Astral Platypus
03-25-2011, 07:19 AM
Our Local store has been kind enough to allow us to play a few games with the codex and I have managed to get a few games in against it. A friend of mine has tried a few different lists and tactics in order to get a feel for the book; he has been fighting Space Wolves and Chaos Space Marines, and these are the observations I have:
Nothing Grey Knights do makes me want to dust off my plasma guns; I would rather see my opponent take whole models from his Paladin Squads (when he has them), and I never ended up wishing I had them against the rest of his army.
I brought a predator annihilator to several of these games, and always had something that was worth shooting at.
Vindicators either get blasted off of the table or your opponent's army does. For 115 points it's just too useful, whether it gets blown up or not.
Khorne Berserkers, Grey Hunters, and Noise Marines can give PA Grey Knights a bad day, even if they're armed with halberds; the PA Grey Knights just don't have enough attacks to take assaults from these units. The Grey Knight's attacks might all be power weapons, but they are quite manageable if you can rob them of their charge bonus.
Purifier squads are a nightmare. My opponent started using these instead of a teleport attack squad and got a good deal of mileage out of them.
Paladins are only as dangerous as their mode of transport is effective. Walking their way to you from a wrecked Landraider makes them as easy to avoid as any other walking unit, and deepstriking right on top of you means they wont be quite as effective after the inevitable round of weathering your whole army's shooting phase. Paladins didn't last very long in our games without an apothecary.
I would like to know what anybody else's experiences have been; it looks like 1 out of every 3 armies I will be fighting in the near future will be Grey Knights, so any input on this army would be useful.
Nothing Grey Knights do makes me want to dust off my plasma guns; I would rather see my opponent take whole models from his Paladin Squads (when he has them), and I never ended up wishing I had them against the rest of his army.
I brought a predator annihilator to several of these games, and always had something that was worth shooting at.
Vindicators either get blasted off of the table or your opponent's army does. For 115 points it's just too useful, whether it gets blown up or not.
Khorne Berserkers, Grey Hunters, and Noise Marines can give PA Grey Knights a bad day, even if they're armed with halberds; the PA Grey Knights just don't have enough attacks to take assaults from these units. The Grey Knight's attacks might all be power weapons, but they are quite manageable if you can rob them of their charge bonus.
Purifier squads are a nightmare. My opponent started using these instead of a teleport attack squad and got a good deal of mileage out of them.
Paladins are only as dangerous as their mode of transport is effective. Walking their way to you from a wrecked Landraider makes them as easy to avoid as any other walking unit, and deepstriking right on top of you means they wont be quite as effective after the inevitable round of weathering your whole army's shooting phase. Paladins didn't last very long in our games without an apothecary.
I would like to know what anybody else's experiences have been; it looks like 1 out of every 3 armies I will be fighting in the near future will be Grey Knights, so any input on this army would be useful.