Grey Knights Ein guter Tag für unsere Jungs

Und schon landen wir beim genau so ungerechtfertigtem Balancing..................

Jeder hat das gleiche zu allen Anteilen = sehr gerecht und Ausgeglichen
Jeder hat was anderes = rumgepläre von anderen der jeweils andere wäre besser drann......
Es geht mir nicht ums Balancing. Sondern nur um die Sinnigkeit.
Annhilator,Redeemer und Crusader stehen auch allen Orden zur Verfügung.
Die STK eines Fahrzeugs einfach nicht rauszurücken (wollen und können) macht keinen Sinn.
Wenn das Modell nicht so hässlich wäre, würden auch genug Leute einfach schnell nach BA regeln spielen, wenn sie Lust dazu haben das Ding zu benutzen. Da man mit codextreuen Marines umgekehrt fast jede Einheit 1:1 einsetzen kann ohne auch nur eine Regel zu beugen.
 
Selbst wenn GW den Stormraven für alle Freischaltet will ich das Ding gar nicht haben. Da kriegt man echt Augenkrebs bei der Karre. Das können die behalten.

Und ich bin auch dafür das jeder Orden seine eigenen Spielzeuge hat. Und falls Leute damit nicht klar kommen, gibt ja immer noch "count-as" wenn man etwas unbedingt mal benutzen will!

Wird es aber nicht geben. Das ganze hat nunmal marktwirtschaftliche Hintergründe. Dabei macht es nunmal mehr Sinn, ein Modell zu erstellen, dass viele Leute nutzen können statt viele die nur wenige nutzen.

Und so lange es das Ziel ist Geld zu verdienen wird es immer wieder der Fall sein, dass schon Vorhandenes weiter benutzt wird und Besonderheiten die Ausnahme bleiben.

Gruss
 
Nunja, wenn ihr sagt das ihr den Stormraven nicht nutzen wollt dann lasst ihr es halt, deR Land Raider ist im Grunde nur etwas Langsamer hat dafür andere Vorteile, niemandi st dazu gezwungen ihn einzusetzen.

Grade unter Fluffspielern die, ja eher aus Fluff spielen und nicht weil sie unbedingt gewinnen wollen, werden doch eher nen Land Raider einsetzen da dies mit einem gespielt geweihten Rumpf einfach deutlich Geiler aussieht und sich besser ausspielen lässt als wenn man versucht den Gestuzten Raben über das Feld zu bewegen.

Ich werde mir bei Zeiten in meinem GW den Stormraven mal ansehen und dann für mich entscheiden ob ihc ihn einsetzen will für meine Grey Knights oder nicht. Dann werde ich die Einheiten einsetzen die mir im Codex gefallen und das wars!
 
Wenn ich nochmal das Wort "Fluff" lese muss ich mich übergeben......

Zum Thema:

Ich bin wirklich sehr auf den neuen Codex gespannt. Ich hoffe zwar nach wie vor, dass die GK Armee weiterhin nur aus wenigen Modellen bestehen wird, aber auf mehr Zugriff aufs Fahrzeugarsenal würd ich mich freuen.
Und sollte das Gerücht mit dem Stormraven stimmen wird er das erste sein, was ich mir zulegen werde 😛
 
Hab was gefunden.
http://www.40kings.de/?p=2604

Hier erstmal eine Zusammenfassung. Hoffe es gibt diese Zusammenfassung bald auf deutsch. 😛

