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![[Post New]](/s/i/i.gif) 2015/03/09 17:44:33
Subject: Why such venom for Grey Knights?
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Stealthy Warhound Titan Princeps
Phoenix, AZ, USA
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When DKs were pushing 270pts, no one ran them with more than one range weapon, which was the Incinerator, and the all important Great Sword, which was totally overpowered.
At 225-230 points, they are reasonably priced for what you get, which is neither overpriced nor overpowered. The Great Sword was nerfed with a huge price cut to match. The H Psycannon was made usable, and the Psiliencer was made interesting. The Hammer was made worthwhile. The Personal Teleporter was priced correctly. All in all, the DK is much better than it was, and still the only Heavy option worth taking.
T6 and 4 Wounds is still weak sauce.
SJ
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“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
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![[Post New]](/s/i/i.gif) 2015/03/09 17:44:58
Subject: Why such venom for Grey Knights?
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Locked in the Tower of Amareo
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jreilly89 wrote:Martel732 wrote:"DreadKnights are actually pretty weak stat wise for a 200+ point Monstrous Creature"
Aneurysms in 3... 2... 1...
I wouldn't say weak, but they are certainly nothing special at all. Especially given the range of their weapons.
Okay, Martel, I was thinking they're crazy for caling you crazy, but c'mon. Breaking down the statline, a DK is pretty good. It's too bad their range sucks, if only they could move clo-oh wait, they can do exactly that!
Jeffersonian made the original claim. Not me. I said "nothing special". They aren't. So I'm crazy for saying they are nothing special? Okay.
" It's too bad their range sucks,"
This is actually a non-trivial problem, as they have to put themselves within range of every AP 2 gun in the game to use their weapons. Most AP 2 weapons wound T6 just fine.
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This message was edited 2 times. Last update was at 2015/03/09 17:47:36
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![[Post New]](/s/i/i.gif) 2015/03/09 17:55:13
Subject: Re:Why such venom for Grey Knights?
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Longtime Dakkanaut
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changemod wrote:
Oh, and it's also the only army to encourage a single one true paint job that's drab grey, so there's that too.
Heck with that. :-p I've painted my entire GK army shiny, gaudy, metallic-gold, with purple trim.
If they're going to be the Emperor's last gift to mankind, they are going to look pimp as hell. :-p
They're horrible outside of the Dreadknight and amazing Libby, but I keep playing them just because they look so cool. :-p
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11527pts Total (7400pts painted)
4980pts Total (4980pts painted)
3730 Total (210pts painted) |
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![[Post New]](/s/i/i.gif) 2015/03/09 17:59:43
Subject: Re:Why such venom for Grey Knights?
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Locked in the Tower of Amareo
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NewTruthNeomaxim wrote:changemod wrote:
Oh, and it's also the only army to encourage a single one true paint job that's drab grey, so there's that too.
Heck with that. :-p I've painted my entire GK army shiny, gaudy, metallic-gold, with purple trim.
If they're going to be the Emperor's last gift to mankind, they are going to look pimp as hell. :-p
They're horrible outside of the Dreadknight and amazing Libby, but I keep playing them just because they look so cool. :-p
"
I would totally take on your pimp knights.
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![[Post New]](/s/i/i.gif) 2015/03/09 18:22:18
Subject: Why such venom for Grey Knights?
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Dark Angels Librarian with Book of Secrets
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Martel732 wrote: jreilly89 wrote:Martel732 wrote:"DreadKnights are actually pretty weak stat wise for a 200+ point Monstrous Creature"
Aneurysms in 3... 2... 1...
I wouldn't say weak, but they are certainly nothing special at all. Especially given the range of their weapons.
Okay, Martel, I was thinking they're crazy for caling you crazy, but c'mon. Breaking down the statline, a DK is pretty good. It's too bad their range sucks, if only they could move clo-oh wait, they can do exactly that!
Jeffersonian made the original claim. Not me. I said "nothing special". They aren't. So I'm crazy for saying they are nothing special? Okay.
" It's too bad their range sucks,"
This is actually a non-trivial problem, as they have to put themselves within range of every AP 2 gun in the game to use their weapons. Most AP 2 weapons wound T6 just fine.
