Switch Theme:

are grey knights competative  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Poll
are grey knights really competative
Yes they are very competative
they are somewhat competative
they are competitive if you take the right units
only if you spam certain units
not to competative
no the grey knights are not a competative army book compared to space wolfs and IG

View results
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

@WBE

Started to type a response in depth but I couldn't do it without sounding rude. I'll just stick with you have zero understanding of the codex or game balance as it currently stands. I'm hoping your trolling.....

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in gb
Freaky Flayed One





Whirling Blade Exarch wrote:
honestly, a 2+ invulnerable save should cost at least 60 points, and even then it should only be available to one model per army.


Without pointing out the minor errors in the rest of the post. That 2+ invulnerable? Only applies in CC.

 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Whirling Blade Exarch wrote:
honestly, a 2+ invulnerable save should cost at least 60 points, and even then it should only be available to one model per army.


It's limited to one per unit, it only works in close combat, and it's already expensive enough as it is. Stop overexaggerating and play better.
   
Made in ca
Member of the Malleus





Canada

The strength of the codex seems to be in that most of your base units are effective in both the shooting and assault phase equally and being able to combine them lets them take units off the board fast. And although any pysker heavy or daemon heavy army is at a disadvantage dark eldar, IG, should do just fine against them. Also I think with the amount of long range fire and ability to mass shoot, competent Tau players should give GK a run for their money.

 
   
Made in no
Liche Priest Hierophant





Bergen

Thanks Hulksmash. It looks very diferent then my list. I glued together a lott of terminators but it turns out they are a point sink! (They are scoring 2+ though...)

Exarch, it is only 2++ in close combat. Nids throws bodies at it and everybody else shoots it. I honestly think DE shadow fields are better. (And they are cheap cheap cheap.)

   
Made in us
Apprehensive Inquisitorial Apprentice





california US

I agree with ^

imperial guard
5000 points
vanilla marines
0 lol havent started getting units


I am White/Green
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both orderly and instinctive. I value community and group identity, defining myself by the social group I am a part of. At best, I'm selfless and strong-willed; at worst, I'm unoriginal and mindless.
 
   
Made in us
Deadly Dire Avenger




Beltac-Asur Craftworld

I am aware that it is a 2+ in cc only. I suppose a more accurate question would be what the feth I'm supposed to point at that. fire dragons could work, but they are only viable when mechanized and GK kills mechanized as we have already discussed. I can only see it working from the back of a wraithlord and then two shots would not kill most of the models allowed to have one (due to the number of wounds).

the other thing about GK's natural anti mech capabilities in relation to eldar is that vs all other armies, mechdar is the only consistantly viable option (with a few exceptions). so If you're using mechdar in a tournament, you'd better damn well hope you don't run into a GK opponent.

my point about matt ward codexes in general still stands. they always seem to target a specific army or be totally unbalanced. phil kelly at least makes his codexes require extensive strategy.

and his background sucks nurgle's balls

sorry to rant, but right now I would love to shove a nice, sharp powersword up matt ward's double-hindquarters.

i-Eldar: there's an aspect for that.  
   
Made in us
Longtime Dakkanaut






Getting my broom incase there is shenanigans.

Whirling Blade Exarch wrote:I am aware that it is a 2+ in cc only. I suppose a more accurate question would be what the feth I'm supposed to point at that. fire dragons could work, but they are only viable when mechanized and GK kills mechanized as we have already discussed. I can only see it working from the back of a wraithlord and then two shots would not kill most of the models allowed to have one (due to the number of wounds).


How do you kill terminators with a 3+ inv save? None of your options work for them either.

I always killed them with War Walkers with Scatter Lasers, and Dire Avengers.


 
   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

I am afraid to play my Tau against these guys. The idea of multiple squads of interceptors, and a dreadknight or two sitting w/in 12" of me before the game even starts makes me cringe. Where it used to be an easy game if I had first turn, it will be damn near impossible if I don't have it. (Right now the only counter to the 30" scout shunt is to make the classic wall o' skimmers (but this assures the loss of my hammerheads and mobility)

Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in us
Sslimey Sslyth






Busy somewhere, airin' out the skin jobs.