Weiter unten dann die Psi-Kräfte. Quelle: BolS undWarseer

Grand Master rumoured to pick D3 units during deployment and giving them a special rule:
Makes them scoring (kinda neat for dread and or elite paladins)
Makes them re roll 1s to wound all game
Makes them have counter attack USR.
Makes them Scout
All these units are affected by the one choice.
Terminators equipped with frag and krack grenades.
Summary
Here is a summary posted via Jared Van Kell on Libarium-Online
Released on April 9th with 3 new plastic kits. Power armoured Grey Knights, Grey Knight Terminators and the Dreadknight.
Special Rules
As it stands the Grey Knights lose Fearless and instead gain And They Shall Know No Fear and Combat Squads.
Each Grey Knight Squad will count as a psyker for the purpose of any special rules other armies might have. All units shall act in a similar manner to the Psyker Battle Squad in the Imperial Guard army list.
Any unit that wishes to deep strike may not do so within 6″ of a Grey Knight squad.
Incinerators are reportedly template weapons with S5, AP4 and rending. Reportedly ignores cover and invulnerable saves.
Psy-cannons are reportedly S7, AP4 with rending with different profiles for moving or staying still. Reportedly still ignores invulnerable saves.
Special Characters
Brother Captain Stern
Brother Captain Stern has stats equal to that of a Grey Knight Grand Master. He is equipped with a Storm Shield and a Nememis Forceweapon that inflicts Instant Death whilst he himself has Eternal Warrior.
He is allowed a Grey Knight Command Squad.
Rules wise he is said to lower the points cost of Grey Knight Terminators but this has yet to be clarified.
Torquemada Coteaz
Inquisitor Lord special character. Eqquiped with an Annointed Daemonhammer, Artificer Armour, Icon of the Just and Psyber Eagle.
Rules are pretty much as they are now except that he makes all Inquisitorial Henchmen troops instead of Elites.
HQ
Grey Knight Grand Master
Stats as they are now.
Is able to confer special abilities on D3 units per army which include master crafted weapons, digital weapons and a Grey Knight version of the wolf standard.
Can use two psychic powers a turn and can take a command squad. Has access to various eqquipment including digital weapons, daemon hammer, a sword that increases his strength by +2, a halberd that increases his initiative by +2 as well as psy-cannon or incinerator.
Grey Knight Command Squad
Has a wide variety of options including one member being upgraded to an Apothacary conferring Feel no Pain and one member taking a Chapter Banner.
Inquisitor Lord
Has access to a wide variety of wargear and psychic powers.
Rumoured possibility of allowing one unit of Inquisitorial Henchmen as troops but this has yet to be verified.
Elites
Inquisitorial Henchmen
Wide variety of types to choose from.
Crusaders – Eqquiped with powerweapon and storm shield.
Death Cult Assasins – High initiative and power weapon attacks.
Arco-flaggelants – Powerweapon attacks. Subject to Rage, Fleet, Fearless and Feel no Pain. Cannot be mounted in a transport.
Priests – Unknown what these do yet. Believed to possibly confer Fearless and Rage but this is still debated. Can take a plasma gun.
Inquisitorial Stormtroopers – BS 3, eqquiped with carapace armour but only have normal las-guns, frag and krak grenades. Can be given plasma guns, meltaguns, grenade launchers and flamers.
Acolytes – Can be given a wide variety of eqquipment very cheaply including storm bolters and combi-weapons.
Psyber skulls/Familiars – Unknown what these do yet.
Mystics – Act as teleport beacons for deep striking units.
Medics – Confer Feel no Pain.
Daemonhosts – Unknown what these do yet.
Servitors – Normally have powerfists but these can be exchanged for heavy bolters, multi-meltas and plasma guns.
Can have access to a Chimeras and Rhinos as transport.
Paladin Terminators
More elite versions of their normal terminator brethren with an attack and can take two special wepaons for every five members in the sqaud. Led by a Brother Captain.
Have access to a wide variety of psychic powers and can take a Land Raider as a dedicated transport.
Dreadknight
A Grey Knight mounted in a large exo-skeleton. Is a monstrous creature equipped with a Dreadnought Close combat weapons and a Gatling Psy-cannon that has reportedly twelve S5 AP4 rending shots at turn.
Believed to have toughness 6, 4 wounds and a 2+ save.
Is able to deep strike and is rumoured to be upgraded to include a jump pack whilst another rumour has it able to take a psychic power that allows it to teleport.
Assassin Kill Team
All Assassins are 1-3 per elites slot. They keep their current profile and all have a 4+ invulnerable save as well as Infiltrate, Move Through Cover and Stealth.
Vindicare has access to specialist ammunition in every turn of the game and can pick out which model is hit. Is great at taking out vehicles, characters, squad leaders and special/heavy weapon bearers. Ammo types are Hellfire (Auto-wound on a 2+), Turbo-pentrator (4D6 + Rending) and Shield Breaker (Any model wounded but not killed gets no benefit from invulnerable saves and looses their invulnerable save for the rest of the game if not killed)
Eversor is still the killing machine that is subject to Rage and Fleet with powerweapon attacks that automatically wound on a 4+ irrespective of toughness. Bio-meltdown rule is now reportedly a large template.
Culexus is extremely useful for killing psykers and daemons. The range of his aura is reportedly increased to 18” and his Animus Speculum has a number of shots equal the number of psykers in both armies within 12”.
Calidus is able to deploy in the same way as a lictor and can do D6 AP2 shots to a unit on the turn she appears before firing her neural shredder which is an AP3 template attack. Can force reportedly force D3 units to redeploy with the Word in Your Ear special rule.
Troops
Grey Knight Terminators
Can be eqquiped with either nemesis forceweapons and storm bolters or thunderhammers and storm shields. Can take a wide variety of pychic powers.
Reported to have two wounds each a can take one special weapon for every five terminators in the squad. May deploy by Deep Strike.
Grey Knights
Power armoured Grey Knights equipped with Nemesis Forceweapons and Storm Bolters. May take an Incinerator or Psy-cannon for every five models in the squad. Rumoured to have access to several psychic powers including one that allows them to teleport similar to the Spacemarine psychic power Gate of Infinity.
May take a Rhino as a dedicated transport.
Fast Attack
Penitent Engines
As yet it is not confirmed if Grey Knights are getting access to Penitent Engines but some rumours state that they are.
Interceptor Squad
Grey Knight Squad that is able to deep strike and has the Spacemarine psychic power Gate of Infinity allowing them to re-deploy quickly.
Heavy Support
Stormraven Gunship
As per the Blood Angels Codex. One of the few heavy weapons platforms in the army. Is immune to crew shaken and crew stunned.
Purgutation Squad
May take up to four psy-cannons or incinerators. Have access to a wide variety of psychic powers.
Special Character can reportedly make them troops.
Land Raider
As per Codex Spacemarines but is immune to crew shaken and crew stunned.
Land Raider Crusader
As per Codex Spacemarines but is immune to crew shaken and crew stunned.
Land Raider Redeemer
As per Codex Spacemarines but is immune to crew shaken and crew stunned.
Grey Knight Dreadnought
Is believed to be a psyker as with the Librarian Dreadnoughts of the Blood Angels so can be eqquiped with a Nemesis Forceweapon instead of a Dreadnought close combat weapon.
Can use one psychic power a turn and is immune to crew shaken and crew stunned.
Can take a wide variety of weapon types including twin-linked las-cannons, psy-cannons, plasma cannons and missile launchers. Is one of the few heavy weapon units in the army.
No Drop Pods
But GK strike squads are supposed to be able to take personal teleporters. This makes them jump infantry. And once per game it is rumored to allow them to make a 30″ move, just move… not a on table deep strike. they Can shoot when they do this, but not charge.
Paladins: 2 wounded terminators (they can have an apothecary in the squad)
Purifiers: Grey Knights that have a lot of anti horde options, they are the ones with the power that will do a wound on every engaged enemy model in cc on 4+.
Terminators equipped with frag and krak grenades.
Psychic Powers
Hammer Hand: +1 strength in Close Combat
Warp Quake: Any deepstriking unit that lands within 12″ suffers automatic mishap.
Holocaust: S5 AP – Large Blast 12″
Quicksilver: Unit becomes Initiative 10
Warp-Rift: Template that auto removes models from play
The Summoning: A single friendly unit that is anywhere on the table is placed within 6″ of the librarian and counts as deepstriking.
Smite: As C:SM
Might of Titan: Beginning of librarians assault phase. Unit within 6″ gains +1 str and extra D6 armour pen vs vehicles. Bonus is cumulative with hammerhand.
The Shrouding: Opponents shooting phase. All units within 6″ gain stealth (minimum 5+ cover in the open).
Mind Blades: Start of any assault phase. One enemy unit within 6″ loses 1 toughness for the rest of the assault phase.
Vortex of Doom: As C:SM
Sanctury: Enemy assault phase. Enemy units wishing to assault any Grey Knight within 12″ of librarian must make a difficult AND dangerous terrain test.
Psychic Communion (Grandmaster and Captain only): Take a psychic test. If passed, you may modify any reserve rolls by + or -1.
Heroic Sacrafice (Champion only): During any assault phase and when the “chaplain” dies. If the psychic test is passed, make one attack against any one model that is in base to base with the champion. If the attack hits, the model is removed as a casualty with no saves. If it misses, there is no effect.
Cleansing Flame (Purifiers only): Start of any assault phase. All enemy models that are part of the same assault suffer a wound on a 4+ before any blows are struck with saving throws allowed. Casualties count towards combat resolution.
Astral Aim (Purgation Squad only): Shooting Phase. Unit and attached characters may fire at any unit in range and regardless of line of sight. Target automatically gets a 4+ cover save that cannot be modified.
Reconstruction (techmarines only): Beginning of techmarine’s movement. Re-roll any repair roll.
Fortitude (Vehicle only): At the start of Grey Knight player’s turn, removes any shaken or stunned results.
Zone of Banishment(Captain Stern only): During Stern’s assault phase. All models (friend and foe, but NOT stern) within 6″ make a strength test or are removed from play. Demons must re-roll successful tes
 
