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Warhammer 40,000/7th Edition Tactics/Grey Knights
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===Why Play Grey Knights?=== The Grey Knights are the Emperor’s final creation, an army of Space Marines whose might and dedication eclipses all others. Their all-consuming mission is to confront the Daemons of the Warp wheresoever they might manifest. Each Grey Knight has the power of an army in his own right, capable of felling the greatest of Greater Daemons with a single blow. When the Chapter fights as one there are few who can oppose them. Yet, as the Imperium approaches its twilight, the daemonic threat grows ever greater and the Grey Knights ever more beset. Will they have the strength to hold back the coming tide of Chaos? Though the Grey Knights wield the finest armaments that the armouries of the Imperium can provide, their chief weapon comes from within: a psychic might that can cleave through armour, summon sanctifying flame or return life to the dead. A Grey Knights army will always be outnumbered, but each of your warriors is easily as powerful as the mightiest hero in your opponent’s ranks. Terminator Squads, the elite of other Space Marine armies, are the mainstay of your force. Purgation Squads lay down a storm of heavy weapons fire, Purifiers immolate the foe with azure flame, Strike Squads attack wherever the enemy is most vulnerable, and towering Nemesis Dreadknights stride imperiously across the battlefield, leaving a trail of destruction in their wake. '''Pros''' * The Grey Knights are an army of Psyker Space Marines. That's pretty cool. * The Grey Knights have excellent close-range shooting and assault. At a minimum, you're getting a storm-bolter and a force sword on every infantry model. * Good looking infantry models with lots of customization options. * Many units have the option to Deep-Strike to get up the field * A low model count allows for easy movement and understanding of the game. * Chaos, Daemons and Psykers are your preferred targets. * Grey Knights are the only army that can have objective secured Terminators without any supplements or special detachments needed to unlock them. * Force weapons ''absolutely everywhere''. * All of your Squads are at least Mastery Level 1 due to Brotherhood of Psykers; this means you will rival the likes of Eldar in the Psychic Phase. ** The Grey Knights have fewer risks when using the new Sanctic Powers, which are pretty much the same powers you've always had. ** Sanctic Powers are very versatile : teleports, offensive and defensive buffs and debuffs, focused harm or AOE and of course throwing in the lot a pinch of anti-Daemon bonuses. ** Since you have Combat Squads, you can maximize your Warp Charges by splitting them up into smaller forces all with WC1. It adds up, but it also costs survivability. '''Cons''' * A low model count means each loss hurts much more. In order to win you must find ways to block line of sight, find cover saves, and get into assault as soon as possible. * The codex is extremely limited in terms of unit selection; you'll likely need to field allied detachments to make up for what you lack. * Other armies have access to high strength AP3/2 weapons; 5++ isn't going to save you * Very limited access to AP2+ weapons outside of close combat * Force weapons are now subject to Deny the Witch, which can potentially cripple your assaults. * Poor long range shooting options - good luck trying to bust anything with a halfway decent AV without getting into melee range * All of your Squads are at least Mastery Level 1 due to Brotherhood of Psykers; unfortunately this also means that your army is vulnerable to Anti-Psyker abilities and Perils of the Warp * Terminator troops means no sweeping advances. * Anti-Daemon abilities are useless if you're not facing Daemons, which makes them useless most of the time. The new Daemonic Adversaries rules from Gathering Storm III mitigate this somewhat. The rules grant your opponent the option of making their warlord a Daemon (with some pretty huge benefits) as well as upgrading their other independent characters to Daemons and Mastery Level 1 Psykers for free, and Mastery Level 2 for +25 points each. They also are allowed to roll on a Daemonic Incursion table that is similar to the Warp Storm table.
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