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Made in za
Regular Dakkanaut




VERITAS NUMQUAM PERIT

So what is the deal with Grey Knights (go easy on me im NEW - haven't even got a rulebook yet)

From what I've read on here they seem to be the no.1 in terms of H2H combat - but suck as long range.  Also someone mentioned that GK are immune to psych attacks???

GK terminators seem to be a serious problem for most as well - although i've heard it told that some decent las. can and hv.bolter devastators can sort that RIGHT OUT!

I must admit though - they look SOOO cool - I got a set of tac. SM and bought some bits to make a termi librarian - my friend got a set of GK - the look awesome, especially the termi's and the Brother Captains / Commanders / HQ's.

I was thinking of getting a set of GK termi's as my mainstay and using my tac. SM as allies / troop options - not sure if its legal but checking it all out.

Any ideas?

   
Made in de
Dominating Dominatrix






Piercing the heavens

If you like them because they look cool, that's more than enough reason to get them.
but since this is a tactics topic, I try to tell you what I know about Grey Knights.
1.they all have those fancy energy pike thingys which make them stronger.
2.they have "hard grip" on with storm bolters, so they're get an extra attack when they charge or are charged.
3. not sure if this count for normal Marines as well, but if you want to shot the Termis you'll have to test on nightsight, becuase they are all blurry and stuff

Grey Knights can be used as allies for Marines, but when you play a Demon Hunter Army with Grey Knights you're not allowed to use normal Marines.
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

Knights are not for beginers because of some of thier rules and can be very difficult to master. I have personally won store tournaments with my list but thier is no room for mistakes. The most common misconception about a straight Knight list is that they are not shooty. They are extremely shooty and are equipped to take on all but extreme heavy armor lists.(Armored Company, Multiple Land Raiders ect.)
   
Made in us
[DCM]
Sentient OverBear






Clearwater, FL

Anung, what's the actual German term for hard grip?  The English name for that rule is "true grit".  Interesting difference.

DQ:70S++G+++M+B++I+Pw40k94+ID+++A++/sWD178R+++T(I)DM+++

Trust me, no matter what damage they have the potential to do, single-shot weapons always flatter to deceive in 40k.                                                                                                       Rule #1
- BBAP

 
   
Made in de
Dominating Dominatrix






Piercing the heavens

the german name is "fester Griff" which means as much as holding it very... well hard or tight or something like that. we're talking about this whole using Bolters in CC with one hand thing, aren't we?
   
Made in us
[DCM]
Sentient OverBear






Clearwater, FL

Yep, that's the thing.  Firm or solid is what my handy Langenscheidt's tells me for "fest"; still a far cry from true grit which means "really able to withstand adversity".  Reminds me of the old west, or action movie heroes.



DQ:70S++G+++M+B++I+Pw40k94+ID+++A++/sWD178R+++T(I)DM+++

Trust me, no matter what damage they have the potential to do, single-shot weapons always flatter to deceive in 40k.                                                                                                       Rule #1
- BBAP

 
   
Made in za
Regular Dakkanaut




VERITAS NUMQUAM PERIT

ok, I actually managed to get my hands on a DH codex - hopefully it will arrive within the week... still trying to find a rulebook and SM codex.

in the mean time can you confirm - are GK immune to psycher attacks? Should I start looking to collect GK as allies for my SM army??
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

They all have the Aegis which is a built in psychic hood. Roll off against leadership highest score wins.
   
Made in us
Master of the Hunt





Angmar

Not immune, but they do get some sort of save due to their armour I believe. Maybe 5+?

They probably ARE immune to MINOR psychic powers. I know that Sisters of Battle are. However, the most dangerous powers are Major, not Minor.

GK are great in close combat. The problem is getting them there...

"It is by caffeine alone I set my mind in motion.
It is by the seed of Arabica that thoughts acquire speed, the teeth acquire stains, the stains become a warning.
It is by caffeine alone I set my mind in motion."
 
   
Made in us
Master of the Hunt





Angmar

Ah, there you go. Lemartes beat me to it. I knew they had something.

"It is by caffeine alone I set my mind in motion.
It is by the seed of Arabica that thoughts acquire speed, the teeth acquire stains, the stains become a warning.
It is by caffeine alone I set my mind in motion."
 
   
Made in de
Dominating Dominatrix






Piercing the heavens

they only have 5+ save when you get trough their armor. so when you get close enough with the right squad. let's say Havocs with Plasma Guns for example, they are dead as fast as any other Terminator Unit
   
Made in za
Regular Dakkanaut




VERITAS NUMQUAM PERIT

slowly now... "when you get through their armor" - what is that supposed to mean?  I would imagine "when you get through their armor" on any unit they're toasted unless they're 2/3 or 4 wound units... or have i completely lost the plot.

Lib's have 6 powers - what are considered minor and what is considered major?  Also I would imagine if you have a Term Lib using SOH on himself and getting toe-2-toe with a brother-captain that the lib would win?

   
Made in au
Regular Dakkanaut




Australia

Hmmm.... With the problem of GK getting into CC, and by making them a fast attack unit (teleportation) how effective is that as the Inquisitorial Sturmtruppen race up in the Chimera?

There are no rights or wrongs, only perspectives 
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

Qoute: Lib's have 6 powers - what are considered minor and what is considered major? Also I would imagine if you have a Term Lib using SOH on himself and getting toe-2-toe with a brother-captain that the lib would win?

The minor powers were in a Chapter approved article in White Dwarf. All the powers in the marine dex are major.
   
Made in us
Master of the Hunt





Angmar

Chaos also has minor powers for each of its non-Khorne factions. Eldar might as well, but I don't know Eldar.

Most powers you face will be Major ones.

Also, remember that Power Armoured GKs also get the Aegis special rules, not just the Terminators.


Teleportation is no good for getting GKs into CC, unless your opponents WANTS to be in CC.

I welcome GKs teleporting close to me, it renders their special 'night fighting' rules useless and makes rapid firing them to death so much easier. Plasma and massed bolter shots kill GKs just as easily as any other type of marine, I simply get more VPs for my effort.


IronKing, when they say "when you get through their armor", they are talking about Terminator 5+ invulnerable saves which can taken if something negates their normal armour save of 2+.

"It is by caffeine alone I set my mind in motion.
It is by the seed of Arabica that thoughts acquire speed, the teeth acquire stains, the stains become a warning.
It is by caffeine alone I set my mind in motion."
 
   
Made in de
Dominating Dominatrix






Piercing the heavens

I meant if your AP is strong enough to make their armor useless. don't know the english term
   
 
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