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Grey Knights 7e Codex Rumor


Valerian

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My sympathies to the Grey Knights players. As someone who encountered Grey Knights in 5th but not in 6th my instinct is to think of them as overpowered but it does seem like the pendulum may have swung too far the other way. I sympathise with the people talking about ripping off their halberds to substitute in Falchions because I'm facing the same issue with my Wolf Guard (Power Axe and Storm Shield is no longer a legitimate armament for my terminators even though it seems to me to be by far the fluffiest). At least the choice just become sub-optimal and not completely illegal. 

 

I think the changes are all in line with expectations based on recent codexes - Force Halberds were going to go to a strength bonus in line with staff power weapons. Losing psybolts is like wolves losing Mark of the Wulfen and Wolf Tooth necklaces - GW don't make a specific model so they're out of the codex.

 

 

Making it more boring more like.

 

Lots of interesting and unique builds are what make 40k, well, interesting.

 

Mono tone blandness, is mono tone blandness.

 

We (and every other imperial Codex) might just as well be rolled into a single 'dex.

 

Come on.  We're all being forced to 'out pick' the best units anyway.  Is there really *anyone* who wants to Deep Strike Grey Knights that won't take Space Wolf Drop Pods?

 

I really, really hope there is. As a Wolf player I can look at White Scar bikers versus my Swift Claws, Sternguard versus my Wolfguard, Grav Weapons, Centurions etc. and see lots of units that are powerful but their NOT my faction. I'm sure that there will be things in your new Grey Knights codex but I hope I resist the temptation to ally them in because the point is that different armies, with their strengths AND weaknesses are what make things interesting and fun.

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Well, I'll be playing unbound with Coteaz+Henchmen as primary and GKT+NDK added in... I just need to pay for C:GK, C:=I= and Datasheet:assassins and I'll have a brand new "old" codex! 

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Well, I'll be playing unbound with Coteaz+Henchmen as primary and GKT+NDK added in... I just need to pay for C:GK, C:=I= and Datasheet:assassins and I'll have a brand new "old" codex!

Don't forget tempestus codex if bs3 henchmen don't do it for you. On a side note my inquisition forces are getting along well with taurox prime.

 

Also: now that ][ isn't part of this dex, is it still discussable on this forum?

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Well, I'll be playing unbound with Coteaz+Henchmen as primary and GKT+NDK added in...

 

Why would you be playing Unbound?  Just to avoid having to take a Grey Knights Headquarters choice?

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Well, I'll be playing unbound with Coteaz+Henchmen as primary and GKT+NDK added in... I just need to pay for C:GK, C:=I= and Datasheet:assassins and I'll have a brand new "old" codex!

Just tack on a librarian, either ml2 or preferably 3, no harm and all of a sudden you're bound

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They are standardising the rules all across the board.

Expect some of the cheesy combos in Deamon, Eldar and Tau codecies to be nerfed next update.

It's what most want to make the game more balanced....

I want balance and I think with the exception of eldar and tau they've done a pretty good job of balancing codexes against each other. But there should be internal balance as well. It infuriates me a competitive Grey knight list will be librarian, terminator, 2 dread knights and repeat. I abhor auto includes and I abhor units that are essentially worthless. I'll try the codex out and see how it goes but honestly my morale as a 40k player just took a massive hit

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Unfortunately, I usually play low amount of points (1000 pts is our usual game, 2 players vs 2 players, for a total of 2000pts on each side), so expensive GK HQs are not really efficient. At 1500pts, I'd definitely add the libby...

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He's talking about SW Drop Pods, which can be taken as DTs or as Fast Attack choices (which allies can ride in).

 

That.

 

GW screwed the pootch with balance here.

 

Allowing *any* Imperial force to take Drop Pods.  And use them (as you're battle brothers, and can ride in each others transports!).

 

Sisters of battle rejoice! ;)  You (along with every other Imperial army that doesn't have them, like Imperial Guard, and Knights! :P OK, not that Knights can use them...) now have access to Drop Pods, and automatic First Turn Deep Strike capability!

 

Balance?

 

What now?

 

Just forge that narative!!

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The Cuirass of Sacrifice replaces the models terminator armour and as the techmarine doesn't have terminator armour then it cannot be taken by a techmarine.

Although, if you buy Nemesis Falchions then you do have two CCW which you could replace one for the Soul Glaive, effectively giving you an extra attack for two CCW tongue.png

Not when the Soulglaive is a Two-handed weapon, and Falchions are Specialist Weapons.

What if you buy Falchions and then exchange one for a Hammer for the extra attack? I'm sure that one works given the "A model can replace its Melee weapon with one of the following" rule.
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He's talking about SW Drop Pods, which can be taken as DTs or as Fast Attack choices (which allies can ride in).

That.

GW screwed the pootch with balance here.

Allowing *any* Imperial force to take Drop Pods. And use them (as you're battle brothers, and can ride in each others transports!).

Sisters of battle rejoice! msn-wink.gif You (along with every other Imperial army that doesn't have them, like Imperial Guard, and Knights! tongue.png OK, not that Knights can use them...) now have access to Drop Pods, and automatic First Turn Deep Strike capability!

Balance?

What now?

Just forge that narative!!

I'm assuming you're forgetting the Ordo Hereticus Strike Force from way back when that had Celestians as Troop Choices (with Seraphim and other troops) deep striking via drop pod led by an Ordo Hereticus Inquisitor ;) They essentially went on surgical assassination strikes.

Narrative already forged.

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Citadel Journal 49, circa 2002 :)

 

HQ: 1 Inquisitor, 0-1 Cannoness, 0-1 Celestian Superior (defunct), Celestian Bodyguard

Elites: 0-1 Vindicare, 0-1 Calidus

Troops: Celestian Squad

FA: Seraphim Squad

HS: Deathwind Droppod (Dominica pattern)

transport option: drop pod

 

Seemed like a fun list actually... *shrugs*

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I wonder one thing; if the Hammerhand is cumulative i.e. Libby do one, squad does another for +4S. That alone might compensate for the new NFW ruling that GW has shown...

Can't stack Hammerhand. The unit may only cast a specific power once, and Hammerhand is a unit blessing that only effects the casting unit. And since ICs are part of the unit, the unit can only cast Hammerhand once per Psychic phase.

 

SJ

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They can both attempt to cast it, but what stops the stacking is that a unit can only benefit from the same blessing once. Multiple instances of Hammerhand no longer stack, but you can have Hammerhand, Sanctuary, Forewarning, Perfect Timing and Invisibility all on the one unit if you do so desire.

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