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Grey Knights [release 1.3.1 OLD]

 Post subject: Re: Grey Knights [release 1.0.0]
PostPosted: Thu Apr 21, 2011 10:53 am 
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It's true, I can't imagine anyone with more cursed dice than Ginger.


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 Post subject: Re: Grey Knights [release 1.0.0]
PostPosted: Mon May 09, 2011 12:55 am 
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Playtesting a few items tonight, should have a release up after that.


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 Post subject: Re: Grey Knights [release 1.0.0]
PostPosted: Mon May 09, 2011 3:27 am 
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Ginger wrote:
Now sir, I cannot allow this claim to my crown as the 'king' of '1's!
I demand satisfaction :)


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 Post subject: Re: Purgation Knights
PostPosted: Thu May 12, 2011 11:37 am 
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Can I get some general thoughts on FF2+ on Purgation Knights? In a game, even the 4x FF2+ shots from a 275 pt formation of 4 vs larger points of ork boys (approximately 9000 stands) drew a 'what, they hit on 2+?' reaction. The other option originay was to have 2x FF4+ shots per stand- likely to hit more times yet somehow opponents are more comfortable with it.

TL;DR they are better than devastators but my opponents shirk at 2+


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 Post subject: Re: Purgation Knights
PostPosted: Thu Jun 02, 2011 2:27 pm 
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fattdex wrote:
Can I get some general thoughts on FF2+ on Purgation Knights? In a game, even the 4x FF2+ shots from a 275 pt formation of 4 vs larger points of ork boys (approximately 9000 stands) drew a 'what, they hit on 2+?' reaction. The other option originay was to have 2x FF4+ shots per stand- likely to hit more times yet somehow opponents are more comfortable with it.

TL;DR they are better than devastators but my opponents shirk at 2+

I'd go with 3+ to start with JB. It just seems like a nicer way to ease them into shape and make people more accepting of them. It's on par with Devastators so it's likely more palatable to most people. Sure they have a psychic ability to hit stuff out of sight but IMO that just means they can... well.. hit stuff out of sight :D and doesn't necessarily make them better shooters etc than e.g. say the Long Fangs (who are supposed to be able to snipe with heavy weapons etc).

Just my 2 cents.


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 Post subject: Re: Grey Knights [release 1.3.0]
PostPosted: Fri Nov 25, 2011 2:34 pm 
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Updates!
Resurrection!
Development!

I have updated the Grey Knights army list, you can find it here:

Grey Knights 1.3.1 PDF
It still remains of course experimental. I hope to get some miniatures on the table during the holidays

I made a fairly hefty update summarised below

*reduced many stats
*brought points more in line with Astartes changes
*eliminated Dreadknight formations as they served too similar a role to terminators, reduced dreadknights in line with 40K faq rulings
*removed warp quake rule
*added may not garrison rule (taken from Eldar)
*added autocannons option back to the dreadnought. Since they cannot garrison or teleport, it doesn't interrupt the style so much.
*added imperial agent options to the inquisitorial warband for flexibility to the only garrison capable unit
*changed the psi-titan back to a more classic warlord based configuration.
*removed size options for interceptors and purgation
*fixed references to redundant units
*other stuff marked in red.


Last edited by fattdex on Sat Nov 26, 2011 1:50 pm, edited 3 times in total.

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 Post subject: Re: Grey Knights [release 1.3.0]
PostPosted: Sat Nov 26, 2011 12:22 pm 
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Bah! and I thought I'd finished it for the army book! Now I have to go and make changes again! :D


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 Post subject: Re: Grey Knights [release 1.3.0]
PostPosted: Sat Nov 26, 2011 12:26 pm 
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You'll need to update my Adeptus Ministorum too; I'm releasing a new version today.

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 Post subject: Re: Grey Knights [release 1.3.0]
PostPosted: Sat Nov 26, 2011 12:30 pm 
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D'Oh! :D


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 Post subject: Re: Grey Knights [release 1.3.0]
PostPosted: Sat Nov 26, 2011 12:32 pm 
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C'mon, isn't there a deadline here somewhere...?


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 Post subject: Re: Grey Knights [release 1.3.0]
PostPosted: Sat Nov 26, 2011 1:46 pm 
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Well if you want to Dobbsy.
I spotted some spelling grammar errors and references to removed units in some of the description text, I have updated the document to 1.3.1 (links updated)

Grey Knights 1.3.1 PDF


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 Post subject: Re: Grey Knights [release 1.3.1]
PostPosted: Sun Nov 27, 2011 3:28 am 
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Vindicare Assassin stats are missing the To Hit value for the 30cm shot. I assume MW5+? Also aren't Vindicare's solo gun men? Would it be better as a character upgrade rather than a INF unit?


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 Post subject: Re: Grey Knights [release 1.3.1]
PostPosted: Sun Nov 27, 2011 3:42 am 
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Assassin's aren't allowed to join squads in 40k, last I checked.

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 Post subject: Re: Grey Knights [release 1.3.1]
PostPosted: Sun Nov 27, 2011 4:54 am 
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Yes but they also don't run around in squad-size units.... At least as a character the abstraction means that he's maybe nearby etc. rather than in the squad. Actually discussing this makes me think more and more that assassins just aren't Epic material :D


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 Post subject: Re: Grey Knights [release 1.3.1]
PostPosted: Sun Nov 27, 2011 6:42 am 
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whoops yes, i messed that up a bit. was supposed to be MW5+ on the 30cm ranged shot.

There were many requests to include so I have for testing purposes.

I don't necessarily have a prob with modelling an individual assassin on a stand as a unit, as being a vindicare it can be made into an excellent dioroama, and they are one man armies just like a dreadnought and such 120+ pt 40k units. It's just slightly out of the ordinary.

EDIT: something I just thought of, you could potentially add the inquisitor character to the vindicare stand. I don't know if that's wrong or excellent ;-)


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