Right, a 2+ 5++ T6 with a 30" jump is nothing special. Yeah, they may put themselves in range of the AP 2, but they either a) kill said AP 2 weapons or b) throw up Sanctuary and laugh.
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~1.5k
Successful Trades: Ashrog (1), Iron35 (1), Rathryan (3), Leth (1), Eshm (1), Zeke48 (1), Gorkamorka12345 (1),
Melevolence (2), Ascalam (1), Swanny318, (1) ScootyPuffJunior, (1) LValx (1), Jim Solo (1), xSoulgrinderx (1), Reese (1), Pretre (1) |
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![[Post New]](/s/i/i.gif) 2015/03/09 18:31:47
Subject: Why such venom for Grey Knights?
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Locked in the Tower of Amareo
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What's the exact mechanic of sanctuary? Is that what gives a 4++ save over a 5++ save?
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![[Post New]](/s/i/i.gif) 2015/03/09 18:33:45
Subject: Why such venom for Grey Knights?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Its +1 to invuln saves.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2015/03/09 18:37:00
Subject: Why such venom for Grey Knights?
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Omnipotent Necron Overlord
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Martel732 wrote:"DreadKnights are actually pretty weak stat wise for a 200+ point Monstrous Creature"
Aneurysms in 3... 2... 1...
I wouldn't say weak, but they are certainly nothing special at all. Especially given the range of their weapons.
They are a good breaching unit - that is all. Their toughness for their points is seriously lacking - though they do have excellent weapons. I'd much rather centurions and yeah...i usually take them too lol.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2015/03/09 19:01:40
Subject: Why such venom for Grey Knights?
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Locked in the Tower of Amareo
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Going from 5++ to 4++ is NOT enough to make them laugh at incoming fire. That's actually more incoming wounds cleared than a TH/ SS terminator. They are not laughing at my BA lists, which means they are not laughing at C: SM or Eldar, either. I'll take everyone's word on Tau, I guess.
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This message was edited 1 time. Last update was at 2015/03/09 19:05:46
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![[Post New]](/s/i/i.gif) 2015/03/09 19:02:37
Subject: Why such venom for Grey Knights?
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Dark Angels Librarian with Book of Secrets
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Xenomancers wrote:Martel732 wrote:"DreadKnights are actually pretty weak stat wise for a 200+ point Monstrous Creature"
Aneurysms in 3... 2... 1...
I wouldn't say weak, but they are certainly nothing special at all. Especially given the range of their weapons.
They are a good breaching unit - that is all. Their toughness for their points is seriously lacking - though they do have excellent weapons. I'd much rather centurions and yeah...i usually take them too lol.
Thats why Centurions with GK are so common. DKs are great in your face units, then you just sit back and pelt them with whatever: TF Cannons, Centurions, etc.
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~1.5k
Successful Trades: Ashrog (1), Iron35 (1), Rathryan (3), Leth (1), Eshm (1), Zeke48 (1), Gorkamorka12345 (1),
Melevolence (2), Ascalam (1), Swanny318, (1) ScootyPuffJunior, (1) LValx (1), Jim Solo (1), xSoulgrinderx (1), Reese (1), Pretre (1) |
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![[Post New]](/s/i/i.gif) 2015/03/09 19:50:23
Subject: Why such venom for Grey Knights?
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Grey Knight Purgator firing around corners
southern Ohio
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jreilly89 wrote:Right, a 2+ 5++ T6 with a 30" jump is nothing special. Yeah, they may put themselves in range of the AP 2, but they either a) kill said AP 2 weapons or b) throw up Sanctuary and laugh.
It is a fact that there is a lot of AP2 on the table this edition. That 2+ save isn't going to be used much. A 5++ invul only has a 1/3 chance of saving you from any AP2 shot, and as others have said, most AP2 weaponry is Strength 8 or higher, so that T6 isn't going to help beyond making most shots not Instant Death, but he only has 4 wounds to begin with anyway. And a successful casting of Sanctuary without perils and not denied only raises his invul to a 50% chance of blocking each incoming wound.
