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Grey Knights

 Post subject: Grey Knights
PostPosted: Wed Mar 26, 2008 1:56 am 
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(Hena @ Mar. 25 2008,12:45)
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Another thing about Grey Knights. They are marines right? So on the fluffic side they should have similar (or actually more) "hardening" to battle. So they should effectively have "And They Shall Know No Fear". Now that isn't in 40k as they are fearless, which is basically makes ATSKNF useless. This however doesn't quite apply to Epic. Now this creates interesting dilemma. So do you think that GKs should have

ATSKNF?
Fearless?
Both?

--
Hena who has pondered Grey Knights for a bit now

Firstly, I'd say both.

I don't want to sound overly defensive here, but forgive me if I do. I'm cranky for many reasons, not least having had the flu for two damn weeks.

You guys realise that I've already written a Grey Knight list right? And been playtesting it for years now?

We're talking grass-roots design here, which has all been covered a long time ago. Not to say I'm not receptive to new ideas, but please check out my list first - I can give you the reasoning behind anything contentious.

www.geocities.com/lordinquisitor

Now, there's a newer version in the pipeline, but it is basically just splitting the ordos up - the list in the link is perfectly servicable, just a little confusing. Very few design changes have been made since then.

You could have a special rule whereby GK can effectively drop pod transport onto the table, effectively representing the hot insertion of the LR formation using planet falling thunderhawks without actually introducing a formation of 4 THT's.

Give it an arbitrary cost and require pre-plotting similar to drop pods.  This wwoould make them different to other marine armies, and yet still very GK-y

Now, that's an interesting idea. One to contemplate!

Yeah, they probably should have ATSNF. And you can make a good case for them having Fearless, especially when fighting Chaos.
Yes. ATSKNF and Fearless. Agreed.

If you don't want Landing Craft in your Grey Knight list, and you insist on making up your own type of medium-lift craft rather than using a canon vehicle, then... that'll not be cool. :(
With whom? The fluff police going to come take me away in the middle of the night?  :p

I've made up rather a few units, like ... Pegasus Landers, which are made up medium-lift craft. What'cha going to do about it?  :blues:

Seriously, people have complained that I've been sticking too much to the 40K/forgeworld rules. I can't win either way. I personally think this is a case where deviation from the 40K rules is warranted.

That said, I've been sorely torn by the THT issue. I really want them IN the list, but they are a pain to get to work with the list, as they can only take one LR each.

My point is simply that I've given an awful lot of thought before making that decision. I've weighed up the pros and cons considerably. You're going to have to go a long way to convince me otherwise than just saying it's "not cool". Exactly why is it impossible that the Grey Knights - the least Codex chapter you can think of - wouldn't have access to modified Thunderhawks with superior engines capable of transporting the only transport the Grey Knights use (the Land Raider) more effectively?

you need not. make them teleport if using no LR in the formation.
How about... off the top of my head... GK terminators have teleport, other GKs only get teleport if you buy a Strike Cruiser?


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 Post subject: Grey Knights
PostPosted: Wed Mar 26, 2008 3:10 am 
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I've made up rather a few units, like ... Pegasus Landers, which are made up medium-lift craft. What'cha going to do about it?  :blues:


I'll call you uncool. :(

My point is simply that I've given an awful lot of thought before making that decision. I've weighed up the pros and cons considerably. You're going to have to go a long way to convince me otherwise than just saying it's "not cool". Exactly why is it impossible that the Grey Knights - the least Codex chapter you can think of - wouldn't have access to modified Thunderhawks with superior engines capable of transporting the only transport the Grey Knights use (the Land Raider) more effectively?

Because rather than retrofitting an existing design with different engines (And trying to cram two Land Raiders into a space on the docking carriage where they don't actually physically fit!), there's already a more suitable tool available.

Why wouldn't the Grey Knights make use of the most high-tech, potent, and suitable tool for the job?

The Landing Craft.


Really, why not use it?

I simply don't understand your preference for the Grey Knights to be Landing Craftless.

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 Post subject: Grey Knights
PostPosted: Wed Mar 26, 2008 2:42 pm 
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(Hena @ Mar. 26 2008,02:28)
QUOTE
I know of that list. As I explained in the PM (and email through SG) I was looking to splitting the Ordo Mallus off from that list, since you seem have too much on your plate to do all of these things. But so far you haven't responded to anything.

Sorry, that's actually what I thought... but I was cranky that day.

Yeah, I'm very bad - but I didn't realise I'd left PMs unanswered. Sorry! I should just stay off the boards for a little while and put all my lists in order. The main stumbling block was that I really wanted to write all of the fluff text for the Ordo Malleus before posting the new list, but that's something I just don't have time for right now.

