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Made in gb
Regular Dakkanaut





My GK list which was already doing fine in casual games.

Draigo
Voldus
Paladins x6 Paragon w/hammer 5x halberds
Paladins x6 Paragon w/hammer 5x halberds
Paladins x3 Paragon w/hammer 3x halberds
Apothecary w/hammer (WL and relic)
Apothecary w/hammer
TL/ML ven dread
TL/ML dread
TL/ML dread

Dropped by near 400pts

I can now take 3 ven dreads, 3 extra Paladins, 4 extra Paladin heavy weapons AND a GMNDK w/sword psilencer and psycannon!

Seriously can't complain to be honest.
Made in gb
Regular Dakkanaut





Leo_the_Rat wrote:
How are you even holding objectives with that list? In my meta I'm pretty sure that I would be tabled fairly easily due to the lack of models on the table.

Do you play scenerios or just kill to the last person?


Draigo and Voldus stay with the a paladin squad each controlling the middle of the board backed up by an apothecary each for re-rolls/heals/heroic interventions in the earlier stages of the game. Dreads <6" behind so they also get the re-rolls.

Mid-late game, gate of infinity characters or a squad to objectives, Draigo or Voldus alone can wipe many objective sitting units. Even a solo apothecary can wipe small/weakened squads over a couple of turns.

Usually play book missions, eternal war sometimes with tactical objectives, cleanse and capture with 6 objectives is probably the most common game type I play.

I can see how this style would fail hard in some types of progressive scoring however.

I know there are lists that would table in 2-3 turns easily(My own Tau list probably would).

After DS nerfs I had to change my list a lot, used to run massed strikes and intercepters with GMNDKs, for whole army in your face turn one. When that got nerfed out of existence I defaulted to my favoured type of list and the Paladins/Dreads have been doing surprisingly ok in casual games, against decent by no means optimised lists, which is the level I play at mostly.

Putting points into beatstick characters seemed to make more sense than running the GMNDKs which sort of filled the same role but drew too much fire and could not be hidden in squads. 2 Paladin squads both with 4++ for 2 turns(due to very low CP) and an apothecary healing can survive reasonably well.

My local community is quite expansive, so you can simply avoid what would be totally un-winnable match ups or I just play another army in competitive games.

With almost 400pts to play with I'm quite interested to see how the list may function in tougher games.


This message was edited 3 times. Last update was at 2018/12/11 20:04:59


 
Made in gb
Regular Dakkanaut





 Amishprn86 wrote:
GK's just needs a new codex. Point changes wont do it.

They really should have their own Powers chart that all units can use and is a cast on 5+ using 2D6, each unit can only be effected once, but you can use the same power multi times.

+3" movement or always runs 6"
+1 to hit in melee
+1 to hit in shooting
+1 atk in melee
+1 to Str in melee
Overwatch on 5+

This will give them a unique power system, this will let you use your overcosted units to a better purpose when and where you need.



This, but these "unlimited use" powers should be:

Hammerhead
Sanctuary
Psy Bolt Ammo (instead of strategum)

Add in the old rule "True Grit", as Grey Knights can fire their storm bolters as pistols in CC, this is more characterful than simply adding more attacks and could be combined with psybolts for a devastating 2nd round of assault.

"The Ageis" a 6+++ to psychic mortal wounds.

Put "The Shrouding" in the normal tree as -1 to hit friendly Grey Knights units within 6".

Then you'd have cool, powerful Grey Knights.

This message was edited 1 time. Last update was at 2018/12/11 23:25:19


 
Made in gb
Regular Dakkanaut





 Amishprn86 wrote:
Mike712 wrote:
 Amishprn86 wrote:
GK's just needs a new codex. Point changes wont do it.

They really should have their own Powers chart that all units can use and is a cast on 5+ using 2D6, each unit can only be effected once, but you can use the same power multi times.

+3" movement or always runs 6"
+1 to hit in melee
+1 to hit in shooting
+1 atk in melee
+1 to Str in melee
Overwatch on 5+

This will give them a unique power system, this will let you use your overcosted units to a better purpose when and where you need.



This, but these "unlimited use" powers should be:

Hammerhead
Sanctuary
Psy Bolt Ammo (instead of strategum)

Add in the old rule "True Grit", as Grey Knights can fire their storm bolters as pistols in CC, this is more characterful than simply adding more attacks and could be combined with psybolts for a devastating 2nd round of assault.

"The Ageis" a 6+++ to psychic mortal wounds.

Put "The Shrouding" in the normal tree as -1 to hit friendly Grey Knights units within 6".

Then you'd have cool, powerful Grey Knights.


Im 100% sure you would know better than me (assuming you play GK more than me). So i agree with you.


You got the core idea spot on.

As a fully psychic army, GK need powers that are scaleable to game sizes where you can cast more than 6 powers, but not broken when used on mass. Smite spam is just lazy, bad game design.

This is already well reprisented amongst the current once per turn abilities/strats, Hammerhand, Sanctuary & Psybolts. If they were not affected by psychic focus, it would be strong and characterful, but not broken e.g. MW spam which then has to be hamstringed to being near useless apart from against Daemons where it becomes near broken (regardless of what people say about that one Daemon strat, my old list was chucking out 39 potential mortal wounds vs Daemons per turn).

I also threw in some updated versions of the unique GK rules dating back to the 3rd edition Daemon Hunters codex, just because they are flavourful. GK in their current iteration worse than being low performers(for me at least) is they are bland and one dimensional. GK can be made stronger without making them into custodes.

This message was edited 1 time. Last update was at 2018/12/12 00:25:29


 
 
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