Whirling Blade Exarch wrote:I am aware that it is a 2+ in cc only. I suppose a more accurate question would be what the feth I'm supposed to point at that. fire dragons could work, but they are only viable when mechanized and GK kills mechanized as we have already discussed. I can only see it working from the back of a wraithlord and then two shots would not kill most of the models allowed to have one (due to the number of wounds).

the other thing about GK's natural anti mech capabilities in relation to eldar is that vs all other armies, mechdar is the only consistantly viable option (with a few exceptions). so If you're using mechdar in a tournament, you'd better damn well hope you don't run into a GK opponent.

my point about matt ward codexes in general still stands. they always seem to target a specific army or be totally unbalanced. phil kelly at least makes his codexes require extensive strategy.

and his background sucks nurgle's balls

sorry to rant, but right now I would love to shove a nice, sharp powersword up matt ward's double-hindquarters.


Cowboy up or GTFO.

Grey Knights are here to stay.

It's not that bad Chicken Little.


I have never failed to seize on 4+ in my life!

The best 40k page in the Universe
COMMORRAGH 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

wuestenfux, my fellow Mech Eldar player - I am not so confident! Psycannons, being S7, penetrate on a 6 so they essentially work exactly as normal As.Cannons without Energy Fields in effect... plus they glance on a 5 too! S5 storm bolters also ruin Eldar from up to half the board away when they get out of their vehicles to try and soak them in wounds, although this option is not prevalent in the tougher builds I've seen thus far.
Eldar Psykers are not really combat characters so for the most part they aren't too worried about GKs, and Runes of Warding are brilliant. Don't get cocky though - they are an elite army that can make a hell of a mess up close or from a distance.

Arctik_Firangi, after reading the codex, yesterday, I'm not so confident either.
Runes of warding is brilliant as long as the Farseer cannot be targeted.
If she can, she might be gone.
Let's see if I can get some playtest - otherwise I'll eventually meet them at the upcoming GT:

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Battlefortress Driver with Krusha Wheel






I wonder how they would face up against deathwing with a librarian with pre nerfed psychic hood still affecting the whole board. Also I love all termie armies.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in us
Regular Dakkanaut




Ohio

Orock wrote:I wonder how they would face up against deathwing with a librarian with pre nerfed psychic hood still affecting the whole board. Also I love all termie armies.


GK would likely own deathwing. Warpquake makes a very small board to drop onto, especially if the GKs go first. The 12" bubble is a tad excessive, IMO. I hesitate to call certain things broken, but that single ability invalidates a whole lot of stuff from other armies.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

In fact, a GK army spreading out and using warpquake would make it hard for a deep striking army to come very close.

How about those Inquisitors? Would you field one (which one?) in a GK army without Henchmen?

This message was edited 1 time. Last update was at 2011/04/18 08:32:18


Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

wuestenfux wrote:In fact, a GK army spreading out and using warpquake would make it hard for a deep striking army to come very close.


You can actually make it impossible for a deep striking army to deploy without mishapping with the first turn and the right list.
   
Made in no
Liche Priest Hierophant





Bergen

Fafnir wrote:
wuestenfux wrote:In fact, a GK army spreading out and using warpquake would make it hard for a deep striking army to come very close.


You can actually make it impossible for a deep striking army to deploy without mishapping with the first turn and the right list.


There is a very big diference between a theoreticaly posabilaty and one person actualy showing up with so many intersceptor squads as one needs to do this. And then they have to meet a DS army. And even if all of this happends, he has to winn the dice roll and he also needs to sucsesfully cast all those warp quakes. I am not so scared by it. However, warp quake in your own deployment sone vs drop pods have gotten med nervus.

   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

However, warp quake in your own deployment sone vs drop pods have gotten med nervus.

What is warp quake doing vs a drop pod that is immobilized anyway when it arrives?

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

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




The high seas, a Cursed ship, Bottle of rum in hand.

wuestenfux wrote:
Fafnir wrote:And GK have means (Vindicare Assassin) to shoot down Eldar Farseers.

Better keep the Farseer safe and try in a Serpent since the runes have infinite range.


Safe? 4D6+3 AP penetrator rounds? Not safe for long methinks.

feild 2 vindicares, 3 if you want.

No.1- Blows up tank
No.2- Takes Invun away
No.3 (or turn 2)- Instant Death shot

it may come down to alot of luck, but if it works... *shudders*

Shiver my Timbers, Shiver my Sails
Dead men tell no tales!

