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		<title><![CDATA[Latest posts for the thread "My view on Grey Knights"]]></title>
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				<title>My view on Grey Knights</title>
				<description><![CDATA[ I write this in the realization that the mass of “Grey Knights are overpowered” threads are bombarding the forums, and someone needs to level the playing field. I don’t in any way claim to be a master at this, but I have collected enough armies to see why certain armies are the way they are. I have collected Tau, Daemons, Space Wolfs, Old Grey Knights, New Grey Knights, Space Marines and Dark Angels. In turn I have helped friends in our <span class="glossaryitem" onmouseover='gp(211);'>LGS</span> work on their armies as well.<br /> <br /> I have come to realize the base points cost in any army book charges points for potential power as well as base cost. Here is a breakdown of Grey Knights vs Space Marines and why <span class="glossaryitem" onmouseover='gp(305);'>GK</span> would seem overpowered.<br /> At 200pts<br /> <span class="glossaryitem" onmouseover='gp(119);'>SM</span>= 10man team, plasma Rifle, Plasma cannon, Plasma pistol.<br /> <span class="glossaryitem" onmouseover='gp(305);'>GK</span>= 10man team<br /> <br /> Now at ranged, the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> would win on average, even tho the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> would fire 20 rounds on the move, the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> squad out ranges with the cannon, and once the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> could fire the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> squad it putting out 2 AP2 weapon each turn. The closer the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> squad gets, the more damage they take. By average the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> squad should not be able to get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> since taking 3-4 causalities per turn.<br /> <br /> Now in the event that the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> have a rhino, the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> could change up to a lascannon and las-Razorback and drop the plasma pistol. Again the likely hood of <span class="glossaryitem" onmouseover='gp(305);'>GK</span> getting close under two lascannons and once slogging after the Rhino is destroyed again will not make it into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.<br /> <br /> Now for 265pts the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> can take a 10man team, lascannon, plasma, Razorback w/lascannon. The spam of 1 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> las and 1 normal las.<br /> Due to <span class="glossaryitem" onmouseover='gp(305);'>GK</span> upgrade weapons only being 24” range, they have to get closer to do any real damage.<br /> <br /> If the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> squad gets into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> then not counting charge, on average the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> will cause 5 causalities vs <span class="glossaryitem" onmouseover='gp(119);'>SM</span> causing 2.5 per assault phase. <br /> <br /> Down to the Dreadnough Auto cannon spams. Now one on one the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> can field 2 ways for same or less pts, one being with just a lascannon, only needing a 3+ to glance the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> dreadnought armor, or with same load out of 2 auto cannons and needing a 5+ to glance with 10pts less on the price.<br /> However the biggest counter to <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Dreadnought auto cannon spam is Assault Terminators, heres why.<br /> For 3 Heavy choice Dreadnoughts armed with 2 Auto cannons you’re looking at 405pts. That brings 12 S8 shots at 48” of Transport popping goodness. However in our <span class="glossaryitem" onmouseover='gp(211);'>LGS</span> a friend of mine counters with 1 10man squad of <span class="glossaryitem" onmouseover='gp(221);'>SS</span>/<span class="glossaryitem" onmouseover='gp(224);'>TH</span> terminators, in the first turn has scouts Infiltrate and bring a teleport homer. Whenever he gets the reserve roll passed he brings them in and starts to charge my Dreadnoughts, normally he hits them by turn 4, getting the reserve roll by turn 3. This isn’t the most affective tactic but it has made me split up my Dreadnoughts to the far corners of my DZ. His new trick is taking 6 Dreadnoughts (master of the forge) with drop pods and in the first turn bringing in 4 of them (taking two troops in Pods so his number is 8) and landing them as close as possible to mine. When I have taken 6 Auto cannon dreads I lose about 2-3 of them first turn, and in the turn he charges his Dreads vs mine it’s all over. At this point I have about 2 of his Dreads by turn 2 charging me, and 2 more coming in to help.