Editing
Warhammer 40,000/Tactics/Imperial Agents
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Grey Knights== [[File:IA GK.jpg|300px|right|thumb|]] ===Special Rules=== *'''Brotherhood of Psykers:''' Now a USR, Brotherhood of Psykers basically just means that the entire squad counts as a single model when manifesting psychic powers, and you use the Justicar's Ld for the test(or any model). Squads also get +1 to their Deny the witch rolls, due to the fact that squads count as being mastery level 1. *'''Combat Squads:''' Just like literally all other Chapters, Grey Knights like to split up into two five-man combat squads. Note that, thanks to Brotherhood of Psykers, splitting into combat squads will double the number of mindbullets you can put out each turn. *'''Preferred Enemy (Daemons):''' Makes sense that these guys have a rule meant for fucking over Daemons. They get to re-roll 1's to-hit and to-wound. This'll transfer even if they get attached to an allied commander. *'''Aegis:''' The armour worn by Grey Knights has arcane seals and holy random stuff, meaning they don't give a damn about psychic powers. Whenever an enemy psychic power is activated, a Grey Knight player may re-roll 1's when rolling to Deny the Witch. Not a huge bonus, but do you expect daemon hunters to go on a chaos safari without some protection against the Warp? That being said a lvl3 Lib with a staff will be denying on 3s against most witchfires and maledictions, re-rolling 1s and can bubble this 12" with his hood so your opponent gets blessings or nothing. *'''Purity of Spirit:''' This allows your Grey Knights to use Sanctic powers without suffering Perils on any double, instead just double 6's like any other power. ===Wargear=== ====Ranged Weapons==== *'''Storm Bolters:''' Nothing wrong with them, they're like Bolters but better (not to mention they don't fuck up your charge) and they come standard on all models except the Dreadknight. *'''Psilencer''': A gatling gun that fires off six shots a turn at strength 4 at AP-, so daemons with armor will shake it off and even Orks get saves against it... at least, until you learn that you can use Force on this. Unfortunately it's still not worth it as the Knights don't have the ability to effectively spam it, the multi-wound thickies will either be saved by high Toughness or high Armour. Could potentially be useful against low Toughness, high Wound models like swarms, but your Incinerator should Instant Death those already, and you don't have to worry about it missing. **'''Gatling Psilencer''': The heavy version on the Dreadknight pumping out 12 shots with Force, but still only S4 AP- and with the exact same problems as the regular Psilencer. ::Note that if you're lucky enough, or determined enough to get Misfortune (5th spell of Divination Discipline) you can give this gun rending (auto-wounding and ignoring armor) against a unit, which could potentially make this gun good, so if you really want to use it then feel free to stock up on Astropaths. *'''Incinerator''': A S6 AP4 flamer. Has Soulblaze! A good choice, especially now that this has Soulblaze, and in this smaller selection it's generally a better pick over the Psycannon thanks to all units involved either having great mobility, or the ability to Deep-strike. It's hilariously destructive against Blobguard, Blobtau, Blobgreen and Blobnids. Fire it and watch instant death melt those hundreds of units away and remember, Instant Death prevents any pesky FNP shenanigans. Shares the same strong points (albeit stronger by a point or two) as all flamer weapons, great for overwatch and for clearing occupied buildings. Shish Kebab time. **'''Heavy Incinerator''': The heavy version for the Dreadknight, same as the old codex (with the old special rule now coming in the convenient Torrent USR). Gained Soulblaze just like the standard incinerator. Enjoy tabling whole blobs. *'''Psycannon''': The [[Daemonhunters|good ol' signature ranged weapon of Grey Knights]], a strength 7 AP 4 rifle with Salvo 2/4 (a pretty painful nerf) and the Rending USR. Thanks to it being salvo, now everything non-Terminator that moves with a Psycannon uses it as a glorified pistol that prevents them from charging. No longer the fantastic choice it once was, the Psycannon can't be taken by enough Knights to justify firing it once before combat, or even spamming it across squads as the only models that can take it are very expensive ones who excel more in combat than outside of it. **'''Heavy Psycannon''': The heavy version for the Dreadknight, Same as the standard psycannon (S7 AP4 Rending) but with 2 firing modes: Heavy 1 Large Blast, or Salvo 3/6 (which, because it can only be taken by an MC, really just means 6 shots). It has the same issues as the regular Psycannon but to a lesser extent since Dreadknights don't have to worry about the 'one model in X' bullshit the regular squads are saddled with. Still on a model that excels mostly in close combat, however they can be made useful by a helpful Astropath giving the Knight Prescience. *'''Psyk-Out Grenades''': A returning tool, these can force enemy psykers that charge to lose their bonus attack. But if you want them out of