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great work i have a lot of fun
They take a lot less work in some aspects but there are also already mods for White Scars, Blood Angels and Iron Hands.
The anti chaos mechanics of the Grey Knights aren't meant to be a full on mechanic but a minor bit of flavor. I don't want the Grey Knights to just win against Chaos because they are Grey Knights..
If you take a unit of Grey Knights and compare them to the Space Marine equivalent you'll notice that Grey Knight models are more durable and use stronger weapons than their counterpart. On a model by model comparison the Grey Knights are stronger than Space Marines. As units this may differ as the Grey Knights are less in number.
@Chill out
I've added a couple units relying on DLCs. They may help against heavily armored targets.
Grey Knights are one of my favorite factions within the Imperium of Man. While they perform decently against Daemons in-game, their squad size makes them noticeably vulnerable against non-Daemonic Chaos units. For example, my Grey Knights were getting crushed by a Hellbrute. I understand the need for balance, but canonically, Grey Knights possess exceptional strength and resilience. A slight adjustment to their durability or squad composition might help reflect their lore more accurately.
Were the Grey Knights the only mod you had active, not the only new one? Was the previous save entirely unmodded?
Changing mods and loading into previous saves is always a coin toss. Even updating a mod can lead to being unable to continue a previous savefile.