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Do you want your next DH or WH codex, just GK and Sob codex?


HsojVvad

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I was just reading some new rumours about the Inquisition, it was rumoured that GW might stray away from the Inquisitiors and might just foucus on pure Gk codex first and a seperate SoB codex after. How do you guys feel about it? Would you want your Inquisitors still in there and the Stormtroopers, or you wouldn't mind seem them gone? Just curious about your thoughts.

 

Was reading in anthour post about GK being unfluffy. The person asked why is there no Librarians in there. I forgot all GK where psyckers. What do you think if every GK could cast a psychic power as if they were all Librarians? That would be different. An all Librarian army. So since GK are always suppose to be out numbered, how about giving them the ability of all of them to cast psychic powers? Would that really be over the top? I am just curious why they didn't do that in the first place.

First of all I would hate to see inquisitors removed. But seeing as there are tons of minis out there representing Inquisitors and their retinues, I really don't think GW would be so bold as to have all their inquisition players throw out their beloved inquisitor.

 

As for The Grey Knights, as far as I know they recruit psykers because in their training they establish a 'core of faith' which protects The Knight from psychic attacks or other forms of warp influence. So basically, they take psykers because they can train them to resist psykers. Higher ranking Grey Knights get to understand their powers so well that they can begin the practice of actual psyker abilities. Again, this is how I understood it.

Remove the Inquisitors?

That's... That's heretical!

 

Grey knights already use their powers, there's a rule called, The shrouding that I think represents them using their psychic powers, since I'm not buying that it's their shiny pimp armour that prevents people from seeing them. :D

Now I'm not really reading any GK fluff either, so I might be wrong...

But, they also have their nemesis force weapons...

 

Cheers!

Due to the minimal size of the DH codex you could easily just reproduce it and add in an extra 30 or so pages expanding the GK part of it. It's not like they need to bring in a slew of new Inq units. Nor do they need a bunch of new GK units actually. Just balance out the points a bit.

Ok guys, I'll show you something....

 

In fact I have specifically said there will be both Grey knights and Sisters. (In that order ... although not for a little while yet and defo not a combined Dex).

 

That does not mean that is what is going to happen ... it is just what I have heard is all.

 

Pie for the Pie God.

 

All the best,

Harry

From BoLS forum.

I'd like to see them seperated, without the allies rules, then a seperate "inquisition" book or WD list that can be taken as allies by any imperial army, can induct IG, SM, GK, SoB and has all the more "whacky" units, while keeping GK and SoB as self contained, well balanced and rounded armies.

All grey knights are minour pykers, most cannot focus their power enough to create a "spell". But collectivly grey knights channel their power, or it has a passive effect, in the form of the shrouding or adding a punch to their nemasis force weapons. The GK terminators (and Grand Masters) are normaly the only ones able to focus it into a usable spell. what Id kind of like to see in the new codex, would be a spell that gets more powerful the more squad members there are in the unit.

 

Splitting Inquisitors isnt going to happen, having grey knights in a battle normaly suggests the presence of an inquisitor aswell, plus as said above theres too many lovley inquisitor models around for gamesworkshop to ditch them entirly. They could place less importance on them, I hope not but it could happen

 

Id like to see a viable army to be made out of all 3 options...

 

Grey knights only

Inquisitor only

Pick'n'mix

 

Its harder to balance it that way, but far more flexible.

I second Ozybonza, I'd like to see a GK and an SoB codex each as full rounded armies (With SoB getting the stuff they had in the second Ed like Frateris Militia and preachers, missionaries ect) and a seperate codex for Inquisitors and all the cool inquisition stuff that can be allied into other imperial armies in the way the army lists in the 3rd Ed rule book allowed. At the moment, If I were to build a SoB army I'd be more inclined to use Counts as and the SM dex.

 

I don't think GW would care to much about making model redundant, I'd say most people with 3rd and 4th ed armies have a fair few already since GW basically removed rules for everything that didn't have official models for (I really think this was a bad move as it not only took away a conversion encouragement but voided the hard work many had put in.)

