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==Why Play Grey Knights== Once an army so elite and difficult to play with, its Codex has been rewritten by the [[Matt Ward|Mattard]] in 2011, meaning that it now includes layers of cheese, units stolen from other codices and turned up to eleven, and nightmare fueling fluff abomination (but ''some'' cool stuff as well). Have you ever wanted to field an army composed entirely of Psykers, Terminators, and units so expensive that even Space Marines will outnumber you? Do you like to slay daemons and hunt Chaos all day? Does the idea of Power-Armored [[Creed]] and gigantic [[Dreadknight|baby carriers]] gives you a boner? Do you like layers upon layers of cheese combined to the point that you can win any games using close to no tactics? If you said "yes" to the first three questions, Grey Knights are for you. If you said "yes" to the fourth question, Grey Knights are PERFECT for you! '''In actuality though, the above paragraph is hardly true anymore'''. Since the release of this codex, other armies have caught up to the Grey Knight's power level, with Tau and Eldar easily surpassing them. Even Daemons can put up a fair fight against the Grey Knights now. All is not lost though, as the Grey Knights can still operate even with the problems presented to them in the current edition. Unlike the previous edition though, you'll actually need to use your head to win fights. I'm sure that's not too much to ask, right? In fact, it probably was intended as it was being clearly written with 6th edition in mind, it just didn't translate as well as Necrons (although better than Dark Eldar). Indeed, aside from the [[Khornate Knights|fluff]] [[Kaldor Draigo|massacre]] (which turned out has elements already in canon), the [[Creed|stolen]] [[Sisters of Battle|units]], and some cheesy combinations, the Grey Knights are a pretty awesome army to play with, having really cool and customizable aesthetics and being very, very, ''very'' adaptable. Unlike most codices, there are very few useless units in this one, and each of them can be kitted out to do anything you wish, allowing one to build a very personal army. Palatanks are bodyguards for the Grand Masters above all (and Emprah knows, if there is one nameless HQ in this codex you'll take, it will be a GM) so no need for spamming: a couple of them are enough to protect the man. Hell, do not even hesitate to take an Inquisitor and retinue! They may be weaker than GKs, but these guys are so customisable that they are sure to bring some colour in your all-silver army. You may lose some power, but what does that counts for when you can add some fun by doing so? And do ''not'' fear to use Ward units, regardless of the rage this page is full of. Although they can be really overpowered, they have cool designs and are kitted with nice gizmos that can bring fun on the table if your army is balanced enough. In other words: '''Pros:''' * Excellent close-range shooting * Great close combat power * Lovely infantry models * Access to the Stormraven. even though most Space Marine chapters have them as of 6th edition. * Most of this army has the option to Deep-strike to get up the field * Low model count for easy movement and easy understanding * One of the three armies that can take Terminators as troops '''Cons''' * Low model count means that you're much easier to table than other armies * High strength AP3/2 weapons are abundant in this edition, 5++ ain't going to save you. * Poor long range shooting options - extremely bad at trying to bust high armor at long range. * Getting into combat is a bigger problem now than ever As far as Apocalypse goes, you're pretty much boned there unless you take silly amounts of Jokaero (and isn't any amount of [[furry|technophile space orangutans]] silly?), whose lascannons are pretty much your only bet against the Superheavy vehicles that will be stomping around the gameboard (or daemonhammers with hammerhand, as 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. You also have Razorbacks for lascannons which are your best bet for long range shooting. And don't forget the special Apoc formation of Purifiers and Crowe, which can be absolutely fantastic.
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