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Stone Bonkers Fabricator General





Beijing, China

Kangodo wrote:
 CKO wrote:
GW is almost predictable, they know we used psycannons with the previous codex so what do you do with the new one? Make psycannons less viable so you will have to buy new models, cant blame them they are trying to make money.
Of course that is predictable
If everyone uses the same model and option, that probably means it's too strong.


on that note, DE warriors with Dark Lances and Shredders are about to become awesome

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St Louis, MO

This new "codex" is pure garbage. Saying that we may have a few decent builds is pure nonsense. We were gutted. thats it. welcome back to the daemonhunter codex days where the only good build is stuffing everything in land raiders. Except for DK's. they got better so pretty much Codex: Dreadknights. I've always ran pure GK builds and I was really optimistic about this release. But I've paged through the codex and I have lost all faith in GW. How the hell can you remove half of the entries in a codex, nerf most of the remains and then asked people to fork over money for a new book?? This is clearly a sign that we are meant to be allies and nothing more. The only decent build I can think of is the formation that tries to kick your opponents teeth in on turn one... thats.. fun...


Automatically Appended Next Post:
Hopefully we get a supplement or something to fix this atrocious pile of sh!t. I've never been a doom and gloom kinda guy but this is utter crap.

This message was edited 1 time. Last update was at 2014/08/22 03:25:45


 
   
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OK. My 10 cents.

Yeah, it seems GK have had a beating from the Nerf bat. But this seems to be the new theme for GW in 7th edition. And I kinda welcome it a little.

In 5th and 6th we saw some crazy OP builds and death stars. And it started to take the fun out of the game. There were some match ups that were auto win and auto lose. And people were almost encouraged to spam units to be competitive. This started to ruin 40K for me. So I welcome the toning down that GW have begun. And it's not like I'm unaffected. I've not long picked up the wolves Dex and am working on a list for 7th. It's very difficult. Because they took a touch of a pasting too (arguably not as hard as GK seem to have been hit) and now there seems less auto include options. And as such we are seeing many variations of lists.

But most importantly, don't measure the new codex against the old one, instead measure it against other seventh edition codex. Then you may start to realise you're not that bad an army. In fact you're still pretty powerful. Boo hoo you can't have paladins as troop choices... But apart from Deathwing no other army has TEQ troops choices. I understand you guys have lost a load of kit. But they're just bringing them in to line with 7th. Every other book will go the same way.

Yeah OK, so GKSS aren't amazing... But take 5 normal space Marines. Add 5 power weapons. Then add 5 storm Bolters. Now tell me the cost. And those guys don't generate WC, and they don't get S6 flamers. And they don't get to deap strike. So GKSS are actually pretty good value for points.

Losing grand strategy isn't that bad. People only ever used to make other options troops anyway, and in this edition everything is scoring. So arguably they had already lost their most powerful grand strategy.

I still think they're crazy powerful. Any other marine player would love deep striking, force weapon welding, assault weapon carrying power armoured bad guys for that price. Almost any other army would love TEQ as troops, or the ability to deepstrike turn one, or shunting MC's with invulnerable saves. And even without psychic pilot you still generate more warp charge than all but perhaps daemons.

I'm short, you're still very strong. And I'm hoping this means we will just see many different builds. It could be worse... You could have that new dust collected Njal sat on the shelf....

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Ohio

I think you're also failing to realize, at least from the PAGK perspective, that our guys have lots of cool toys, but die just as well as normal space marines and cost a lot more. Storm bolters are good, but still only have a 24' range. Force weapons are great, but stikes and interceptors aren't really that great in cc. You lose 2-3 marines (14pts per guy)and it's not a huge deal. GKs lose 2-3 marines(20pts per guy) and it hurts.

Honestly, all I really wanted from this codex was a point reduction on PAGKs so I maybe I can put a few more guys on the table( a few new kits and weapons would've been nice as well).

