So, it would look something like this;
T1 - 2/3 Inquisitorial with 1/2 Grey Knight units
T2 - 3/4 Inquisitorial units with 2/3 Grey Knights units
T3 - 3/4 Inquisitorial units with 3/4 Grey Knight units
In the late-game (T3) the Inquisitorial units would lose their flavor, and you would have the option to sacrifice them to field more Grey Knights in the process if you wish so. However, you may do this, but due to lack of Inquisitorial units, this option is somewhat linear, and the outcome, less then what I had originally intended.
In order to flex out the Grey Knight, and make them more unique , less frustrating to face, and less linear in their build options. Their roster has to undergo some changes, and this is something that's happening already, but the early-mid game can be tinkered furthermore with.
Which brings me to the topic at hand. I'm looking for some assistance on moddeling this following unit;

The Crusader would serve as a melee-combatant unit in your early-mid game. With great sustain potential (Can be replaced with Purifier. In your early-game, you have the option to go for Inq/Crusaders for early-game and economical viability that transitions well into a T2 with a strong-banking economy. However, the early-game skirmishes must be controlled well to avoid agressive pressures.
This would synergize well with the intended army composition to have Rhino/Purifier to act as an counter-pressure tool combination alongside with Inquisitorial Stormtrooper. Otherwise, you could utilize the quality over quantity factor to have Strike Squad + Crusader to act as your frontline units. Again - this brings back the intended idea to have Inquisitorial units to have more prescence. (Due to starting INQST + Crusader = 2 + 1 Strike Squad etc)
Why have I yet to mention the combination of Interceptors? Well, they're being moved to T3 and act as a flexible-ranged generalist unit. They may not have the dps of the Terminators or Paladins in close-combat, but they're vastly superior in their ranged arsenal options, as well as their utility-kit. There's a certain overbundance of anti-supression teams for GK in their early-game, due to GL's + BC and Rhino potential. This seperates the faction in how they deal with the supression team in the early-game. In T2, you have the tanky and durable Purifiers which are able to flank more easier, charge in or soak the damage due to their increased courage compared to other units. They also unlock more Pysker potential to deal with variety of situations. Making the mid-game more dependant on ability-useage to turn the tide of the fights.
Late-game, they bring out the durablity and damage versality units that meld with their existing roster. However, again - fights should still be very cautiously taken, to avoid economical damage. In the current state, it's quite jiffy and odd at best. But I'm hopeful and believe the intended design and goal of the faction can be achieved still, and hopefully result in a much better gameplay enviroment, and flavor of the Grey Knight faction that seperates them more from their counterpart factions.