<br /> <br /> In all its not impossible, just have to build for it. I see the change in what <span class="glossaryitem" onmouseover='gp(50);'>GW</span> is making <span class="glossaryitem" onmouseover='gp(3);'>40k</span> now, and in my option, its gearing toward getting rid of the “one list to rule them all” effect. The <span class="glossaryitem" onmouseover='gp(305);'>GK</span> got nurffed from the old codex, but the power was just leveled out to the whole army. I miss my WS5, S6 standered, 2A with or without a charge, always fighting as if night conditions, Psycannons ignored <span class="glossaryitem" onmouseover='gp(162);'>INV</span> svs and Terminators that would hand out death like the current Draigowing. But the army is more playable now.<br /> Overall, <span class="glossaryitem" onmouseover='gp(305);'>GK</span> rule the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> world, with the grenades and Force weapons and champions, <span class="glossaryitem" onmouseover='gp(305);'>GK</span> hit the hardest up close. That leaves the Blood Angels to be the fastest <span class="glossaryitem" onmouseover='gp(19);'>CC</span> army, the Space Wolfs to the most survivable assault army, and the Black Templar (with the right vow) the most adaptable <span class="glossaryitem" onmouseover='gp(19);'>CC</span>/Range army (rerolls to hit and can take lascannons with a 5man team.)<br /> <br /> In closing, I know not everyone will agree with me, and as this being my experience I’m only trying to help out thos that feel they are getting hosed. Just make sure you outnumber <span class="glossaryitem" onmouseover='gp(305);'>GK</span> when charging, and thin them at range.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 15:10:49]]> GMT</pubDate>
				<author><![CDATA[ DK]]></author>
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				<title>My view on Grey Knights</title>
				<description><![CDATA[ What is the point of this thread?<br /> <span class="glossaryitem" onmouseover='gp(305);'>GK</span> are...powerful? ]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 15:25:03]]> GMT</pubDate>
				<author><![CDATA[ Joey]]></author>
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				<title>My view on Grey Knights</title>
				<description><![CDATA[ how can a 10 man smurf unit take a razorback? Unless they have double the transport capacity becuase of girlyman, is the conclusion of this really too keep them at a distance and shoot until their outnumbered? Before shooting <span class="glossaryitem" onmouseover='gp(305);'>GK</span> armies are outnumbered]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 15:30:43]]> GMT</pubDate>
				<author><![CDATA[ Tiarna Fuilteach]]></author>
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				<title>Re:My view on Grey Knights</title>
				<description><![CDATA[ You don't have to fit in a transport to be able to take it.<br /> <br /> <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s are slightly overpowered because of a few units/pieces of wargear. Normal strike squads are not one of them, so this is a pointless comparison. <br /> <br /> Rifleman dreads with psybolts, purifiers, rad/psycho grenades and fortitude are the most obvious things that make <span class="glossaryitem" onmouseover='gp(305);'>GK</span> slightly overpowered at the moment. All stuff that is extremely cost effective and useful against anything and everything. Supported by other strong choices, it makes for a powerful army. ]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 15:40:06]]> GMT</pubDate>
				<author><![CDATA[ Illumini]]></author>
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				<title>Re:My view on Grey Knights</title>
				<description><![CDATA[ 1) you're ignoring transports<br /> 2) Fortitude is outrageous<br /> 3) there is no justifiable reason that <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> should be getting Psychic defense for free<br /> 4) the ridiculous plethora of grenades included at no cost<br /> 5) the fact that every single unit in the codex includes base 2 attacks and Force Weapons means that high armor save models and multi wound models are useless in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, breaking certain units, notably Meganobz. Cleansing Flame also breaks Slugga Boyz outright. No other codex has the option to include Force Weapons on troops to my knowledge and a standard Power Weapon on a base 2 attack model normally costs 15 points, so why do Grey Knights get them for free?<br /> 6) Vendreads have a rerollable damage result, meaning they have two chances to get a Shaken/Stunned result...which due to Fortitude allows them two chances to ignore damage results, granted a successful Psychic test at a whopping leadership 10.]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 16:33:13]]> GMT</pubDate>
