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Fixing Grey Knights for 7th Edition


Valerian

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Mordrak still seems like he's causing problems.

 

So IC's can't join him now?  Why make him an IC?  Just leave him a the 'Justicar' of a unit that is 1-10/11.  200 points for Mordrak.  Can purchase 1-9/10 Ghost Knights for 45 points each.  No need for him to be an IC.

 

 Making him an IC gives him the 2+ Look Out, Sir! roll, which is important.  Thematically, I think it's important that we leave him stuck with the Ghost Knights, though, and that other characters not be able to join them, which is less of an issue now that a Ghost Knight can at least take a Psycannon or Incinerator.  I could be talked into removing the 'no other ICs can join' restriction, though, if others think that restriction should really be dropped.

 

 

One question about the Ghost Knights?  What happens if they are Tank Shocked?  What happens if they are forced to Pile In in CC and have to move more than 6" away from Mordrak?

 

Maybe they cannot voluntarily move more than 6".  But then again Quozzo's suggestion of Coherency might be better.  They have to remain in coherency with the token.  And if (by Tank Shock, or CC etc) they find themselves out of coherency, they must move back into it again.

I actually like the Coherency suggestion, too, so will change to that. As usual, if forced out of Coherency, they just have to regain at earliest opportunity. No other penalties, so Tank Shocks or Pile-In moves won't wipe the unit.

 

V

I'm thinking another good change should be a heavy weapons and melee weapons point balance. Now they are all over the board....

Judging by the return of the old-style Armoury, this won't really be an issue in the future codex.

 

The variation in cost of weapons, though, was an due to the difference in effectiveness of those weapons from squad to squad. For example, a Psycannon on a Relentless model is significantly more effective, hence they cost more on Terminators. Likewise, Incinerators are much more effective on units that can Shunt or even Deep Strike, so those were more expensive on units with those abilities.

 

V

What are your thoughts on this as an alternative?

Purgation Squad

  • Astral Aim - All shots fired by a Purgation Squad have the Ignores Cover special rule.
Astral Aim would be a standard unit special rule; it's based on the unit's psychic ability, but not itself an activated psychic power.

thats sounds great but what about the incinerators? they are free now so maybe this new Astral Aim rule should keep them free. smile.png

No advantage for Incinerators, but frankly, as a Base of Fire style unit, arming them with Incinerators is a waste of their potential. Any unit they can put four Incinerator templates over is dead anyway.

V

 

Psybolt Ammunition: all non-vehicle Grey Knights models with storm bolters can upgrade to Psybolt Ammunition for +2 points per model.

What about vehicles like the Storm Raven. No change?

 

Probably no change for vehicles, but it could be argued that a price increase is warranted for certain ones.

 

 

Additional Ghost Knights, with no upgrades, are spawned if Mordrak takes a Wound (same as current process).

The current process requires a roll but it sounds like it happens whenever he takes a wound.

 

Same as now; still requires the roll.

 

 

If Mordrak is removed from play as a casualty, replace his model with an Objective marker; any Ghost Knights remaining in the unit, to include any spawned Ghost Knights, must remain within 6” of this marker for the remainder of the game.

Instead of needing to remain with 6" as I think that could get quite crowded if they just remain with squad cohesion of Mordrak's marker, so it would be possible for some to be further than 6" if there's a line of them.

 

Good call, I'll change to 'maintain Coherency', and regain Coherency at first opportunity if forced to break Coherency via Tank Shock, Pile In, Casualties, etc.

 

Should Crowe have 3 wounds as he would effectively be worse than the BHC in CC if he was assaulted, due to him carrying the Blade on Antwyr (sp?) Does he still rend on 4's too? (I think he should otherwise he would only be marginally better then the BHC.)

I think 2 Wounds is still fine for Crowe, given the other fixes for him; he's still pretty nasty in close combat. Yes, he still Rends on 4+. If I didn't specify a change, then assume all else is unchanged from 5e unit entries. No way to address everything in each unit, so I just focused on adjustments, mostly.

