Talk:Codex - Grey Knights Angry Witcher Edition
Contents
- 1 Reasons for changes
- 1.1 Malefic Powers
- 1.2 Nemesis Greatsword
- 1.3 Lance Halberds
- 1.4 Lascannon
- 1.5 Melta is... NOT... Melta?
- 1.6 Personal Teleporter
- 1.7 Less force
- 1.8 Dreadnought w. gate of infinity
- 1.9 Psychic Vehilces
- 1.10 Interceptor Squad
- 1.11 Purgation Squad
- 1.12 Nemesis Dreadknight
- 1.13 Land Raiders
- 1.14 Nemesis Dread Champion
- 2 Opinions
- 3 Q&A
- 4 Test games
Reasons for changes[edit]
Malefic Powers[edit]
The previous dex had daemon hosts. I see no reason why the inquisition would have any qualms with using daemons.
Nemesis Greatsword[edit]
"Nemesis Greatsword is just a daemonhammer with master crafted" - One of my buddies. It served no purpose and had no downside.
Lance Halberds[edit]
This is done to increase the amount of anti AV 13+.
Lascannon[edit]
Every army should have an anti AV 14 weapon. I will go into more detail as to why in the Chaos Space Marines page. No tests have been made.
Melta is... NOT... Melta?[edit]
Melta is far too powerful in current 40k. It goes through every vehicles with ease, no matter the armour value. No tests have been made.
So Melta isn´t melta but plasma is?[edit]
Termie armour is described as perhaps being made from a sketch of a suit of armour designed to enter a plasma generator. Plasma is extremely strong against termies. These two things made no sense. Melta was given back to allow plasma to still be effective against vehicles, even if it lost some of it´s ability to blow stuff up. No tests have been made.
Personal Teleporter[edit]
The warp should be unreliable. No race should be able to use the warp with such effeciency as to just make a 30" move with no reprocussions.
Less force[edit]
Grey knights could not be bad against monstrous creatures. Now it is at least possible to engage a unit without force. While you might think they should have the best weaponry, you better stop the game while it´s fun. Building an army is not fun when you know you are facing grey knights, you simply cannot bring monsters since they just get cut to ribbons.
Dreadnought w. gate of infinity[edit]
The old power did nothing. This should allow ye old dreads to have mobility more like the rest of the army.
Psychic Vehilces[edit]
I really liked the old rules that showed that even the pilots had psychic powers. To avoid having to increase points too much I made them not generate dice themselves. It also forces you to choose between where to spend your dice.
Interceptor Squad[edit]
AP 4/5 + no force. The army could not be bad against 3+ saves. No way ever could a 3+ armour save help you in any considerable way against Grey Knights, exception being the dreadknights weapons.
Purgation Squad[edit]
The old psychic power was far cooler than just having Hammerhand and night vision.
Nemesis Dreadknight[edit]
Dreadknights are anti greater daemons. By reducing their number of wounds and their toughness they become worse against horde units and massed fire, by increasing their invulnerable save they keep their strength against monstrous creatures.
Land Raiders[edit]
Raiders are a little weak. A raider should not have to hug cover, it should just be rolling forward, theoretically this should give it more of a raider field. Another thing is that it made no sense to put shields on termies but not on raiders. No tests have been made.
Nemesis Dread Champion[edit]
Just allows you to play with the old dreadknight.
Opinions[edit]
Title of opinion[edit]
Explanation of opinion.
Storm bolters[edit]
- During a test game with orks vs Grey knight, striker marines killed ork bikers way too easy, the storm bolters felt way to effective for the point cost, consider changing it to salvo 2/3?
- Work on this project has been cancelled. You are welcome to change anything in this page, but it is no longer being supported by the Ravenous Eye Wargames and the Angry Pirate.
I am sorry that this was not made clear previously, I am also sorry if it caused you grief in one or more of your games playing with an unbalanced and unfinished codex.
Although I do not endorse the following codex and I am not its editor it shares some of the same goals as the angry codicies: https://1d4chan.org/wiki/Codex:_Grey_Knight_rework Angry Pirate (talk) 23:45, 25 December 2015 (UTC)
Q&A[edit]
Q:[edit]
- Write Question here.
- Hello, I have a question about the Terminator Special Rule. It says "Toughness + 1 for the wearer", but all the modèles have a toughness 4, not 5. Is it normal ?
- Yes, I believe that is how it was done in 7th edition. When a unit had a piece of equipment that gave them a permanent stat buff you included that in their profile. Bikes were T5 and bikes said you got +1 T, so you only add +1 T to units that buy it as an option like a Captain for example. Angry Pirate (talk) 08:17, 14 October 2018 (UTC)
- Thanks for your fast response. So why the "Brother Captain", "Grand Master", "Librarian" and "Lord Draigo" have not the toughness buff in the datasheet ? And a second question : the brotherhood champion and castellan have a 2+ save, but haven't the terminator armor in their wargear. Thanks for your time
- Those were just errors, you can fix things like these yourself if you want, I'm sadly not working on this project any longer due to the change from 7th edition to 8th edition so I'll only fix these things when prompted.
- Those are armed with artificer armour. I chose not to include the type of armour a model is wearing in my codices unless it granted other special rules, there's no reason to have a bunch of entries saying what save different models get when they already have it in their profile.