the_scotsman wrote:TBH they need a retooling. Straight points drops were never going to do it.
GK have several problems shared by (
IMO) Harlequins: they're a model line with limited options further limited by
GW not being willing to get creative with any of their rules.
Look at Thousand Sons vs Grey Knights. Everything about Tsons is more functional: They have a more diverse roster with cheap chaff to support their elite troops. They have 18 potential psychic powers meaning even if you load the feth up on
HQs everybody's doing SOMETHING. They have a variety of useful buffs meaning that even a normal unit like a Defiler or a Land Raider can feel impactful in a Tsons list (my last game I had a defiler I healed 4 times throughout the course of the game, my opponent HATED that thing by the end) and at the same time they feel incredibly distinct from normal
CSM.
Grey Knights feel like nonfunctional Deathwatch. Their psychic power pool is impossibly shallow for a faction that pays for every SINGLE model to be a caster. After about 2
HQs casting, you're down to everyone just blandly trying to pitch a mortal wound. Their weapon lists are all slight variations on the same thing, both their special shooting weapons and their special melee weapons: All their shooting weapons are designed to be anti-elite (none of them being high enough strength or
AP to threaten tanks and none high enough shots to kill infantry better than a storm bolter does) and all their melee weapons are mid-strength D3 damage force weapons with very minor stat variations.
This leads to the harlequin situation of "limited options" becoming "mono-options" because one choice always becomes the best choice as all weapons essentially directly compete against each other.
GK need more powers (I'd give them a second list accessible only to the "squad-level"
GKs, with power effects that all scale by number of models casting, then I'd give their libbies access to Librarius in addition to the standard
GK power list) and they need variation in their guns. Retool the Incinerator as a true anti-infantry weapon (assault
2d6 flamer with 10" range would be an interesting option
IMO), leave the psilencer as-is and make the psycannon lean a little bit towards anti tank, probably anti-light tank with something akin to autocannon type statline.