				<author><![CDATA[ TedNugent]]></author>
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				<title>Re:My view on Grey Knights</title>
				<description><![CDATA[ You are wrong, not every <span class="glossaryitem" onmouseover='gp(305);'>GK</span> unit has base 2 attacks. Strike and Interceptor squads are base 1 attack each.<br /> <br /> Fortitude is undercosted, however its hardly as broken as people claim. It just means you can't stun vehicles each turn and be done with it. If you can't kill an AV12 walker then you need to rethink your army.<br /> <br /> Vendreds are nothing new. They have been around since the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex. this is really just a complaint about Fortitude, which I agree is undercosted however its not the end of the world. You also need to remember that Ved Dreds are an Elite choice, a very competitive slot in the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> codex.]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 16:46:39]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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				<title>Re:My view on Grey Knights</title>
				<description><![CDATA[ Regarding Psydread cost compared to a dreadnought in the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Codex<br /> <br /> If you took an Ironclad Dread with 2 Autocannons it would cost you 135+10+10 = 155 for AV13 and Extra Armour<br /> A Psydread with Psybolt and 2 Autocannons costs you 135 and you get AV12 and Fortitude<br /> <br /> Because of the strength difference the Psybolt cancels out the AV13, so in a one-on-one fight, the two dreads are actually even in terms of the number of penetrating/glancing hits. So it comes down to damage results, in which the Psydread actually has the ability to negate 2 damage results, shaken and stunned, whereas the Ironclad merely turns stunned results into shaken. The Psydread therefore can ignore a considerable number more damage results and produces the exact same number of penetrating/glancing shots for the exact same price.<br /> <br /> Alternately, if we took a vanilla Dreadnought from <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Codex, we would save 10 points versus a Psydread from Codex <span class="glossaryitem" onmouseover='gp(305);'>GK</span>. However obviously the Psydread would considerable outperform the vanilla <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Dread w/ Autocannons because of the strength difference. Actually, the number of glancing results stays the same, and the number of penetrating hits doubles on average. So you get double the number of penetrating shots for 10 points, and that's not counting fortitude, which, again, on a roll of 10 or less on a <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> allows you to completely discount shaken and stunned results.<br /> <br /> So the question is, can a vanilla dread from <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Codex match the Psydread? Well, the most obvious choice is to add extra Armour allowing it to take Stunned results as though they were Shaken, but that counts 15 points, bringing it over the cost of the Psydread in spite of still being inferior because it neither negates the Stunned result nor ignores shaken results.]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 16:52:13]]> GMT</pubDate>
				<author><![CDATA[ TedNugent]]></author>
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				<title>Re:My view on Grey Knights</title>
				<description><![CDATA[ <blockquote><div><cite>TedNugent wrote:</cite>1) you're ignoring transports<br /> 2) Fortitude is outrageous<br /> 3) there is no justifiable reason that <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> should be getting Psychic defense for free<br /> 4) the ridiculous plethora of grenades included at no cost<br /> 5) the fact that every single unit in the codex includes base 2 attacks and Force Weapons means that high armor save models and multi wound models are useless in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, breaking certain units, notably Meganobz. Cleansing Flame also breaks Slugga Boyz outright. No other codex has the option to include Force Weapons on troops to my knowledge and a standard Power Weapon on a base 2 attack model normally costs 15 points, so why do Grey Knights get them for free?<br /> 6) Vendreads have a rerollable damage result, meaning they have two chances to get a Shaken/Stunned result...which due to Fortitude allows them two chances to ignore damage results, granted a successful Psychic test at a whopping leadership 10.