Dreadknights may be the best unit in the Codex, but anyone who says they're over-powered or unstoppable must be really bad at list building and/or initial setup. Dreadknights are good, and the Grey Knights have to pay for them. Each Dreadknight reduces the number of models the Grey Knights can field, in an army that is already quite small compared to everyone else.
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![[Post New]](/s/i/i.gif) 2015/03/09 19:51:57
Subject: Why such venom for Grey Knights?
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Locked in the Tower of Amareo
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Bill1138 wrote: jreilly89 wrote:Right, a 2+ 5++ T6 with a 30" jump is nothing special. Yeah, they may put themselves in range of the AP 2, but they either a) kill said AP 2 weapons or b) throw up Sanctuary and laugh.
It is a fact that there is a lot of AP2 on the table this edition. That 2+ save isn't going to be used much. A 5++ invul only has a 1/3 chance of saving you from any AP2 shot, and as others have said, most AP2 weaponry is Strength 8 or higher, so that T6 isn't going to help beyond making most shots not Instant Death, but he only has 4 wounds to begin with anyway. And a successful casting of Sanctuary without perils and not denied only raises his invul to a 50% chance of blocking each incoming wound.
Dreadknights may be the best unit in the Codex, but anyone who says they're over-powered or unstoppable must be really bad at list building and/or initial setup. Dreadknights are good, and the Grey Knights have to pay for them. Each Dreadknight reduces the number of models the Grey Knights can field, in an army that is already quite small compared to everyone else.
Don't forget there are units that can assault them and kill them and/or tarpit them forever. I suspect that Wraiths or TWC would eventually kill the thing, though.
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This message was edited 1 time. Last update was at 2015/03/09 19:52:24
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![[Post New]](/s/i/i.gif) 2015/03/09 19:58:50
Subject: Why such venom for Grey Knights?
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Omnipotent Necron Overlord
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I'm surpized no one has complained about GOI. The truely OP spell that only GK can take. To go along with vortex of doom witch is an incredibly strong power. Usually when it lands on something juicy the gods will favor you with a 6 or two and make you do a little jigg - for example when you one shot an IK or some other really expensive unit.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2015/03/09 20:01:19
Subject: Why such venom for Grey Knights?
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Locked in the Tower of Amareo
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Xenomancers wrote:I'm surpized no one has complained about GOI. The truely OP spell that only GK can take. To go along with vortex of doom witch is an incredibly strong power. Usually when it lands on something juicy the gods will favor you with a 6 or two and make you do a little jigg - for example when you one shot an IK or some other really expensive unit.
I personally don't use a lot of expensive units, so that scheme wouldn't bother me too much.
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![[Post New]](/s/i/i.gif) 2015/03/09 20:30:34
Subject: Why such venom for Grey Knights?
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Commander of the Mysterious 2nd Legion
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Xenomancers wrote:I'm surpized no one has complained about GOI. The truely OP spell that only GK can take. To go along with vortex of doom witch is an incredibly strong power. Usually when it lands on something juicy the gods will favor you with a 6 or two and make you do a little jigg - for example when you one shot an IK or some other really expensive unit.
in fairness everyone can use it, Grey Knights are just much more reliable with it
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2015/03/09 20:41:33
Subject: Why such venom for Grey Knights?
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Dark Angels Librarian with Book of Secrets
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Bill1138 wrote: jreilly89 wrote:Right, a 2+ 5++ T6 with a 30" jump is nothing special. Yeah, they may put themselves in range of the AP 2, but they either a) kill said AP 2 weapons or b) throw up Sanctuary and laugh.
It is a fact that there is a lot of AP2 on the table this edition. That 2+ save isn't going to be used much. A 5++ invul only has a 1/3 chance of saving you from any AP2 shot, and as others have said, most AP2 weaponry is Strength 8 or higher, so that T6 isn't going to help beyond making most shots not Instant Death, but he only has 4 wounds to begin with anyway. And a successful casting of Sanctuary without perils and not denied only raises his invul to a 50% chance of blocking each incoming wound. Dreadknights may be the best unit in the Codex, but anyone who says they're over-powered or unstoppable must be really bad at list building and/or initial setup. Dreadknights are good, and the Grey Knights have to pay for them. Each Dreadknight reduces the number of models the Grey Knights can field, in an army that is already quite small compared to everyone else. Still, the plan is to kill them before they can retaliate. DK can do that well, especially with Allies or Psychic powers. DKs are at least on par with Riptides in terms of effectiveness. Otherwise, there wouldn't be so many Dreadknights in every GK army.
