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Lath-rael
28-01-2012, 01:54
I did wonder, even if they are so all-mighty, since there are only 1000 of them in the entire 40k universe (and 40k universe is really immerse) they are a neglectible force and belong to novels ect. But at the other side Inquisation is much more active and numereus, and it would be more logical (minus marketing side of it..) to have inquisation as main force and grey nights as limited but elite additions to them (as they should be).

They seem to be the only army that have more miniatures produced than actual numbers mentioned in their fluff...

38.
28-01-2012, 02:02
All marines are pretty much the same. There is no real justification for all the codexes.

Noobie2k7
28-01-2012, 02:05
It's what i was thinking. I mean there are only 1000 Blood angels or 1000 Black templars. I guess that there are more seeing as successor chapters.

I do agree though, I think there should have been Codex: Inquisition, and had grey knights show up as part of that.

Nubl0
28-01-2012, 02:18
Well Black Templars are the exception in that... there's actually quite a lot of them. But yes, stil no reason for so many marine dex's.

Lath-rael
28-01-2012, 02:24
All marines are pretty much the same. There is no real justification for all the codexes.

Main marine chapters have at least 10 times more successor chapters and 100 times easier time to get replacements. GW itself stated that they are so elite (even compared to other marines) there are only 1000 of them in galaxy. All space maries are elite forces to handle exceptional threats but even among them GK fills much more specific role and would not risk their resources on a battlefield (like repelling a ork warband) without much more avaiable inquisation forces to cover them. Doesn't makes any sense.

Noobie2k7
28-01-2012, 02:34
GW just saw the market for it as they know everyone wants to play as the elite of the elite of the elite. So they bought out the codex and new minis. Tis as simple as that. I mean i enjoyed my GK's when i used them in my Daemonhunters army because they felt special. It was great to know i had my stormtrooopers fighting on the front lines to be backed up by grey knights. It;s the same thing with any luxury. I mean cavier is a great treat but i'm sure if you ate it every day it would get boring and routine. Same thing with GK's they;re supposed to be special and allowing you to field a whole army of them is just stupid.

Even within that codex there are the purifiers (i think the fluff says there are like only 50 of them at a time) But mat ward still didn;t think of limiting them >.> I mean wtf seriously? I mean so you;re telling me it;s not only likely these elite super troops would turn up to fight random xenos but there is a chance they could also send every single purifier in the entire chapter to do it?

zoggin-eck
28-01-2012, 02:48
Yeah, the book exists so people can play them in games of 40k perhaps? :D

Seriously, they are popular, so they'd be stupid not to. As a book that lets you play inquisition too, I don't think it's such a big deal for them to have a codex and model range.

It doesn't matter if most 40k battles wouldn't feature grey knights (or any marines). For many, this game is about re-creating those crazy battles, not the run-of-the-mill scrap between PDF or Arbites and rioters/minor cults (as cool as I think that sort of thing is!).

Lothlanathorian
28-01-2012, 03:04
I think the only Codex that should exist in 40K is Imperial Guard since they are the only force with enough numbers to justify having a Codex of their own. And all battles should be IG vs. rebel IG.

lantzkev
28-01-2012, 03:06
don't look for reasons of fluff/cannon/etc as to why things are sold and created in the real world.

Down that path lies madness...

Seriously, it's a cool codex with fun stuff, why wouldn't it get made? Every reason you can give applies eventually to any other space marine just about.

Chem-Dog
28-01-2012, 03:07
Zogg's got it nailed, the GK's exist as a playable faction (rather than a single squad allied to certain forces) because everyone wants to play the battles that MATTER, not the 1001 mundane fights that happen every day (as they tend to be fairly one sided affairs) the fights where it rests on a fulcrum, where the balance can be tipped and (whether you like it or not) a lot of the time, its guys in ceramite bonded plasteel power armour who are quite likely to be tipping the balance.

