Well I played my first game against the new code this week, using my Lysander Drops In list - and all my fears were realised. Because of the unholy power of Interceptor squads with scout, my deployed forces were tabled in ten one before I even got a go! We shook hands and restarted the same game, this time I was forced to put my Devastators in reserve so that they could not be alpha-struck.
Jesus Christ how are you supposed to play with a deep strike army when confronted with Warp Quake? If you have not encountered this perverted rule, it causes all units to mishap if they deep strike within 12" of a Grey Knight Strike or Interceptor squad. I've just spent $100 on drop pods, are they useless in the metagame now? What kind of rules designer creates a rule that completely hoses a common play style that is not even very competitive? Don't they know that Daemons have no option but to deep strike? Does anyone in GW actually care for the quality of this game? It's an obviously crap rule.
Well we played out second game, but as my list has no vehicles it was nigh impossible for me to get into the midfield where the objectives were. I rely on deep striking and infiltration to get my scoring units onto objectives, and this was taken away from me (servo skulls prevented infiltration). I fought a valiant battle and with a lot of luck (two deep strike mishaps luckily came back next turn) nearly managed to draw... but just couldn't shift the knights off the objectives. Being forced to move my Devastators on from reserve means they they can't shoot until turn 3 minimum.
The new codex is obviously overpowered in the following areas. I don't know how many can be fixed in FAQ:
- Warp Quake SUX. Worst. Rule. Ever. If it has to stay, make it 6".
- Scout on Interceptor squads let's them make a 30" move in deployment, then assault immediately. Easy to fix in FAQ.
- Vindicare assassin is waaay overpowered against vehicles. Drop a d6 at least.
- Psyfleman Dreads are waaay overpowers for their cost. The jump from Strength 7 to 8 is a gulf.
- The Cleansing Flame power of purifiers is bullshit for Ork (and maybe Nid) armies. It should only affect models in base contact.
- Coteaz unlocks the door for stupidly powerful all henchmen armies rocking 22 Chimeras or a bunch of overpowered stuff. Haven't played against it but on paper it looks horrendously cheap.
Let's look at the advantages of the simple Grey Knight Stike Squad member over a vanilla Tactical Marine:
Storm Bolter: can shoot twice and move up to 24"; can still assault after shooting twice at 12".
Special Weapons: can take a special weapon in a five man squad; can take two of the same special weapon, allowing the squad to focus on it's role.
Psycannons: a +1 Strength Assault Cannon but don't stop there - also let them fire 2 shots even when it moves!
Incinerators: a Strength 6 heavy flamer - could be useful!
Power Weapon: ignore armour in close combat.
Force Weapon can instant-kill multi wound opponents on a successful psychic test.
Hammerhand: +1 Strength on a successful psychic test.
Warp Quake: any unit that deep strikes within 12" automatically mishaps.
(I didn't mention PsyBolt ammo because I'm not sure that it is worth the cost - so I'll leave it out of my ranting)
What about the disadvantages?
No Melta: can't take it.
More Expensive: an extra 4 points per model.
So you can see that the... Sorry, did you just say 4 points more per model? For all that? Get out of here... really? Oh No.
Games Workshop have done it this time. Whilst Codex: Space Wolves laid a fresh dog turd on the cover of the Vanilla codex, this abomination had smeared the turd across every (badly bound) page. Grey Knights are broken - there I said it and you can quote me :)
What I am really disappointed with is the blow this codex has dealt to the non-comped tournament scene. I suspect that well built Grey Knights lists are going to rise straight to the top of the pack - and they absolutely slaughter other MEQ armies. Along with a massive influx of Grey Knights, you are going to see more IG than ever before, which is going to be boring. I would have to think twice from this point on before attending a non-comped tournament because I seriously fear this codex. (Note that I'm talking about peer or panel comp which is what we use in Australia, not the crappy rules-based comp that Americans always seem to use.)
So what are my options here for my marine army? Well I have to admit I have started looking at more recent codices for a leg up. The Blood Angels don't really suit the nature of the Crimson Fists (hell that Feel No Pain rubbish doesn't even suit the Blood Angels!) but the Space Wolves are a much tighter fit, and suit my image of a normal marine very well. Acute Senses is natural for a superman, and Counter Attack really suits the defensive nature of Tactical Marines. Looks like I might need to buy me a new codex. Now to convert me some Troll-riding Crimson Fists... only joking!
PS: I've seen a lot of people claiming that Paladins are not broken. They are right! Paladins are not broken. Stop bringing that up as an example of why complaints about the Grey Knight's codex are unfounded! They also point out that Grey Knight Strike Squads only have one attack. We know! Assault is not the problem!