Captain Antargo Posted August 11, 2019 Share Posted August 11, 2019 I am starting GK and for me to have a better understanding and idea of what to add could you please share Pros and cons of GK and its units. And if you have anything else to share such as tactics or rules then please share. Link to comment https://bolterandchainsword.com/topic/357640-pros-and-cons/ Share on other sites More sharing options...
Brother Tyler Posted August 11, 2019 Share Posted August 11, 2019 Assuming you've read back several pages in this forum, which include topics covering most of the Grey Knights rules and units, are there any in particular that you have questions about? Link to comment https://bolterandchainsword.com/topic/357640-pros-and-cons/#findComment-5364527 Share on other sites More sharing options...
Trevak Dal Posted August 11, 2019 Share Posted August 11, 2019 Pros: Everybody has stormbolters and power weapons+ They look awesome. They go to the dark places, to fight the worst enemies of humanity. They are the only army (citation needed...) That has troop terminators. Not even the Boys in the Hoods get that anymore. Most units are psychic, and can deny as well as cast psychic powers. Many units can deep strike. Similar to the Custard Boys, they are a very elite force (low model count) even more so than normal space Marines. Cons: They are hobbled by older rules and it feels like we are paying for when we had a awesome codex writer do our book (Matt Ward). Now he was a BAD fanfiction writer, and I like to imagine he has a shrine with a masterfully painted Robute Guilluman model that he just does unspeakable things in front of everyday until he is in tears, but unlike some others who were better fanfiction writers but middling codex writers (Phil Kelly) every unit in his books were usable and fairly pointed. I digress. Grey Knights suffer from similar problems as Space Marines, strike squads have a 3+ (2+ on the Terminator units) armor save they pay through the nose for in points and due to the propensity of facing down high strength high ap weaponry you rarely get to take that save. Similarly, the strategems are kinda crap, so having a lot of command points for non generic stuff (rerolls, interrupting attacks, etc) is kind of silly. Adding to that, grey knights terminators being troops but not really needing objective secured means that the Paladins (grey knight terminators with +1 wound weapon skill and attack and the ability to take 2 specials in 5 guys) are just better and are more able to reach Custard Boy levels. In narrative where you don't have limits on how many times you can cast a psychic Power, grey knights can be badass. In matchplay (which is mostly what people play) you can't cast the awesome Gate of Infinity power to Blink units around the board and out of combat to really get that power fantasy of Jedi/Warlock Space Marines. Also in the lore, there aren't any "scout" grey knights. The strike squads are the same rank as the grey knight terminators, but have less attacks and leadership, even though they should be the same. Every grey knight SHOULD be able to be in terminator armor, they are the only chapter that can do that. But you can't, because GW doesn't want my money I guess (they do that a lot. Because if I could have taken Stormtroopers in a chaos army back in 6th I'd have dropped bank on them but oh well) Link to comment https://bolterandchainsword.com/topic/357640-pros-and-cons/#findComment-5364658 Share on other sites More sharing options...
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