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Hamburg

 l0k1 wrote:
I think you're also failing to realize, at least from the PAGK perspective, that our guys have lots of cool toys, but die just as well as normal space marines and cost a lot more. Storm bolters are good, but still only have a 24' range. Force weapons are great, but stikes and interceptors aren't really that great in cc. You lose 2-3 marines (14pts per guy)and it's not a huge deal. GKs lose 2-3 marines(20pts per guy) and it hurts.

Honestly, all I really wanted from this codex was a point reduction on PAGKs so I maybe I can put a few more guys on the table( a few new kits and weapons would've been nice as well).

This.

The designers of the codex made a bad job here.

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Ohio

If they had brought the cost of strike squads down to what a tactical squad cost in the 5th sm codex, there would have been much rejoicing.

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https://www.dakkadakka.com/dakkaforum/posts/list/790547.page 
   
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 Khaine's Wrath wrote:
OK. My 10 cents.

Yeah, it seems GK have had a beating from the Nerf bat. But this seems to be the new theme for GW in 7th edition. And I kinda welcome it a little.

In 5th and 6th we saw some crazy OP builds and death stars. And it started to take the fun out of the game. There were some match ups that were auto win and auto lose. And people were almost encouraged to spam units to be competitive. This started to ruin 40K for me. So I welcome the toning down that GW have begun. And it's not like I'm unaffected. I've not long picked up the wolves Dex and am working on a list for 7th. It's very difficult. Because they took a touch of a pasting too (arguably not as hard as GK seem to have been hit) and now there seems less auto include options. And as such we are seeing many variations of lists.

But most importantly, don't measure the new codex against the old one, instead measure it against other seventh edition codex. Then you may start to realise you're not that bad an army. In fact you're still pretty powerful. Boo hoo you can't have paladins as troop choices... But apart from Deathwing no other army has TEQ troops choices. I understand you guys have lost a load of kit. But they're just bringing them in to line with 7th. Every other book will go the same way.

Yeah OK, so GKSS aren't amazing... But take 5 normal space Marines. Add 5 power weapons. Then add 5 storm Bolters. Now tell me the cost. And those guys don't generate WC, and they don't get S6 flamers. And they don't get to deap strike. So GKSS are actually pretty good value for points.

Losing grand strategy isn't that bad. People only ever used to make other options troops anyway, and in this edition everything is scoring. So arguably they had already lost their most powerful grand strategy.

I still think they're crazy powerful. Any other marine player would love deep striking, force weapon welding, assault weapon carrying power armoured bad guys for that price. Almost any other army would love TEQ as troops, or the ability to deepstrike turn one, or shunting MC's with invulnerable saves. And even without psychic pilot you still generate more warp charge than all but perhaps daemons.

I'm short, you're still very strong. And I'm hoping this means we will just see many different builds. It could be worse... You could have that new dust collected Njal sat on the shelf....


This.

People are still thinking on an Eldar/Riptide basis.

Nids, Orks, DA, CSM, AM, SW codex and such are the basis. Eldar and Tau are an exception and an error, especially Eldar.
Actually they too are quite balanced with the other codices, the error lies in a few codex entries, not whole codicii. If Wave, Farseer, Riptide, SM bikes and grimoire were corrected then right now we would have the best balance ever.

That said, having a codex lose options is never a cool thing, so even if you shouldn't complain on a competitive level you should fully complain on a codex desing level.

Edit: Typo.

This message was edited 2 times. Last update was at 2014/08/22 12:52:11


 
   
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Fredericksburg, Virginia

 DogOfWar wrote:
Zimko wrote:
Now that he actually has an attack profile, he can do damage to normal units on the turn he charges. Plus he's an independent character. What is the stipulation with Smash? Does he only get that against characters or does he always have AP 2?
Basically he has a choice of "attack mode" (gainst the Smash USR) and "defense mode" (re-rolls all saves).

If you choose "Defense mode," he will strike with 4, I6, WS8, S4, AP- attacks on the charge.

If you choose "Attack mode," he will strike with the above profile but gains AP2 on all attacks, or he can choose to swing a single attack at S8 AP2 and re-roll armour penetration.

