... Looks like my GKs are staying shelved for the moment. GW, all I want is good Terminators again.

Dito.
Nevertheless I'm looing forward to the pt changes so that there is a small chance that I'll play them next time.

Former moderator 40kOnline

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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in it
Longtime Dakkanaut





 Jaxler wrote:
Spoletta wrote:
The funny thing is that what you get out of this thread is:

"Nerf GMDK and the faction is fine".


Delete the GMDK and the sand castle falls.

Imagine if you have 1 good unit that wasn't a character, and suddenly it got nerfed?


Oh i can easily imagine that, please reference to 7th edition Tyranids.
   
Made in fi
Locked in the Tower of Amareo





 Jaxler wrote:
Martel732 wrote:
 Jaxler wrote:
Spoletta wrote:
The funny thing is that what you get out of this thread is:

"Nerf GMDK and the faction is fine".


Delete the GMDK and the sand castle falls.

Imagine if you have 1 good unit that wasn't a character, and suddenly it got nerfed?


I'm trying, but my only good unit IS a character and has been nerfed three times now. What's it like to have a good unit?


What army are you playing? I'll explain why it does better than grey knights, unless you play inqusition or corsairs


Blood angels. With idea that tacticals with missile launcher and flamers should be core of army and able to deal with everything.

2024 painted/bought: 109/109 
   
Made in us
Longtime Dakkanaut






tneva82 wrote:
 Jaxler wrote:
Martel732 wrote:
 Jaxler wrote:
Spoletta wrote:
The funny thing is that what you get out of this thread is:

"Nerf GMDK and the faction is fine".


Delete the GMDK and the sand castle falls.

Imagine if you have 1 good unit that wasn't a character, and suddenly it got nerfed?


I'm trying, but my only good unit IS a character and has been nerfed three times now. What's it like to have a good unit?


What army are you playing? I'll explain why it does better than grey knights, unless you play inqusition or corsairs


Blood angels. With idea that tacticals with missile launcher and flamers should be core of army and able to deal with everything.


Does he not know that his army now can do stupid stuff like storm shield vanguards just being better crusaders? Or that his army has a plethora of ranged options, the forgeworld dreadnaught that barfs auto cannon shots at bs2, or the fact his army also can just spam plasma dudes much easier now?

Dude, I play SM, and I know how BA work, they're not in nearly as bad a place as GKs. Like, seriously, every option we have that works currently is a GMDK, a worse vanguard vet/sternguard vet, and or a space marine option that's better in an army with lieutenants. You guys also get scouts for cheap troop tax, which grey knights don't get the luxury.

This message was edited 1 time. Last update was at 2018/12/10 11:23:31


 
   
Made in us
Locked in the Tower of Amareo




 Jaxler wrote:
Martel732 wrote:
 Jaxler wrote:
Spoletta wrote:
The funny thing is that what you get out of this thread is:

"Nerf GMDK and the faction is fine".


Delete the GMDK and the sand castle falls.

Imagine if you have 1 good unit that wasn't a character, and suddenly it got nerfed?


I'm trying, but my only good unit IS a character and has been nerfed three times now. What's it like to have a good unit?


What army are you playing? I'll explain why it does better than grey knights, unless you play inqusition or corsairs


I know why BA do a little better than GK, but both are paying for expensive melee dudes who want to punch.


Automatically Appended Next Post:
tneva82 wrote:
 Jaxler wrote:
Martel732 wrote:
 Jaxler wrote:
Spoletta wrote:
The funny thing is that what you get out of this thread is:

"Nerf GMDK and the faction is fine".


Delete the GMDK and the sand castle falls.

Imagine if you have 1 good unit that wasn't a character, and suddenly it got nerfed?


I'm trying, but my only good unit IS a character and has been nerfed three times now. What's it like to have a good unit?


What army are you playing? I'll explain why it does better than grey knights, unless you play inqusition or corsairs


Blood angels. With idea that tacticals with missile launcher and flamers should be core of army and able to deal with everything.


Wrong poster.


Automatically Appended Next Post:
I can't judge CA quite yet, so maybe that helps. But right now, it's codex: smash capt, who's been tripled nerfed. Deservedly so, I suppose, but the rest of the codex is pretty ghastly.

This message was edited 3 times. Last update was at 2018/12/10 14:36:47


 
   
Made in us
Decrepit Dakkanaut





Table wrote:
 lolman1c wrote:
They can play with the points all the want but it's fundamentally a data sheet problem... it's why factions like Tyranids do so well and need little balance. They're data sheets are (for the most part) all awesome and, thus, can have points adjustments when things are needed with no problem...


I agree. Some units cant be fixed with reasonable point adjustments. Mutilators are one such unit. No point drop is going to make up for MV 4. Units still need data sheet rebalancing. But at this point, if the leaks are true, I have zero faith GW can balance this game. Flamers needed to go down more and plasma should not have had a price cut. They simply either have a agenda for sales and are buffing or maintaining those units that are central to that agenda OR they just have no business being in game design. Most players know the glaring issues with 8th and no point changes are going to fix that.


Plasma was almost nowhere to be seen on tables. Promoting it will have an effect on the meta.

Mutilators are the kind of unit that needs a support character or even a formation, which is a possibility now.
   
Made in us
Omnipotent Necron Overlord






TL las and missile dreads got a nice cutt for all marine armies. Like...no clue why anyone would EVER consider a preditor now. Single lascannons costing 25 is just laughable when you can get 2 for 40.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
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 Xenomancers wrote:
TL las and missile dreads got a nice cutt for all marine armies. Like...no clue why anyone would EVER consider a preditor now. Single lascannons costing 25 is just laughable when you can get 2 for 40.


I mean it's 10 points less for quad laspred. And you can still take HBs. It just makes twin las a little more competitive with the pred AC and helps units with fixed TLC.
   
 
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