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1 more thing i thought of...

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Post by raven925 Sun Jun 14, 2009 9:41 pm

I was thinking what else would be cool for GK to have in there new codex for wargear, what if GK have the option to uprage so they assault 12 inch rather than 6,l ike in DOW but, for a cost.

maybe like 25 points because it is kinda a big upgrade.
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Post by Zealadin Mon Jun 15, 2009 1:08 am

For a squad, or for a model?
Would be wayyyyy too exp as a model.

I'd also prefer the kind of movement in assault phase rule, where you can move, shoot, move making our stormbolters even more deadly.
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Post by Klomster Mon Jun 15, 2009 12:33 pm

I don't like the furious charge thing from DOW in the miniature game.

Better give them the jetpack thing brother Zealadin suggested.
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Post by raven925 Mon Jun 15, 2009 2:24 pm

no, never for only one model, for the whole squad, but i do also like the second idea
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Post by For the Emperor Sat Jun 20, 2009 7:39 am

Having jump packs? Wouldn´t it be hard to wield a stormbolter and a nemesis force halberd while flying shooting then assaulting?

I do like Jump packs though, it will allow deepstriking too.

I think also if there was a rule for assaulting 12" then I don´t think the unit should be aloud to shoot at the same time as assaulting.
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Post by Constantine Sat Jun 20, 2009 10:08 am

for the emperor wrote: Having jump packs? Wouldn´t it be hard to wield a stormbolter and a nemesis force halberd while flying shooting then assaulting?
Who's side are you on!? LOL!!! Razz I'm sure we could overcome that obsticle, we are close with the Priests of Mars and we have the Inquisition funding us Wink

for the emperor wrote:I think also if there was a rule for assaulting 12" then I don´t think the unit should be aloud to shoot at the same time as assaulting.
Who's side are you on!!!!? LOL!!! Razz Just kidding. I agree with you here, if we started getting skill like this point costs would be through the roof! and our thousand point armies would consist of 10 jump packed PAGKs!!!!! Razz
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Post by Zealadin Sun Jun 21, 2009 12:33 am

Would be kinda cool if we had troop choices, ie normal PAGK's same as now
But also - jump pack or movement enhanced PAGK who are able to move shoot move (maybe only receiving +1str on their NFW) or possibly no str bonus from the NFW, but the ability to do a double volley of shots eldar DA style, at the cost of no shots the next round (ie right before assaulting)
And also CC specialist GK's that can assault 12", BUT lose their shooting ability when they do so (would need to gain some benefit for assaulting, maybe furious charge or whatever)

would give a bit more variety to GK armies at the least
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Post by Klomster Sun Jun 21, 2009 10:13 am

No no no, not jump packs, jet packs.

That would essentially be the same rule as jetpack from the tau list.

And not +2 str NFW's? Then they would suck.

Why do we need variety in the grey knights, when our codex is the most varied of them all?
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Post by For the Emperor Sun Jun 21, 2009 12:38 pm

Klomster wrote:No no no, not jump packs, jet packs.

That would essentially be the same rule as jetpack from the tau list.

And not +2 str NFW's? Then they would suck.

Why do we need variety in the grey knights, when our codex is the most varied of them all?
I agree with you Klomster.
Though I do think our fast attack slot is lacking a bit.
I think Jump packs are a bit iffy. But really there is little other option.
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Post by Zealadin Mon Jun 29, 2009 8:10 am

I can't say I find our codex very varied playing a pure GK army Very Happy
Also adding jump-packs/jet-packs without losing something else would be pretty expensive points wise I'd imagine! Just trying to think of changes without making our models even more expensive, and our armies even smaller Razz
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Post by NemesisForce Mon Jun 29, 2009 9:14 am

Variety does go out the door when you restrict yourself to pure Grey Knights. On the other hand, like Klomster said, with Inquisition, GK's, assassins, Daemonhosts, IST's and the ability to ally with 3 other types of codices, we definitely are the most varied, if not colorful, army out there. As for jump packs, the age old 'we ain't marines' screams out to me on that one.
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Post by Coyote Sat Jul 04, 2009 5:50 pm

