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![[Post New]](/s/i/i.gif) 2012/10/28 20:59:57
Subject: Grey Knights are ruining my play experience
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Fresh-Faced New User
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I'm glad its not just me who feels this way atleast, interesting development one of them claimed that im using a competitive list and that if it isn't then i can proxy what i consider to be competitive (this is like going against a brick wall) i tried to solve the problem by proposing the use of allies but they instead claimed i was trying to plug holes in my force for cheap units.. -sigh- but i will be checking my LGS as whenever i chat when i go in they all think GK's are fine, swings and roundabouts i suppose
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![[Post New]](/s/i/i.gif) 2012/10/28 21:05:50
Subject: Grey Knights are ruining my play experience
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Barpharanges
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Griddlelol wrote:Get new friends.
In all seriousness, try playing with people you don't know. Clearly your friends aren't interested in trying to win, they're more interested in losing to justify their opinion that GK are op (which they just aren't). If you play new people you'll get beaten a few times and win a few times, making it more fun for you.
Agreed.
GK aren't too hard to beat, like Daemons in fantasy, the new edition has brought the Knights down to the level of the other armies. People's whining isn't justified as much now and if people aren't going to stop, find other people to play with. Plasma Weaponry in moderate numbers (not spam) can tare them a new one with efficiency.
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This message was edited 1 time. Last update was at 2012/10/28 21:13:04
The biggest indicator someone is a loser is them complaining about 3d printers or piracy. |
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![[Post New]](/s/i/i.gif) 2012/10/28 21:20:24
Subject: Re:Grey Knights are ruining my play experience
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Stalwart Dark Angels Space Marine
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You could also try and find a buddy who knows more than your friends do about beating GKs and bring him with you when you hang out with your friends. Their attitude might change then when they see a confident opponent show them how to beat you. The most I've ever learned about how to play GKs I learned from a buddy who ran a CD army against me and tabled me in 4 turns. At the beginning of that tourney, I was getting nothing but grief, but by the end of the one game, I was getting tips and advice from everyone.
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![[Post New]](/s/i/i.gif) 2012/10/28 21:44:45
Subject: Grey Knights are ruining my play experience
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Devestating Grey Knight Dreadknight
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you can show them that GK aren't nearly as cheese as some lists you can bring like necron air forces =)
Enjoy the cheese! I'm pretty convinced of the power curve of 6th after that stuff kicked my butt all over the place.
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+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2012/10/28 22:17:06
Subject: Re:Grey Knights are ruining my play experience
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Fighter Pilot
Strasbourg France
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Griddlelol wrote:whipthorn wrote:
I wish they would put a warning label on the GK codex to warn people about the inherent grief that comes with owning the army.
They do, it says: "By Matthew Ward"
Hahaha I Lol'd
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![[Post New]](/s/i/i.gif) 2012/10/29 02:50:17
Subject: Grey Knights are ruining my play experience
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Plummeting Black Templar Thunderhawk Pilot
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I got told yesterday during a match that my Sisters are OP. didnt know how to respond to that since I was tabling my opponent by turn 4
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Black Templars 4000 Deathwatch 6000
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![[Post New]](/s/i/i.gif) 2012/10/29 02:51:24
Subject: Grey Knights are ruining my play experience
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Nasty Nob on Warbike with Klaw
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I've been asked by the local shop owner to not play my Daemons against casual players. However he never said anything about GK or Space Wolves ^^
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![[Post New]](/s/i/i.gif) 2012/10/29 02:56:42
Subject: Grey Knights are ruining my play experience
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Yellin' Yoof
indianna
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My experience with gks is this: they operate great, situationally. If I tried to play gks I would lose. Why? Because I'm into assault, and quickness. Your friends are playing either the wrong list or the wrong army totally. I have beaten grey knights with tyranids and blood angels before... it can be done
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KRUSH DA SPACE MURRINES! |
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![[Post New]](/s/i/i.gif) 2012/10/29 03:40:41
Subject: Grey Knights are ruining my play experience
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Gore-Soaked Lunatic Witchhunter
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Grey Knights are nowhere near as overpowered in 6e, since most of the broken tricks (Purifiers, especially) relied on 5e's overly-generous vehicle damage tables. Your units are horribly expensive, the vast majority of your options are plain ordinary T4/3+ one-Wound models, you can't move very quickly unless you invest heavily in Fast Attack, and literally your only long-ranged option is Dreadnaughts. Grey Knights are strong on tables where they don't have to worry so much about the enemy riddling them with holes before they can do any damage (read: terrain-heavy) or against other short-ranged assault-oriented armies.
