The Grey Knights Codex… is it shiny or scary?
July 14, 2011 by dignity
Warren and Darrell sit down to give you guys your first look at the new Grey Knights Codex, what stuff is new, what is old and what was removed... lets take a look.
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Grey Knights: The only army that comes prepainted.
I’m hoping the FAQ comes out quickly to sort out the Dreadknight mess. With any luck it’s just going to say “moves like jump infantry but has the Shunt rule” (similar to giving a deamon prince the wings gift)
But until then I REALLY like Darrel’s cover save idea. Ni9ce one Cheese Master!
Nice bit of timing when you first mentioned the Death Cult Assassins. They were on the screen behind you just as you said their name. I was actually looking at Grey Knights when I first got interested in 40k, back in ’05 (thanks to Dawn of War). Procrastination stopped me from getting one and then when I was seriously looking at starting a 40k army just last year, I found out that the models were all metal and that’s when my natural paranoia of super glue kicked in and I caved and got a normal Space Marine army. On top… Read more »
I’ve been playing Daemonhunters since release, I think the new dex is kinda good, I’m not to much into fluff so that might be why 🙂 Like the models aswell, except for some “small” details… like the frekkin’ Storm Bolter mag’s on the PAGK’s! ! ! RSANFSA R/!#”Y% !R S NA What were they thinking!? The Terminators are awesome thou, bits-mania boxes *drools*
On the note of having some guard units, you can have Warrior Acolytes, kinda like Guardsmen, chunk 12 in a Chimera with some melta love maybe?
You can take servitors in a Henchie warband (servitors have melta). But make sure to attach an inquisitor to them or they may mindlock.
Agree with you and Warren about some details… The storm bolters looks like a shoe box and then you ad the mag… it doesn’t help it still looks bad! Then is like they forgot the details on that “half disk” on their legs… they have it on the arms but not in their legs like the metal ones…but the variation of poses and weapons kinda makes up for that.
In the Dreadknight department: if thats the case that a DK becomes a jump infantry then can you have six of them?…
Another cc-force to be blown apart at afar, with upgrades which are utter crap…
I’ll wait for this GK week to kick off to rant some more, but I’ve read the codex and believe its an utter waste and wonder how it got into print.
real quick… thunderhammers use the same rules as powerfists. powerfists “… , so attacks with a powerfist are always delivered at initiative 1. (ignore initiative bonuses from special rules, wargear, etc.) as for dreadknight jump infantry… the winged hive tyrant basically has the same worded rules no? i think that would be a good comparison… what does the nid FAQ say, if anything? as well didn’t the wording say “like” the intercept squad not “counts as”, in the entry for the dreadknight jump pack.? as for it riding in the storm raven… i’d give the transport rules a read before… Read more »
Tyranid wings is just a Biomorph, that lets you move like jump infantry, inclunding permission to deep strike, since this is a part of the “Movement”-rules of jump inf.
So, it’s not compareable at all.
Wel im new to wargaming in general and im starting my tyranid army, i love the backstory and the models look sweet. (used your nid week painting tutroial but used green on the carapace)
But now im stightly concert to learn that these grey knights and close combat specialists does that mean my nids will be shot up and beaten to a pulp by this army?
One final question is due to the grey knights being psykers what does shadow in the warp mean for them?
@xenautja
I’ve had the concern of Shadow in the Warp or Eldar’s Runes of Warding (if that is the correct one) being a pain in the butt to Grey Knights aswell, but remember to watch out for units with “Brotherhood Banner”, don’t let them near your MC’s because their Force Weapons activate automatically, which means your big stuff will die.
i’ve asked this question on BOW twice already, but i want this question featured. might of titan is cumulative with hammerhand…is hammerhand cumulative with itself? say a librarian joins a termie squad, can both the unit and the character use hammerhand? with might of titan, you end up with S7 termies, paladins, insanely powerfull characters and so on…sorry for posting this in so many places, but it’s the only unresolved issue i have with the whole book.
Is there any precedent that would imply that they wouldn’t stack?
I think I would punch someone who tried to make the Dreadknight become jump infantry. I know what the rules say… but COME ON! He should just be Monstrous with a 30″ Jump Thingy.
I think the Quicksilver guy with a Hammer would still be initiative 1. It says in the rules:
“attacks with a power fist are always delivered at initiative 1 (ignore Initiative bonuses from special rules, wargear, etc.)” Pg. 42 BRB
That’s gotta refer to psychic powers as well.
No shooting? Rifleman Dread w/Psybolt Ammo FTW! 😀
Looking forward to the rest of the week guys!
They Scrapped Inquisitorial Storm troopers!!!! Would have been perfect if not for that! Sigh!
i completely agree. what am i gunna do with my old ones now?
Inquisitorial Storm Troopers aren’t scrapped, they’re just “Warrior Acolytes with Hot-Shot Lasguns” now.
I would say that the increase to stats by Quicksilver is applied to the model/units stat line, and THEN any equipment effects are applied – so an In4 model would become In10, but then be reduced to In1 because of the daemon hammer.
