OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX
Page 2 of 7•
Page 2 of 7 •
1, 2, 3, 4, 5, 6, 7 
Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX
Ummmm, chaos beeing pointwise fair enemies...... riiiiiiight!!
Here is our power armoured grey knight, he costs 25.
Here is the chaos terminator of slanesh with power weapon.
30 (dunno if pw costs) or 32. pts.
What does a pw terminator initiative 5 do to our brave knight?
He kills him! No question about it.
As i always said, everyone else has better special rules and cheaper troops. There is no way you can make me think in another way!
And attack bikes..... am i the only one here that thinks that bikes don't fit elite troops that hunt deamons?
I can't think of a grey knight on a bike, it's wrong.
Oh and you iamnothere, we are that on paper, if we try to do that (or i try to do that) i get shot to bits, eaten by aliens, chaos space marines, eldar.
And then a snotling jumps on what is left of me.
Here is our power armoured grey knight, he costs 25.
Here is the chaos terminator of slanesh with power weapon.
30 (dunno if pw costs) or 32. pts.
What does a pw terminator initiative 5 do to our brave knight?
He kills him! No question about it.
As i always said, everyone else has better special rules and cheaper troops. There is no way you can make me think in another way!
And attack bikes..... am i the only one here that thinks that bikes don't fit elite troops that hunt deamons?
I can't think of a grey knight on a bike, it's wrong.
Oh and you iamnothere, we are that on paper, if we try to do that (or i try to do that) i get shot to bits, eaten by aliens, chaos space marines, eldar.
And then a snotling jumps on what is left of me.
Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX
Apart from that chaos termy is an elites choice where as plague marines etc arn't. So points wise we're roughly equivalent.
As much as you don't think that bikes fit GK, I think that attack bikes do - rapid deployment, fit in a thunder hawk, with the right options they would provide a nice touch to the list.
Looking at the other recent codei(?), the only way I can see us getting a points break is in bigger squads rather than per model. I really think we're going to get e bastardised version of combat squads, somthing like:
Justicar +4GK =150pts. May take 1 special weapon.
May add up to 5 GK at 20pts each. A squad of 10 GK can take a second special weapon.
Btw I like the glowing eyes on your Avatar.
As much as you don't think that bikes fit GK, I think that attack bikes do - rapid deployment, fit in a thunder hawk, with the right options they would provide a nice touch to the list.
Looking at the other recent codei(?), the only way I can see us getting a points break is in bigger squads rather than per model. I really think we're going to get e bastardised version of combat squads, somthing like:
Justicar +4GK =150pts. May take 1 special weapon.
May add up to 5 GK at 20pts each. A squad of 10 GK can take a second special weapon.
Btw I like the glowing eyes on your Avatar.
Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX
Oh, that one, stole it (;D)
I've seen another avatar that shows more of the same picture.
And for the thing you think will happen.
It would suck.
I've seen another avatar that shows more of the same picture.
And for the thing you think will happen.
It would suck.
Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX
Analyzing stuff I would say:
General:
Psycannon Cheaper, maybe rendring or ap3
Shrouding like Night fight (that may be too much)
Not loosing your NFS when getting a special shooting weapon.
HQ:
-Better psy powers (so that we can have an excuse to use an Inq Lord)
-Rearrange cost of weaponry for the Inq
- Brother captain with 2 W and Ini 5
- GM possibly with WS 6 (as a chaos lord)
- Make the Inq and the retinue able to go HtH with better odds.
Elite:
- Termies with aditional weapon options (combiweapons?)
Troop:
- Inq Storm troopers with option to infiltrate or deep strike as IG do.
- A rhino-ish tank for transportation (maybe take a fast attack slot like the old Death Guard Rhinos). I have mixed feeling about this because we have storm bolters for shooting while moving, not to shine them in a rhino, however it would be nice sometimes to get to the Frigging middle of the table once in a while.
- lower cost on psycannons + the upgrade mentioned above.
Fast:
- 1 Rhino per 1 FA slot?... where do I sign?
- Not many ideas here that would distinguish us from a marine army, maybe some gravitic low armor stuff.
Heavy:
- Purgator squad with real heavy weapons, maybe an improvement of the psycannons (something autocannon like or maybe missile launcher like but with assault rule
). but you are already paying like an LC for a lousy Psycannon there.
- dread, if they move you to elite then we are doomed because you are our only ,overpriced, nearly decent, hellfire config, anti armor unit.
- Could someone talk to those on the ship and teach them how to AIM!
General:
Psycannon Cheaper, maybe rendring or ap3
Shrouding like Night fight (that may be too much)
Not loosing your NFS when getting a special shooting weapon.
