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==Why Play Grey Knights== It's a Codex by the [[Matt Ward|Mattard]] meaning that it includes units stolen from other codices and turned up to eleven. If you enjoy Power-Armored [[Creed]] and gigantic [[Dreadknight|baby carriers]] this is the army for you. Have you ever wanted to field an army composed entirely of Psykers and/or Terminators? Have you wanted to field an army with units so expensive that even Space Marines will outnumber you? Do you like to buttfuck daemons and hunt Chaos all day? Do you like to hop on the bandwagons of the newest codex so other players don't know how to properly counter your army yet? If you said "yes" to the first three questions, Grey Knights are for you. If you said "yes" to the fourth question, go soak your head in a bucket of ice water and rethink your life. Alternatively, you're a vet, or you remember the days before this horrid codex. You'll find the Grey Knights to be easily one of the most expensive armies per-model, and sometimes grueling to play in a way that doesn't turn any gaming circle against you, but there's an army worth playing in there. All you need is a copy of the 3rd edition codex, the skills to splice fluff from the 3rd ed into the latest codex, and a sharpie to blank what remains and offends the senses, but can't be pulled out and replaced. As far as apocalypse goes, you're pretty much boned there unless you take silly amounts of Jokaero, whose lascannons are pretty much your only bet against the Superheavy vehicles that will be stomping around the gameboard (or daemonhammers with hammerhand, discussed later). As for fliers, your only chance is to throw up as many high rate of fire weapons into the air as possible and hope something hits. Much like Chaos. It is however, hilarious to see a single PAGK one shot An'ggrath in melee.
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