GK Rule Clarifications:
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Gothmog
Coyote
For the Emperor
NemesisForce
Constantine
Zealadin
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GK Rule Clarifications:
Ok so I visited my local GWS store last night, and admittadely none of them actually collect GK's, but they are all pretty excited to see some coming through the works..
Anyway, I was getting suggestions of placing PAGK into a Rhino (as their transport). (Rather than in a LR)
As far as I knew I thought PAGK couldn't take these as a transport? This lefting me scratching my head, as I can't find rules that state they can't use them, however the GWS employee stated that if they where in the transport section of the book they could be taken.... the only issue I had is that IST's have a special rule allowing them to chose a transport and PAGK's DON'T....
Really quite confused now, I'm currently looking at feilding a pure GK army, with the possibility of adding some SoB (lawl) depending on how my games go, and whether I feel a cheaper supporting unit may be useful (personally just love pure GK's though)
I heard last edition that a PAGK army using two LR at 1000 points could be effective (water warrior army) and quite like the idea, although I've been told with current edition having two LR would be cheesy at 1k points due to how hard it is to kill vehicles nowa'days, and not having enough units(troops) I don't want to be a cheese army, if I did I'd be playing SM...
I also like the idea of a dread, but don't want to stack my army full of them, its just not something GK would do, seems to me that having a single one in an army is stretching it let alone two. The only advantage is they are good anti tank, and cheaper than LR'ers but can't transport units....
Can anyone clarify some of these ideas/issues for me, the GWS guy promised he is going to read the codex and talk to me again next week, and we are pretty good mates since I go in a few times a week normally, but yea would like some veteran ideas.
Anyway, I was getting suggestions of placing PAGK into a Rhino (as their transport). (Rather than in a LR)
As far as I knew I thought PAGK couldn't take these as a transport? This lefting me scratching my head, as I can't find rules that state they can't use them, however the GWS employee stated that if they where in the transport section of the book they could be taken.... the only issue I had is that IST's have a special rule allowing them to chose a transport and PAGK's DON'T....
Really quite confused now, I'm currently looking at feilding a pure GK army, with the possibility of adding some SoB (lawl) depending on how my games go, and whether I feel a cheaper supporting unit may be useful (personally just love pure GK's though)
I heard last edition that a PAGK army using two LR at 1000 points could be effective (water warrior army) and quite like the idea, although I've been told with current edition having two LR would be cheesy at 1k points due to how hard it is to kill vehicles nowa'days, and not having enough units(troops) I don't want to be a cheese army, if I did I'd be playing SM...
I also like the idea of a dread, but don't want to stack my army full of them, its just not something GK would do, seems to me that having a single one in an army is stretching it let alone two. The only advantage is they are good anti tank, and cheaper than LR'ers but can't transport units....
Can anyone clarify some of these ideas/issues for me, the GWS guy promised he is going to read the codex and talk to me again next week, and we are pretty good mates since I go in a few times a week normally, but yea would like some veteran ideas.
Zealadin- Grand Master
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Re: GK Rule Clarifications:
Those darn GW guys eh?! 99.9% of them are awesome, but......
Sometimes they do more harm than good! LOL
I once had a GW employee get very upset with me when I didn't believe him when he said GKs could have Jump packs, He even pointed out a blister that had a Gk in it and explained to me that his back pack was a jump pack
I chose to change the subject. Any way.....
PAGKs can not take a rhino, they can however board one that was used by one of your ST units.
Taking 2 LRs isn't that cheesy, it does however eat up a lot of points that could have been spent on scoring units. We are nearlt always outnumbered (but never out classed) so I don't understand how any tactic we employ could be considered cheesy
I'm with you on the Dread issue, GKs in my opinion don't want to be entombed in the mighty dreadnaught armour, they want to be burried in the depths of titan and have their souls join the Emperor at the battle at he end of times, where they will once and for all destroy the forces of Chaos !!!
hope this helped Brother.
Sometimes they do more harm than good! LOL
I once had a GW employee get very upset with me when I didn't believe him when he said GKs could have Jump packs, He even pointed out a blister that had a Gk in it and explained to me that his back pack was a jump pack
I chose to change the subject. Any way.....
PAGKs can not take a rhino, they can however board one that was used by one of your ST units.
Taking 2 LRs isn't that cheesy, it does however eat up a lot of points that could have been spent on scoring units. We are nearlt always outnumbered (but never out classed) so I don't understand how any tactic we employ could be considered cheesy
I'm with you on the Dread issue, GKs in my opinion don't want to be entombed in the mighty dreadnaught armour, they want to be burried in the depths of titan and have their souls join the Emperor at the battle at he end of times, where they will once and for all destroy the forces of Chaos !!!
hope this helped Brother.