HQ:
-Better psy powers (so that we can have an excuse to use an Inq Lord)
-Rearrange cost of weaponry for the Inq
- Brother captain with 2 W and Ini 5
- GM possibly with WS 6 (as a chaos lord)
- Make the Inq and the retinue able to go HtH with better odds.
Elite:
- Termies with aditional weapon options (combiweapons?)
Troop:
- Inq Storm troopers with option to infiltrate or deep strike as IG do.
- A rhino-ish tank for transportation (maybe take a fast attack slot like the old Death Guard Rhinos). I have mixed feeling about this because we have storm bolters for shooting while moving, not to shine them in a rhino, however it would be nice sometimes to get to the Frigging middle of the table once in a while.
- lower cost on psycannons + the upgrade mentioned above.
Fast:
- 1 Rhino per 1 FA slot?... where do I sign?
- Not many ideas here that would distinguish us from a marine army, maybe some gravitic low armor stuff.
Heavy:
- Purgator squad with real heavy weapons, maybe an improvement of the psycannons (something autocannon like or maybe missile launcher like but with assault rule
- dread, if they move you to elite then we are doomed because you are our only ,overpriced, nearly decent, hellfire config, anti armor unit.
- Could someone talk to those on the ship and teach them how to AIM!
Last edited by belissand on Mon Mar 10, 2008 10:38 pm; edited 1 time in total
Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX
Don't make the lance firing officer feel to bad, he's trying!
And luckily it isn't as a lance strike would be in fluff.
Though it should be able to change targets.
Oh and hi belyssad.
And luckily it isn't as a lance strike would be in fluff.
Though it should be able to change targets.
Oh and hi belyssad.
Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX
A lot of my suggestions are the same or similar to most of the others -
HQ
GM: WS6, safe from Insta-kill.
Inq/Lord: Useful Psychic Powers that are more powerful than a fart in the general direction of the Enemy.
A Retinue that is capable of putting up a decent fight in c/c.
BC: 2W
ELITE
BC: 2W
our GKT's are 6 pts dearer than both the SM Termi and the CSM Termi Champ, for which we are minus +1A to the CSM but +1WS, +2S (NFW), & +1Ld to both of them - worth it or not?
Inq: I would love to see them been capable in c/c, and their Retinue as well, and even moreso than the Lord.
The Lord is for Psychic Powers imo and Ld, not the rough stuff so much.
TROOP
our GK's are 7 pts dearer than a SM w/TG, and for that we get +1Ws, +2S (NFW) - worth it or not?
The Justicar should only be 10 pts dearer than a GK at most to my reckoning. Mind you I think he is the points he is because, in the Fluff at least, a Justicar can commands Terminators, so there isn't really a reason to see multiple BC's anyway...not that we do because not many of us take more than a GKT retinue anyways
HS
I don't mind it the way it is, although our Dreads should have the Venerable ability if taken as Elites, just maybe not called Venerable as our GK don't really like the idea. The thing I fear about making them Elite is that the GKT's might see even less action, and I would hate that personally. I reckon we should be able to take dedicated Transports and not use a HS slot, or be given a 4th slot like IW.
Overall the one thing I don't want to see is GK's becoming just another Space Marine Army, so I don't like the idea of Bikes, Landspeeders, hand held Assault Cannons etc. All the Background and Novels I've read have no mention of such things. Cheaper Psycannons yes, and with better Stats.
I think that GW made us 'play different' so much they may have difficulty fixing the list, and they probably don't have much sympathy for us for choosing not to use Allies/Inducted, as is how they intended it.
HQ
GM: WS6, safe from Insta-kill.
Inq/Lord: Useful Psychic Powers that are more powerful than a fart in the general direction of the Enemy.
A Retinue that is capable of putting up a decent fight in c/c.
BC: 2W
ELITE
BC: 2W
our GKT's are 6 pts dearer than both the SM Termi and the CSM Termi Champ, for which we are minus +1A to the CSM but +1WS, +2S (NFW), & +1Ld to both of them - worth it or not?
Inq: I would love to see them been capable in c/c, and their Retinue as well, and even moreso than the Lord.
The Lord is for Psychic Powers imo and Ld, not the rough stuff so much.
TROOP
our GK's are 7 pts dearer than a SM w/TG, and for that we get +1Ws, +2S (NFW) - worth it or not?
The Justicar should only be 10 pts dearer than a GK at most to my reckoning. Mind you I think he is the points he is because, in the Fluff at least, a Justicar can commands Terminators, so there isn't really a reason to see multiple BC's anyway...not that we do because not many of us take more than a GKT retinue anyways
HS
I don't mind it the way it is, although our Dreads should have the Venerable ability if taken as Elites, just maybe not called Venerable as our GK don't really like the idea. The thing I fear about making them Elite is that the GKT's might see even less action, and I would hate that personally. I reckon we should be able to take dedicated Transports and not use a HS slot, or be given a 4th slot like IW.