</div></blockquote><br /> <br /> You seem to be misinformed about the <span class="glossaryitem" onmouseover='gp(305);'>GK</span>.<br /> 1 I mentioned Trans<br /> 2 Fortitude isnt worse the the Necrons thing that gives them a 2+ save vs<br /> 3 Defense for free? You mean Agis? Its -1pt to <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> if you tgt them with an attack, just dont take Psykers.<br /> 4 the only free Grenade is Psyk-out, you have to pay for the other ones. Again dont take Psykers.<br /> 5 <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Strike squads dont have 2 attacks, or Interceptors. And they have no benefit of having a second <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon. Force weapons come at a price, alot of chances to POTW, at the same time they are the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> masters, kill at range. also they are not free, a base cheapest <span class="glossaryitem" onmouseover='gp(305);'>GK</span> is 20pts per model. That counts for Storm bolter and Power weapon and the threat of POTW on the Justicar (has the 2A)<br /> 6 Thats why they cost 10pts more and Fortitude runs the risk of a glancing hit if POTW, i have had a Land raider get immobilized because of it. Re roll only works on your opposition rolls the damage result not if you do it to your self.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>TedNugent wrote:</cite>Regarding Psydread cost compared to a dreadnought in the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Codex<br /> <br /> If you took an Ironclad Dread with 2 Autocannons it would cost you 135+10+10 = 155 for AV13 and Extra Armour<br /> A Psydread with Psybolt and 2 Autocannons costs you 135 and you get AV12 and Fortitude<br /> <br /> Because of the strength difference the Psybolt cancels out the AV13, so in a one-on-one fight, the two dreads are actually even in terms of the number of penetrating/glancing hits. So it comes down to damage results, in which the Psydread actually has the ability to negate 2 damage results, shaken and stunned, whereas the Ironclad merely turns stunned results into shaken. The Psydread therefore can ignore a considerable number more damage results and produces the exact same number of penetrating/glancing shots for the exact same price.<br /> <br /> Alternately, if we took a vanilla Dreadnought from <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Codex, we would save 10 points versus a Psydread from Codex <span class="glossaryitem" onmouseover='gp(305);'>GK</span>. However obviously the Psydread would considerable outperform the vanilla <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Dread w/ Autocannons because of the strength difference. Actually, the number of glancing results stays the same, and the number of penetrating hits doubles on average. So you get double the number of penetrating shots for 10 points, and that's not counting fortitude, which, again, on a roll of 10 or less on a <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> allows you to completely discount shaken and stunned results.<br /> <br /> So the question is, can a vanilla dread from <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Codex match the Psydread? Well, the most obvious choice is to add extra Armour allowing it to take Stunned results as though they were Shaken, but that counts 15 points, bringing it over the cost of the Psydread in spite of still being inferior because it neither negates the Stunned result nor ignores shaken results.</div></blockquote><br /> <br /> Very true, My <span class="glossaryitem" onmouseover='gp(119);'>SM</span> friend takes a las list, its 6 <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads with las cannons and las backs. My Dread list normally loses to it.]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 16:55:02]]> GMT</pubDate>
				<author><![CDATA[ DK]]></author>
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				<title>Re:My view on Grey Knights</title>
