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 daedalus wrote:
I really wish I would have magnetized my options back when I put all my sqauds together. I think I only did the terminators, and only some of them at that.

I think at this point though, it's just gonna be "oh, and pretend every sword is a set of falchions".


You would try to pull some BS like that. I cannot possibly remember that a sword is two swords! Next game I'll count a land raider as a Stormlord.

Actually I'm wishing I'd have magnetized my paladins. I definitely wouldn't worry about magnetizing or swapping out the swords for falcons until after the codex drops. I'm betting they will make falcons and halberds cost something. Regular marines have a point cost difference for buying an ax vs a power sword so I suspect that it is coming for falcons and halberds seeing as they do more damage.

Has anyone found a good way to magnetize the 3+ infantry other than at the shoulders? It is kind of expensive in time painting and in money buying all the extra bits.

Has anyone had success with GK Terminators, or is the consensuses that Paladins are always better?

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Youn wrote:
Don't know if anyone noticed but Grey Knight Librarians now have Rites of Banishment. Which they didn't have in the Index.


Wow that is a huge smack in the face to Grey Knight Librarians! It looks like they also lost the ability to carry a storm shield, but that wasn't surprising to me.

They really fethed up this codex!
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Ok So I played my first game with the new codex. 2000 pts Grey Knights vs YNNARI.

Turn one:
Top: Grey Knights bounce off of the transports with everything in them. From shooting I managed to put one transport into a reduced profile. The Dreadknight into close combat with a wave serpent due to first to the fray warlord trait. So to summarize I did about 14 wounds to transports.
Bottom: Eldar deploy a dire Avenger Squad and fire dragon squad from each wave serpent. A soul bust physic power allows a squad of fire dragons to fire twice and kill the dead knight. The rest of the fire dragons and three squads of warp spiders kill one and a half squads of terminators. The dire avengers kill all the strikes that deep struck in. The scorpions assault one razorbacks, and the dreadnought.

By the end of turn two I had two grand masters with two wounds left and two terminators and one strike squad in my back field.Both of my razor backs were being assaulted by wave serpents along with the dreadnought. I had killed two squads in total. So we ended the game at the end of turn 2 when it became painfully apparent that I would be tabled in a turn or two at most. I'm very disappointed.

YNNARI force:
3 wave serpents with 3x Shuriken Cannons
3 x 5 Dire Avenger Squads.
3 x 5 Fire Dragon Squads with 1 Fire Pike.
1 x Yvraine
1 x Fuegan
3 x Warp Spider Squads
3 x Striking Scorpions.

Grey Knights:
2 x 5 Strike Squads with Psi-Cannon, 4 swords
1 x 5 Strike Squad 5 swords
2 x 5 man Terminator squads with 1 DH, 1 x Psi-Cannon, and 4 Halberds
1 x Venerable Dreadnought with 2x Twin Auto Cannons
2 x Razorbacks with twin lascannons and storm bolter.
1 x Dreadknight with Heavy Psi-Cannon and two doom fists
1 x Grandmaster with Daemon Hammer, and relic storm bolter.
1 x Grandmaster with relic Halberd and Psi-Cannon
1 x Techmarine


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Thanks for the updates.

So take a GMDK. If you must bring a second GM take Voldus.

If we don't bring long range fire power how are you guys dealing with vehicles? If we manage to assault them I'd suspect that they would just fall back leaving that unit exposed.
 
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