The real clincher is that if he fights in a challenge, he gets BOTH modes. That's not bad at all.

DoW


That... is actually really good and justifies the point increase. I assume they also made him ML2 since all the other purifiers are ML2. With him and few units of Purifiers you'll have a lot of warp charges. Between DKs getting Sanctuary and Purifiers casting Cleansing Flame we're going to need all the warp charges we can get.

This message was edited 1 time. Last update was at 2014/08/22 13:05:01


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Grand Rapids Metro

Zimko wrote:
 DogOfWar wrote:
Zimko wrote:
Now that he actually has an attack profile, he can do damage to normal units on the turn he charges. Plus he's an independent character. What is the stipulation with Smash? Does he only get that against characters or does he always have AP 2?
Basically he has a choice of "attack mode" (gainst the Smash USR) and "defense mode" (re-rolls all saves).

If you choose "Defense mode," he will strike with 4, I6, WS8, S4, AP- attacks on the charge.

If you choose "Attack mode," he will strike with the above profile but gains AP2 on all attacks, or he can choose to swing a single attack at S8 AP2 and re-roll armour penetration.

The real clincher is that if he fights in a challenge, he gets BOTH modes. That's not bad at all.

DoW


That... is actually really good and justifies the point increase. I assume they also made him ML2 since all the other purifiers are ML2. With him and few units of Purifiers you'll have a lot of warp charges. Between DKs getting Sanctuary and Purifiers casting Cleansing Flame we're going to need all the warp charges we can get.


Well, he got a second wound.

MASSIVE.

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Fredericksburg, Virginia

He already had 2 wounds.

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Zimko wrote:
He already had 2 wounds.

The GK Champion?

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Fredericksburg, Virginia

No, I was talking about Crowe. They increased his point cost but I was saying that I think it is justified.

This message was edited 1 time. Last update was at 2014/08/22 13:34:14


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Zimko wrote:
No, I was talking about Crowe. They increased his point cost but I was saying that I think it is justified.
Understood now.
I think GK knows that their 6th/7th ed ruleset is too brutal for singular models to go running about on their own now. IC alone put him in a good spot.

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Indiana

Okay

Salvo: You all knew it was coming so don't act surprised. As soon as we saw the rules for salvo in 6th we were saying"this is gonna be psycannons when they get updated"

Second the new formation solves a lot of the short range problems. Deep strike in turn one and then you are in range most of the game. You have a null deployment army that is going to take 1 turn of shooting before being in assault without the downsides of being on the table. Its a drop pod army that doesnt have the easy KP and can run and shoot in the same turn.

Can still ally in INQ for servo skulls on top of it to reduce scatter, get that re-roll seize etc.

There are quite a few things you can work with in this book. Fixed powers instead of rolling, almost all the powers are covered such as stern having sanctuary or draigo with gate. Librarians are really good as well. Ranged instant death is clutch. Like disturbing

My point is that as with every army you have to look at everything in combination instead of just looking at what changes happened to one unit.

This message was edited 1 time. Last update was at 2014/08/22 13:42:30


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Zimko wrote:
No, I was talking about Crowe. They increased his point cost but I was saying that I think it is justified.


I fail to see that he is any good at all. Too expensive, lost his unique ability to drag oppenent with him, and lost giving purifiers scoring (kantor still gives objetive secure).

But as importent: Doesn't his stance (and then smash) now in new codex only work in a challange ? Like the normal champion (he can do both stance though). Outside challange he is nada.


Automatically Appended Next Post:
 Leth wrote:
Okay

Salvo: You all knew it was coming so don't act surprised. As soon as we saw the rules for salvo in 6th we were saying"this is gonna be psycannons when they get updated"

Second the new formation solves a lot of the short range problems. Deep strike in turn one and then you are in range most of the game. You have a null deployment army that is going to take 1 turn of shooting before being in assault without the downsides of being on the table. Its a drop pod army that doesnt have the easy KP and can run and shoot in the same turn.