				<description><![CDATA[ <blockquote><div><cite>Grey Templar wrote:</cite>You are wrong, not every <span class="glossaryitem" onmouseover='gp(305);'>GK</span> unit has base 2 attacks. Strike and Interceptor squads are base 1 attack each.<br /> <br /> </div></blockquote><br /> <br /> Scratch that.<br /> <br /> <blockquote><div><cite>Grey Templar wrote:</cite><br /> Vendreds are nothing new. They have been around since the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex. this is really just a complaint about Fortitude, which I agree is undercosted however its not the end of the world. You also need to remember that Ved Dreds are an Elite choice, a very competitive slot in the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> codex.</div></blockquote><br /> <br /> It is the combination of the Venerable rules with the Fortitude psychic power that redefine the ability's advantage.<br /> <br /> Venerable allows a reroll result of a damage result that occurs at greater than 33% probability. With the Psychic test, that means your chance of totally negating a damage result on a <span class="glossaryitem" onmouseover='gp(305);'>GK</span> Vendread occurs at over 40%.<br /> <br /> Granted, Venerable Dreadnoughts are expensive and come at a significant premium over regular Dreadnoughts, but that is a -considerable- advantage, especially when taken compared to a vanilla <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Dreadnought which was your point of contention.]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 17:07:20]]> GMT</pubDate>
				<author><![CDATA[ TedNugent]]></author>
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				<title>My view on Grey Knights</title>
				<description><![CDATA[ TN<br /> <br /> If you want to referance <span class="glossaryitem" onmouseover='gp(119);'>SM</span> in dreadnought to dreadnought then yes the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> side outweighs a little, however the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> can take 6 Ven Dreads. Also it can take 30 <span class="glossaryitem" onmouseover='gp(221);'>SS</span>/<span class="glossaryitem" onmouseover='gp(224);'>TH</span> terminators for 1200 points and completely ignore the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> dreadnoughts and <span class="glossaryitem" onmouseover='gp(305);'>GK</span> terms, tanking the board. There will always be a counter to everything.]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 17:58:11]]> GMT</pubDate>
				<author><![CDATA[ DK]]></author>
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				<title>My view on Grey Knights</title>
				<description><![CDATA[ <blockquote><div><cite><span class="glossaryitem" onmouseover='gp(514);'>DK</span> wrote:</cite>If you want to referance <span class="glossaryitem" onmouseover='gp(119);'>SM</span> in dreadnought to dreadnought then yes the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> side outweighs a little, however the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> can take 6 Ven Dreads.</div></blockquote><br /> <br /> Vanilla vendreads are horrible. <br /> <br /> <blockquote><div><cite><span class="glossaryitem" onmouseover='gp(514);'>DK</span> wrote:</cite>Also it can take 30 <span class="glossaryitem" onmouseover='gp(221);'>SS</span>/<span class="glossaryitem" onmouseover='gp(224);'>TH</span> terminators for 1200 points and completely ignore the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> dreadnoughts and <span class="glossaryitem" onmouseover='gp(305);'>GK</span> terms, tanking the board. There will always be a counter to everything.</div></blockquote><br /> <br /> Yes, so that is a horrible way to discuss tactics. <br /> <br /> The fact is that psybolts + reinforced aegis + fortitude makes the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> dreads into heavily undercosted units because they pay 10pts for all of that. <br /> <br /> Purifiers are great units because they are very good at EVERYTHING. They can take out any armour with resonable odds, they can take on hordes with ease, they can kill <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> with S5 I6 powerweapons with decent amount of attacks and they can kill anything with multiple wounds with force weapons. They would be a very good unit if kept as only elite, but when it is possible to make them troops cheaply (and no, Crowe is absolutely not useless) it is a little much. <br /> <br /> Psychostroke grenades should never have existed. You just can't attack a unit with those grenades, as it has several auto-win outcomes. <br /> Rad grenades would be a great item if they didn't affect <span class="glossaryitem" onmouseover='gp(269);'>ID</span>, but as they do, they are amazing. <br /> <br /> Fortitude for +5 pts is insanely undercosted. Hopefully it is costed for 6th ed rules. Following the "leaked" ruleset, fortitude will loose a lot of power, so let's hope that remains so. <br /> <br /> Without these issues, the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> codex would just be another good codex, par with the other new codexes. ]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 18:14:50]]> GMT</pubDate>
				<author><![CDATA[ Illumini]]></author>
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				<title>My view on Grey Knights</title>