Constantine- Adeptus Moderatus
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Re: GK Rule Clarifications:
Awesome thanks, thats what I was thinking, and I tried to mention it to him, but yea I think they all just see GK's as a chapter of SM and try and apply the same rules
They are great guys, but basically they all stated how awesome GK's are while in the same breath mentioning how they know no one who collects them, nor have ever actually done any themselves.
I find it kinda strange though because often the GK shelves in my local go mysteriously empty, so there must be some fellow Grey Knights out there
thanks again Brother!!
They are great guys, but basically they all stated how awesome GK's are while in the same breath mentioning how they know no one who collects them, nor have ever actually done any themselves.
I find it kinda strange though because often the GK shelves in my local go mysteriously empty, so there must be some fellow Grey Knights out there
thanks again Brother!!
Zealadin- Grand Master
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Re: GK Rule Clarifications:
Hate to break it but GK's still can't use dedicated transports. The new FAQ for the rulebook clarifies this. It says that if your CODEX states that transports can only be purchased by certain units, then only those units can use it.
Ah, jump-packing GK's. What a dream that would be.
Ah, jump-packing GK's. What a dream that would be.
NemesisForce- Inquisitor
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Re: GK Rule Clarifications:
NemesisForce wrote:Hate to break it but GK's still can't use dedicated transports. The new FAQ for the rulebook clarifies this. It says that if your CODEX states that transports can only be purchased by certain units, then only those units can use it.
Ah, jump-packing GK's. What a dream that would be.
Crap!! Sorry for the mis-informaition Zealadin!!!!
I know Nemesis Force! My heart skipped a beat when he said that GKs have jump packs!!!
Constantine- Adeptus Moderatus
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Re: GK Rule Clarifications:
Haha don't worry I'm not that much of a noob, if he tried to tell me that I think I would have had to find a new store after 10 years
That being said.... PAGK's moving 12" /drools
Whats your opinion on using LR's though?
That being said.... PAGK's moving 12" /drools
Whats your opinion on using LR's though?
Zealadin- Grand Master
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Re: GK Rule Clarifications:
/drools pagk moving 12" inside the Land Raider jumping out another 2" then shooting and charging. I want that one!Zealadin wrote:Haha don't worry I'm not that much of a noob, if he tried to tell me that I think I would have had to find a new store after 10 years
That being said.... PAGK's moving 12" /drools
Whats your opinion on using LR's though?
For the Emperor- Grey Knight
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Re: GK Rule Clarifications:
Well the good thing about the LR and its 14/14/14 armour is the fact that when a tank doesn't move in that turn, your models can jump out, shoot then assault!
Altho apparently because of the nature of a LR even if it does move you can jump out and assault instead of jumping out and shooting.
Altho apparently because of the nature of a LR even if it does move you can jump out and assault instead of jumping out and shooting.
Zealadin- Grand Master
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Re: GK Rule Clarifications:
There's no 'instead of' Zealadin. For GK's you can move, jump out, shoot and assault from an LR.
NemesisForce- Inquisitor
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Re: GK Rule Clarifications:
Zealadin wrote:Well the good thing about the LR and its 14/14/14 armour is the fact that when a tank doesn't move in that turn, your models can jump out, shoot then assault!
Altho apparently because of the nature of a LR even if it does move you can jump out and assault instead of jumping out and shooting.
You can actually move the tank 12", jump out, shoot and then assault using the FAQ Daemonhunters, 'Assault Vehicle' rule.
For the Emperor- Grey Knight
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Re: GK Rule Clarifications:
If you want to avoid this cheesiness of two land raiders (though I don't think it's cheesy at all) and stay within the fluff then why not go for one landraider and one dreadnought. Maybe I'm wrong, but the idea of using a pure grey knights force is a little bit of a stretch. After all that's part of the reason why you can induct other armies into your own. The grey knights are the largest chapter of space marines but they are spread very thin. Anyway that's my take on it. I play an almost pure GK army and I've got 3 dreads and working on 2 LR's. If you stuck to the fluff then you might find yourself with very little AT.
