Archive for the ‘Grey Knights’ Category

More Grey Knight Rumors!

Well I was on warseer today and I almost lost all control! If these are true I will be a very happy camper.

The list and comments of rumors are located here.

Disclaimer: Please remember these are PT notes. These may not be in the final codex.

Release items:

Codex: there is much less focus on Inquisition aspects, and no SoB. No Allies. A GK army.

Boxes:
Storm Raven. obvious choice. Options for BA, GK and ???

TA knights: 5 pack, Paladin upgrades, squad upgrades. Psycannon, NFW, SSTH, banner?

PA knights: 10 pack, justicar upgrades, squad upgrades, extra bits. NFW, psycannon, incinerator, banner?

walker: There have been some rumors of a GK driven walker. I have not personally seen this in any incarnation. However, there is a boxed walker of some type. I suspect this is a dreadnaught box set that will also have bits for BA.

Tank: I have not seen mention of a GK troop transport. Rhino based with psycannon options has been in some PT. I list this as possible, but unlikely, 4 box sets of this size are about par for a release, 5 would be a surprise.

Blisters:
New Stern

New Chaplain?

Justicar upgrade character

Paladin upgrade character

Inquisition character

2 other blisters unknown contents

Other:
Later release of GK themed terrain set? Concepts are out and some “preview” shots are floating around if you hunt. Nothing more I can say on this.

Rule bits:

these are very subject to revision, but not for much longer, to hit a Jan/Mar window codex needs to be tied up and sent to printers soon:

NFW lose the changing abilities based on rank of user. standardized to PA NFW is PW with special abilities vs Daemons, TA NFW is FW with same.

Some interesting Psychic abilities. just about all squads have psychic options. Heavy on they disabling side. Enemy psychers beware.

Not a lot of Mech. But quick to deploy.

Corrected Psycannon profile (updated 8-12-2010):
24″ A3 AP3 S6, no invul saves, pinning test for units or models with psykers.
or 36″ H1 AP4 S5 5″ blast, no invul saves, no cover saves. (does not cause psyker pinning)

(updated 8-12-2010): Incinerator, no profile changes noted: S5 AP4 A1 template, no invul or cover saves.

(updated 8-12-2010): GK Annointed Armor: All GKs (TA, PA, AA, etc.) wear ornate armor which has been blessed and annointed to provide additional protection both physically and spiritually. Any GK may always Re-roll any failed armor, invul, or cover saves.

Army wide. Daemonic Infestation makes summoned demons less instable?

No allies from/to other Codii. new fodder units in codex. not same as guard units.

New options for Dreadnaughts including libby. psycannon arm. Purge weapon…large pie plate, special abilities include forcing instability test for daemons, including DoC armies, pinning in other armies.

Added 8-3-2010:
The basic GK marine profile looks very similar to a SM sergeant.

The box sets should all be plastic.

I’ve seen other people posting rumors of a penitent engine style walker, with a PAGK driver…I have absolutely no confirmation of such a beast. However, if GW wanted to avoid the cries of “GK dont have Dreads, it isnt fluffy” that could be a way…

While External Allies rules are gone by all accounts, it does not mean allies in the codex are gone. Inquisition forces ARE present, just not as dominant. And you will recognize others.

A conversation earlier centered around an ability named “Out the Heretic” which could be used against non-daemon forces causing one unit to “count as” daemons.

Some models “may” be on display at GDUK.

Added 8-3-2010:
I’ve seen “other” sites reporting I said nfw gave wound daemons on 2+. I never said that. Not sure where that is coming from.

From what I know right now nfw will be +2S across the board as now, but pagks will all count as pw, and tagks will all count as fw. Then on top of that, all nfw gain additional capabilities vs daemons. Plus unit leaders may have master crafted nfw…not sure if it’s upgrade or standard.

Added 8-9-2010:
GK 2000pt AL from PT:

HQ
GM w Retinue
Named character

Elite
5-man TAGK squad + 2 spec weapons
Dread – unknown configuration

Troop
2x 5-man PAGK squad + 1 spec weapon + razorback
10-man ????? squad + chimera

Fast
Storm Raven

No Heavies

Added 8-9-2010:
The PT list posted was played against 2k of Orks including nobs, mek with kff, lots of boys in trukks, a BW and dread mob. It was C&C with DoW.

GKs held most in reserve.
PAGKS in RB came in turn 2 and moved to boys flank. 1 squad got tarpitted with boys, the other fought thru boys to take objective 1.
unknown unit had HQ attached, spent game trading shots with dread mob until TAGKS arrived to help.
TAGKs TP in turn 4 and later assaulted Dread mob. 4 standing at end of game.
The SR took out one trukk turn 3 and the bw turn 5. Dread and HQ w retinue arrived in it and assaulted Nob mob. wiping it out in 1 round. then started after other boys.