Can still ally in INQ for servo skulls on top of it to reduce scatter, get that re-roll seize etc.

There are quite a few things you can work with in this book. Fixed powers instead of rolling, almost all the powers are covered such as stern having sanctuary or draigo with gate. Librarians are really good as well. Ranged instant death is clutch. Like disturbing

My point is that as with every army you have to look at everything in combination instead of just looking at what changes happened to one unit.


I must admit im not that impressed by the formation.
- your're unit may not arrive, go 3+
- scatter
- interceptor
- shooting when arriving is mediocre
- sitting duck for 1 turn before you can charge.
- no objective secured

Mostly good alpha strike through deep strike armies, depends on good shooting the turn they arrive; like SW droppod armies. And some armies (like in BAO ) spam objetive secured. With 18 objective secured units around the table on objectives a lot of armies will have a hard time removing them.

7.ed is a game for good shooting units and fast good charging units.GK have nada exept one unit - the dreadknight.

This message was edited 1 time. Last update was at 2014/08/22 13:52:07


 
   
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Indiana

Tyfus wrote:

I must admit im not that impressed by the formation.
- your're unit may not arrive, go 3+
- scatter
- interceptor
- shooting when arriving is mediocre
- sitting duck for 1 turn before you can charge.
- no objective secured

Mostly good alpha strike through deep strike armies, depends on good shooting the turn they arrive; like SW droppod armies. And some armies (like in BAO ) spam objetive secured. With 18 objective secured units around the table on objectives a lot of armies will have a hard time removing them.

7.ed is a game for good shooting units and fast good charging units.GK have nada exept one unit - the dreadknight.


There are multiple ways to get re-roll reserves
scatter - allied in servo skulls and honestly scatter is not that big of a deal if you plan well.
Shooting and run is huge - see eldar battle focus
Interceptor is the same as if you deep struck or not, they are going to get a shot at you one way or another, just when deep striking on turn one you are only getting shot once
No one charges before turn 2 or 3 usually anyway so one turn of getting shot is fine
OS only matters if they are alive to contest you, and you can just ally in OS if you want to(only required to take one troop)

This message was edited 1 time. Last update was at 2014/08/22 13:57:05


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Grand Rapids Metro

WHo has interceptor that's a top contender?

Necrons?
Marines?
Daemons?
Eldar?

There's Tau...so Tau.


Automatically Appended Next Post:
I really like the stave/hammerhand combo for knocking down vehicles.

No, they're not hammers...but they'll knock down anything but all around AV14.

This message was edited 1 time. Last update was at 2014/08/22 13:59:48


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Fort Worth, TX

Regarding the turn 1 deep strike, if you have to take allies or fortifications to "make it work," then, no, it doesn't work.

If you have to go outside the codex to make something in the codex effective, that is bad design.

Besides, if the first turn deep strike was so awesome, then why isn't Deathwing a top army? They even get to be twin linked when they drop in with everything and they don't have to roll for reserves

This message was edited 1 time. Last update was at 2014/08/22 14:07:22


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Indiana

 Tannhauser42 wrote:
Regarding the turn 1 deep strike, if you have to take allies or fortifications to "make it work," then, no, it doesn't work.


It still works without it, you look outside to make it work best.

Second allies are part of the rules, deal with it. If you are complaining that you cant compete against people taking allies/formations without taking some yourself (barring eldar/tau since they are BS) then that is a weakness on your end, you have the options to make it work, you are just deciding you dont want to.


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 Leth wrote:
 Tannhauser42 wrote:
Regarding the turn 1 deep strike, if you have to take allies or fortifications to "make it work," then, no, it doesn't work.


It still works without it, you look outside to make it work best.

Second allies are part of the rules, deal with it. If you are complaining that you cant compete against people taking allies/formations without taking some yourself (barring eldar/tau since they are BS) then that is a weakness on your end, you have the options to make it work, you are just deciding you dont want to.

I'm adding a Melta Knight to my GKs...Him, 2 Dreadknights, and a whole lotta termies in your grill first turn.