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This message was edited 1 time. Last update was at 2015/03/09 20:41:42
~1.5k
Successful Trades: Ashrog (1), Iron35 (1), Rathryan (3), Leth (1), Eshm (1), Zeke48 (1), Gorkamorka12345 (1),
Melevolence (2), Ascalam (1), Swanny318, (1) ScootyPuffJunior, (1) LValx (1), Jim Solo (1), xSoulgrinderx (1), Reese (1), Pretre (1) |
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![[Post New]](/s/i/i.gif) 2015/03/09 20:56:13
Subject: Why such venom for Grey Knights?
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Evasive Pleasureseeker
Lost in a blizzard, somewhere near Toronto
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BrianDavion wrote: Xenomancers wrote:I'm surpized no one has complained about GOI. The truely OP spell that only GK can take. To go along with vortex of doom witch is an incredibly strong power. Usually when it lands on something juicy the gods will favor you with a 6 or two and make you do a little jigg - for example when you one shot an IK or some other really expensive unit.
in fairness everyone can use it, Grey Knights are just much more reliable with it
Only Ahriman truly abuses the crap out of it though, since he can combo it with 3x Psy Shrieks and allow you to effectively auto-delete whatever the hell you want that doesn't have an AV value...
Plus him getting Sanctuary with an escort of MoT Termies gives CSM's their own 3++ unit!
Now if people really want to do a proper job of making Grey Knights overpowered as feth, then it's all about milking Santic + key allies...
The Tiggy + Draigo Centstar is one, but then you can also build an equally nasty unit out of 5 Pallies w/double Psycannons + Libby + IG Priest. Add in Draigo for even more lols. Cast Sanctuary for the +1 to invulns, then use the Priest's ability to re-roll all saves in combat. Shove in a Land Raider and have some fun.
Or else go for the =I= version utilising Crusaders for wound soaking, Deathcults w/Hammerhand for pasting things, (taking power mauls gives them S8! lol), the requisite GK Libby to gain upto 4 rolls on Santic, and the IG Priest for re-rolling saves in combat.
Or take the Azreal Infantry Platoon one step further by throwing in a GK Libby w/Book for near guaranteed Sanctuary, and build a blob of 50 grunts all sporting a 3++...
Another fun one that drives flyer heavy armies crazy is a unit of Purifyers led by an allied psyker running even more Santic, potentially allowing a single Rhino to pull of a double Cleansing Flame!  (did this once through Ahriman - outright nuked 2 Nurgle Daemon Princes right out of the sky thanks to 4D6/S5, cover ignoring auto-hits to each!  )
Dreadknights are cool and all, but seriously, Santic spam is where the GK's real cheddary goodness lies!
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![[Post New]](/s/i/i.gif) 2015/03/09 21:06:30
Subject: Why such venom for Grey Knights?
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Locked in the Tower of Amareo
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jreilly89 wrote: Bill1138 wrote: jreilly89 wrote:Right, a 2+ 5++ T6 with a 30" jump is nothing special. Yeah, they may put themselves in range of the AP 2, but they either a) kill said AP 2 weapons or b) throw up Sanctuary and laugh.
It is a fact that there is a lot of AP2 on the table this edition. That 2+ save isn't going to be used much. A 5++ invul only has a 1/3 chance of saving you from any AP2 shot, and as others have said, most AP2 weaponry is Strength 8 or higher, so that T6 isn't going to help beyond making most shots not Instant Death, but he only has 4 wounds to begin with anyway. And a successful casting of Sanctuary without perils and not denied only raises his invul to a 50% chance of blocking each incoming wound.
Dreadknights may be the best unit in the Codex, but anyone who says they're over-powered or unstoppable must be really bad at list building and/or initial setup. Dreadknights are good, and the Grey Knights have to pay for them. Each Dreadknight reduces the number of models the Grey Knights can field, in an army that is already quite small compared to everyone else.