It was reported as a pretty one sided battle. GKs nearly unassailable. GK win with 1 objective and second contested in turn 6. supposedly orks were close to 4:1 outnumbering GKs

Added 8-10-2010:
Interesting bit here. Got to see some layout work on the new codex. I’ll confirm the rumors of a fleshed out chapter org chart, but it’s not your typical SM structure of 10 companies of 100 marines for sure.

Grey Knight Terminator Bases Completed!

Here are the finished products of the bases which I was working on. While I am showing off their new bases, I figured I would also take a bunch of pictures of a few of my Grey Knights because I have not taken many pictures of them. I hope you all enjoy this sampling of terminators and now I am off to work on the grey knights in power armor bases! Only 60 more to go! Oh shoot… I also have dreadnoughts too. Damn!

Grey Knight Helmet Tutorial

I came across this a long time ago and when I was cleaning out my computer, I figured it would be an awesome idea to share it with all of you for some future conversion projects! Too bad I have enough grey knight terminators to last me a life time…

Proposed Grey Knight Cover art

I came across this beautiful piece while forum browsing. If this truly is the cover art for the Grey Knight codex then I will be one happy camper because it is one cool piece not to mention that it confirms the imminent release of a Grey Knight codex. I hope you all enjoy this as much as I do.

Making Grey Knights viable

I have played Grey Knights every since they released their codex back in 2001 under third edition and I have always loved their style of play, the models, the fluff, and their performance on the table top. However going through two complete changes of editions to the rules, the codex simply can’t complete give the prevalence of armor and hardcore units that now exist. Mind you I still have excellent games and when they do pull off a victory it is something to brag about for several weeks, but I should not have to fear for my life depending on what army is being played across from when, because I have such an outdated codex.

Thankfully the interwebs have been full of rumors and speculations of Grey knight and how they will be released soon and with new models (not like I need any more) and it got me thinking, what do Grey Knights need to become competitive?

My first observation is that even against daemons and chaos, they are awful. They can be easily overwhelmed and with the massive amounts of rending, power weapons, and monstrous creatures their just isn’t enough to put the list down effectively. Against chaos marines, everyone has a 3+ save of better…. so since every weapon in the grey knight codex has an AP higher then 3+ they always get a gave… not cool.

Secondly, Grey knights are the best of the best and yet they die like normal marines. Thirdly, everyone is supposed to be a psyker and only hq choices can take psychic powers, only which one or two is decent. Finally they get out assaulted all of the time, because dedicated assault units go faster, hit harder, and generally have more survivability then my poor grey knights and they die over and over. Its quite sad really.

So with all of this being stated and more just general stat and fluff complaints, I have compiled a list of needed improvements or options for grey knights which would make them worth while against all armies.

Overall: Army special rules, Fearless, Teleport (everyone has the option of deepstrike), Daemonbane (ignore eternal warrior on chaos/daemon models), Counter Attack, 4+ save against psychic powers, Shrouding (when targeting grey knights, treat it as night fight)

Psycannons should either be upgraded to rending or ap3 and kept at 20 points. Grey Knights need guns which can punch through armor. I am a big fan of the dual move or stay still options of these guns.

Incinerators should be upgraded to rending or wound anything on a 3+. Make it poisonous and it will be an amazing flamer again.

Nemesis Force Weapons
Grand Master – +2 to strength, Force weapon which ignores eternal warrior, can be used multiple times in combat
Brother Captain – +2 to strength, Force weapon which ignores eternal warrior
Librarian – +2 to strength, Force weapon regular
Chaplain – +2 to Strength, power weapon
Terminators – +2 to Strength, power weapon
Justicar – +2 to strength, power weapon
Grey Knights – +2 to strength

HQ

Grandmaster

HE should be hands down the best marine type character in the game, so his stats should reflect that. WS 7 BS 5 S5 T5 I6 A4 LD10 Sv 2+/4+ He should have eternal warrior and have feel no pain. He should remain 0-1 because of his rarity. Wargear wise, a nemesis force weapon and storm bolter as standard they force weapon should be able to cause instant death to anyone ignoring eternal warrior and it would be nice if each wound causes a check- similar to typhus. They should have access to other wargear, such as a psycannon, incinerator, working daemon, and a storm shield along with anti-daemon options, but going overboard isn’t needed here. Psychic power wise, hammerhand and would be useful as it would be double strength making it s10 which would solve armor killing somewhat. As far as other psychic powers, I’d rather see them used elsewhere… Finally he should be expensive because he is nasty.

Grey Knight Chaplain

In all of the Grey Knight Fluff, their are chaplains. So why not put them into the codex? Give them stat boosts over the marine versions and when they lead a squad, besides re-rolling misses on the charge, give them another ability such as feel no pain. He should have options for terminator armor and come with a nemesis force weapon, which doesn’t cause instant death.