 

 

[Techamrine] May trade his Servo Harness for a Personal Teleporter for free.

I still don't see the appeal of this. He loses his servo harness which counts as 2 plasma pistols, a flamer and something else i think, while in CC it counts as 2 power fists or something, so if he loses it to become a shock assault IC then he loses his ability to do anything. Don't forget he only has 1 wound so putting something on him like an orbital strike relay is risky as chaos.

 

It's an option, so you don't have to do it. There might be some, however, who wan't a cheaper highly mobile 'grenade caddy' to join Interceptors, if they didn't have the points (or free HQ slots) to select a Brother-Captain instead.

  • 1 month later...

Howdy, 

 

Been playing Grey knights casually since 3rd, and would like to put my two cents in.

 

All the idea so far on here have been great, but I've been a bit ho-hum about the codex shrinking with the loss of the inquisitors, and was think of the of way to fatten out some of the choices. I feel that going with a somewhat fluffy approach is best, so here's some idea's i'm going to shoot out: feel free to rip them to shreds.

 

Troop choices:

 

I would like to have the option to return to the super-elitist ways of the 3rd edition, but realize that some of the newer players may not have the same sentiment, and more competitive people would like to have some strategic/tactical gaps filled in with options, So i propose being able to branch our troop choices into three(or more/less) Disciplines. My reasoning being this: demons appear in many forms, and the grey knight kill them in many ways.

 

General breakdown of what i think would be cool

1. Option for elitist/front-liner GKs: WS5, true grit, fearless, +6 inv save (so they can use them swords). +5 points for power armor dudes, and 10 for termies? Fluff reason: they are the finest of the emperor's finest

2. Option for rapid response: this plays into the whole DS first turn/ the fluff that they appear out of nowhere and wreck everything.

3. option for scout + infiltrate: Cause we have absolutely nothing filling this role unless a grand master is telling them otherwise. Shooting around the idea of a 'ranged' force weapon pilum thingy ( s-user, one use only, unit loses force weapons if they throw, but can choose not to throw and keep em) for these dudes. fluffy reasoning is that they are the ones who hunt evil. couple extra points a dude

 

Elites:

 

Purifier's fluff kind bugged me; no enough meat an potatoes to it. I would like the elite power armor dudes to have a bit more grit than been 'pure'. Something more along the lines that they are unsung legends who have been hardened into something more than the average elite of the elite GK by endless trials.

 

Again going with a Disciplines idea for the veteran choices

 

Purifiers: facing endless hordes of demons have shamed them; the endless anguish of failure that the demon still exist haunts their ever breath. Purifiers seek to cleanse the demon where ever it is found with ferocity and thoroughness. 

 

Lets make em beasts in CC. Furious Charge, Rage, Rampage kinda things going on with these guys. Better than what's going on with being more incorruptible than incorruptible GKs

 

Discplinaries: After centuries of fighting horrors that heretics unleash, some find that their absolute faith servers them best out of all their weapons, and combined with their psychic powers, bring the word of the emperor with their bolter and steel.

 

Was thinking of a step in hardness between power armor, and termies (so artifcator armor), also bit more psychic than others (or something)

 

Seekers: These heros believe that evil must constantly be sought, that vigilance must never wane. Chief contributors to names in the grimoire, they develop many skills in tackling their eternal foe. These are the legends that often are set against the most horrific of monstrosity, and banish the nightmare from this plane.

 

These guys can deck themselves out with skills (monster hunter, tank hunter, stuff like that). not sure about giving them a high invul save too, but it's just an idea

 

 

That's what's been stewing around in my brain

 

other than that, pretty much everything else has been covered, the only other suggestion i can think of it to make the psylincer have an alternative fire more like the psycannon, cept make it something for tanks (S9 ap -, gets hot, heavy 1, range 18 to 36, ap2 vs demons)

 

Cheers

I'm not sure if Val is going to keep this going as our 7e is due out in a few days so maybe we will get another topic going with the stupid rules in there improvements for that one, but if so then I would like to offer my opinion on your improvements.

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