the way sooner, you can throw them, giving them a profile similar to the Haywire Grenade, except with a Blast template that will force perils on a random psyker in the <s>template </s> UNIT that gets hit. Pretty good at bypassing Look Out Sir!'s if you want to ensure that Psyker dies (and that's also if his perils doesn't outright kill him). ====Melee Weapons==== First things first, nearly all Grey Knight units have Nemesis Force Weapons. They are considered Force Weapons, that gives the model/unit the Force psychic power that the unit can cast ''(and be denied)'' in the psychic phase. This means you'll typically rip through any monsters and multi-wound infantry unfortunate or stupid enough to get caught with you in melee. All Grey Knight units, except for the Dreadknight, have Hammerhand, which gives the unit +2 strength until your next psychic phase so if you're up against higher Toughness armies you don't have to immediately reach for the Daemon Hammers. Grey Knights don't have access to nearly all of the standard wargear of other marine armies. Their upgrades for their infantry are mostly limited to their exclusive wargear. All of their close combat weapons have Daemonbane, which allows a re-roll on failed pens and to-wounds against units with the Daemon USR if you activated Force on the last Psychic Phase. *'''Nemesis Force Sword''': Standard weapon for the codex, nothing special beyond being a force weapon with daemonbane. It helps you keep squad prices down as Halberds are not the same "must haves" they used to be. *'''Nemesis Force Halberd''': S+1 AP3 weapon with two-handed. At 2 points a pop they are hard to say no to, until you read what the Falchions can do for you. +1 Strength isn't quite as good as +1 Attack (at least not with the amount of Attacks you'll normally be getting), and anything that would require Strength 7 from both the Halberd and Hammerhand should instead be handled by the Dreadknight, or by Knights carrying Daemon Hammers. *'''Nemesis Force Falchions''': Gives an extra attack due to being two Specialist weapons, but otherwise identical to the basic Nemesis Force Sword. The extra attack is pretty much your best option to make up for your low model count, and for most models the +1A will result in more wounds than the +1S from the halberd (especially if the +1S is made irrelevant by hammer hand). Considering its low cost in comparison to your high cost models, +4 points for an extra attack with no downsides is a steal. *'''Nemesis Warding Stave''': 5 points and it gives the wielder a Force Staff with +2 strength and Adamantium Will, like the Rune Priest's Rune Stave. Not bad for a front line Strike Squad, a 50% (Brotherhood of Psykers and Adamantium Will means we Deny on 4+) chance to Deny the Witch against stuff like Psychic Shriek can go along way to giving your Strikes some more survivability. Plus you also have Daemonbane, so extra Daemon-killy. :This thing is a must-take for at least one member of your squad and every one of your units needs one of these. 4+ Deny the Witch and the ability to re-roll 1's thanks to The Aegis is fantastic. Also, Adamantium Will states that "if at least one model in a unit has this rule...", so one is enough. Also, you are not an Anti-marine force, you are an Anti-Daemon force so AP4 is enough, and paying 5 points for S6 before Hammerhand is always awesome. *'''Nemesis Daemon Hammer''': Standard thunder hammer plus Daemonbane and Force. It's cheap to add to a squad and is practically a must have against 2+ armored foes or vehicles, since it's the only AP2 weapon the Knights get, aside from the Dreadknight's gear. Rush these at that Big, Scary 6-7 wound MC, give the Knights Hammerhand, and crush the enemy at Strength 10! *'''Nemesis Greatsword''': Exclusive to the Dreadknight, it's like a Powerfist but with Force and Master-Crafted instead of Unwieldy, and because of this there's no reason to choose the fist over the Greatsword. ===Detachment=== '''Daemonhunters Strike Force''' *Requires: **1 Troops '''OR''' 1 Fast Attack **0-1 Heavy Support *'''Rites of Teleportation:''' Start reserve rolls on turn 1 for units in this detachment that are Deep-striking with 3+ being a successful reserve roll. Also, Deep-strikers may shoot ''and'' run on the turn they arrive from reserve. An awesome rule, and one that can be abused by a few units, as discussed below. ===Unit Analysis=== ====Troops==== *'''Terminators:''' Your only Troop choice in this book, presumably here to give the Inquisition something to call upon for their Chambers Militant [[Daemonhunters|like in the good old days]], and/or to help out every Imperial army who had trouble finding their own TEQ/Instant Death. Grey Knight Terminators are Dead 'ard and killy, with a price to match. They will get expensive very quickly, especially if you take too many of them, but fortunately Terminators don't lose their force weapons if you give them special weapons, like psycannons or incinerators, and Termies are Relentless, so they can be kitted out for shooting without losing any assault power. They even have grenades, just about the only thing these guys don't have are Storm Shields. :Of note is that aside from being