Another point for consideration: Have you ever wondered if they're grumbling about your list being OP because it reads like you used the 5e powergamer lists as a checklist? My GK list involves a lot more generic Strike squads and Interceptors than the Internet claims is good for me with an IG airborne detachment for long-ranged support; I refuse to field Purifiers, special characters, and Dreadnaughts, and I don't take nearly as much flak for it.
Also, a good antidote to people grumbling and moaning about the brokenness of GK: I hand them my Grand Master, ask them to feel the heft, and point out that I've been playing the army since I had only metal models and my mandatory Sergeants were fifty points each. I was owed a competitive army list and plastic models, and by gum, I got them. Matt Ward's fluff is a bit of a price to pay, but it can be explained away and ignored more easily than you'd expect (Why were the Grey Knights composed of three thousand members led by twelve Grand Masters in the old book, but eight hundred led by eight Grand Masters and a Supreme Grand Master in the new one? Where did the rest of them go?).
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![[Post New]](/s/i/i.gif) 2012/10/29 03:46:32
Subject: Grey Knights are ruining my play experience
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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AnomanderRake wrote:My GK list involves a lot more generic Strike squads and Interceptors than the Internet claims is good for me
How DARE you mock that which is infallible.
GK are just fine to fight against now. I'd even go so far as to say they are a pleasure and a challenge to play against.
Kind of like being brushed lightly by a feather
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This message was edited 1 time. Last update was at 2012/10/29 03:47:34
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![[Post New]](/s/i/i.gif) 2012/10/29 03:52:26
Subject: Grey Knights are ruining my play experience
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Stalwart Dark Angels Space Marine
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AnomanderRake wrote:Grey Knights are nowhere near as overpowered in 6e, since most of the broken tricks (Purifiers, especially) relied on 5e's overly-generous vehicle damage tables. Your units are horribly expensive, the vast majority of your options are plain ordinary T4/3+ one-Wound models, you can't move very quickly unless you invest heavily in Fast Attack, and literally your only long-ranged option is Dreadnaughts. Grey Knights are strong on tables where they don't have to worry so much about the enemy riddling them with holes before they can do any damage (read: terrain-heavy) or against other short-ranged assault-oriented armies.
I don't remember any Purifier tricks that benefitted from 5e's vehicle damage table, was there one? All I can figure out is maybe using Psycannons, but every squad has access to those? I can't seem to figure this one out.
Moving Gks across the table fast is actually harder with Fast attack, since fliers start in Reserve and you won't always get them out on turn 2, and Interceptor Squads can only move once with a big jump and risk mishaps. The easiest way is to invest is the cheap dedicated transports. Pack them in, move across the board until the transports pop, then run them into range. Usually gives you a turn or two before you're under fire.
Long range options are really limited, except when you find the ones you need, it's a table-wide boon for the GK army. Orbital Bombardment and Conversion Beamers are probably some of the most fun and exciting ways of bringing pain to an enemy that decides to fire and fall back each turn.
You are absolutely right on the tables bit though. As much as I love the awesome saves, fighting across the board will slaughter GKs almost everytime. Fortunately, if you handle reserves correctly, you can Deep Strike almost any model to your enemies front door step.
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This message was edited 1 time. Last update was at 2012/10/29 03:54:33
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![[Post New]](/s/i/i.gif) 2012/10/29 03:58:39
Subject: Grey Knights are ruining my play experience
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Insect-Infested Nurgle Chaos Lord
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My experience, and ymmv.
In 5th GK were often OP Cheeseballs that were no fun at all to play against, and most of the players I ran into were determines to squeeze every last drop of WAAC-juice out on them...
In 6th they are still pretty potent, but nowhere near as BS powerful as before. Many of the WAACholes have either grown up or moved on, and they aren't quite as broken OP as they were with 6th ed.
Basically right now they are uber but not broken, but they were once broken as gak. They still have the 'broken as gak' rep, but they no longer match it, especially if your army has the right tools for taking them down.
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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