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Psilence

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As a long time Grey Knight player I thought I’d throw this out for the folks who don’t have or wont pick up the codex.

I put together a quick list of the changes I noticed in the book.  I’m sure someone else will come up with more.

 

Army wide summary, if you want to skip most of the text:

No more psybolt.

No more Mordrak.

No more psychotroke.

No more pally troops. 

No more purifier troops.

No more 2++ (cc) warding staves.

Halberds +1 str, not +2 I.

Swords no longer + 1++.

Only suffer perils of the warp on 2 or more 6’s rolled.

Reroll 1’s to deny the witch.

 

Fun detachment: Nemesis strike force.  1hq and 1 troop mandatory.  Allows rerolls on the warlord table.  Allows turn 1 reserves rolls for deepstriking units.  Eat your heart out DW :)

 

Fluffy tactical objectives that give knights a slight advantage vs lists with deamons.

 

Winners:

Librarians

Terminators

Nemesis dreadknights

Interceptors with incinerators.

Detachment

 

Loosers:

I’ll add this later after everyone has had some time to mess with the book.

 

 

Draigo:

Cheaper pnts but lord of war, so cant be warlord?

No longer unlocks paladins as troops. 

Automatically has gate of infinity. Bouncy bouncy bouncy.

Hits at st7  (9 with hammer hand) ap2 with the titan sword.  

 

Crowe:

Slightly more expensive.

No longer unlocks purifiers as troops.

Gains smash, so ap2 in cc.

Uses both sword stances in cc, so ‘always’ rerolls 2+/4++ saves in cc.

Regular IC, so can join units.

Sword loses it special rules, so no more buffs for enemies charging him.

Hammer of wrath for him and unit.

Must accept challenges.

Heroic sacrifice is just a single regular attack upon death. Can be smash?

 

Stern:

Slight drop in points.

Same re-rolls shenanigans.

Same stat line.

Zone of banishment (-1 to invuln to deamons, know by most of the army, stacks) now affects all units within 12" of stern.  Basically a 24” bubble of eff u to deamons.

 

Brother cap/ grand masters:

Similar points (gm 10 pnts more but gained an attack).

Able to take Div, telekinesis, telepathy, and sanctic.

Some interesting wargear options with the relics and termi weapons.

 

Brother champs:

Half again as expensive as before.

Same as crowe, but must choose either smash, or the reroll saves in cc.

 

Librarians:

SUPER cheap mastery 2 (upgradeable to 3) TDA chasis.

Same power selection as Bro caps/GMs.

Interesting wargear options with relics and gear. 

Standard issue Adamantium will and 2++ cc save with nemesis warding staff. 

 

Tech marines:

Pretty much the same  (points, bolster, repair, powers)

Interesting options with relics and wargear.

 

Strike squads:

Slight baseline pnt increase for initial 5 man unit.

Cheaper weapon options for upgrades (halberds, falchons, and warding staves)

Cheaper psycannons and incinerators.

Change to psilencers (heavy 6, force).  An interesting option for dealing with MC’s and multi-wound units.

 

Terminators:

SIGNIFICANT points reduction (~ ¼).

More expensive cc weapons options (used to be free swaps)

Ability to take land raiders as transports.

 

Purifiers:

All cc attacks have the soul blaze rule.  Chance for D3 str4 ap5 hits.

Slight points increase to baseline unit, and slightly more expensive cc weapon options.

Mastery level 2 brotherhood of psykers.

Similar ranged weapons pnts.

 

Paladins:

Smallest unit size is 3 pallies.  No more solodins.

Significant points reduction to apothecary upgrade (~3/4)

Same baseline points per model.

Significant points increase due to cc weapon upgrades (used to be free swaps)

Similar pnts for ranged weapon options.

May take land raiders as transports.

Able to upgrade to a relic banner that makes the unit fearless and makes deamons with 12” test for difficult and dangerous terrain.

 

Dreads:

Slightly more expensive riflemen dread frame.

No more psibolt.

Slightly point reduction for venerable (25)

Able to give themselves 6++ (santic power)

 

Rhino:

Slight points reduction (5)

No more psychic pilot.

 

Razorback:

Significant points increase (10)

Significant points reduction for ranged weapon options (10 -15)

No more psychic pilot.

 

Interceptors:

Slight points drop per base model (1)

Significant pnts drop for incinerators (1/2). Yay! Time for some BBQ.

Similar pnts for cc weapon options.

 

Storm raven gunship:

Slight baseline pnt reduction (5).

No more psychic pilot.

Mindstrike missiles replaced with stormstrike.  72” str8 ap2, concussive.  No more sniping out psykers.

 

Purgation squad:

Slight baseline unit cost increase (10).

Gain night vision.

Points reductions on psycannons and incinerators.

 

Nemesis Dreadknights:

Slight pnts drop for ranged weapon upgrades.

Slight points drop for cc weapons.

Significant points drop for personal teleporter.

Nemesis Great sword no longer rerolls.

Baseline str reduced to 6.

Able to give itself 4++.  Santic power.

 

Land raiders (all):

No more psychic pilot.

Slight points reduction for all hulls and weapons/equipment options.

 

 

For me the army feels like it went a little vanilla flavored.

 

Thoughts?

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Fun detachment: Nemesis strike force.  1hq and 1 troop mandatory.  Allows rerolls on the warlord table.  Allows turn 1 reserves rolls for deepstriking units.  Eat your heart out DW :)

Do they still have to roll reserves? DW auto-arrive on turn of player's choosing. They also TL all their weapons on the drop...

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Raven can still choose.

The detachment allows them to roll turn 1 reserves (in on a 3+) for deep strikers only. So with any reserves manipulation (if that's still a thing) gets them in fairly reliably. Units also gain the ability to run and shoot, in any order, on the turn they arrive from deep strike reserve. So no abuse with gate, but still cool'ish.

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Raven can still choose.

The detachment allows them to roll turn 1 reserves (in on a 3+) for deep strikers only. So with any reserves manipulation (if that's still a thing) gets them in fairly reliably. Units also gain the ability to run and shoot, in any order, on the turn they arrive from deep strike reserve. So no abuse with gate, but still cool'ish.

Reserves manipulation is a thing, though I haven't seen anything like 5th regarding that. Biggest issue is that interceptor weapons can really restrain reserve armies (and those are 6th/7th things).

 

Do the GK have to roll reserves turn 1, or can they choose to roll normally? One thing very nice about the DA version is that you can have the terminators wait a turn, while your ground forces eliminate/impair the opponent's interceptor weapons.

 

Was at guardian today, looks like GW's made GK specific kits for dreadnoughts, land raiders, and storm ravens. I'm pretty sure these are re-boxing jobs, but I've got to ask, these have anything new inside?

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I'm curious about the boxed sets as well.

 

Was reading through the book again and noticed that every nemesis force weapon has the deamonbane rule.  So if force is activated the Gk player rerolls failed wounds and armor penetrations.  Waddayaknow, grey knights actually have some tools to deal with deamons.   :biggrin:

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Was reading through the book again and noticed that every nemesis force weapon has the deamonbane rule.  So if force is activated the Gk player rerolls failed wounds and armor penetrations.  Waddayaknow, grey knights actually have some tools to deal with deamons.   :biggrin:

This isn't a change, the old NFWs had daemonbane on every version of the NFW.

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Apparently hooked on phonics did 'not' work for me. Ty pax :)

I still love that "phonics" can't be spelled phonetically...

 

Anyway, you weren't alone. Many of the GK players didn't seem to know all their rules in any given game. That old codex was a mess of special rules. I can only hope the newer one is a bit clearer now that the INQ are out.

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