really good at killing Daemons, they're excellent for MEQ's in general, aside from the having Force weapons they can buff up their Strength by +2 thanks to Hammerhand, and unlike regular Psykers they don't have to worry about the extra risk of getting perils. Better yet, Hammerhand also boosts regular characters attached to the party, bonus points for attaching an Eversor Assassin to the squad, charging into combat, and butchering everything in sight with the Eversor's 8 S7 I7 AP3 Attacks before using the rest of the squad to mop up whoever's left over. This also works very well with a Culexus, the Assassin's relatively low Strength being the only thing preventing them from killing things like Hive Tyrants. :Note that if you're Deep-striking them you'll probably want some way to reduce/remove their scatter, to that end it might be worth it to get an Inquisitor and an Acolyte squad so that you could take advantage of their Mystic or a Grey Knights Interceptor Squad (more on that in their entry). You're also going to want an Incinerator, the GEQ clearer being able to destroy blobs of Guard, Tyranids and Daemons alike while denying most of them their Feel No Pain and Armour. :Feel free to skip the Psilencer, unless you know for a fact that you're going to be up against Daemons. The high amount of shots are offset by its low Strength and low AP value, you'll likely Wound only once, but so long as you've used Banishment and so long as they don't have an armour save the single Wound should be all you need to get rid of whatever multi-wound Daemon you were up against. Otherwise if they have any sort of armour you're much better served by the Incinerator or the Psycannon. :Speaking of the Psycannon, Grey Knight Terminators do not make a very good shooting squad as only one if five of them can get it, and while the Psycannon is a nice thing to have, it's certainly not necessary if you're going to be sticking them in a Land Raider, or Deep-striking them. Incinerators are better for the latter, being able to get guaranteed hits while being both strong and cheap, while Land Raiders have no fire points, and as soon as you're out you'll want to charge and the Termies should have no problem hacking apart whatever you were going to shoot anyway. :As for their melee weapons, at least upgrade them so that they're using Nemesis Falchions. It's only four points to give them all an extra attack, force halberds can be skipped, if you need the extra Strength you can just go with Hammerhand, and at least one of them should be given a Warding Stave if you know you'll be up against offensive Psykers. The Daemon Hammer can also be really good, and with Hammerhand it becomes S10, so that's a plus. :Lastly is the Justicar, Digital Weapons could be a nice bonus but Master-crafted can be safely ignored, you can get better results by allying in a Priest to help the squad out, and he'll also help them to live longer at that. Melta Bombs can also be ignored, whatever you need blown up can safely be handled better either by Daemon Hammers striking more times at S10, or by somebody else you can ally in. The Teleport Homer can also a decent option if you know you're bringing in more Grey Knight Terminators, as that's the only thing it works on but unless you feel like gambling on where the first Terminator Squad arrives it's better to leave the job of carrying it to the Interceptor's, as explained below (otherwise feel free to try and build around the first squad that landed). ====Fast Attack==== *'''Interceptor Squad:''' The Grey Knights' only Fast Attack choice; at least it's one that synergizes well with the Termies. First things first, they have all the options that Terminators do, except theirs are cheaper, they can become equally as strong, but they're not as killy, or as tough as the Termies. What they excel in is acting as an anchor, thanks to their Personal Teleporter and the Justicar's purchasable Teleport Homer. Simply teleport shunt them 30", and from that new point start calling down their Terminator buddies. The only real downside to this is you don't get to take advantage of Rites of Teleportation (or if you try to use them, you're hoping they don't all immediately work). :They can be used similarly to the Terminators, buy them at the minimum some falchions so that they get the extra attack, and everything else still applies as before. They're not a good ranged squad, Psilencers aren't usually a good idea, neither are Psycannons (and with their special 30" move they can really benefit from Incinerators), Daemon Hammers are still great, Halberds aren't needed, a Warding Stave is good if you're up against a Psyker to help deny, Digital Weapons are a good idea to help get that To Wound roll with your Force Weapons (hitting will likely be easier than Wounding anyway). :An asshole-ish thing to do is to try and take Inquisitors so you can get Master of Ambush, then use it to Infiltrate the Interceptors in to where you want the Termies to be, that way you can take advantage of the turn 1 Deep-strike roll, along with using an Astropath and optionally a an Officer of the Fleet to ensure that they arrive that turn. This way you can hop in with the