I do find some things in that list of which I disagree. One of the main reasons is that it's (like the chaos variants) an all fearless army. Now I can see why, but it makes the game boring and annoying to play. Also there are stat things which I disagree with as well. If you would respond off board, then I would like to discuss these things. But I can do that in here if you like?

I've not had very much issue with the "boringness" of Fearless with the Grey Knights because they sit in a list that is full of other options. Then again, I've not played many games with pure GK (I have played a couple, mind). They're so damn difficult to use as a pure list as it is, the Fearless doesn't get in the way as much as you would think. Even with TSKNF they Grey Knights are pretty easy to break, Fearless or not, because of their tiny formation sizes.

I'm very happy to discuss it on-board but if you'd rather take it to email or PM that's fine with me.

Tell you what. Let's keep things here for the moment. I will (fingers crossed) put together at least bare-bones updates for my lists let's say by start of next week. No fancy stuff, just the rules, including my Ordo Malleus list. Then I'll open a new thread and we can have at it properly.

In the meantime we can continue here.

End result in this being that the Ordo Malleus gets to its own list, which I think is what you want as well :).
The worst of it is that there's already a list - that I use for my own games - just about finished... I just need to type in the pencil changes.

E&C, I'm not ignoring you, but it looks like the THT/Landing Craft thing is something that'll need some thought. Let me revamp the list - with THTs, sorry - and then I'll lay out all the pros and cons for the different options. At the end of the day, I don't want them having Landing Craft because a) I wanted to differentiate them from the Deathwatch and b) it doesn't fit the archetype of the army.


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 Post subject: Grey Knights
PostPosted: Wed Mar 26, 2008 2:49 pm 
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(Hena @ Mar. 26 2008,03:06)
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Deathwatch uses Rhinos, so why not give THT to Deathwatch? they could use the FW given transport capacity just fine. Then that would differentiate the two. The point is that you want to be able to drop 4 Land Raiders. Only thing that so far can do that is Landing Craft. Do you have another reason why you don't want it?

My objection comes from the very initial brainstorming to design the feel of each list.

The Deathwatch operate in very small numbers but carry some serious hardware in support as they are likely to be cut off from any Imperial support. Hence the Assault Craft. Small troop capacity, big guns.

The Grey Knights also operate in small numbers, but they're purely for dealing with a specific enemy. They teleport and engage the enemy as part of a combined offensive and don't use or require support units. Their transports need to get the small numbers of Knights on the ground, quickly. Hence the THT.

However, it is true that swapping the THT and Landing Craft over in the two lists is a possibility.


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 Post subject: Grey Knights
PostPosted: Wed Mar 26, 2008 8:10 pm 
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it doesn't fit the archetype of the army.


I'd like to know what exactly you mean by this.

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 Post subject: Grey Knights
PostPosted: Wed Mar 26, 2008 8:25 pm 
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Frankly I think the Inquisitorial List has too much in it. The inquisition is a big organisation and really should be split into multiple army lists rather than one big one.

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 Post subject: Grey Knights
PostPosted: Wed Mar 26, 2008 8:38 pm 
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(Hena @ Mar. 26 2008,13:39)
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1. Psycannon. Does it really warrant AT6+ (though one could argue that it needs to be able to shoot GDs)? Also while the Inv Save thing is neat, there is way too many special rules in here and you really, really need to cut some away. This is very good possibility.

AP5+/AT6+ is the same as a multilaser, isn't it? They're almost exactly equivalent in 40K.

Believe it or not, I've cut out a lot of special rules - I love special rules. This one hasn't caused any problems though and hardly ever comes up. Simple, easy to understand, correlates with 40K, makes psycannon special.

2. Dreadnought. In the 40k list it's about the same as in Marines. So armament should probably be same.

Why? We aren't straightjacketed by the 40K rules. It makes GK dreads unique without making them very different.

This is not a direct port of the 40K rules.

3. Terminators Holocaust. This is one special rule that isn't really needed. So would remove it.
Holocaust has always been an iconic part of the Grey Knights.

4. Make a special rule Grey Knights. Then this would list all the relevant bits (Fearless, ATSKNF, Shrouding and Rites of Exorcism).
Yeah, we could do that. But I don't see it does any harm having them in the datafax - if anything it reminds you that they exist.

5. GKs. Do they really warrant +1 to CC and FF stats with respect to Marines?
They're much better fighters than assault marines and they carry as much firepower as terminators. So, yeah.