Still, the plan is to kill them before they can retaliate. DK can do that well, especially with Allies or Psychic powers. DKs are at least on par with Riptides in terms of effectiveness. Otherwise, there wouldn't be so many Dreadknights in every GK army.
Or, as many people have stated, they are the only viable HS slot choice. They don't need to be on par with Riptides if that is the case. I personally don't think they are nearly as good.
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![[Post New]](/s/i/i.gif) 2015/03/09 21:13:33
Subject: Why such venom for Grey Knights?
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Grey Knight Purgator firing around corners
southern Ohio
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jreilly89 wrote:Still, the plan is to kill them before they can retaliate. DK can do that well, especially with Allies or Psychic powers. DKs are at least on par with Riptides in terms of effectiveness. Otherwise, there wouldn't be so many Dreadknights in every GK army.
That isn't quite true. The number of Dreadknights used in GK armies has nothing to do with how they stack up against Riptides. It has everything to do with them being the most cost-effective unit in the codex. And after a shunt, the Dreadknights can only shoot, which means the enemy has an entire shooting phase before it can get into the (relative) safety of close combat.
If you haven't played Grey Knights for yourself, I would reccomend it. I believe you would find Dreadknights not to be nearly as powerful as you seem to believe.
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This message was edited 1 time. Last update was at 2015/03/09 23:26:42
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![[Post New]](/s/i/i.gif) 2015/03/10 00:58:59
Subject: Why such venom for Grey Knights?
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Longtime Dakkanaut
Moscow, Russia
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Bill1138 wrote: jreilly89 wrote:Right, a 2+ 5++ T6 with a 30" jump is nothing special. Yeah, they may put themselves in range of the AP 2, but they either a) kill said AP 2 weapons or b) throw up Sanctuary and laugh.
It is a fact that there is a lot of AP2 on the table this edition. That 2+ save isn't going to be used much. A 5++ invul only has a 1/3 chance of saving you from any AP2 shot, and as others have said, most AP2 weaponry is Strength 8 or higher, so that T6 isn't going to help beyond making most shots not Instant Death, but he only has 4 wounds to begin with anyway. And a successful casting of Sanctuary without perils and not denied only raises his invul to a 50% chance of blocking each incoming wound.
Dreadknights may be the best unit in the Codex, but anyone who says they're over-powered or unstoppable must be really bad at list building and/or initial setup. Dreadknights are good, and the Grey Knights have to pay for them. Each Dreadknight reduces the number of models the Grey Knights can field, in an army that is already quite small compared to everyone else.
That there is a lot of AP2 on the table this edition (not in my codex by the way  ) does not mean that the 2+ is not going to be used much. In fact it will be used most of the time in fighting against most armies. Who on Earth has an army where AP2 weapons are more than a small minority?
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![[Post New]](/s/i/i.gif) 2015/03/10 01:00:24
Subject: Why such venom for Grey Knights?
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Locked in the Tower of Amareo
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/raises hand
My BA rock as much AP 2 and templates as I can get.
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![[Post New]](/s/i/i.gif) 2015/03/10 01:08:27
Subject: Why such venom for Grey Knights?
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Grey Knight Purgator firing around corners
southern Ohio
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Alcibiades wrote:That there is a lot of AP2 on the table this edition (not in my codex by the way  ) does not mean that the 2+ is not going to be used much. In fact it will be used most of the time in fighting against most armies. Who on Earth has an army where AP2 weapons are more than a small minority?
In my experience, Whatever AP2 they have will be directed at the Dreadknight, and the rest of the shots are used on squishier units.
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![[Post New]](/s/i/i.gif) 2015/03/10 13:42:51
Subject: Re:Why such venom for Grey Knights?
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Hurr! Ogryn Bone 'Ead!
Borden
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They are mono build,
People mostly don't understand that you have mediocre(with a few good options)
or crap that is so bad it would be tough to beat kroot.
And our codex barely beats out the harlequin dex for units.
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![[Post New]](/s/i/i.gif) 2015/03/10 17:09:27
Subject: Re:Why such venom for Grey Knights?
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Repentia Mistress
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Slayer222 wrote:They are mono build,
People mostly don't understand that you have mediocre(with a few good options)
or crap that is so bad it would be tough to beat kroot.
