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		<title><![CDATA[Latest posts for the thread "Grey Knights Armies Sans Grey Knights"]]></title>
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				<title>Grey Knights Armies Sans Grey Knights</title>
				<description><![CDATA[ Has anyone attempted to put together an Inquisition army using the new Grey Knight codex? Is it even possible?<br /> <br /> I know the Special Character Coteaz lets you take Inquisitorial Henchmen as troops and that Assassins are an Elites choice. Is the following legit?<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Inquisitor Coteaz<br /> Inquisitor<br /> <br /> Elites<br /> Assassin (Vindicare)<br /> Assassin (Callidus)<br /> Assassin (Eversor)<br /> <br /> Troops<br /> Inquisitorial Henchmen<br /> Inquisitorial Henchmen<br /> Inquisitorial Henchmen<br /> Inquisitorial Henchmen<br /> Inquisitorial Henchmen<br /> Inquisitorial Henchmen<br /> <br /> Fast Attack/Heavy Support<br /> -<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 25 Mar 2011 00:25:34]]> GMT</pubDate>
				<author><![CDATA[ George Spiggott]]></author>
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				<title>Grey Knights Armies Sans Grey Knights</title>
				<description><![CDATA[ Yep. Except you can take infinite many henchmen units, not just 6.]]></description>
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				<pubDate><![CDATA[Fri, 25 Mar 2011 00:40:06]]> GMT</pubDate>
				<author><![CDATA[ Fafnir]]></author>
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				<title>Grey Knights Armies Sans Grey Knights</title>
				<description><![CDATA[ There is no limit?]]></description>
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				<pubDate><![CDATA[Fri, 25 Mar 2011 01:04:56]]> GMT</pubDate>
				<author><![CDATA[ MechaEmperor7000]]></author>
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				<title>Grey Knights Armies Sans Grey Knights</title>
				<description><![CDATA[ They don't take up a slot on the <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> (at least, not until the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> that this codex desperately needs). Don't want to get into this pile of worms agan.]]></description>
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				<pubDate><![CDATA[Fri, 25 Mar 2011 01:09:31]]> GMT</pubDate>
				<author><![CDATA[ Fafnir]]></author>
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				<title>Re:Grey Knights Armies Sans Grey Knights</title>
				<description><![CDATA[ There are already a couple of threads about this.  I have posted some things on them.  go look there.]]></description>
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				<pubDate><![CDATA[Fri, 25 Mar 2011 01:17:57]]> GMT</pubDate>
				<author><![CDATA[ svendrex]]></author>
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				<title>Re:Grey Knights Armies Sans Grey Knights</title>
				<description><![CDATA[ I've already seen the Jokaero spam lists, even seen one played (albeit with proxied models). ]]></description>
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				<pubDate><![CDATA[Fri, 25 Mar 2011 04:23:21]]> GMT</pubDate>
				<author><![CDATA[ Ecurb The Mighty]]></author>
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				<title>Grey Knights Armies Sans Grey Knights</title>
				<description><![CDATA[ <blockquote><div><cite>Fafnir wrote:</cite>They don't take up a slot on the <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> (at least, not until the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> that this codex desperately needs). Don't want to get into this pile of worms agan.</div></blockquote>I inferred that from what I read of the codex, I didn't realize it was a genuine issue. I assume that if they don't fill a slot then you must take two squads of Grey Knights in order to make your army legal.<br /> <br /> From looking at the rules for the Inquisitorial henchmen it seems you can make Space Marine and Sisters of Battle type squads (as well as Stormtroopers) with Boltguns and Power Armour, thought they will be lacking the special rules and statline of Space Marines and <span class="glossaryitem" onmouseover='gp(121);'>SoB</span>.]]></description>
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				<pubDate><![CDATA[Sat, 26 Mar 2011 00:28:06]]> GMT</pubDate>
				<author><![CDATA[ George Spiggott]]></author>
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				<title>Grey Knights Armies Sans Grey Knights</title>
				<description><![CDATA[ <blockquote><div><cite>George Spiggott wrote:</cite><blockquote><div><cite>Fafnir wrote:</cite>They don't take up a slot on the <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> (at least, not until the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> that this codex desperately needs). Don't want to get into this pile of worms agan.</div></blockquote>I inferred that from what I read of the codex, I didn't realize it was a genuine issue. I assume that if they don't fill a slot then you must take two squads of Grey Knights in order to make your army legal.</div></blockquote><br /> <br /> No, you don't need Grey Knights. 2 Inquisitional units will fill out the requirement for troops, but you can still take an unlimited amount of them. Similar to a Techpriest or Emperor's Champion.]]></description>
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				<pubDate><![CDATA[Sat, 26 Mar 2011 00:34:45]]> GMT</pubDate>
				<author><![CDATA[ Fafnir]]></author>
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				<title>Grey Knights Armies Sans Grey Knights</title>
				<description><![CDATA[ I'm loving =I= armies even more now. Henchmens are the most versatile units I've seen. A unit of Crusaders have almost as much survivability as Space Marines, more or less balanced out in that they'll always get that 3+ save, and have power weapons. Drop em in a Land Raider with a <span class="glossaryitem" onmouseover='gp(272);'>Inq</span> with a Daemonhammer and you got a unit that will absolutely wreck anything it comes into contact with. Heavy Weapons get handled by Jokaero or Servitor spam, and you got your cheap front line troops in the form of massed baseline Warriors. ]]></description>