Interceptors, flame away, drop in the terminators, flame away, and even optionally use any sort of flamer the Inquisitor could buy to burn more, clearing out whatever hordes (or even higher Toughness creatures considering Incinerators are S6) and clearing out a safe space for everyone else. ::If you do this you can have nearly your entire army on the opposite side of the board on turn 1 (three Infiltrators as well as however many Deep-strikers) which could easily mess up an enemy gunline, so long as you make sure not to leave all of your units out in the open. ::Note that you can also try to use this strategy with a Dreadknight, with about as much success though it's not nearly as needed as with the Terminators thanks to the fact that the Dreadknight can also get the Personal Teleporter, which makes it a Jump Monstrous Creature and allowing it to do the same teleport shunt that the Interceptors can do (though it is still an option, in case you wanted to save those 30 points for something else). ====Heavy Support==== *'''Nemesis Dreadknight:''' A monstrous creature that can ally with anyone in the Imperium? [[Tau|Well everyone else]] [[Eldar|seems to have been getting]] [[Ultramarines|their own MC's]], so why not? Originally meant to combat Greater Daemons, the Dreadknight can do well against nearly every other MC in the game thanks to good equipment, cheap cost, good saves (2+/5++, while having access to Sanctuary to buff himself to 4++), access t o great gear and fantastic movement, at least once you buy it the Personal Teleporter (not needed if you're Deep-striking). :Unfortunately it only starts off with the two Power Fists as a base, and while they're not bad they're not the dirt-cheap Greatsword the knight can buy either, which gives you the exact same benefits, with the Master-Crafted and Force rules to boot. The Hammer can be good too, but generally Master-Crafted attacks will help you more than Concussive and it's just a marginal increase to get the Greatsword over the Hammer. :For ranged weapons, as above you can skip the Psilencer. Whatever you want to Instant Death should be handled either in melee, or handled by another unit entirely. The Heavy Psycannon looks nice, and it could be worth it since you actually want the Dreadknight to be charging against really meaty targets that warrants that level of Strength. If you're especially dead-set on it, then get an Astropath for Prescience and then the Dreadknight can make a lot of points back in a single volley, before making the rest back in melee. :While not exactly meant to clear out larger groups (better left to the Interceptors and Terminators), the Dreadknight isn't too bad at it provided he has his Greatsword and an Incinerator. Flame the enemy (make sure to take full advantage of Torrent) then charge to get 5 Initiative 4 Strength 10 Attacks. Whatever you're up against should break and get crushed. :Do keep in mind that the Dreadknight isn't without weaknesses, poison can fuck it up, so can any sort of Rending, as well as [[Eldar|pseudo-rending]] and unlike most other MC's the Dreadknight isn't Fearless. ATSKNF is good for keeping it on the board, but you don't want it moved out of position thanks to things like Tank Shocks and Terrify, and having it run from assault, even if it's immune to sweeping advances is really annoying, especially if your opponent just guns it down before it can get back where it belongs. To that end try to avoid it if you're fighting enemies like Dark Eldar, or you're up against a tank-heavy force (it'll be of less use to you than some other troops with Melta's, even if it gets in close it's simply not that points efficient at that job). *'''Landraider Types:''' **'''Godhammer (Basic):''' Nope. Do not take it, the Grey Knights in this book work best as allies, so use them as allies, buy somebody else to blow up shit and buy a different Land Raider that'll better fit your transport needs with its loadout. **'''Crusader:''' That's more like it. While the loss of Psybolt Ammo hurts (a tear shed in pity) it's still a really great assault vehicle, and more than capable of delivering a full squad of Termies into battle in case you didn't want to take advantage of their Rites of Teleportation. Just watch out for terrain, getting your Land Raider immobilized (even if it'll only happen 1/6th of the time) really fucking sucks, and with the amount of points you need to put into a Terminator Squad inside one of these Raiders (at least 400) you don't want it to operate at anything less than peak efficiency. **'''Redeemer:''' This one's iffy as a prospect, if you're up against Daemons or any army that requires you to get close to use your Template weapons, then you're going to want certain defences, but these Raiders don't have any sort of defence like Truesilver armour, and its range always puts it within easy Melta range, on top of MC charge which are the two fastest ways to lose it. ::If you know you're not going to be up against either MC's or Melta's, then go ahead and take it, so long as you can use it and flame a couple MEQ's it can make its points back extremely quickly.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information