 

I also think assasins should be available without having an inquisitor on the field, mostly because I played SW for a long time and 'arguably' couldn't use an assasin because of the retinues rules (HQ choices were determined by the size of the army not the FOC and the number were compulsory choices).

i'd be horribly disappointed if my 2000+ points of mixed WH suddenly had to become 2 separate armies. i can understand wanting to provide specific codexes for the GK and SoB, but if they go that route i really hope there's an Inquisition specific codex following close by, otherwise i'd likely be done with the game.

I only have the Daemonhunters codex but I assume both codexes have the following issues. I would like the next codex to have:

-Inquisitors with STANDARD equipment such as a power weapon and las-pistol

-Stormtroopers are as good as Imperial Guard troopers with all the same options, transport included (Valkyrie)

-A way to play both pure Knights and no Knights. Basically Knights can have battle tanks and Stormtroopers have Vendettas.

-Better characters

-Fix broken/useless wargear and psychic powers

-Grey Knight non-LR transports

 

That is my wishlist. If 1/2 of these things comes true I'll be happy and will continue my Daemonhunters.

i'd be horribly disappointed if my 2000+ points of mixed WH suddenly had to become 2 separate armies. i can understand wanting to provide specific codexes for the GK and SoB, but if they go that route i really hope there's an Inquisition specific codex following close by, otherwise i'd likely be done with the game.

Mixed Witch Hunters? Define mixed. Arcoflagellants and penitent engines aren't Inquisition units per se. Stormtroopers and assassins are, but Arbites aren't.

 

Traditionally, the Sisters of Battle should have little to no connection to the Inquisition. They were never the Chamber Militant of the Ordo Hereticus until the Witch Hunters codex came along in 3rd Edition.

There was distinct references to the Ordo Hereticus in the older 2nd edition Sister of Battle codex though.. it was mentioned and just not really elaborated. It isn't something they made up wholesale, they expanded on ideas already presented. I'll check this weekend for page numbers if you want, -7eal- ;)

 

I would hate to see my Inquisitors removed, as that's what I play... I have a few SoB units and GK units, but I still want my army.

I would hate to see my Inquisitors removed, as that's what I play... I have a few SoB units and GK units, but I still want my army.

There's not a great deal of Inquisitor material in the Witch Hunters codex to begin with though. Realistically, it would be easier to write them into another Imperial Agents book, including Inquisitors, assassins, daemonhosts, Adeptus Mechanicus, rogue traders, various psykers and so on, and expand on those within their own space with the provision that they may be used in other armies - perhaps not only Imperial armies but Chaos and xenos armies as well.

 

With that setup they could flesh out two or three types of Skitarii that can be attached to Techpriests, Techmagi and Electropriests who are HQ or Elites. They could also write up Magos Biologis for statline mayhem - "cybernetic enhancements" to D6 squads in the army, or combat drugs, whatever. They could write up the missing Vanus and Venenum assassins, different levels of daemonhosts, Inquisitors of half a dozen different Puritan and Radical flavours, Navigators who really do petrify enemies using their third Warp eye, whatever.

 

The Sisters of Battle could then roll in more of the Ministorum than had appeared in 2nd Edition, including not only the arcoflagellants and penitent engines but crusaders and such. Then just pull in allies from the Agents book as they are supposed to be used.

Mixed Witch Hunters? Define mixed. Arcoflagellants and penitent engines aren't Inquisition units per se. Stormtroopers and assassins are, but Arbites aren't.

 

Traditionally, the Sisters of Battle should have little to no connection to the Inquisition. They were never the Chamber Militant of the Ordo Hereticus until the Witch Hunters codex came along in 3rd Edition.

 

yeah i'm hardly the fluffiest person though. started playing in 4th and based myself on the codex, and built things up from there. so... yeah there's a fair mix of sisters and stormtroopers, about 65/35 split for Inq / SoB.

 

what i really liked about the WH codex was how unorthodox you could make your forces. i don't see why the book needs to be divided just because some players want to draw lines between their available forces.

Lets see, as I play a radical Daemonhunters army, if you just leave the GK component of my list you end up with......... oh yeah, I have nothing.

 

I'd be really peeved if they removed the Inquisitors, Daemonhosts, Assassins and Stormtroopers.

With GK's being psykers:

They are not minor psykers, they are as equally powerful as at least a librarian. They just too busy to cast offencive powers.

 

-They utilise the ageis to block enemy psykers

-They utilise shrouding to appear as just smoke

-They are protecting themselves from deamonic entities

-They are utilising their NFW for a nice str bonus. Powerfuller minds make it cleave through armour. And of corse the GM ista-gibs.