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				<pubDate><![CDATA[Sat, 26 Mar 2011 04:03:19]]> GMT</pubDate>
				<author><![CDATA[ MechaEmperor7000]]></author>
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				<title>Grey Knights Armies Sans Grey Knights</title>
				<description><![CDATA[ <blockquote><div><cite>MechaEmperor7000 wrote:</cite>A unit of Crusaders have almost as much survivability as Space Marines, more or less balanced out in that they'll always get that 3+ save, and have power weapons. Drop em in a Land Raider with a <span class="glossaryitem" onmouseover='gp(272);'>Inq</span> with a Daemonhammer and you got a unit that will absolutely wreck anything it comes into contact with. </div></blockquote><br /> <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 3 power weapons and 1 attack.  They ain't wrecking anything.  They make good bullys and tarpit specialized <span class="glossaryitem" onmouseover='gp(19);'>CC</span> troops.]]></description>
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				<pubDate><![CDATA[Sat, 26 Mar 2011 05:49:18]]> GMT</pubDate>
				<author><![CDATA[ DarknessEternal]]></author>
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				<title>Grey Knights Armies Sans Grey Knights</title>
				<description><![CDATA[ But if you pack them with an Inquisitor with Rad Grenades and Hammerhand, they're now striking at the equivalent of S5.]]></description>
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				<pubDate><![CDATA[Sat, 26 Mar 2011 07:50:18]]> GMT</pubDate>
				<author><![CDATA[ Fafnir]]></author>
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				<title>Grey Knights Armies Sans Grey Knights</title>
				<description><![CDATA[ <blockquote><div><cite>Fafnir wrote:</cite><blockquote><div><cite>George Spiggott wrote:</cite><blockquote><div><cite>Fafnir wrote:</cite>They don't take up a slot on the <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> (at least, not until the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> that this codex desperately needs). Don't want to get into this pile of worms agan.</div></blockquote>I inferred that from what I read of the codex, I didn't realize it was a genuine issue. I assume that if they don't fill a slot then you must take two squads of Grey Knights in order to make your army legal.</div></blockquote><br /> <br /> No, you don't need Grey Knights. 2 Inquisitional units will fill out the requirement for troops, but you can still take an unlimited amount of them. Similar to a Techpriest or Emperor's Champion.</div></blockquote>Yeah. Crybabies and their hysteria will probably have it rules-change <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>'d though. A sad day for the Holy Inquisition.]]></description>
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				<pubDate><![CDATA[Sat, 26 Mar 2011 08:01:39]]> GMT</pubDate>
				<author><![CDATA[ ph34r]]></author>
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				<title>Grey Knights Armies Sans Grey Knights</title>
				<description><![CDATA[ <blockquote><div><cite>DarknessEternal wrote:</cite><blockquote><div><cite>MechaEmperor7000 wrote:</cite>A unit of Crusaders have almost as much survivability as Space Marines, more or less balanced out in that they'll always get that 3+ save, and have power weapons. Drop em in a Land Raider with a <span class="glossaryitem" onmouseover='gp(272);'>Inq</span> with a Daemonhammer and you got a unit that will absolutely wreck anything it comes into contact with. </div></blockquote><br /> <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 3 power weapons and 1 attack.  They ain't wrecking anything.  They make good bullys and tarpit specialized <span class="glossaryitem" onmouseover='gp(19);'>CC</span> troops.</div></blockquote><br /> <br /> Didnt realise they only had one attack. But intermixing some Death Cult assassins and Acro Flagellants would make them <span class="glossaryitem" onmouseover='gp(19);'>CC</span> beasts (Death Cults have 2 <span class="glossaryitem" onmouseover='gp(486);'>PW</span> attacks, while Acros have 4 normal ones each and <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>). They all also cost the same amount of points, with Acros and Crusaders being rather effective abalatative wounds while Death Cults deal out the hurt, and the <span class="glossaryitem" onmouseover='gp(272);'>Inq</span> taking care of any strong enemies with hammerhand and a Daemonhammer. ]]></description>
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				<pubDate><![CDATA[Sat, 26 Mar 2011 14:51:03]]> GMT</pubDate>
				<author><![CDATA[ MechaEmperor7000]]></author>
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				<title>Grey Knights Armies Sans Grey Knights</title>
				<description><![CDATA[ <blockquote><div><cite>Fafnir wrote:</cite><blockquote><div><cite>George Spiggott wrote:</cite><blockquote><div><cite>Fafnir wrote:</cite>They don't take up a slot on the <span class="glossaryitem" onmouseover='gp(187);'>FoC</span> (at least, not until the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> that this codex desperately needs). Don't want to get into this pile of worms agan.</div></blockquote>I inferred that from what I read of the codex, I didn't realize it was a genuine issue. I assume that if they don't fill a slot then you must take two squads of Grey Knights in order to make your army legal.</div></blockquote><br /> <br /> No, you don't need Grey Knights. 2 Inquisitional units will fill out the requirement for troops, but you can still take an unlimited amount of them. Similar to a Techpriest or Emperor's Champion.</div></blockquote>I'm confused. Is "does not use up" a force organisation slot not the same as 'not filling a slot', therefore not meeting the minimum Troops criteria?<br /> <br /> It's been a while since I delved into <span class="glossaryitem" onmouseover='gp(50);'>GW</span> rules.<br /> <br /> What about having troops with boltguns and carapace armour like Space Marine scouts? Does anyone think that combination of wargear would be viable?]]></description>
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				<pubDate><![CDATA[Sat, 26 Mar 2011 18:00:57]]> GMT</pubDate>
				<author><![CDATA[ George Spiggott]]></author>
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