Post by High Marshal Timmah on Mar 14, 2011 4:26:19 GMT -5
I have pretty much seen the entire Dex, and let me tell you, some things are very questionable, and other things are just weird.
Overall, I think the secret to wrecking the new Grey Knight list is the facts:
Terminators are just terminators. 5+ invul. You let them touch you, and its pretty much the same thing as any other terminator squad touching you. A bad day in CC. Swords only add +1 invulnerable save in close combat.
Power Armored Grey Knights are just that, PA grey knights. There is no protection from AP3 or better. Again, if you let them touch you, that was your fault.
Interceptor Grey Knights. Jump Infantry. Once per game they get a 30 inch move. This is quite bad for opponents, because they can also count as troops with a Grey Knight Grand Master ability. And it is not a chance, but a choice to make them count as troops. (Actually the GKGM can make ANY unit count as troops)
Purifiers. Sick. 2 attacks base, then their flame attack. Once again, no different from any other PASM. Same rule applies: If you let them touch you, it is YOUR fault. Still just Space Marines.
Dreadknights: Not as expensive as everyone thinks, but they can get stomped by a Wraithlord. If you want this model to kick @$$, then you have to spend a few more points on him. There is a danger with this, because you can also spend 3 Power Fists to make him Jump Infantry and have the 30 inch move as well. You can easily get the points cost to Land Raider Crusader cost. They come with a 2+5+ and Str 6.
Dreadnoughts: Providing Standard buttkicking as all dreadnoughts have. Elites have Venerable Dreadnoughts, and Heavy has Dreadnoughts. So yes, you can bring 6 Dreadnoughts, or 3 Ven Dreads and 3 NDK's.
Assassins: Providing the same type of awkward rules to throw off your opponent off balance just as always. Despite the rumors, you can only take 1 of each type. No inquisitor needed.
Inquisitors: Still reading on these, but Corteauz or whatever his name is still can make an entire Inquisitorial Army of Henchmen. WHich brings us to another point:
Henchmen: HOLY CRAP. Almost a Terminators Points for an Ape that shoots a BS3 Lascannon every turn and causes max ranges on weapons to go up 12 inches. And you can have... ahem... 12 of them in a squad. Not that you would. 3 is definitely retarded enough. The Crusader can provide the Invulnerable save for the squad. 3++. Other then these two I would field the 10 point Heavy Bolter Servitor x3 and the Ever awesome Warrior, who is just as mighty as you want to equip him.
Land Raiders are cool, but Crusaders are sick due to Psychic Ammo. Str 5 Hurricane bolters and Str 7 assault cannon? Still, these vehicles are still expensive and still beatable.
Psychic ammo. You can give it to the entire army so they can make Tau look like a waste of an army. This means your whole army shoots S 5 storm bolters....
The Force weapon rule is not what everyone thought. Once you pass the test for the squad... EVERY attack becomes a killing blow attack.
Grey Knights do not NEGATE any Invulnerable saves vice 2 things. The Brother Champion (who can take out any model in the game when he dies by passing a leadership test) and a special character. The c'tan phase sword of the Callidus assassin does not ignore invulnerable saves any more.
Daemons don't have it too bad either. If they get WOUNDED by a daemonbane weapon, then they must make a LD test at the end of their turn. If they fail they are removed from play.
Overall, I think the secret to wrecking the new Grey Knight list is the facts:
Terminators are just terminators. 5+ invul. You let them touch you, and its pretty much the same thing as any other terminator squad touching you. A bad day in CC. Swords only add +1 invulnerable save in close combat.
Power Armored Grey Knights are just that, PA grey knights. There is no protection from AP3 or better. Again, if you let them touch you, that was your fault.
Interceptor Grey Knights. Jump Infantry. Once per game they get a 30 inch move. This is quite bad for opponents, because they can also count as troops with a Grey Knight Grand Master ability. And it is not a chance, but a choice to make them count as troops. (Actually the GKGM can make ANY unit count as troops)
Purifiers. Sick. 2 attacks base, then their flame attack. Once again, no different from any other PASM. Same rule applies: If you let them touch you, it is YOUR fault. Still just Space Marines.
Dreadknights: Not as expensive as everyone thinks, but they can get stomped by a Wraithlord. If you want this model to kick @$$, then you have to spend a few more points on him. There is a danger with this, because you can also spend 3 Power Fists to make him Jump Infantry and have the 30 inch move as well. You can easily get the points cost to Land Raider Crusader cost. They come with a 2+5+ and Str 6.
Dreadnoughts: Providing Standard buttkicking as all dreadnoughts have. Elites have Venerable Dreadnoughts, and Heavy has Dreadnoughts. So yes, you can bring 6 Dreadnoughts, or 3 Ven Dreads and 3 NDK's.
Assassins: Providing the same type of awkward rules to throw off your opponent off balance just as always. Despite the rumors, you can only take 1 of each type. No inquisitor needed.
Inquisitors: Still reading on these, but Corteauz or whatever his name is still can make an entire Inquisitorial Army of Henchmen. WHich brings us to another point:
Henchmen: HOLY CRAP. Almost a Terminators Points for an Ape that shoots a BS3 Lascannon every turn and causes max ranges on weapons to go up 12 inches. And you can have... ahem... 12 of them in a squad. Not that you would. 3 is definitely retarded enough. The Crusader can provide the Invulnerable save for the squad. 3++. Other then these two I would field the 10 point Heavy Bolter Servitor x3 and the Ever awesome Warrior, who is just as mighty as you want to equip him.
Land Raiders are cool, but Crusaders are sick due to Psychic Ammo. Str 5 Hurricane bolters and Str 7 assault cannon? Still, these vehicles are still expensive and still beatable.
Psychic ammo. You can give it to the entire army so they can make Tau look like a waste of an army. This means your whole army shoots S 5 storm bolters....
The Force weapon rule is not what everyone thought. Once you pass the test for the squad... EVERY attack becomes a killing blow attack.
Grey Knights do not NEGATE any Invulnerable saves vice 2 things. The Brother Champion (who can take out any model in the game when he dies by passing a leadership test) and a special character. The c'tan phase sword of the Callidus assassin does not ignore invulnerable saves any more.
Daemons don't have it too bad either. If they get WOUNDED by a daemonbane weapon, then they must make a LD test at the end of their turn. If they fail they are removed from play.