Overall the one thing I don't want to see is GK's becoming just another Space Marine Army, so I don't like the idea of Bikes, Landspeeders, hand held Assault Cannons etc. All the Background and Novels I've read have no mention of such things. Cheaper Psycannons yes, and with better Stats.
I think that GW made us 'play different' so much they may have difficulty fixing the list, and they probably don't have much sympathy for us for choosing not to use Allies/Inducted, as is how they intended it.
Last edited by HOBO on Tue Mar 11, 2008 8:34 am; edited 1 time in total
Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX
iamnothere wrote:Looking at the other recent codei(?)
Words ending with -us have a plural ending in -i. Genii, hippopotami.
Words ending with -x have a plural ending in -ices. Codices, matrices.
Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX
Sorry to be a bit of a grammar junkie.
Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX
Dvil wrote:iamnothere wrote:Looking at the other recent codei(?)
Words ending with -us have a plural ending in -i. Genii, hippopotami.
Words ending with -x have a plural ending in -ices. Codices, matrices.
Believe it or not GW actually used Codexes. Yes we all know it's wrong but if GW put's it out it's canon right?
Last edited by Justicar Dionitas on Wed Mar 12, 2008 4:41 pm; edited 1 time in total
Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX
When Deep Striking via teleportation do all eligible armies use the exact rules layed down in the rulebook or are some better at it than others? For those of us who dislike the idea of bikes and landspeeders as Fast Attack options I was thinking it would be kinda cool if GK's were more intensely trained and had a slightly better understanding of technology when it comes to teleportation. Some options could be:
1) GK's scatter on 1D6
2) if a 'hit' is rolled for scatter then GK's can still make an assault move
3) if a 'hit' is rolled for scatter GK's can move as well as assault but still scatter on 2D6
The above are just some ideas and can be tweaked or mix 'n' matched to make them playable. I know this would never see the light of day in print and may go against fluff but maybe it would actually make using FAGK's more desirable in the teleportation role.
1) GK's scatter on 1D6
2) if a 'hit' is rolled for scatter then GK's can still make an assault move
3) if a 'hit' is rolled for scatter GK's can move as well as assault but still scatter on 2D6
The above are just some ideas and can be tweaked or mix 'n' matched to make them playable. I know this would never see the light of day in print and may go against fluff but maybe it would actually make using FAGK's more desirable in the teleportation role.
Tactics: All good in theory, all gone to hell in practice.
Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX
I think we should split the Brother Captain into a HQ Brother Captain and a Elite Terminatior Justicar. Use the Old BC stats on the Termie Justicar and Inreace tons of stuff and the BC and GM
Crassus- Henchman

- Posts : 4
Joined : 11 Mar 2008
Age : 13
Location : London, England, Britain, The UK, The British Isles, Europe, Mars
Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX
NemesisForce wrote:When Deep Striking via teleportation do all eligible armies use the exact rules layed down in the rulebook or are some better at it than others? For those of us who dislike the idea of bikes and landspeeders as Fast Attack options I was thinking it would be kinda cool if GK's were more intensely trained and had a slightly better understanding of technology when it comes to teleportation. Some options could be:
1) GK's scatter on 1D6
2) if a 'hit' is rolled for scatter then GK's can still make an assault move
3) if a 'hit' is rolled for scatter GK's can move as well as assault but still scatter on 2D6
The above are just some ideas and can be tweaked or mix 'n' matched to make them playable. I know this would never see the light of day in print and may go against fluff but maybe it would actually make using FAGK's more desirable in the teleportation role.
All deep striking units use the rules in the BGB. The use of a teleport homer negates the chance to scatter. the unit has to teleport with in 6" of the model with the Homer (Doh!)
Last edited by Justicar Dionitas on Wed Mar 12, 2008 4:40 pm; edited 1 time in total
Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX
Justicar Dionitas wrote:Dvil wrote:iamnothere wrote:Looking at the other recent codei(?)
Words ending with -us have a plural ending in -i. Genii, hippopotami.
Words ending with -x have a plural ending in -ices. Codices, matrices.
Believe it or not GW actually used Codexes. Yes we all know it's wrong but id GW put's it out it's canon right?
Judging by the proof reading on the books, it would be a miracle for that to be picked up by them.
Sorry to everyone for going so off-topic.
Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX
ok, spanish is my motehr languaje, so, I'm not going to say anything about the grammar...
but about the suggestion rules, I think that almost all of us agree with the point cost (must be lower) and better psycannons.
but about the suggestion rules, I think that almost all of us agree with the point cost (must be lower) and better psycannons.