Coyote- Grey Knight
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Re: GK Rule Clarifications:
Coyote45 wrote:If you want to avoid this cheesiness of two land raiders (though I don't think it's cheesy at all) and stay within the fluff then why not go for one landraider and one dreadnought. Maybe I'm wrong, but the idea of using a pure grey knights force is a little bit of a stretch. After all that's part of the reason why you can induct other armies into your own. The grey knights are the largest chapter of space marines but they are spread very thin. Anyway that's my take on it. I play an almost pure GK army and I've got 3 dreads and working on 2 LR's. If you stuck to the fluff then you might find yourself with very little AT.
It's true the fluff is limiting at times but for the most part it is what attracts me to the GKs, and for that reason I am willing to limit my AT capabilities
I don't think multiple LRs are cheesy, or un-fluffworthy for that matter, it is the multiple Dreads that does not fit with the fluff. GKs do not want to live for ever, they want to be laid to rest on Titan so that their souls can join the Emperor for the end of times type battle that is sure to come
Of course with a little creativity almost any army configuration can be justified, and that's fine . It's all about personal interpretation in the end, it just happens to be that our interpretations differ
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Re: GK Rule Clarifications:
Coyote45 wrote: The grey knights are the largest chapter of space marines but they are spread very thin.
Where is that information found? Is there any hard numbers of the actual size of the chapter? I know most SM chapters should be around 1000, and accordingn to some fluff I read awhile back there is on chapter (the death wing??) that sits around 5-6K...
Gothmog- Stormtrooper
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Re: GK Rule Clarifications:
Gothmog wrote:Coyote45 wrote: The grey knights are the largest chapter of space marines but they are spread very thin.
Where is that information found? Is there any hard numbers of the actual size of the chapter? I know most SM chapters should be around 1000, and accordingn to some fluff I read awhile back there is on chapter (the death wing??) that sits around 5-6K...
I'm not sure where the GK stats came from . Most SM Chapters are 1000, strong following the Horus Heresy and the implementation of Guileman's codex. Chapters such as the Black Templar are rumoured to be bigger because they are a crusading chapter and their true numbers are unknown. The Death Wing is the first company of the Dark Angels Chapter, I have not heard or read anything about their size being 5-6K, that does seem a little large for a first company.
As for the GKs, I know that we are widely spread across the galaxy, so a true count would be challenging to attain. I am interested to read what our Brothers can add to this thread.
Constantine- Adeptus Moderatus
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Re: GK Rule Clarifications:
I thought that I had read something about the size of the GK chapter in the codex but after a cursory glance I'm not finding it. I do know that I read it somewhere and the number was believed to be around 3000. However do to their need to be anywhere they are spread very thin which is why the GK's aren't organized in a traditional manner and this is why , fluffwise, it is rare to see a pure gk force. That is at least how I have taken, but I still pretty much play pure GK.
http://wh40k.lexicanum.com/wiki/Grey_Knights
http://wh40k.lexicanum.com/wiki/Grey_Knights
Coyote- Grey Knight
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Re: GK Rule Clarifications:
I also recall something about the numbers being around 3000, but then as a few people have stated who would know with most of the order out battleing the daemon.
Zealadin- Grand Master
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Re: GK Rule Clarifications:
I like to take a bit of everything. But I try to go halves of defense and offense.
I read the GW Website on how Grey Knight deploy and I remember that they use a GrandMaster with Grey Knight Terminators Deepstriking, while the PAGK advance, they should take fire away from the the PAGK.
And also in the white dwarf (daemonhunter release), they said Dreadnoughts and Land Raiders were the form of GK anti-tank. So I guess there nothing wrong with Dreadnoughts and LR's.
So basically everyone is ignoring the DS form of deployment.
I read the GW Website on how Grey Knight deploy and I remember that they use a GrandMaster with Grey Knight Terminators Deepstriking, while the PAGK advance, they should take fire away from the the PAGK.
And also in the white dwarf (daemonhunter release), they said Dreadnoughts and Land Raiders were the form of GK anti-tank. So I guess there nothing wrong with Dreadnoughts and LR's.
So basically everyone is ignoring the DS form of deployment.
For the Emperor- Grey Knight
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Re: GK Rule Clarifications:
I do.
There is one thing i always say in my head before a game.
DON'T DEEPSTRIKE!!!!
Becouse you die, miserably, and fail!
At least i do!
I have of course deep striked some times, and once or twice it was actually useful.
But don't deepstrike. NEVER.
There is one thing i always say in my head before a game.
DON'T DEEPSTRIKE!!!!
Becouse you die, miserably, and fail!
At least i do!
I have of course deep striked some times, and once or twice it was actually useful.
But don't deepstrike. NEVER.
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Re: GK Rule Clarifications:
for the emperor wrote:I like to take a bit of everything. But I try to go halves of defense and offense.