I want the ability to field dreadnoughts as HQ's, or what would be really cool and different from other codices I'd like to see the ancient dreads fielded as "advisors" (retinue) to a GK hero.
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Post by Constantine Sat Jul 04, 2009 7:27 pm

COOL IDEA!
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Post by Amareo Davion Sun Jul 05, 2009 1:00 am

I like that Dread Idea. You read about dreadnoughts leading battles(e.g.Venerable Dreadnought Agrippan)but you never see anybody using them as HQs. Thats a good idea.
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Post by jeffersonian000 Sun Jul 05, 2009 1:35 am

I just miss not being able to field Dreadnoughts with jump packs and power fields. Those were the days.

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Post by Amareo Davion Sun Jul 05, 2009 10:11 am

Dreadnoughts had jump packs! PWNAGE! Show me pics
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Post by Klomster Sun Jul 05, 2009 2:07 pm

You do know that jump packs and jet packs are very different things right?

And those dreads? Where?
I've seen some pics from a trading card game with pre-heresy dreads.
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Post by jeffersonian000 Sun Jul 05, 2009 7:15 pm

Rogue Trader. RT Dreads where treated more like suits than vehicles back then, had force fields, jump packs, power fists, twin-linked bolters and maybe a heavy weapon if you wanted one.

In point of fact, the Waithlord use to have a cockpit and an Eldar crewman, while the Spirit Lord was "crewed" by the Infinity Circuit.

Like I said, "The days ..."

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Post by Zealadin Mon Jul 06, 2009 2:35 am

Hmm that must have been ages ago.
When I started collecting the War Walkers had a pilot in cockpit, while the Wraithlords had a large ugly head, similar to the Wraithguard.
They are more 'suits' though than vehicles still, which has its advantages in some ways, disadvantages in others!
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Post by Constantine Mon Jul 06, 2009 9:09 am

I think that GK Dreads as HQ would fit the fluff perfectly!
GKs are reluctant to enter Dreads so it is only fitting that only the most valuable members of the order be entombed into them, which stands to reason that they should be leading forces and actively sharing their knowledge and skill, not just cruising around busting tanks (even though that is an awesome job for them)
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Post by Zealadin Tue Jul 07, 2009 3:28 am

I recon we should get a HQ dread more in the eldar wraithlord kind of stats, what is it, str 10, toughness 8, 3 or 4 wounds, with a better shrouding, more limited ranged weaponry but better movement and awesome CC!
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Post by The Acolyte Fri Nov 20, 2009 3:31 am

Wow that HQ dread idea sounds awsome!
It also perfectly shows how Grey knights are not normal space marine chapters
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Post by Zealadin Fri Nov 20, 2009 6:35 am

We could also get a new model release or upgrade choice that would be relatively simple (like lower leg armour that could be added) that would represent mechanically enhanced legs for the extra movement.
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Post by Aubec le noir Fri Nov 20, 2009 10:13 am

for the moment we don't have the right to use venerable dreads and/or Ironclad dread ... if so it would be enough for my happyness
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Post by MJSwasey Fri Nov 20, 2009 3:07 pm

We should never, ever get the move 6 in the assault phase rule. there are several reasons. the first is that it's really just saying "i want my unit to be more powerful". Theres no fluff or game reason why grey knights should do so. It's already a mechanic in two other armies that makes them special. It would make our regular troopers super powerful, as they could move theoretically up to 18" per turn and just outmaneuver everything.

Why not just ask for s10 power weapons, give everyone Feel no pain, and every other good rule?

I would feel really, really bad playing GK if they got the 6" in the move phase rule.


I really like expanding the Dreadnaughts role. I also believe that all grey knight choices should be able to teleport in as long as one demonhunter starts the game on the table (to "call in" the enemy sighting so then the rest teleport in)

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