OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX

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OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX

Post by SIRSEAN on Wed Feb 27, 2008 3:27 pm

I have no idea when GW is going to release the new book (some rumors talk about a new Inquisition codex, with all the options, just like the demons codex or the chaos codex)

But we can post our dreams and hopes... what do you like to see in the new book?

I like:

-bikes and jump packs, we need more fast attack

-and if they don't give us that, drop pods!

-heavy weapons: maybe a psycannon with AP 3

-all the storm bolters with AP 4 for free

-venerable dradnoughts, but really good ones!

-rhinos for our GK

and if you think that is too much...

-JUST MAKE ALL THE GK CHEAPER! imagine that the cost of GK, terminators etc is 5 points, just five points less...

-

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Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX

Post by NemesisForce on Wed Feb 27, 2008 4:30 pm

There's only three things I'd like to see:

1) The Hero Brother Captain having two wounds instead of one. I'm ok with the BC as part of a Termie Elite choice still only having one wound.

2) Termies having 'True Grit'.

3) Assault Cannons having the same stats as Space Marine ones.

Maybe I'm also leaning for the Justicar to come down in price a bit. An extra 25 points for an additional attack and power weapon seems a bit hefty.

I agree we need more Fast Attack options SIRSEAN but (my humble opinion of course) having bikes, jump packs and rhinos would just make us too much like other Space Marines. Just more expensive. I like the simplicity and majesty that the Grey Knights convey now. Even if it means less tactical options and choices. I like the drop pod idea though.
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Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX

Post by Brother-Captain Validi on Wed Feb 27, 2008 7:44 pm

Termies already have two attacks and I think the extra attack in close combat with True Grit (in power armour) is because the Gauntlet-Mounted Storm Bolters makes it easier to move around in close combat, and having termie armour makes you less mobile, so I would rather they kept the termies not having True Grit

You don't need drop pods, if you wanted you could deep strike 30 GK in P A and 40 GK Termies (points permitting!!!)

The GK do need heavier weapons, so changing the psycannons AP to 3 would help a lot against CSM and lowering its cost a bit too along with the justicars cost
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Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX

Post by Klomster on Wed Feb 27, 2008 9:44 pm

5 points less for all models.

Or.

Shrouding 1d6 x 3 or 4 or 2d6 x 2

Now it just never work, it has worked like... twice for me.

Brother-captain with 2 wounds.

All greyknights +1 wound (Hehe, maybe not)

As it is now, a Chaos terminator costs 5 points more than a grey knight.
Oh, i forgot, a POWER ARMOURED grey knight.

And

More anti-chaos and deamon skills.
Now it's just OOOOOOh we remove inv saves.... awesome...... not. It is useful but all.... ALL enemies with inv save have 3+ save or better, and if they don't, they have funky rules that kill you anyway.

Better everything, kinda.

Some things are just broken, and i mean enemies.
Eldar hit first with their ugly puny 10 point or less Über-overpowered fancy pants.
Chaos have free(almost, compared to our stuff) upgrades that pwns our outnumbered awesome knights.

And everyone else is either very cheap and swamps us or have fancy, kill-deamonhunter rules that are just plain broken.

Or both.

How much does a khorne berserker cost?

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Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX

Post by SIRSEAN on Thu Feb 28, 2008 2:39 pm

you have nice ideas, brothers...

I think that all the rules could be the same, but we could have another nice thing besides WS 5...

-maybe the same but with 5+ ward save for all?
-maybe 2 wounds for everyone, 3 for BC, and 4 for GM?
-maybe feel no pain?
-maybe more movement for all?

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Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX

Post by Klomster on Thu Feb 28, 2008 4:48 pm

5+ inv save standard? Me likes.

Same points, same stats and a 5+ inv save for all, and upgrade the wargear inv saves 1 step.
F'ex making icon of the just a 3+ inv save. *Sadistic grin*

Or 6+ inv save for all and keep the wargear. Adjusting the points.

I personally don't want cheaper knights, that's just gonna make them fancy marines.
I want GREY KNIGHTS, not fancy marines so the knights should get better for no points increement.

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Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX

Post by NosMo on Sat Mar 08, 2008 12:44 am

NemesisForce wrote:
3) Assault Cannons having the same stats as Space Marine ones.
.

Umm you might want to pick up Wargear. It fixes the Assault Cannon for the Grey Knights


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Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX

Post by Angelus Mortis on Sat Mar 08, 2008 2:03 am

Absolutely, positively get rid of the stupid Daemonic Infestation rule. It was intended to balance Chaos a bit vs. DH, but in effect, not only balanced, but wiped out any advantage they would of had. Granted its not so much an issue now with the nerfed Daemons in C:CSM, but when C:Daemons comes out, its going to get stupid again. In that case, its going to be extremly stupid.

Also, I think the shrouding needs a serious buff. I dont even bother rolling it anymore as its only worked maybe 3 times in all the years since the codex came out.

I would also like to see Deepstrike as standard for all GK models (just Grey Knights, no IST, Inquisitors, etc). Perhaps a similar rule to the DAs Deathwing assault would be fluffy as well.