I read the GW Website on how Grey Knight deploy and I remember that they use a GrandMaster with Grey Knight Terminators Deepstriking, while the PAGK advance, they should take fire away from the the PAGK.
And also in the white dwarf (daemonhunter release), they said Dreadnoughts and Land Raiders were the form of GK anti-tank. So I guess there nothing wrong with Dreadnoughts and LR's.
So basically everyone is ignoring the DS form of deployment.
You're definitely right on DSing terminators taking fire away from the PAGK's. Unfortunately that's just too many points to be using for that purpose IMHO.
Coyote- Grey Knight
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Re: GK Rule Clarifications:
I personally wouldn't mind if you'd like me to summarise the white dwarf copy of; special deployment under the microscope, specifically Deepstrike. Actually I will regardless.
Personally I never DS either, I prefer the confinements of a LRC.
To keep this on track, it's a different approach from the Land Raider, as Zeladin pointed out, he didnt want a cheese army.
Personally I never DS either, I prefer the confinements of a LRC.
To keep this on track, it's a different approach from the Land Raider, as Zeladin pointed out, he didnt want a cheese army.
For the Emperor- Grey Knight
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Re: GK Rule Clarifications:
Yea well alot of the GWS guys thinks that two LR is pretty cheesy in anything from 1000-1500 points, and the other choice is teleportation which from practically every source I've heard is neigh on useless these days.
Considering the lore/fluff hopefully our next codex fixes teleportation to make it more viable.
I mean seriously GK should be able to teleport in, throw down fire, and then charge whats left, as long as they are within range to do so.
Especially considering only FA PAGK or GKT can do it....
/end rant
Would definately be intereested in the info from the white dwarf however!
Considering the lore/fluff hopefully our next codex fixes teleportation to make it more viable.
I mean seriously GK should be able to teleport in, throw down fire, and then charge whats left, as long as they are within range to do so.
Especially considering only FA PAGK or GKT can do it....
/end rant
Would definately be intereested in the info from the white dwarf however!
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Re: GK Rule Clarifications:
for the emperor wrote:I personally wouldn't mind if you'd like me to summarise the white dwarf copy of; special deployment under the microscope, specifically Deepstrike. Actually I will regardless.
Personally I never DS either, I prefer the confinements of a LRC.
To keep this on track, it's a different approach from the Land Raider, as Zeladin pointed out, he didnt want a cheese army.
A summary would be helpful Brother
I do not think that having 2 LRs is cheesy, whats cheesy about it, we are scrambling to find anti armour
Constantine- Adeptus Moderatus
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Re: GK Rule Clarifications:
2 land raiders is not cheesy!
7 are. (Yes, i've heard deamonhunters can have 7 land raiders)
7 are. (Yes, i've heard deamonhunters can have 7 land raiders)
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Re: GK Rule Clarifications:
The cheese-factor for multiple 'Raiders in a pure GK army shouldn't even be considered. As it stands, we only have four unit choices so our options on what to take are very limited. Take into consideration as well the two things our foot troops lack the most: mobility and a/t firepower. LR's fill both these needs at one, albeit expensive, price. Since our foot troops are expensive as well, taking an LR drastically reduces options elsewhere. If you explain all this, any rational opponent 'should' at least grudgingly agree that multiple LR's is not as cheesy as would seem in a GK army.
I've only DS'd my Termies once. After coming down when and where I wanted them they went on to successfully take out the objective. Still, I've been reluctant to DS them ever since. A squad of Termies sharing their love from the front door of a LR is much safer and much more effective.
I've only DS'd my Termies once. After coming down when and where I wanted them they went on to successfully take out the objective. Still, I've been reluctant to DS them ever since. A squad of Termies sharing their love from the front door of a LR is much safer and much more effective.
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Re: GK Rule Clarifications:
Your wish is my Command Brother, Done.Constantine wrote:for the emperor wrote:I personally wouldn't mind if you'd like me to summarise the white dwarf copy of; special deployment under the microscope, specifically Deepstrike. Actually I will regardless.
Personally I never DS either, I prefer the confinements of a LRC.
To keep this on track, it's a different approach from the Land Raider, as Zeladin pointed out, he didnt want a cheese army.
A summary would be helpful Brother
I do not think that having 2 LRs is cheesy, whats cheesy about it, we are scrambling to find anti armour
Oh and cheese is probably the sheer number sometimes taken. And the fact some armies like us struggle against Armour, Namely ORKS lol. Is not cheese beardy, just a bit of cheese.
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