And our codex barely beats out the harlequin dex for units.
Sisters have less units than Grey Knights. Thats even counting Land Raiders as one unit and not 3 distinct ones or counting your dedicated transports. They also have no non apocalypse formations or even any special detachments. I'm just saying there are codexes worse off without trunign this into another Sisters martyr thread. I don't think Grey Knights is really intended to be a stand alone codex much like Sisters. They don't function like an army in the fluff for the most part.
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![[Post New]](/s/i/i.gif) 2015/03/10 17:46:10
Subject: Re:Why such venom for Grey Knights?
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Angry Blood Angel Assault marine
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I know I'm on the tail end of this, but I am genuinely curious about the Codex GK units. It seems like many people in this thread have said that the GK Codex only has specific good units, while the rest are trash.
I guess what I'm curious about it, "just how bad are we talking?"
The thing is, most codexes seem to have both good and bad units, and while I'm not taking total amount of units into consideration for your dex, if you take the quote, bad units, and compare them to units available in other Codexes, are your bad units actually bad only because of comparison to your good units, or are they actually technically worse than comparable units in other dex's?
Don't get me wrong, I totally understand the desire for more variety in your dex, but I wanna know if your bad units really are unviable for some reason. I have bad units in both my Codexes for BA and DA for instance, but it doesn't stop me from taking them if they're the only option I have if I want to play without allies. I could "technically" only limit myself to certain units, just like many GK players seem to be saying they do, but I imagine I'd get bored super fast.
I also ask this because I would love to know if what you consider a "bad" unit is actually just as good as my regular units. If higher points are the reason, your unit might have something mine does not, but like I said, I'm really curious about this whole "bad unit" position, but I don't have a GK dex myself to use for comparisons.
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ALL HAIL THE ORKISSIAH, TRINARY SPEAKING GOD OF ORK TECHNOLOGY. (Unlike wimpy old Binary, Orks have commands for Yes, No AND "Maybe")
Agent_Tremolo wrote: In my personal scale for rating unlikely prophecies it scored two Millenium Bugs and one Mayan Apocalypse.
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![[Post New]](/s/i/i.gif) 2015/03/10 17:58:53
Subject: Re:Why such venom for Grey Knights?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Pretty bad.
1) The only special weapons PA units have access to are Incinerators, Psylincers, and Psycannons. Psycannons are only good on relentless platfroms because they're Salvo weaponry. Unless you stand still, you are effectively only range 12 and 2 shots. And even if you do stand still, you're still only range 24. Old psycannons still got 2 shots at max range if you moved, so you could still move and hit enemy units with some shots. Now PA units with psycannons are basically limited to either moving or shooting.
2) PA units are significantly more expensive than other PA units, yet have no increased durability and their offensive increase is limited to melee or very short range shooting. We also don't have access to Drop Pods to get our guys close.
Basically, we're overpaying for force weapons that are only useful in very rare cases(otherwise they're just power weapons) and we have limited number of attacks to benefit from those force weapons.
3) Our vehicle options are really bad compared to every other codex. Land Raiders are universally overpriced and taking Rhinos or Razorbacks is making expensive units even more expensive. And Rhinos and Razorbacks stopped being a thing long ago. Only good vehicle is the Storm Raven.
Strike Squads are just overpriced for their effectiveness compared to Terminators as troops, and our Terminators are actually fairly costed given our lack of AP2. If you want a GKT with the same melee potential as a Tactical Terminator, you have to pay 10 points for a Hammer. Which is a fair thing, you pay 3 points more than a regular PF/SB terminator for Force Weapon and Hammer Hand, and you have the option to be cheaper.
Purifiers are the only PA unit that can be useful. They have enough attacks in melee to actually take advantage of their force weapons, they're ML2, and they have Cleansing Flame which is an amazing power at clearing light vehicles and infantry swarms. It can also kill flyers. Their only problem is they can't deep strike, so you're forced to ally in some Drop Pods for them.
Purgation Squads are just terrible, they always have been. They're Devastator squads who can't take any gear Devastators need, IE: range greater than 24. They're also competing with the Dreadknight for a HS slot.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2015/03/10 18:24:02
Subject: Re:Why such venom for Grey Knights?
