He's a picture of the unit stat page though as a few of you might not be yet aware of the changes from the play test copy that was doing the rounds.
First things first,
It's not broken at all.....except if your a Daemon in which case your not going to have fun.....
The Grey Knights have preferred enemy against Daemons as well as (mostly) coming with grenades that make your Daemons Initiative 1 if they assault you. Ironically it makes my original 'Cavalry' Daemon list awesome at killing Grey Knights as it lands outside of the range of any mishap abilities and is unlikely to ever be on the receiving end of a charge as it has an effective charge range of 19-24" with most of it's units.
The Dreadknight is also much less killy in the release version as it's S6, T6 (rather than 7) and only has a 2+/5+ save rather than the 2+/4+ everyone was expecting.
Pleasingly, Assassins are still WS and BS 8 and Initiative 7 so finally non-Eldar players get to use that 'Ballistic Skill higher than 5' table from the rulebook.
Pretty much everything else is as was expected with one important difference.....All those people who were writing lists with Warrior Acolyte units with a bazillion special weapons in them are going to be disappointed as you can only give 3 of them special weapons which was (lets be honest) entirely expected.
As usual I'm going to wait until the internet has finished missing the point and writing embarrassingly bad lists before I decide what I'll be using myself.....
If anybody else who has seen the actual Grey Knight codex has any insights please feel free to comment away and I'll check back later as I'm now off to paint some Long Fangs.....
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