Lothlanathorian
28-01-2012, 03:08
Zogg's got it nailed, the GK's exist as a playable faction (rather than a single squad allied to certain forces) because everyone wants to play the battles that MATTER, not the 1001 mundane fights that happen every day (as they tend to be fairly one sided affairs) the fights where it rests on a fulcrum, where the balance can be tipped and (whether you like it or not) a lot of the time, its guys in ceramite bonded plasteel power armour who are quite likely to be tipping the balance.

Exactly, my man.

Noobie2k7
28-01-2012, 03:12
I still think the rules within the GK codex outright contradicts the fluff. With the regards to purifiers and paladins. I mean did Mat Ward write all of it or just the rules or fluff? As it does seem the first half of the book contradicts the second half. I can understand people wanting to play those 1 in 1,000,000 battles but i just don;t like it when the rules and FOC outright ignores the fluff in the same damn codex like the GK one does. What happened to the old 0-1 thing? Purifiers should have it as there is so little of them. (only about 50 in the entire chapter)

lantzkev
28-01-2012, 03:16
assuming you were only taking the 5man squads and you had the special character, that's only 40 of the 50 =P

And I could very well see them deployed only for a very elite mission.

Col. Dash
28-01-2012, 03:19
I agree with the first couple people except the weapons options. They are a bit different from codex marines. My reall problem with GK is a mix of both fluff and rules. Why are they so good against everyone? Admittingly they should be absolutely badass against daemons. They should eat daemons for breakfast, spit out the crunchy bits and go for seconds. Thats what they do, GK are anti-daemons pure and simple. However, they likely would never get used against other marines or xenos. I can see them going after traitor guard as all their flamer weapons and such are great against them. But why do the rules not reflect this at all? Instead they are flat out nasty against everyone and have no real special emphasis in the game that I can see against daemons that does go for everyone else as well. They should be at a huge advantage against daemons and daemon users, and a large disadvantage against most other armies.

Noobie2k7
28-01-2012, 03:22
assuming you were only taking the 5man squads and you had the special character, that's only 40 of the 50 =P

And I could very well see them deployed only for a very elite mission. Damn, 5 man squads >.> Why didn't i think of that. But i still think it's plain wrong being allowed to field more of something than actually exists in the fluff and background. Be like having a captain or chapter master leading each tac squad to battle instead of sergeants.

Scribe of Khorne
28-01-2012, 03:35
I agree with the first couple people except the weapons options. They are a bit different from codex marines. My reall problem with GK is a mix of both fluff and rules. Why are they so good against everyone? Admittingly they should be absolutely badass against daemons. They should eat daemons for breakfast, spit out the crunchy bits and go for seconds. Thats what they do, GK are anti-daemons pure and simple. However, they likely would never get used against other marines or xenos. I can see them going after traitor guard as all their flamer weapons and such are great against them. But why do the rules not reflect this at all? Instead they are flat out nasty against everyone and have no real special emphasis in the game that I can see against daemons that does go for everyone else as well. They should be at a huge advantage against daemons and daemon users, and a large disadvantage against most other armies.

On the flip side, thats a purely horrible idea in a game that makes even the most superficial claim to allowing for fair and even games between separate forces.

GK CAN however take options to make them better against Daemons and such, the fact that they are playable against everyone else is because the game is meant to be playable at a certain rough level of balance.

druchii
28-01-2012, 03:42
They exist because they're cool.

Why else would they exist?

Who cares if there are only 1000 of them? It isn't like the 41st millennium exists, but people still play 40k! But maybe you're right, 40k would be a lot more entertaining if they just had Ork, Tyranid and Guard codeci. That'd be SUPER fun....

Right?

d

lantzkev
28-01-2012, 04:36
Damn, 5 man squads >.> Why didn't i think of that. But i still think it's plain wrong being allowed to field more of something than actually exists in the fluff and background. Be like having a captain or chapter master leading each tac squad to battle instead of sergeants.

That could so happen with Grey Knights =p

Torga_DW
28-01-2012, 04:43
On the flip side, thats a purely horrible idea in a game that makes even the most superficial claim to allowing for fair and even games between separate forces.

GK CAN however take options to make them better against Daemons and such, the fact that they are playable against everyone else is because the game is meant to be playable at a certain rough level of balance.

Sorry, that just struck me. Not you personally, but the concept. Rough level of balance between all armies, hence grey knights need their toys. Unless you play daemons against those grey knights, then the rough level of balance goes out the window and fluff (which is otherwise ignored everywhere else) takes over.

:(

Noobie2k7
28-01-2012, 04:52
That could so happen with Grey Knights =p Tbh a Justicar might as well be an psyker SM captain and nout would change really :P

The Death of Reason
28-01-2012, 07:13
They exist because they were the first unique marines - defined by being fearless, having guard regiments inducted, and being led by inquisitors.

They were created as an afterthought, when GW were creating the whole chaos mythology, to make chaos even more of a threat that needed to be dealt with by dedicated personel. So in short they were created to sell more chaos minis. Later they became an addon to other imperial armies, as GW wanted to play on the rarity of them, while they served a purpose as the mixed power- nonpower armoured codex. And today they're just bland silver marines, having about A's much to justify their codex as the other 'chapters'.

Noobie2k7
28-01-2012, 07:20
I might create my own grey knights chapter called the "shiny marines" And i shall paint them all bright shiny silver and gloss and whatever them so they're like super duperpainfuly shiny, i want people to have to wear sunglasses to look at how shiny my grey knights are. Then i shall convert 1 model in every squad to have a bucket of polish and a brush as his weapons. . . . .'nemesis force polish' i shall call it.

Mr Zoat
28-01-2012, 08:43
They exist because they were the first unique marines - defined by being fearless, having guard regiments inducted, and being led by inquisitors.
You know they were in 2nd Edition, right?
http://www.40kforums.com/vb/content.php/159-Forces-through-the-editions-Grey-Knights
There were immune to psychology but not immune to break tests.

Kamenwati
28-01-2012, 08:53
I agree they're overall all eliteness against all foes is a little over the top. They should be excellent at fighting daemons but not better at fighting everything else then normal marines. Psybolts should go back to ignoring invul saves not increasing strength and not everyone should be able have them for example. One piece of fluff that stands out in my mind as an excellent example of how much the capabilities shift upward against daemons vs anything else was in the novel Dark Mechanicus. The Grey Knight captain gets into a fight with something that is beating him rather soundly until he convinces it that it is a daemon. The creatures nature then changes to become the daemonic and suddenly the fight swings right around, because the daemon is what he knew.

KronusDaSneaky
28-01-2012, 09:16
It's simple because 1) the Inquisition are enigmatic and people love a mysterious hero and 2) the original range of models is so pretty. If it were not for the fact that in their previous incarnation they were left without a new codex for 8 years and were the official most 'uncompetitive' army in 40k there would have always been more then just a handful of players. In secret they had always been incredibly popular but who was going to buy an army that cost a fortune, was all metal and then proceeded to be beaten up by grots. New codex arrives and finally the metal is know largely plastic, the army is good and it still looks very pretty. Not really surprising that there was such a demand for it.

I will admit there is something slightly off with how GK's are better at fighting SM then they are xenos on the whole and that the book has an over abundance of cheese but I personally do not want to go back to a time when GK were only ever good vs daemons. Original GK were like this and guess what happened, the got rofl stomped to curb by everyone else and the one army they were good against, Daemons, would refuse to play them. As far as I am concerned whatever the dubious fluff basis GW wants to use for a codex it should have a reasonable chance of hurting the others.

Bunnahabhain
28-01-2012, 09:22
To sell models.

They have never had the real justification for being a whole army. The current book has brought them down to be a bad caricature of themselves, not specialised against daemons. I'd rather they didn't exist at all, rather than their current form, as it seems that bad to me.

Back in 2nd ed, I had a grey knight army. One squad of them to go with the Imperial forces I had. That felt and looked right. I'm glad I don't have them now, I'd be ashamed.

On a simple game balance level, they should use the same model as the last book- aim for a normal power level, with a bonus against daemons, who also get a bonus back.

KronusDaSneaky
28-01-2012, 09:49
On a simple game balance level, they should use the same model as the last book- aim for a normal power level, with a bonus against daemons, who also get a bonus back.

While I agree they could have been more appropriately balanced I think we need to be careful about following the same model as the last book. Normal power level was in fact very quickly sub-normal and the bonus against deamons became increasingly irrelevant as GW failed to update the FAQ as units affected by GK's were renamed or rules changed. I remember having more wargear then any other codex prior to the update of which no less then a 1/3 had absolutely no point due to rule updates GW conveniently forgot impacted on DH as they were once known

AndrewGPaul
28-01-2012, 09:50
I agree with the first couple people except the weapons options. They are a bit different from codex marines. My reall problem with GK is a mix of both fluff and rules. Why are they so good against everyone? Admittingly they should be absolutely badass against daemons. They should eat daemons for breakfast, spit out the crunchy bits and go for seconds

No they shouldn't. They should be capable against Daemons while other forces should be outclassed. That goes doubly for Greater Daemons. If it were me, I'd have put a few Grey Knights units in Codex: Chaos Daemons, perhaps along with some equivalents for other races (Weirdby Warpheadz for Orks, perhaps? A Sensei or Illuminati character, a Harlequin Solitaire or somesuch, etc). Put that section of the rulebook up on the website or in White Dwarf for those who don't want to buy an entire Codex book for 2 pages, and make those units decent against Daemons and useless against most other things.

Not the most useful idea in tournaments, but I'm sure you could come up with something if that's your bag - some sort of "sideboard" rule.

Bunnahabhain
28-01-2012, 10:04
While I agree they could have been more appropriately balanced I think we need to be careful about following the same model as the last book. Normal power level was in fact very quickly sub-normal and the bonus against deamons became increasingly irrelevant as GW failed to update the FAQ as units affected by GK's were renamed or rules changed. I remember having more wargear then any other codex prior to the update of which no less then a 1/3 had absolutely no point due to rule updates GW conveniently forgot impacted on DH as they were once known

Oh I agree.

You'd need sensible definition of daemons for a start- "Any unit from the chaos daemon book, any daemons, daemon princes, demoniacally possessed vehicles, the Eldar Avatar, and other similar daemonic or warp-based units. We will include a list of daemons in following codices, if they have any."

That, and make the bonuses that both sides get very simple, straightforward, and so fairly edition change proof....

Of course, that's my 3rd best option.
2nd is an all in one marine book, with grey knights being less divergent- like the one in my sig.
1st is the above, with a total reboot edition as well...

Vipoid
28-01-2012, 10:13
The current Gk codex exists to make Tyranid players miserable... :eyebrows:

KronusDaSneaky
28-01-2012, 10:14
Oh I agree.

You'd need sensible definition of daemons for a start- "Any unit from the chaos daemon book, any daemons, daemon princes, demoniacally possessed vehicles, the Eldar Avatar, and other similar daemonic or warp-based units. We will include a list of daemons in following codices, if they have any."

That, and make the bonuses that both sides get very simple, straightforward, and so fairly edition change proof....

Of course, that's my 3rd best option.
2nd is an all in one marine book, with grey knights being less divergent- like the one in my sig.
1st is the above, with a total reboot edition as well...

Like the ideas though I very much doubt your 1st or 2nd options will ever come to the fruition. The third might under a different writer then Ward.

LonelyPath
28-01-2012, 11:51
GK have had a list since the 80s and it would be pretty dumb if GW didn't keep them about as a playable force as they have always been popular in some groups that want to play marines that are not like other marines. They are also completely non-codex giving them the position of the only real SM codex out there that could not essentially be rolled into a One Codex To Rule The All Marine Codex.

It is also worth pointing out that until the latest codex, there was always about 3000 GK, not 1000 that were scattered about the galaxy lending support in battles in forces rarely greater than 10 or 12 GK. Of course, the codex (like other SM codices) is about being able to field larger forces for those times where the chapter must spend more of its resources in a single area.

As others have also said, it is possible to take a list mostly comprised of Inquisitors and their henchmen which is a fun option.

Beppo1234
28-01-2012, 12:20
I agree with the op. I guess my opinion on the matter is that the GKs are so elite, that it should be a rare occasion where they appear as a self contained battle force. So rare, that it doesn't occur during regular 40k missions.

Really I think the failure was that the inquisition shouldn't have been an elite choice for a GK army list... it should have been that the GKs are an elite choice for the inquisition army list.

All that has resulted from a GK codex, rather than an inquisition one, is a proliferation of GK armies, a lot of them...yawn

Lath-rael
28-01-2012, 13:23
I agree with the op. I guess my opinion on the matter is that the GKs are so elite, that it should be a rare occasion where they appear as a self contained battle force. So rare, that it doesn't occur during regular 40k missions.

Really I think the failure was that the inquisition shouldn't have been an elite choice for a GK army list... it should have been that the GKs are an elite choice for the inquisition army list.

All that has resulted from a GK codex, rather than an inquisition one, is a proliferation of GK armies, a lot of them...yawn

This, was what i was trying to say. Not that they shouldn't have tabletop presentation but exist as inquisation's elite rather than a full army.

logan054
28-01-2012, 13:27
The current Gk codex exists to make Tyranid players miserable... :eyebrows:

I thought the current Tyranid codex existed to make tyranid players miserable?

Vipoid
28-01-2012, 13:36
I thought the current Tyranid codex existed to make tyranid players miserable?

It does. But apparently GW thought Tyranid Players were still too happy, despite an abysmal codex and laughable model release, so the GK codex was their second attempt.

logan054
28-01-2012, 13:44
Don't worry, I'm sure Matt Ward will have a nice new codex for you before long then we can all start bitching about the problems with wardhammer

Vipoid
28-01-2012, 13:50
Don't worry, I'm sure Matt Ward will have a nice new codex for you before long then we can all start bitching about the problems with wardhammer

Ugh. Matt Ward writing a Tyranid codex, now there's a sobering thought.

I look forward to the inevitable 'Swarm Emperor, Supreme Embodyment of the Hive Mind' Who devours Land Raiders whole and picks his teeth with Swarmlord Bonesabres. :shifty:

logan054
28-01-2012, 13:57
Wont they all have feelings as well? be prepared for a few named Hive Tyrants, swarmlord Derek, Arch-swarm lord Burt, Uber-swarmlord Pat, then you will have this whole civil war because Pat and Derek don't like each other and thats the whole reason they haven't eaten the galaxy, maybe some new psyker unit that hunts daemons all with force weapon, Grey stealer hybrids, oh its just endless really

AlphariusOmegon20
28-01-2012, 14:10
To sell models.

They have never had the real justification for being a whole army. The current book has brought them down to be a bad caricature of themselves, not specialised against daemons. I'd rather they didn't exist at all, rather than their current form, as it seems that bad to me.

Back in 2nd ed, I had a grey knight army. One squad of them to go with the Imperial forces I had. That felt and looked right. I'm glad I don't have them now, I'd be ashamed.

On a simple game balance level, they should use the same model as the last book- aim for a normal power level, with a bonus against daemons, who also get a bonus back.

This.

GK were never intended as ever being a full army, hence why they only had a squad of termies in the "Black pamphlet" and they could only be allied with an imperial codex army.

Then someone asked themselves "what can we do to make the most broken @$$ army and sell these models at the same time? Apparently someone else came up with the answer "Hey, we can make Grey Knights as their own full army."

The rest is a lesson in stupidity.

Righthandedtwin
28-01-2012, 14:14
It's what i was thinking. I mean there are only 1000 Blood angels or 1000 Black templars. I guess that there are more seeing as successor chapters.

I do agree though, I think there should have been Codex: Inquisition, and had grey knights show up as part of that.

There are thought to be over 7,000 Black Templars...

Blood Angels may only number 1,000 battle brothers but if I recall they have a total of 6 (?) successors so that's 7,000 marines following the Blood Angel combat/force org template

The Grey Knight are supposed to number more than 1,000 as well, I think I read somewhere there are about 3,000 of them currently. Due to the nature of the GK's they don't cap thier recruitment like the other chapters do, so thier numbers fluctuate wildly hence are never at exactly 1,000 marines. As opposed to other Marine chapters who can remain at strength for decades at a time without needing recruit.

The Death of Reason
28-01-2012, 14:26
You know they were in 2nd Edition, right?
http://www.40kforums.com/vb/content.php/159-Forces-through-the-editions-Grey-Knights
There were immune to psychology but not immune to break tests.

They hail back to RTs Realms of Chaos books. I used the fearless term, as most current players have no idea what psychology is ;)

Bold_or_Stupid
28-01-2012, 15:36
You know they were in 2nd Edition, right?
http://www.40kforums.com/vb/content.php/159-Forces-through-the-editions-Grey-Knights
There were immune to psychology but not immune to break tests.


This.

GK were never intended as ever being a full army, hence why they only had a squad of termies in the "Black pamphlet" and they could only be allied with an imperial codex army.

Then someone asked themselves "what can we do to make the most broken @$$ army and sell these models at the same time? Apparently someone else came up with the answer "Hey, we can make Grey Knights as their own full army."

The rest is a lesson in stupidity.

They appeared as a full army list with inquistors and Gaurd and normal marine cohorts in the first Realm of Chaos Book, they were the same as normal marines but with WP 10 rather than 8 (used for fear tests) only Librarians and inquisitors were psykers. Then around WD114 they added Grey Knight Terminators as an add on to this list. In 2e the non terminators and the army list vanished, so that is the aberration.

The Death of Reason
28-01-2012, 16:52
But still, the original RT list was more based on existing marine models and doctrine, and for all purposes were more meant to make the new chaos models look more menacing :)

TimLeeson
28-01-2012, 17:00
I guess it's mostly related to this topic - I get space marines, I get blood angels and I get dark angels - all these armies can have successors and a wide variety of colour schemes and customisation. I have to admit - space wolves, black templars and grey knights always felt overly limited though. I really think the new codices should of thought of some fluff (even if just one line or a paragraph) for folk to justify their own colour-schemes. I guess BT and and SW are a bit easier since SW have those lost companies right? and BT are very numerous and it could be justified that some repainted their armour yes? but grey knights yeah - it's hard to justify different schemes for them. I think they should of raised the number to like 6000 at least, and added in some fluff reason for there being sub "orders" of grey knights which use different colours.

Gaargod
28-01-2012, 18:24
To be honest, Grey Knights do have a large advantage playing daemons - hell, they come basic with Preferred Enemy: Daemons.
The only problem is that they're basically broken versus everyone, daemons just really get screwed. Oh, and Tyranids, who are apparently more daemonic than Daemons (force weapons and anti-psyker stuff is not good news).


You know the way to actually solve the problem, and respect the fluff? The Grey Knights could have been a balanced force, with a crazy number of bonuses versus Daemons. Who promptly get like double points (or some other serious bonuses) when fighting Grey Knights. Wouldn't work very easily of course for double points, but some major, major bonuses would be fine (like deep strike when and where you choose with no rolling needed, for starters. And up the respective powers of everything, so Nurgle would have +1 to their FNP, Khorne gets +1A, etc etc).
Represent it as the much more focused attention of Chaos versus their most hated enemies. The Grey Knights conversely would also fight at bonus strength (preferred enemy, for a start). Problem solved, ish.

Chem-Dog
28-01-2012, 19:45
Admittingly they should be absolutely badass against daemons. They should eat daemons for breakfast, spit out the crunchy bits and go for seconds.

I disagree here, Grey knights should have a fighting chance against Daemons not total OMGWTFPWNAGE powers. Daemons should still be scary to GK's, just a lot less so than to regular armies. The fault, I think, doesn't lie with the GK list so much as it does the Daemons and the core rules.


No they shouldn't. They should be capable against Daemons while other forces should be outclassed. That goes doubly for Greater Daemons. If it were me, I'd have put a few Grey Knights units in Codex: Chaos Daemons, perhaps along with some equivalents for other races (Weirdby Warpheadz for Orks, perhaps? A Sensei or Illuminati character, a Harlequin Solitaire or somesuch, etc).

Well, in super ideal land (of which I am both King and President ;)), such units are placed in their own separate "codex". Ork Freebootaz, Harlequins, Inquisitors, Grey knights, Officio Assassinorum operatives, Ecclesiarchy Missionaries, Genestealer Covens, Chaos Cultists and any other sub group you care to mention with rules for each (including a list of which armies they can join).


Oh I agree.

You'd need sensible definition of daemons for a start- "Any unit from the chaos daemon book, any daemons, daemon princes, demoniacally possessed vehicles, the Eldar Avatar, and other similar daemonic or warp-based units. We will include a list of daemons in following codices, if they have any."

A Daemonic USR leaps out as a simple and expedient way of doing it, or having it as a unit type.
Appropriate "Anti Daemon" units can then have Preff'd Enemy Vs units with the Daemonic USR, they can have powers that effect models with the Daemonic USR only, or more effectively than they do non daemonic units. WHFB manages to have magic that's more effective Vs Daemons or Undead without any trouble, I can't honestly see it being a problem in 40K.


The current Gk codex exists to make Tyranid players miserable... :eyebrows:

In my experience, "Miserable" is the default setting of Tyranid players of late ;) :p


To be honest, Grey Knights do have a large advantage playing daemons - hell, they come basic with Preferred Enemy: Daemons.
The only problem is that they're basically broken versus everyone, daemons just really get screwed. Oh, and Tyranids, who are apparently more daemonic than Daemons (force weapons and anti-psyker stuff is not good news).

You know the way to actually solve the problem, and respect the fluff? The Grey Knights could have been a balanced force, with a crazy number of bonuses versus Daemons. Who promptly get like double points (or some other serious bonuses) when fighting Grey Knights. Wouldn't work very easily of course for double points, but some major, major bonuses would be fine (like deep strike when and where you choose with no rolling needed, for starters. And up the respective powers of everything, so Nurgle would have +1 to their FNP, Khorne gets +1A, etc etc).
Represent it as the much more focused attention of Chaos versus their most hated enemies. The Grey Knights conversely would also fight at bonus strength (preferred enemy, for a start). Problem solved, ish.

We had this, to a degree, in the Daemonhunters Codex, it was clunky at best.
What we need is a more varied set of "invulnerable" save types, to start with. If the ability to dodge an incoming blow were different to the bonus conferred by being equipped with a piece fo gear or having an innate resilience to damage (possibly as a result of not coming from the material universe, or having psychic powers) then there would be more scope for particular units and pieces of wargear to be specific to negating a particular type of save.

We already have weapons that ignore Armour, Cover or Invulnerable saves and we have situational saves that only apply against Combat or Shooting ect, so lets have a few more save types that can slot between these and have more variation in what can and can't keep you alive in a fight.

Then, if GK weapons were more effective against "Daemonic Auras" and "Psychic Wards" then they were against "Energy Fields" and "Lightning Reflexes" they could be useful against all armies and really useful Vs Daemons.
Of course, you'd expect Daemons to have a pretty good chance of negating "Energy Fields" as they don't obey the laws of the material plane, they might have significantly more trouble against "Psychic Wards" though, and "Lighting Reflexes" would be utterly unaffected bt the fact you're made of pure undiluted angry. :D