was, wie, wo ? wieso "zweitarmee" ? ich glaub die meisten arbeiten schon
an der 3ten bis 4ten amree :-D



"Dreadknight

A Grey Knight mounted in a large exo-skeleton. Is a monstrous creature equipped with a Dreadnought Close combat weapons and a Gatling Psy-cannon that has reportedly twelve S5 AP4 rending shots at turn.
Believed to have toughness 6, 4 wounds and a 2+ save.
Is able to deep strike and is rumoured to be upgraded to include a jump pack whilst another rumour has it able to take a psychic power that allows it to teleport."

also auf diese Mini bin ich ja mal gespannt.. klingt irgendwie nach
dem Läuterer der Hexenjäger nur mit mehr "Ammo" :lol:
 
Ja, ich werde zumindest für Armies on Parade mit Grey Knights anfangen. Freue mich schon sehr auf die.
Was den stormraven angeht... Der sieht gar nicht so schlecht aus. Hab ihn schon öfters im GW Store gesehen. Und die bilder werden dem Modell nicht gerecht. Ob man ihn einsetzen sollte ist da schon eher die Frage, weil der ähnlich Teuer wie der Land Raider ist und jeder Imperiale Spieler mit Hydras sich sehr über Sormravens freuen wird.
Und bei allem anderen muss man halt schauen, wenn der Codex rauskommt.
Ich bin auf jeden fall sehr gespannt...