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Netherlands

You can still Deep Strike on a 3+, that means 2 out of 3 units.
I would probably take Teleport Homers on them, so that my T2 Deep Strikers can land in a more crowded area without failing.
 Tannhauser42 wrote:
Besides, if the first turn deep strike was so awesome, then why isn't Deathwing a top army? They even get to be twin linked when they drop in with everything and they don't have to roll for reserves

Because their Terminator-troops require a specific HQ and are 33% more expensive ánd hit at I1 unless they give up their shooting?
Dark Angels are at a bad spot right now.
Grey Knights, with the new rules, seem to be ass-kicking in every report I've read.
   
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 Leth wrote:
 Tannhauser42 wrote:
Regarding the turn 1 deep strike, if you have to take allies or fortifications to "make it work," then, no, it doesn't work.


It still works without it, you look outside to make it work best.

Second allies are part of the rules, deal with it. If you are complaining that you cant compete against people taking allies/formations without taking some yourself (barring eldar/tau since they are BS) then that is a weakness on your end, you have the options to make it work, you are just deciding you dont want to.



To me it's not realiable enough. If you want 1 turn deep strike - go drop pods.

Shure you can build something around it; get a fortification with coms relay, get a inq. with skulls, hope no one kill the guy on the coms relay etc etc etc. The point is that it cost you points and allies. Allies which could be used on other stuff.

I haven't seen a deep striking close combat army doing good for years. Could you give a example ? I don't see GK changing that.

When it comes to interceptors a tau army will ruin you. You cant deep strike and they have range on you if you deploy normally. Shure it only one race, but tau priamry or as allies is pretty commen.

IMO Grey knights have gone from mid tier to lower tier competitive.

This message was edited 1 time. Last update was at 2014/08/22 14:23:13


 
   
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Netherlands

Tyfus wrote:
To me it's not realiable enough. If you want 1 turn deep strike - go drop pods.
Shure you can build something around it; get a fortification with coms relay, get a inq. with skulls, hope no one kill the guy on the coms relay etc etc etc. The point is that it cost you points and allies. Allies which could be used on other stuff.
I haven't seen a deep striking close combat army doing good for years. Could you give a example ? I don't see GK changing that.
When it comes to interceptors a tau army will ruin you. You cant deep strike and they have range on you if you deploy normally. Shure it only one race, but tau priamry or as allies is pretty commen.
IMO Grey knights have gone from mid tier to lower tier competitive.

There is a difference between throwing all on the board at T1 and "only" 66% of your army, which is what Grey Knights can do.

Well, we don't have a lot of armies that want to Deep Strike and get into CC.
We have Blood Angels (which suck right now), Dark Angels (very high costed) and now Grey Knights.
The other two armies don't succeed in this tactic because they are overcosted, why wouldn't it work when your Terminators are 33 point-troops?

I'm not so sure on that.
Till now I've seen a single report on Grey Knight (new) VS Tau and that player tabled Tau in T3, even though he had Broadside and Riptide-spam.
What indication do you have they they are going to do terrible?

In my opinion they went from middle-mid tier to high-mid tier.
But we'll have to wait for real tournaments and games before judging on that.

This message was edited 1 time. Last update was at 2014/08/22 14:29:43


 
   
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Grand Rapids Metro

Tyfus wrote:
 Leth wrote:
 Tannhauser42 wrote:
Regarding the turn 1 deep strike, if you have to take allies or fortifications to "make it work," then, no, it doesn't work.


It still works without it, you look outside to make it work best.

Second allies are part of the rules, deal with it. If you are complaining that you cant compete against people taking allies/formations without taking some yourself (barring eldar/tau since they are BS) then that is a weakness on your end, you have the options to make it work, you are just deciding you dont want to.



To me it's not realiable enough. If you want 1 turn deep strike - go drop pods.

Shure you can build something around it; get a fortification with coms relay, get a inq. with skulls, hope no one kill the guy on the coms relay etc etc etc. The point is that it cost you points and allies. Allies which could be used on other stuff.