				<description><![CDATA[ <blockquote><div><cite>Illumini wrote:</cite><blockquote><div><cite><span class="glossaryitem" onmouseover='gp(514);'>DK</span> wrote:</cite>If you want to referance <span class="glossaryitem" onmouseover='gp(119);'>SM</span> in dreadnought to dreadnought then yes the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> side outweighs a little, however the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> can take 6 Ven Dreads.</div></blockquote><br /> <br /> Vanilla vendreads are horrible. <br /> <br /> <blockquote><div><cite><span class="glossaryitem" onmouseover='gp(514);'>DK</span> wrote:</cite>Also it can take 30 <span class="glossaryitem" onmouseover='gp(221);'>SS</span>/<span class="glossaryitem" onmouseover='gp(224);'>TH</span> terminators for 1200 points and completely ignore the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> dreadnoughts and <span class="glossaryitem" onmouseover='gp(305);'>GK</span> terms, tanking the board. There will always be a counter to everything.</div></blockquote><br /> <br /> Yes, so that is a horrible way to discuss tactics. <br /> <br /> The fact is that psybolts + reinforced aegis + fortitude makes the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> dreads into heavily undercosted units because they pay 10pts for all of that. <br /> <br /> Purifiers are great units because they are very good at EVERYTHING. They can take out any armour with resonable odds, they can take on hordes with ease, they can kill <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> with S5 I6 powerweapons with decent amount of attacks and they can kill anything with multiple wounds with force weapons. They would be a very good unit if kept as only elite, but when it is possible to make them troops cheaply (and no, Crowe is absolutely not useless) it is a little much. <br /> <br /> Psychostroke grenades should never have existed. You just can't attack a unit with those grenades, as it has several auto-win outcomes. <br /> Rad grenades would be a great item if they didn't affect <span class="glossaryitem" onmouseover='gp(269);'>ID</span>, but as they do, they are amazing. <br /> <br /> Fortitude for +5 pts is insanely undercosted. Hopefully it is costed for 6th ed rules. Following the "leaked" ruleset, fortitude will loose a lot of power, so let's hope that remains so. <br /> <br /> Without these issues, the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> codex would just be another good codex, par with the other new codexes. </div></blockquote><br /> <br /> All good points, however as for the nades, <span class="glossaryitem" onmouseover='gp(305);'>GK</span> are supposed to be the best at <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. There is never a situation when assaulting <span class="glossaryitem" onmouseover='gp(305);'>GK</span> would be a reasonable outcome unless you outnumber them. Matt Ward had to even out the Nurffing of the old to the new, so a few select units could take rad and psychoc nades. Again your looking at why assaulting is going to favor the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> player, Kill them at range.]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 18:33:49]]> GMT</pubDate>
				<author><![CDATA[ DK]]></author>
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				<title>Re:My view on Grey Knights</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(84);'>lol</span> @ your sig<br /> <br /> <blockquote><div><cite><span class="glossaryitem" onmouseover='gp(514);'>DK</span>'s sig wrote:</cite>Grey Knights, making armies run off the board since the new Codex </div></blockquote><br /> <br /> <img src="http://images.sodahead.com/polls/000760799/polls_snicker_2058_292790_answer_2_xlarge.jpeg" border="0" />]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 19:05:41]]> GMT</pubDate>
				<author><![CDATA[ TedNugent]]></author>
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				<title>Re:My view on Grey Knights</title>
				<description><![CDATA[ <blockquote><div><cite>TedNugent wrote:</cite><span class="glossaryitem" onmouseover='gp(84);'>lol</span> @ your sig<br /> <br /> <blockquote><div><cite><span class="glossaryitem" onmouseover='gp(514);'>DK</span>'s sig wrote:</cite>Grey Knights, making armies run off the board since the new Codex </div></blockquote><br /> <br /> <img src="http://images.sodahead.com/polls/000760799/polls_snicker_2058_292790_answer_2_xlarge.jpeg" border="0" /></div></blockquote><br /> <br /> Hey, a friend gave that line to me because i ran his whole Tau army off the table in the first turn by shooting his Etherial with my Vindicare assassin. He failed every <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> test, lost 4x 12man Fire warror teams. Its more of a tribute then a literal thing.]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 19:36:21]]> GMT</pubDate>
				<author><![CDATA[ DK]]></author>
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				<title>Re:My view on Grey Knights</title>