-Not forgetting Psycannons, with their psychically charges ammo.

 

Id like to see an ordinary librarian do all that at once AND cast his offencive powers.

 

With the codex question:

I play GK's at the moment, but only as an effective hammer of the Ordo. If they branch off on their own, like yet another SM army (Wolves, Blood, Angels, Templers etc) Ill be settling for the inquisition.

 

-Gib-

Grey Knight non-LR transports

 

Ugh, I'd hate to see something like this. We're teleport specialists, and GW has just invented the Gate of Infinity mechanic (meaning it doesn't have to be a one time trick). Transports are a move in the wrong direction - frankly, we're one of the few armies that (in fluff) doesn't rely on transports for mobility.

Both armies would need an overhaul if they were to take out the Inquisition, otherwise they'd make for pretty thin books. I would be pretty unhappy if they scrapped the Inquisition parts though as they're very characterful and good fun.

- GKs and Sisters need PLASTIC, and Harry hinted that they will get it (when they will be released so don't open the champagne yet)

- I would love an "imperium heroes" dex like 7eal suggested

- Sisters work quite fine, but some units aren't worth their cost (priest, repentia, penitent machine). There are still a lot of room for new units (and for zealots and repressor)

- GKs and Sisters need PLASTIC, and Harry hinted that they will get it (when they will be released so don't open the champagne yet)

I like my metal Grey Knights thanks. All the time spent repositioning arms and legs, switching torsos and sculpting tabards ... I put my heart and soul into that work, and the paint job on top of it. As far as I'm concerned it takes me the same amount of effort to cut metal as it does to trim helmets into the Grey Knight visor, and no plastic legs or torsos have any semblance of the engraved lettering found on Grey Knights. I'd kill to have Grey Knights whose armour is completely covered with that kind of engraved texture.

 

I reserve judgement on plastic Sisters, but only because the metal ones are so ruddy hard to convert.

I can see GK getting a bunch of cool special Teleport rules. I would rather see that over them getting new troop types and DEFINITELY over them getting new vehicles.

 

They need one new special weapon. A form of Blessed Melta gun. Although I don't know how broken that would be for character hunting. Perhaps make it St 7 Melta AP1 Ignores Invulnerable so as to not insta kill everyone's expensive HQs (unless you're Eldar then who cares :P). Oh, and seeing as the Psycannon in the DH codex has the exact same statline as the Assault Cannon, when they come round to redoing the dex, they should theoretically be Heavy 4 and Rending.

 

All jokes aside, there are a few holes in the Codex which could be resolved by making Teleport attack a viable tactic in 5th via special rules (non scattering would be nice, they wouldn't even need the Heroic Intervention rule on top of that although I wouldn't say no) and by giving them access to a bit more Melta.

 

Realistically I can see them making GK on their own a viable army. The GK LRR from IA with an added option of a +10pt MultiMelta would be a great splash release (LRR with an upgrade sprue) which could then just move to Direct Order for the GK vehicle upgrade sprue. Even making a MM available to GHLRs like the Codex Marines get would be beautiful. Through in reliable teleporting with access to melta weaponry and frag grenades and you'd have a competitive force.

 

Remember they are going to be trying to drive a financially viable project, so investing money into plastic PAGK and GKT will mean they will want those to be the sales focus, not the already released plastic Storm Troopers. A plastic Grey Knight Grand Master box, a plastic GKT box and a plastic PAGK with a GK Vehicle Upgrade Sprue would be enough to cover a release along with a couple of metal characters. I am keeping my fingers crossed.

- GKs and Sisters need PLASTIC, and Harry hinted that they will get it (when they will be released so don't open the champagne yet)

I like my metal Grey Knights thanks. All the time spent repositioning arms and legs, switching torsos and sculpting tabards ... I put my heart and soul into that work, and the paint job on top of it.

 

Agreed, GK don't NEED to be plastic, a bit of skill will go a long way

 

 

Removing all the Inquisition bits from the Daemonhunter codex would relegate any resultant GK codex to simply another variant Marine army ;)

 

Another post I wholeheartedly agree with, the inquisition aspects are what make the DH unique, I like to have a choice in taking them or not.

 

Mel

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