I haven't seen a deep striking close combat army doing good for years. Could you give a example ? I don't see GK changing that.

When it comes to interceptors a tau army will ruin you. You cant deep strike and they have range on you if you deploy normally. Shure it only one race, but tau priamry or as allies is pretty commen.

IMO Grey knights have gone from mid tier to lower tier competitive.

What is this?

It's not about wanting a first turn army or not.

GKs can land first turn with more devestation than anyone else, stormbolters, incinerators, psycannons, psilencers blazing all over the place, and sure...kill half our units, half a gk unit still kicks ass in combat.

Also, first turn deepstrike is optional, no one thinks it's the best option every game.

GKs are as much about assault as Tyranids are.

It's about that short to mid ranged fire and then assault as an inevitablity they'll you're well prepared for.

Interceptor fire...meh...we can hide behind walls, get shot, run out and shoot. I do it or the reverse with Swooping Hawks all the time.

Inquisition got worse. Grey Knights got better.

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Kangodo wrote:
Tyfus wrote:
To me it's not realiable enough. If you want 1 turn deep strike - go drop pods.
Shure you can build something around it; get a fortification with coms relay, get a inq. with skulls, hope no one kill the guy on the coms relay etc etc etc. The point is that it cost you points and allies. Allies which could be used on other stuff.
I haven't seen a deep striking close combat army doing good for years. Could you give a example ? I don't see GK changing that.
When it comes to interceptors a tau army will ruin you. You cant deep strike and they have range on you if you deploy normally. Shure it only one race, but tau priamry or as allies is pretty commen.
IMO Grey knights have gone from mid tier to lower tier competitive.

There is a difference between throwing all on the board at T1 and "only" 66% of your army, which is what Grey Knights can do.

Well, we don't have a lot of armies that want to Deep Strike and get into CC.
We have Blood Angels (which suck right now), Dark Angels (very high costed) and now Grey Knights.
The other two armies don't succeed in this tactic because they are overcosted, why wouldn't it work when your Terminators are 33 point-troops?

I'm not so sure on that.
Till now I've seen a single report on Grey Knight (new) VS Tau and that player tabled Tau in T3, even though he had Broadside and Riptide-spam.
What indication do you have they they are going to do terrible?

In my opinion they went from middle-mid tier to high-mid tier.
But we'll have to wait for real tournaments and games before judging on that.


Arriving a few units at time is a shure strategy to loose. All of the enemy army can then focus on part of yours. You need most units as fast as possible.

The terminiators are not as cheap as people think. They lost the buff from the sword, have more expensive cc upgrade, the old grenades was better. Shure they lost a few points. Chaos terminators and SW terminators are cheaper and you don't see a lot of them in competitive armylist. The problem is that the meta is hard on termies. They don't shoot that well, are difficult to get into Cc, and it's tons of ap2 around.

When that is said the GK termies are OK (not good). The only troops worth having now in GK codex.

But time will show us i guess.


Automatically Appended Next Post:
 ductvader wrote:
Tyfus wrote:
 Leth wrote:
 Tannhauser42 wrote:
Regarding the turn 1 deep strike, if you have to take allies or fortifications to "make it work," then, no, it doesn't work.


It still works without it, you look outside to make it work best.

Second allies are part of the rules, deal with it. If you are complaining that you cant compete against people taking allies/formations without taking some yourself (barring eldar/tau since they are BS) then that is a weakness on your end, you have the options to make it work, you are just deciding you dont want to.



To me it's not realiable enough. If you want 1 turn deep strike - go drop pods.

Shure you can build something around it; get a fortification with coms relay, get a inq. with skulls, hope no one kill the guy on the coms relay etc etc etc. The point is that it cost you points and allies. Allies which could be used on other stuff.

I haven't seen a deep striking close combat army doing good for years. Could you give a example ? I don't see GK changing that.

When it comes to interceptors a tau army will ruin you. You cant deep strike and they have range on you if you deploy normally. Shure it only one race, but tau priamry or as allies is pretty commen.