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Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX

Post by Justicar Dionitas on Sat Mar 08, 2008 4:43 am

DS as a standard would be nice but teleport homers need to be aa free add on. All Ravenwing bikes have teleport homers built into the to basically get rid of the chance of scattering.

Demonic infestations is pure crap now that daemons don't have to take instability tests anymore.

If you saw my post about force weapons in 5th ed, you'll see they're getting hit with the nerf bat as well i.e. chaged to insta-kill (Adamantine mantle anyone? Demonic immunity to insta-kill?)

Some of the psychic powers need a revamp. Holocaust, Sanctuary, scourging

Of course the point costs need to be reduced


As it stands, the only place you can get away with having fast attack w/ grey knights is by using another SM chapters fast attack in an apocolypse game. I know that's what I did

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Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX

Post by Pyriel on Sat Mar 08, 2008 9:16 pm

Troops:
As they are now they are very overpriced and not up to date with the new CSM codex.
Troops should either:
-Get a point reduction.
-Get far cheaper psycannons (taking a 30p glorified heavy bolter that not only costs way to much but also utterly nerfs your GK in close comabt is plain stupid).
-Get more customisable justicars.
-Get Feel No Pain to justify their to high pointcosts.

Elites:
Terminators MUST be made competitive with otehr armies elite units. As tehy are today tehy are the best looking minis in the GW range but that´s it. To expencive for their fragility in close combat.
Either:
-Get them potent shooting upgrades that can have them stand toe to toe with SM and CSM terminators.
-Get them FnP.
-Get them +1 attack.
-Decrease their point cost significantly.

HQ:
We are the most accomplished hth fighters with the best traiing of all chapters yet ANY otehr SM and CSM HQ is far better at killing our HQs and terminators.
These changes MUST be implemented:
-Get +1 wound for the captain.
-Get +1 Initiative for both captain and grand master.
-Get upgrades for them so that they cannot be instant killed.
-Get +1 WS so that together with the initiative bonus they can at least be competitive with CSM HQs in close combat. As it is not GK HQs are a simple joke!!!

Fast:
Fast are perfectly ok as is. Bikes and JPs would make us to another SM chapter and honestly, somewhere there must be a penalty.
-Decrease point cost for psycannons.

Heavy:
Ah, this is a sore spot.
Both dreads AND LRs are taking up the same extremely valuble slot and that is as should be, it IS a kind of army penalty that also adds character and challenge.
However...ord dreads are a joke compared to CSM dreads.
Changes should be:
-Give dreads +1 attack.
Additional changes should be either:
-Give dreads option for a second DCCW (and an additional +1 A).
-Give dreads the shrouding special rule (for an extremely competitive heavy slot they are far far to fragile and non-lasting).

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Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX

Post by iamnothere on Sun Mar 09, 2008 9:32 am

Ok here's my 2p:

An improved (2W) Brother captain.

Re naming the Squad bought brother captain into a Justicar (I just cant see 4 Brother Captains turning up).

True Grit for GK termies (it fits with the fluff).

Holocaust s standard for GK termies bought i squads of 5+.

Psycannon bolts as a squad option for gk termies.

Attack bikes with appropriate weapons.

That's in for now.

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Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX

Post by Klomster on Sun Mar 09, 2008 8:16 pm

The only thing gk's need is serious un-nerfing.

As grey knights are far more expensive and far worse than any, yes ANY other troop type out there.

As for the elites, we are actually getting alot of deescent ideas here.

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Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX

Post by iamnothere on Mon Mar 10, 2008 8:21 am

I hear what you're saying about expensive troop types and up untill the adbent of the chaos codex would have agreed whole heartedly.

Now compare what we get for 25pts:

WS5, S6 (H2H), Storm Bolters, Aegis, Shrouding, Fearless, etc

To: Plague Marines, Ksons, Noise marines, etc

We're pretty balanced points wise with these and to be honest we don't have to spend more then 100pts on our compulsory troop choices in the first place.

Where we fall down is in the options we get to support our elite troops - either the best tank in the game or dreadnoughts. Nothing else. I feel our weakness lies in our lack speed (strange for a strike force) and hitting power. Our best ways to achieve these 2 things in mu opinion would be attack bike squadrons for things like multimeltas and land speeders.

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Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX

Post by SIRSEAN on Mon Mar 10, 2008 2:11 pm

Land Speeders?

could be a nice model and nice addition to the army...

But I think that we need more movement... we are an assault army!

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Re: OUR SUGGESTION FOR THE NEW DAEMONHUNTERS-GREY KNIGHTS CODEX

Post by iamnothere on Mon Mar 10, 2008 4:21 pm

Ahhh there's the rub.

Are we really an assault Army? Do we get frags? Do we get a bonus attack when we charge? Are we kitted out to close with the enemy?

I think we're a manouver army not an assault one.

Firstly we have storm bolters - a weapon designed to be fired on the move. Then we have the shrouding - this allows us to section off our opponents, picking on the peripherls of their force whilst hopefully keeping their heavies out of range.

Then we have Psycannons - a fire support weapon that we can manouver with when the opposition gets too close. Gk see no benefit from getting bogged down in assault - why give the daemon a chance to hit back? Move a few more inches away and a difficult terrain test can make all the difference. Our strength is that no one really wants to tangle with us in assault either.

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