It’s no different to items like powerfists, which double the models strength as it is on their basic stat line, ignoring any current strength bonuses.
i quite like the new codex as an old GK player. ok disappointed in some of the things gone, but overall not bad. the one problem for me is that at my wargames club there was me and 1 other daemon hunters player. now there are more every week, and most of them can’t even play properly. most of them are using them how they used their normal marines (and using their normal marines as proxies too). they simply don’t work like that. it used to make me feel a bit … special or powerful to be a daemon hunters… Read more »
This is my first comment on this site even though I have been registered for over four months.Up until now I have been quite content to watch the excellent videos and the varied commentry after each one.Having only come back to the hobby after a ten year absence and even then being only a collector,I have slowly built my own vanilla Space Marine army(no name as yet)to the point where I have to face the daunting task of painting them. This brings me to the point I would like to make about the previous comments which left quite a sour… Read more »
@ghostdog i know this i just a game but i’m a competitive person. these people weren’t even using their codex to make their armies otherwise they would have noticed that no preds are in their. THAT is what i’m saying not that they shouldn’t stop playing. re-reading it i can see where your coming from but they should at least read through the codex properly, especially when making lists, not just the parts that suit them or assuming things. surely you can agree with me on that?
I suppose when I look at my own fumblings into the gaming side of the hobby I would have to agree with you on properly reading the Codex.Back when I originally came to the hobby as a collector my models were bought because of how they looked with no intention of gaming ever entering my mind,so it didnt matter what weapon model or vehicle was used. Now though I find myself reading and re-reading the codex and trawling the internet for the best possible loadout for a tatical squad or lamenting over the points cost of a thunder hammer and… Read more »
While the models are beautiful and the army powerful and whatnot, I’m really sad that Grey Knights lost that “Inquisition brings the Imperium together” feeling.
Being unable to field them with SM or Guard is a big loss imo. Fluff wise.
@exile
Well, you can use Warrior Acolytes and give them Carapace Armour and Hot-Shot Lasgun, sure they are only BS3 but they can have 3 special weapons and you can mix in some other Henchmen to make a nice little squad.
Just started Gk’s
Im so excited to this week!!!
They r awesome!
Agree with the dreadknight pose, though its a fantastic miniature
KUTGW
Greetings from the Netherlands
Maarten
I like what they did I miss the STR 6 GK’s though. Not surprised about the mistakes with rules it is from GW and they do stuff like that all the time. Pretty funny though jump infantry dreadknight. Is the Storm raven and land raiders dedicated for paladins if they are scouting with them is pretty cool especially out flanking. The librarian teleport move is neat can you assault after you move the unit? Warmachine is way over priced and I do not really like it though they have great looking minis Heavy Gear is pretty tight though.
I will use the Gouff or the Fanfir from Gundam the Zeon units for Dreadknights don’t like the model.
For some army building, I have a friend that came up with a list apparently, that lets you give some guys “scout” at the beginning of the game. Then uses dreadknights in the scout move to shunt 30″ IN THE SCOUT MOVE!!!! scary…
Personally I can’t wait to see them do a Kaldor Draigo influenced list because he makes paladin terminator squads troop choices.
i’m sorry but The Summoning says:
The Librarian creates a warp bridge and summons battle-
brothers to his side
This power can be used at the beginning of the Librarian’s
Movement phase. If the Psychic test is successful, choose a
friendly, non-vehicle unit that is not locked in combat
anywhere on the battlefield. The chosen unit is removed from
the tabletop and immediately placed anywhere within 6″ of
the Librarian using the Deep Strike rules.
it would be over powered if you could use it on vehicles in my opinion
Problem is, you actually can use it on certain vehicles IF you purchase the warp stabilizer upgrade
Exactly 😉
We do get it right sometimes you know lol
I don’t think that The Summoning would be overpowered, because it still uses Deep Striking Rules. You have to place the models within 6 inches, but I think they’d still Scatter and be subject to the Mishap Table (seeing as it mentions specifically that they fall under the Deep Strike Rules)
As far as the debates go: Thunder hammer rules use the same rules as powerfists, which specifically say their initiative can’t be increased through the use of wargear of special abilities, so you will always strike at I1 with them. The Dreadknight; obviously, all you are doing is attaching a jump pack on his back. You’re not giving him a shrinking pill. He gets to move like jump infantry and have the teleport ability, but he doesn’t lose his MC status, so he still gets his 2d6 pen and can’t get cover saves from standing in terrain nor can he… Read more »
With regards to the Dreadknight i think perhaps it should just say moves like jump infantry rather than becomes jump infantry. Ive read the codex a lot since i got it but until i watched this video i didnt even clock that it said any units with the teleporter become jump infantry. Look at the size of the stormraven it’s hard to imagine 10 grey knights getting out of it let alone a dreadknight lol. The pose of the dreadknight should of been more easy to change such as the wraithlord. Apart from all of this the GK’s do have… Read more »
I cant help but wonder if a jump pack can even work on something as big as the Dreadknight. Sure the codex apparently says it does but damn im still fairly certain that the Dreadknight is just too big for a Jump Pack
They Grey Knights don’t acutally jump but rather teleport themselves around, which results in the same game mechanics as jump infantry.