				<description><![CDATA[ <blockquote><div><cite><span class="glossaryitem" onmouseover='gp(514);'>DK</span> wrote:</cite><br /> <br /> Hey, a friend gave that line to me because i ran his whole Tau army off the table in the first turn by shooting his Etherial with my Vindicare assassin. He failed every <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> test, lost 4x 12man Fire warror teams. Its more of a tribute then a literal thing.</div></blockquote><br /> Wow, that would suck. Talk about an effective usage of a Vindicare Assassin]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 19:39:10]]> GMT</pubDate>
				<author><![CDATA[ TedNugent]]></author>
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				<title>My view on Grey Knights</title>
				<description><![CDATA[ <blockquote><div><cite><span class="glossaryitem" onmouseover='gp(514);'>DK</span> wrote:</cite>All good points, however as for the nades, <span class="glossaryitem" onmouseover='gp(305);'>GK</span> are supposed to be the best at <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. There is never a situation when assaulting <span class="glossaryitem" onmouseover='gp(305);'>GK</span> would be a reasonable outcome unless you outnumber them. Matt Ward had to even out the Nurffing of the old to the new, so a few select units could take rad and psychoc nades. Again your looking at why assaulting is going to favor the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> player, Kill them at range.</div></blockquote><br /> <br /> Some armies have to assault them though, because their shooting is sub-par (Tyranids...). And even then, we can't rely on our average-to-above-average Initiative to pull us through, because Grey Knights can get Halberds for cheap.]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 19:46:54]]> GMT</pubDate>
				<author><![CDATA[ Andilus Greatsword]]></author>
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				<title>My view on Grey Knights</title>
				<description><![CDATA[ <blockquote><div><cite><span class="glossaryitem" onmouseover='gp(514);'>DK</span> wrote:</cite>I write this in the realization that the mass of “Grey Knights are overpowered” threads are bombarding the forums, </div></blockquote><br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/list/417456.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/417456.page</a><br /> <br /> The 56 page thread finally died, glad we could start a new one.]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 19:50:20]]> GMT</pubDate>
				<author><![CDATA[ pretre]]></author>
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				<title>My view on Grey Knights</title>
				<description><![CDATA[ <blockquote><div><cite><span class="glossaryitem" onmouseover='gp(514);'>DK</span> wrote:</cite>All good points, however as for the nades, <span class="glossaryitem" onmouseover='gp(305);'>GK</span> are supposed to be the best at <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. There is never a situation when assaulting <span class="glossaryitem" onmouseover='gp(305);'>GK</span> would be a reasonable outcome unless you outnumber them. Matt Ward had to even out the Nurffing of the old to the new, so a few select units could take rad and psychoc nades. Again your looking at why assaulting is going to favor the <span class="glossaryitem" onmouseover='gp(305);'>GK</span> player, Kill them at range.</div></blockquote><br /> <br /> 1: They should be the best at <span class="glossaryitem" onmouseover='gp(19);'>CC</span> in your opinion. Even if your opinion was shared by the entire world, it is ridicolous to claim that assaulting <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s should never have a reasonable outcome unless they are outnumbered. Psychostrokes are bad gamedesign. "oh, I rolled a 2 - you loose no matter what your unit is" is an extremely crappy mechanic. <br /> 2: <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s outshoot lots of armies. Psyflemen, psybacks, psycannons (can you spot a theme  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> ) on mobile platforms you have to kill to stop from firing means that <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s can smack around almost any army in the shooting phase while trundling towards objectives/<span class="glossaryitem" onmouseover='gp(19);'>cc</span>. <br /> 3: Nurfing sounds stupid, not to mention that <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s went from bottom of the barrel to top dog, so talk about nerfing is silly. New <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s would spank the old ones up, down and side to side with one arm tied to their backs. ]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 19:57:25]]> GMT</pubDate>
