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How would you rank the 'power' of the GK Codex?


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Of course. A few items actually.

1. Low model count

2. Not a lot of selection

3. Unit expense

4. Lack of Ap weaponry

5. Lack or ranged weaponry

6. Lack of anti air (with out a non mobile gun that holds back a crucial unit or a 200 pt minimum flyer that is never guaranteed to come in when needed)

7. Lack of anti armor.

8. Relies on non reliable deep strike to be effective

 

All these points have nothing to do with being hard to play.

 

Are Grey Knights hard to play? I think they are harder to play than some armies yes, due to the already mentioned reason that every unit almost is capable of both shooting and assaulting. You need to know what to do when. You also have the option to deepstrike on many units and you need to know when to use this. (I'm pretty sure many GK players are always deepstriking with their NSF, whether it's the right thing to do or not lol) The 1 use Shunt move on Dreadknights and Interceptors is also another tactical option which you need to know whén to use it.

 

Basicly: Way of the water warrior still applies to Grey Knights more than most armies.

Indeed they are, which I agree with. Thus why I'm the only gk player in my meta. I love having to stay on my toes with tactics to counter all vs those who prefer to have IG tank line + a bane blade and basilisk and just fire away all day.

 

But to some people all those points are the reason why their hard. That's the excuses I have heard.

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