Grey Templar wrote:wisdomseyes1 wrote:Point?
It still ignores Armor saves. It is S10, so 2D6 armor pen doesn't matter.
In all other cases, it says that they move like it. In this case, the become it. That means they gain more benefits. Now... I am surprised that i don't play Grey knights and i am defending easy access to cover... which still wont matter with a 4++ save (I think it is 4++)
If it does have a 4++ save... there are no additional benefits I can think of.... other than going to ground. And it loses next to nothing.
2d6 armor pen is VERY important. it allows it to almost assuredly penetrate rather then having a 50/50 of killing a
LR.
and it's only Str10 with the Doomfists. if it replaces those with the Sword it goes down to Str7.
being a
MC is very useful against vehicles.
If you are going to talk about Grey Knight Tactics you need to get the release version of the Codex. The playtest version was Very
OP and there are several things that have changed. First off, the Dread Knight is now only S/T 6 not 7, unless you cast hammerhand. If you do that, then you are not getting Dark Excommunication however. As said above it only has a 5++ save now. Also the Teleporter squads are called Interceptors not strike squads and they are fast attack. Not a lot of big changes, but enough that you should really try to "find" a copy.
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Back On topic.
1) Psych Out Grenades. When the Grey Knights charge, all of your Daemons will be I1. This is very bad for Slaanesh as they tend to rely on hitting first. It only works when the Grey Kngiths charge however. You need to make sure that any Seakers or Fiends you have stay out of the Charge range of the grey Knights.
2) Warp Quake. Depending on the list, there may be a lot of this power running around. If the enemy is using a "Shunt Punch" list you will see this. (This is a list based off of Grand masters granting scout to Interceptors and Dreadknights for first Turn assaults.) If you go first, then the Grey Kngihts have no chance to cast Warp Quake. If you go Second, there will be a lot of problems for you. If you combat squad, you are only casing on LD8. There is a Chance you will fail.
3) Fortitude. I think that this power is going to hurt certain forms of Anti-tank more than others. If you rely on Massed Glances to Stun vehicles, this is going to be a huge problem for you. Bolt and tongue are both AP1 and therefore are less likely to stun or shake. It would seem that relying on massed close cambat attacks is not as good, but using your shooting to take down tanks is a good idea.
4) Dark Excomunication. This one will hurt you as it is a power specifically designed to take out deamons. The best thing about it that it ONLY works in close combat. The worst thing it will do to you if remove your Blessing of the Blood god 2++ save against all of the
NFW's. there are only a few units with it however. Coteaz, Librarian, and Dreadknight. You will probably not see it on the Librarian as they have a lot of other powers that are kinda better. All this means is that you want to shoot that Dreadknight Dead and you do not want to try and fight it.
5) Psy Riflemen Dreads. I feel that these are not Particularly painful to Daemons, but they seem to be a popular choice at the moment. 4
TL S8
ap 4 shots. These will put wounds on your Greater Deamons and the lower
AP does not matter quite as much. They are there to put the hurt on from a long way away.
6) Henchmen. Banishers. Some people are taking these guys in their Clsoe Combat Henchemn squads. They have a 6" radius of you re-rolling
INV save that you make. It makes everything much more vulnerable, but since it is close to you, you can probably eat it next turn. It will hurt, but you get to hurt them back.
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What does this all boil down to?
If you want to, you can write a Grey Knight list that will Decimate the Daemons, Especially if you can go first and cast Warp Quake on the whole board.
That Being said, the
TAC lists that are being made are not biased against daemons in the same way. It is a combination of things you have seen in the Space Marine and Imperial Guard books.
I think that Slaanesh heavy lists will falter a bit as there is a lot of Intiative lowering (psych out grenaes), ignoring (purifier cleaning flame) or increasing (halberds for I6) stuff. It makes all of those points you paid for your High Initiative worthless.
Tzeench is a little better as shooting is often a better way to dispach the Grey Kngiths than combat. They have Better
INV saves in combat, and extra powers there that can hurt you.
Khorne has a few things that might be okay. Depending on the list, (no dark excomunication) The 2++ saves are your best bet in combat against the knights. Scarbrand is decent as well, as the enemy already had re-rolls against you. If the enemy does not have Halberds or Purifiers, then striking with power weapons at I5 is as deadly as it has always been.
Nurgle is the same as it always has been. Slow Durable units that score. Do not rely on them to kill anything.