				<author><![CDATA[ Illumini]]></author>
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				<title>My view on Grey Knights</title>
				<description><![CDATA[ Well yes psychoc nades are nasty, but not broken. Again in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> are supposed to be the best, everything is geared toward that, but things like jaws of the world could end that fight with a good roll. As for nids having 2x more numbers then <span class="glossaryitem" onmouseover='gp(305);'>GK</span> have attacks (unless its purifiers) your good. As for purifiers you have to bring in the heavy hitters to handle.<br /> <br /> <span class="glossaryitem" onmouseover='gp(305);'>GK</span> can be shooty, at the cost of <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. it becomes a choice or make expensive terms.]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 20:15:18]]> GMT</pubDate>
				<author><![CDATA[ DK]]></author>
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				<title>My view on Grey Knights</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Fortitude is undercosted, however its hardly as broken as people claim. It just means you can't stun vehicles each turn and be done with it.</div></blockquote> <br /> <br /> Lolz. Obviously, you don't play armies that rely on stun-locking as part of their strategy for winning/ competing in a game? <br /> <br /> <blockquote class="uncited"><div>If you can't kill an AV12 walker then you need to rethink your army.</div></blockquote><br /> <br /> Yeah, good luck with that when they are bunkered up in a ruin that's been <i>fortified</i>. Only a fool would think that nothing is wrong with psyrifleman dreads. Then you add in the other stupid stuff the army has. While my W/L ratio vs. <span class="glossaryitem" onmouseover='gp(305);'>GK</span> is really no different than any other armies I play against...I will say that the <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> army is the army I have the least amount of fun facing. The army is simply boring to play against as all of them are built essentially the same way. <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 20:17:18]]> GMT</pubDate>
				<author><![CDATA[ CaptKaruthors]]></author>
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				<title>My view on Grey Knights</title>
				<description><![CDATA[ <blockquote><div><cite>CaptKaruthors wrote:</cite><blockquote class="uncited"><div>Fortitude is undercosted, however its hardly as broken as people claim. It just means you can't stun vehicles each turn and be done with it.</div></blockquote> <br /> <br /> Lolz. Obviously, you don't play armies that rely on stun-locking as part of their strategy for winning/ competing in a game? <br /> <br /> <blockquote class="uncited"><div>If you can't kill an AV12 walker then you need to rethink your army.</div></blockquote><br /> <br /> Yeah, good luck with that when they are bunkered up in a ruin that's been <i>fortified</i>. Only a fool would think that nothing is wrong with psyrifleman dreads. Then you add in the other stupid stuff the army has. While my W/L ratio vs. <span class="glossaryitem" onmouseover='gp(305);'>GK</span> is really no different than any other armies I play against...I will say that the <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> army is the army I have the least amount of fun facing. The army is simply boring to play against as all of them are built essentially the same way. <br /> <br /> <br /> </div></blockquote><br /> <br /> Ok the statement that they're all built the same way is a silly statement since every army looks a lot alike in competitive games. I've never been to a tourney big or small where the stereotyped lists weren in abundance.<br /> Oh you think killing a <span class="glossaryitem" onmouseover='gp(305);'>gk</span> walker is annoying try killing an <span class="glossaryitem" onmouseover='gp(69);'>ig</span> squad with camo cloaks that likes to go to ground and use the other get back in the fight. You're arguement hold water like a wire basket.]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 20:41:11]]> GMT</pubDate>
				<author><![CDATA[ Draigo]]></author>
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				<title>My view on Grey Knights</title>
				<description><![CDATA[ Oh sweet, another argument about Grey knights being overpowered. I especially like it when people qualify their statements by saying they personally don't lose to Grey Knights, but the codex is still <span class="glossaryitem" onmouseover='gp(280);'>OP</span>. ]]></description>
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				<pubDate><![CDATA[Wed, 21 Mar 2012 22:24:06]]> GMT</pubDate>
				<author><![CDATA[ Dok]]></author>
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