Grey Knight Librarian

This is where psychic powers should be focused. The librarian, along with a stat change, should have access to all sorts of psychic powers and be akin to mephiston in being able to cast multiple powers to boost his stats and make him one of the best psykers in the game. Some powers that come to mind are the old fear the darkness, living lighting, blood lance etc etc

Grey knight Apothecary Character

This could be a good way of adding feel no pain/furious charge into your squads, but its not overly needed.

Insert a few special characters and there are your hq selections. I wouldn’t mind a character who make terminators troop choices or even just one squad a troop choice similar to ork warbosses. Just so you can represent a very elite daemon killing party.

Elites

Grey Knight Dreds should be elite choices. They should have access to drop pods and they should have a ton of options to choose from. I wouldn’t mind seeing all the drednought choices mixed together for some converting and optimization greatness here. Ironclad weapons on a lascannon toting dreadnought… could be sweet.

Librarian/Chaplain Drednoughts… could be interesting but not really needed.

Terminators

This is the unit which makes grey knights amazing, so they should still be amazing in the new codex. The only thing I would like to see is improved toughness (5), weaponskill (6), and if it is not overkill improved initiative (5). Now a little bit of wish listing here but maybe a feel no pain character upgrade here, or a set of rule similar to the imperial guard psyker battle squad where depending on the number of terminators in the squad they drop leadership by X or a large blast strength X attack. Finally I would like to see a veil of darkness kind of rule where they can teleport across the battle where they are needed to counter the most serious of threats. Psycannon and incinerator options stay at 2 in a squad, but an assault 1 multi-melta type weapon for popping tanks would be great.

Assassins

They still belong, so keep them! Just make them cheaper

Inquisitors

Now I hate inquisitors as they are now, but I have no idea how to improve them… I wouldn’t mind seeing them dropped completely. But if they are kept, the Inquisitor should be able to kill a marine in combat and not be a sissy and die when breathed on.

Troops

Grey Knights

Grey Knights as a troop choice are still an awesome unit, however they need some improvements to bring them in line. Foremost… drop true grit and give them one more base attack. Drop the points to 18-20 and they would be great just like that. But since this is what I would like to see done I wouldn’t mind a higher initiative (5) or maybe artificer armor. A 5+ invulnerable save across the board would be nice. A anti-tank special weapon which is assault oriented would be awesome. I think the justicar should have a special rule similar to psyker battle squads but make it a range 36in assault 1 strength x ap 2 shot where x is the number of knights left in the squad. This could prove as a useful anti-tank device.

Inquisitorial Stormtroopers

They can provide some rhinos and cheap scoring units to offset everything being so expensive. However I would not mind them having options of a Valkyrie or a Vendetta!

Fast Attack: These options need to solve the mobility issue which Grey Knights definitely have

Storm Raven

In there fluff they fly around in them, so why not have them in the game?

Grey Knight Jet Bikes

All the awesomeness of Grey knights… on jet bikes. Limit the squad size to 6, twin linked storm bolters with the option of mounting psycannons and this squad is in business.

Teleporting Grey Knights

Same rules as regular grey knights, but with a veil of darkness kind of rule

Heavy Support

Dreadnoughts could be located here in addition to elite choices

Land raiders

I would like the rules to be brought to the same standard as regular marine raiders but with psycannon and incinerator weapon options. Possibly a blessed rule which allows either a cover save to always be made or a re-roll on the damage chart. Either way they should be more survivable.

Purgation squads

Just like the regular grey knights, but with more weapons. An anti-tank weapon would be amazing right here

So these are most of my thoughts… I hope I didn’t go too overboard with the rules adjustments. I honestly think they grey knights would really benefit from having more awesome rules and staying as an elitist elite army. It should definitely be set up where quality is much better then quantity. So I guess we will wait and see what comes around…

Grey Knight Forgeworld Drednought

So in an effort to further expand my Grey Knights army, here is the latest addition to that army. I love this torso and it is nice to see it finally mounted on a pair of dreadnought legs!

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Grey Knight Land raider Crusader

So after playing my Grey Knights more and more recently, I have discovered that I really need to get a land raider or two in this army. So I figured it was time to go all out and customize a old crusader into a Grey Knight one! I ordered the Grey Knight tank commander off of forge world, because he looks so awesome and I plan on making some Grey Knight iconography out of plastic card (think swords and inquisition symbols) to attach to the doors and make it look awesome. This will hopefully be a pretty simple project that I can start once I order some plastic hurricane bolters off of ebay!

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Grey Knight Grand Master Conversions

Before I show off all of the painted models that I own which are Grey Knights, I figure I will show off a pair of commanders that I made with pretty simple conversions. Enjoy!

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