IMO Grey knights have gone from mid tier to lower tier competitive.

What is this?

It's not about wanting a first turn army or not.

GKs can land first turn with more devestation than anyone else, stormbolters, incinerators, psycannons, psilencers blazing all over the place, and sure...kill half our units, half a gk unit still kicks ass in combat.

Also, first turn deepstrike is optional, no one thinks it's the best option every game.

GKs are as much about assault as Tyranids are.

It's about that short to mid ranged fire and then assault as an inevitablity they'll you're well prepared for.

Interceptor fire...meh...we can hide behind walls, get shot, run out and shoot. I do it or the reverse with Swooping Hawks all the time.

Inquisition got worse. Grey Knights got better.


Compared to a drop pod SW army with 2 plasma and meltas etc in each squad, the GKs storm bolters, psillincar and incernators is not that impressive. I predict a few 4+ models lost and some hull points. The ones who have bad save are usually hordes so can loose some models.


This message was edited 1 time. Last update was at 2014/08/22 14:41:31


 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

My new GKT loadout

10 GKT
-Justicar Falchions and Melta Bombs
-2 Psycannons
-1 Stave
-2 Hammers
-1 Halberd
Just under 400 pts

Old book = 450ish not counting stave (apples and oranges)

The old grenades were different. Being able to instawound a psyker in a squad is nasty itself.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Except you can Deepstrike your enitre army turn 1, before his SW Drop Pods arrive, eliminate what he has on the board, and table him round 1.

If you could turn 1 deepstrike an entire army with as much ranged heavy hitting power as SW it would just be broken.

   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 adamsouza wrote:
Except you can Deepstrike your enitre army turn 1, before his SW Drop Pods arrive, eliminate what he has on the board, and table him round 1.

If you could turn 1 deepstrike an entire army with as much ranged heavy hitting power as SW it would just be broken.
Truth.
But let's not play the this army can beat that army game. GK's have been throwing down wolf face since they were the Daemonhunters book.

Let's just look at GKs themselves.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in no
Regular Dakkanaut




 adamsouza wrote:
Except you can Deepstrike your enitre army turn 1, before his SW Drop Pods arrive, eliminate what he has on the board, and table him round 1.

If you could turn 1 deepstrike an entire army with as much ranged heavy hitting power as SW it would just be broken.


I'm not shure i understand what you mean. Player going first can't table someone after playerturn 1, it's after gameturn 1. So the SW would get his drop pods in (half of them rounded up).

When two deep striking armies meet each other it's a huge advantage going second.

The SW player would for shure get half of his pods. The GK player would have to roll 3+ for each of his units.

This message was edited 1 time. Last update was at 2014/08/22 15:06:53


 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

That was my point, people are wish listing more heavy dakka and cheaper MEQ troops. If Grey Knights had either of those they would be broken good.

As it is now
Turn 1 let your opponent shoot at nothing on your board side.
Then drop your entire army on his board side, shoot and run.
Turn 2 Make a mockery of their psykers as deny the witch everything. Take some return fire and weather assaults.
Dominate your psyhic phase, crush whats left of his amry with your augmented troops
Repeat Turn 2 as needed.

Remember that, with luck, you could deepstrike close enough to control/deny all objectives turn 1



Automatically Appended Next Post:
Tyfus wrote:
 adamsouza wrote:
Except you can Deepstrike your enitre army turn 1, before his SW Drop Pods arrive, eliminate what he has on the board, and table him round 1.

If you could turn 1 deepstrike an entire army with as much ranged heavy hitting power as SW it would just be broken.


I'm not shure i understand what you mean. Player going first can't table someone after playerturn 1, it's after gameturn 1. So the SW would get his drop pods in (half of them rounded up).

When two deep striking armies meet each other it's a huge advantage going second.

The SW player would for shure get half of his pods. The GK player would have to roll 3+ for each of his units.


I'm operating under the assumption that reserves for other armies came in starting on turn 2.

This message was edited 1 time. Last update was at 2014/08/22 15:18:14


   
 
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