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Commander of the Mysterious 2nd Legion
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andrewm9 wrote: Slayer222 wrote:They are mono build,
People mostly don't understand that you have mediocre(with a few good options)
or crap that is so bad it would be tough to beat kroot.
And our codex barely beats out the harlequin dex for units.
Sisters have less units than Grey Knights. Thats even counting Land Raiders as one unit and not 3 distinct ones or counting your dedicated transports. They also have no non apocalypse formations or even any special detachments. I'm just saying there are codexes worse off without trunign this into another Sisters martyr thread. I don't think Grey Knights is really intended to be a stand alone codex much like Sisters. They don't function like an army in the fluff for the most part.
maybe, thing is most GK players aren't complaining persay, but simply noting that you see a lotta dreadknights because the codex enchourages it. the Nemisis Strikeforce detachment enchourages a deep strike focused Alpha strike list. the Dreadknight is, notable as our only heavy support option capable of deepstriking.
n
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2015/03/10 18:28:13
Subject: Re:Why such venom for Grey Knights?
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Omnipotent Necron Overlord
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Grey Templar wrote:Pretty bad.
1) The only special weapons PA units have access to are Incinerators, Psylincers, and Psycannons. Psycannons are only good on relentless platfroms because they're Salvo weaponry. Unless you stand still, you are effectively only range 12 and 2 shots. And even if you do stand still, you're still only range 24. Old psycannons still got 2 shots at max range if you moved, so you could still move and hit enemy units with some shots. Now PA units with psycannons are basically limited to either moving or shooting.
2) PA units are significantly more expensive than other PA units, yet have no increased durability and their offensive increase is limited to melee or very short range shooting. We also don't have access to Drop Pods to get our guys close.
Basically, we're overpaying for force weapons that are only useful in very rare cases(otherwise they're just power weapons) and we have limited number of attacks to benefit from those force weapons.
3) Our vehicle options are really bad compared to every other codex. Land Raiders are universally overpriced and taking Rhinos or Razorbacks is making expensive units even more expensive. And Rhinos and Razorbacks stopped being a thing long ago. Only good vehicle is the Storm Raven.
Strike Squads are just overpriced for their effectiveness compared to Terminators as troops, and our Terminators are actually fairly costed given our lack of AP2. If you want a GKT with the same melee potential as a Tactical Terminator, you have to pay 10 points for a Hammer. Which is a fair thing, you pay 3 points more than a regular PF/ SB terminator for Force Weapon and Hammer Hand, and you have the option to be cheaper.
Purifiers are the only PA unit that can be useful. They have enough attacks in melee to actually take advantage of their force weapons, they're ML2, and they have Cleansing Flame which is an amazing power at clearing light vehicles and infantry swarms. It can also kill flyers. Their only problem is they can't deep strike, so you're forced to ally in some Drop Pods for them.
Purgation Squads are just terrible, they always have been. They're Devastator squads who can't take any gear Devastators need, IE: range greater than 24. They're also competing with the Dreadknight for a HS slot.
Pretty much sums it up there! Our HQ is pretty good though! even Grand Masters are pretty boss. Are lvl 2 Psykers and can take a psycannon with bs 5...no ability to get eternal warrior though...we just aren't cool enough to have the shield eternal.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2015/03/10 18:34:43
Subject: Re:Why such venom for Grey Knights?
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Commander of the Mysterious 2nd Legion
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Xenomancers wrote: Grey Templar wrote:Pretty bad.
1) The only special weapons PA units have access to are Incinerators, Psylincers, and Psycannons. Psycannons are only good on relentless platfroms because they're Salvo weaponry. Unless you stand still, you are effectively only range 12 and 2 shots. And even if you do stand still, you're still only range 24. Old psycannons still got 2 shots at max range if you moved, so you could still move and hit enemy units with some shots. Now PA units with psycannons are basically limited to either moving or shooting.
2) PA units are significantly more expensive than other PA units, yet have no increased durability and their offensive increase is limited to melee or very short range shooting. We also don't have access to Drop Pods to get our guys close.
Basically, we're overpaying for force weapons that are only useful in very rare cases(otherwise they're just power weapons) and we have limited number of attacks to benefit from those force weapons.