The curse of Captain Morgan,
Has led us to this fate,
So have faith my friends and don't look back
The afterlife awaits! 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Those Vindicares are expensive.
You can eventually afford one, but two or even three?


Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Dakka Veteran





Only one Vindicare may be fielded in any given list.

Choose an army you can love, even when it loses - Phil Barker
 
   
Made in au
Stormin' Stompa






YO DAKKA DAKKA!

wuestenfux wrote:
However, warp quake in your own deployment sone vs drop pods have gotten med nervus.

What is warp quake doing vs a drop pod that is immobilized anyway when it arrives?


Warp Quake does not cause Deep Strikers to test for dangerous terrain - it causes them to automatically suffer a mishap!

33% chance that the pod is dead along with everything inside it is already the risk that a normal Deep Striker takes when dropping within 12" of a board edge or other unit... Pods are traditionally safe to drop near other units but you don't want to go near the 'Quake.
   
Made in se
Ferocious Black Templar Castellan






Sweden

Kaptin Grigger wrote:
wuestenfux wrote:
Fafnir wrote:And GK have means (Vindicare Assassin) to shoot down Eldar Farseers.

Better keep the Farseer safe and try in a Serpent since the runes have infinite range.


Safe? 4D6+3 AP penetrator rounds? Not safe for long methinks.

feild 2 vindicares, 3 if you want.

No.1- Blows up tank
No.2- Takes Invun away
No.3 (or turn 2)- Instant Death shot

it may come down to alot of luck, but if it works... *shudders*


Except the turbo-penetrator doesn't work that well versus wave serpents. You glance if you rend and roll a 3 on the D3, as you'll only get one D6 to pen with due to the special rule called something I've forgotten ATM.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in au
Stormin' Stompa






YO DAKKA DAKKA!

You can't get extra rending dice against Wave Serpents either. They're not 'immune' to extra Melta dice for example - it's just that you only ever roll a single D6 for armour penetration with shooting attacks against the front and side facings. Turbo-penetrators don't work at all - they can only get a 6, maximum, against the 'Serpent.
   
Made in ca
Member of the Malleus





Canada

You cannot use extra dice against a wave serpent but i think because turbo pen rounds get a base ap of 4d6 it can shred the serpents.

 
   
Made in ca
Malicious Mutant Scum




Prince Edward Island

Very competitive.

With good shooty options tied with some of the best assaulty options for MEQ's they are a hard nut to crack.
   
Made in us
Dakka Veteran




The living metal rule on Monoliths says no extra dice for armor penetration ever, but in one of the Necro FAQ's, they specifically said that the Turbo rounds still get their 4d6 pen because it's not boosted strength or boosted shooting attacks, it is the round itself. That may or may not make sense, but that's how it is.

If turbo rounds circumvent the living metal rule, they do the same to the eldar rule as well, unless one of the older eldar FAQ's forbid it
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

I can't wait for 'Ard Boyz....I need to win semi-finals this year so that I can get a new GK army.

   
Made in nz
Screamin' Stormboy





New Zealand

On the surface of it chaos would appear to be boned by the new GKs as badly as Eldar. In practice, so long as they can deploy (that's what the warpquake is about! Denying daemon access!), the forces of chaos should be able to take the win.
Which makes my lament once again - bring back proper legions! Unfortunately this is like praying to Jesus for a satanic goat-guitar.

10,000 crunchy points of green domination


 
   
Made in us
Apprehensive Inquisitorial Apprentice





california US

dont mean to go off topic but what is the prize for the ard boys

imperial guard
5000 points
vanilla marines
0 lol havent started getting units


I am White/Green
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both orderly and instinctive. I value community and group identity, defining myself by the social group I am a part of. At best, I'm selfless and strong-willed; at worst, I'm unoriginal and mindless.
 
   
Made in fr
Wicked Warp Spider




A cave, deep in the Misty Mountains

Competitive? I don't know, but I'd think... YES! Some may even say overpowered, but I'll wait until I face them to decide for myself.

Craftworld Eleuven 4500

LoneLictor on thread about an ork choking the Emperor:
 LoneLictor wrote:
I like to imagine the Emperor kills so many Orks that he ends up half buried beneath a pile of corpses, with only his head sticking out. A lone grot stumbles across him, and starts choking him.

Then Horus comes across the lone grot, somehow managing to kill the Emperor, and punts it into space.
 
   
 
Forum Index » 40K General Discussion
Go to: