My blog post is here:
http://prometheusatwar.com/2012/07/6th-edition-40…is-and-tactica/
But here's the starting excerpt:
So……6th edition. I thought I’d make my first post, in just about a year, with it, but I wanted the time to digest some of what is coming out of it. I have lots of thing to say about 6th edition itself, but I wanted to discuss the effects on various GK units more, merely because that is so high at the top of my mind. I think there’s no where else to start but the top.
Generally: Grey Knights were generally considered at the top of the heap at the close of 5th. Personally, I think Necrons were probably right up there with them, but I think this fact was in general underappreciated–mostly due to Necrons needing a fair bit of finesse and synergy between units, while GK units tend to be a lot more general purpose, self-sufficient, and of course they’re marines (they didn’t use to be, dammit!) which makes them a fair bit fail-proof. Well, that’s gone now, at least to a degree. Which is good! Grey Knights certainly got their boosts in 6th, but so did most other codexes, some to a far larger degree than GK. Again, I say this is good. I’m sure there are some power gamers out there who want their “I win” button (it was never really there) but personally, I get tired of people assuming I’m beating them just because I brought Grey Knights. I think most players are similar.
General Upsides of 6th for GK:
Psychic powers are far more important now, and Grey Knights have a ton of psykers, and possibly the most powerful on average, in the game. Only a few models can switch out their power for basic rule book powers, but it’s still more than most armies get.
Massive nerf to psychic hoods means that GK will get their powers off far more often. Most of our native powers are buffs, meaning Deny The Witch and Psychic Hoods are inapplicable.
Conversely, we’re now one of the best psychic defended armies in the game. Because of how Deny The Witch works, a GK unit (not henchmen) will almost always get a 5+ save against powers, very often 4+ (if they include a Psychic Mastery level 2 IC, which is going to happen a lot), and this is on top of The Aegis. That’s pretty powerful, and unlikely to change through FAQs or new codexes (which you should expect with Space Wolves and Eldar, eventually)
Generally speaking infantry Dakka is much more important, and Grey Knights, particularly Strike Squads, are really good at Dakka.
General Downsides of 6th for GK:
Fortitude is much weaker now. This is part of the general nerf to vehicles, but we had really good vehicles, and Fortitude was a little broken. Still, the change hurts us more than some others.
You no longer win the shooting match quite as definitively with rapid firers like Tac Squads, as they can at least hit you at the same range, and are much cheaper.
So, that sounds like a much larger upside to downside, but keep in mind almost everyone else got a similar list. Much was given in 6th, very little (besides vehicles was taken away).
So let’s look at it unit by unit, shall we? We’ll start with Troops.