3) Our vehicle options are really bad compared to every other codex. Land Raiders are universally overpriced and taking Rhinos or Razorbacks is making expensive units even more expensive. And Rhinos and Razorbacks stopped being a thing long ago. Only good vehicle is the Storm Raven.
Strike Squads are just overpriced for their effectiveness compared to Terminators as troops, and our Terminators are actually fairly costed given our lack of AP2. If you want a GKT with the same melee potential as a Tactical Terminator, you have to pay 10 points for a Hammer. Which is a fair thing, you pay 3 points more than a regular PF/ SB terminator for Force Weapon and Hammer Hand, and you have the option to be cheaper.
Purifiers are the only PA unit that can be useful. They have enough attacks in melee to actually take advantage of their force weapons, they're ML2, and they have Cleansing Flame which is an amazing power at clearing light vehicles and infantry swarms. It can also kill flyers. Their only problem is they can't deep strike, so you're forced to ally in some Drop Pods for them.
Purgation Squads are just terrible, they always have been. They're Devastator squads who can't take any gear Devastators need, IE: range greater than 24. They're also competing with the Dreadknight for a HS slot.
Pretty much sums it up there! Our HQ is pretty good though! even Grand Masters are pretty boss. Are lvl 2 Psykers and can take a psycannon with bs 5...no ability to get eternal warrior though...we just aren't cool enough to have the shield eternal.
That Dragio jerk's been hogging all the stormshields
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2015/03/10 18:57:42
Subject: Re:Why such venom for Grey Knights?
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Been Around the Block
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Grey Templar wrote:Pretty bad.
1) The only special weapons PA units have access to are Incinerators, Psylincers, and Psycannons. Psycannons are only good on relentless platfroms because they're Salvo weaponry. Unless you stand still, you are effectively only range 12 and 2 shots. And even if you do stand still, you're still only range 24. Old psycannons still got 2 shots at max range if you moved, so you could still move and hit enemy units with some shots. Now PA units with psycannons are basically limited to either moving or shooting.
2) PA units are significantly more expensive than other PA units, yet have no increased durability and their offensive increase is limited to melee or very short range shooting. We also don't have access to Drop Pods to get our guys close.
Basically, we're overpaying for force weapons that are only useful in very rare cases(otherwise they're just power weapons) and we have limited number of attacks to benefit from those force weapons.
3) Our vehicle options are really bad compared to every other codex. Land Raiders are universally overpriced and taking Rhinos or Razorbacks is making expensive units even more expensive. And Rhinos and Razorbacks stopped being a thing long ago. Only good vehicle is the Storm Raven.
Strike Squads are just overpriced for their effectiveness compared to Terminators as troops, and our Terminators are actually fairly costed given our lack of AP2. If you want a GKT with the same melee potential as a Tactical Terminator, you have to pay 10 points for a Hammer. Which is a fair thing, you pay 3 points more than a regular PF/ SB terminator for Force Weapon and Hammer Hand, and you have the option to be cheaper.
Purifiers are the only PA unit that can be useful. They have enough attacks in melee to actually take advantage of their force weapons, they're ML2, and they have Cleansing Flame which is an amazing power at clearing light vehicles and infantry swarms. It can also kill flyers. Their only problem is they can't deep strike, so you're forced to ally in some Drop Pods for them.
Purgation Squads are just terrible, they always have been. They're Devastator squads who can't take any gear Devastators need, IE: range greater than 24. They're also competing with the Dreadknight for a HS slot.
The only PA unit you didn't mention was the Interceptor, which I think is actually pretty useful. They add mobility to a Grey Knight list that is quite immobile after they have come in from DS. They also allow for a on-the-board Alpha Strike that doesn't risk a 200+ point Dreadknight. Could they be better? Sure. Should you take them over a Storm Raven? Depends on what you want that Fast Attack slot to do. I would say that a squad of Interceptors will generally improve any list you put them in.
I totally agree that the Puragation squad is pointless. It doesn't have the range to stay stationary like Devestators, but becomes basically useless if they move.
I think the Strike squad isn't that bad, but there is just a better Troop option for GK in the Terminator squad. If they had some gimmick like every other good GK unit, then they would probably be worth it.
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