6. GK Terminator Grand Master. +1EA TK? TK on infantry is dubious at best.
Not had any issues with this. Yes, it's freaking powerful, but frankly anything in base contact with GK Terminators is dead meat anyway, the TK rarely makes that much of an effect. Maybe the issue is my Grand Master always seems to be cowering, broken, with the rest of his formation...

7. Retinues. I don't think that the Inquisitors carry that many retinue with it. More like 0 - 2/3 units.
In 40K, maybe. But we don't like 40K. Many Inquisitors have retinues of hundreds of individuals. It isn't unreasonable.

Also the removal of the special rules from these would be helpful. Possibly just simply something like:
Inquisitorial Retinue (15cm, 6+, 5+, 5+ / 30cm AP5+, CC +1EA MW, FF +1EA MW)
There's only one special rule, the re-rolls for the support staff. I like it, it means the Inquisitor has essentially non-combatants wandering around (like in 40K) but they make his fighting troops better for their support.

8. Death Cult assassin. This is similar situation as was in Howling Banshees. My suggestion for stats would be
Death Cult Assassin (15cm, -, 3+, - / +1EA / FS, Infiltrate, Fearless, Inv Save)
You don't like the MW, huh?

You know my opinion on this one...

9. Assassin. I would really cause normal or MW hit. TK is pretty overkill. Also it would make sense that the formation suffers d6 BM and not have that d6 hit option at all.
Have a look at the Ordo Xenos-only list
www.geocities.com/eoinwhelan

That's a more up-to-date list and the template for the Witchhunters and Daemonhunters lists. That has a different assassin rules, are they better?


...


Basically, to sum up your issues:
- you don't like any deviation whatsoever from the 40K rules
- you don't like special rules.

To answer your questions:
- This list is based on the background as much as 40K. Any deviation from 40K rules has been carefully thought out, and I think improves the list as a consequence.
- I like special rules, and think they enhance the list. Any unnecessary special rules have been pared away as much as possible - but I think if the knife cuts too deep then we're going to lose a lot of flavour. It's full of very wacky units. For more "mainstream" lists like the EC, I try to do away with special rules as much as possible. But I think the Inquisition lists warrent them.






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 Post subject: Grey Knights
PostPosted: Wed Mar 26, 2008 8:39 pm 
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@ zombocom; Which is exactly what Lord Inquisitor is talking abut doing :)




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 Post subject: Grey Knights
PostPosted: Wed Mar 26, 2008 8:46 pm 
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Hehe in my Wh40k-Weapons-to-Epic System i came up with exactly the same stats for Psycannons together with it's special ability :D

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 Post subject: Grey Knights
PostPosted: Wed Mar 26, 2008 8:47 pm 
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(Evil and Chaos @ Mar. 26 2008,14:10)
QUOTE
it doesn't fit the archetype of the army.


I'd like to know what exactly you mean by this.

I mean, before I started I outlined what I wanted each list to look like and feel like on the battlefield. I guess that's simply a matter of personal taste.

Frankly I think the Inquisitorial List has too much in it. The inquisition is a big organisation and really should be split into multiple army lists rather than one big one.
I've already done this for the Ordo Xenos (see the link in the post above). Ordo Malleus is almost done, I'll do it by next week. It is essentially exactly the same list, just grey knights in place of the deathwatch.

But really... the Inquisition Task Force is three lists there already. Just three lists together in one giant list. In reality, if you pick (say) Ordo Malleus with Guard allies, you're just picking units from the Universals, the Grey Knights and the Guard. Your choices are not that free, just there are alot of modules you could put together.


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 Post subject: Grey Knights
PostPosted: Wed Mar 26, 2008 8:53 pm 
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By the way, Lord inq I really like the list and have even built GK and DW armies in its honour.  

From experience the GK are not overpowered, if anything it is still a tough game against daemons because of the returning summoning points.  The TK attack on the grand master is really needed if your opponent takes a Greater Daemon or Daemon prince, particularly since these units carry TK attacks IIRC.

lots of special rules for the inquisition are no bad thing either- lets face it the Inq is all about breaking the rules.  

Having said that, splitting this into separate lists will very much help the overloaded feel of the document.

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 Post subject: Grey Knights
PostPosted: Wed Mar 26, 2008 9:02 pm 
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Also having read the lists again, finding a way to make THT work with GK is a good idea I think.  As you say the Deathwatch are all about heavy firepower deployed exactly where needed, so a Heavy assault craft supported by destructor Thawks makes alot of sense to me.  in fact it feels quite like a version of the spector gunship which is an iconic modern day special forces aircraft.

thinking about  how the GK play firepower is far less important, instead they need to to get their psykers on the ground and into close combat.  To them a fast drop and exit is vital, so something faster and less heavily armoured makes sense.

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