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I need help with some problems I'm running into with grey knights.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut






 Marmatag wrote:
I stopped reading at "Gate sucks," wow. Ally in marines. bring Tigurius, Grav-cents /w 3xTWBoltguns, gate all over the map with your invisible, 18 rending twin linked shots and 15 grav dice with rerollable wounds, wrapped in a package of 2+ saves with 2 wounds.


and then you scatter 12 inches onto an enemy and you lose a turn with your death star, or god forbid get deleted. Sure with gate you can't be locked down in CC, but also keep in mind it's easy to counter deep strike in general if your opponent is smart and deploys in such a way that you jumping forward will result in a mishap. Also, you're ignoring the fact that cent star is shooty. Grey knights aren't. You need to get close enough to your opponent where you can charge the proceeding turn, or you'll be kited for days. This is why gate sucks, it's got the same problem as deep strike for grey knights. If your a cent star you can jump 2 feet away from your opponent and be fine, but with knights you have to go in close and dangerous.

This message was edited 4 times. Last update was at 2017/01/31 04:41:45


 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

Looks like someone has heard of locator beacons.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in us
Longtime Dakkanaut






 jeffersonian000 wrote:
Looks like someone has heard of locator beacons.

SJ


Those are fairly hard to fit into an all grey knight lists beyond bringing a flyer, and seeing as grey knights are built around turn one deep strike, needing a flyer is a pretty big hinderence. Also, if your death star has to wait for turn two to move forward, and is maybe charging on turn three, you're not going to make your points back.
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

My point is that every problem mentioned above has a fix. Successful armies these days are not mono-builds. While the army I play is mostly GK, I still add a Knight at higher points to cover a need. Gate is a very useful power for mobility in a game, if you know how to place to mitigate mishaps. If you don't understand placement without beacons or drop pods, sure, deep striking would seem risky. But Draigo and company are in TDA and MSU, they have an easy to place foot print after scatter. Also, you can Gate out of unfavorable combat.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
 
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