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==Tactics== ===Anti-Armor Tactics=== While anything AV 10-<s>12</s> will pose about as much challenge to your psycannons as wet cardboard, AV 13-14 can be a problem. You don't have many good options for tank hunting and its important to choose the right one. The first option is <s>[[cheese|MOAR PSYCANNONS]]. Even AV14 will eventually falter under a hail of S7 rending shots, this just isn't the most efficient use of them.</s> not to use Psycannons primarily as anti-armour because Rending is Hail Mary faggotry even with 4-8 shots per unit, so instead invest in some Dreadnoughts with Psycannon Bolts and Twin-Linked Autocannons. 4 twin-linked S8 shots per turn per Dread is enough to push damage past most cover saves (unless you have some fucker with a GK Librarian giving everything Stealth) and is good for most vehicles between AV10 and 12; for everything else, there's Meltaguns. Your second option is a Vindicare. His special penetrating shot will allow you to neutralize <s>armor early on</s> one tank per turn at best assuming it fails it's cover save at <s>long range</s> 36 inches which is not really long range. It <s>can be</s> is fragile and too expensive, but this has come out as the favorite choice for most <s>armies</s> cockmonglers. The third choice, if by some exceptionally <Strike>bad</strike> manly choice you've built a Coteaz army, is to use [[Jokaero|laser apes]]. Since their digital weapons can count as both lascannons and meltas (among others) they are equipped to deal with just about any situation. They also have special Monkey Powers which make ordinarily-nasty weapons even nastier. Rending Multimeltas with 36" range? Yes please. You can also spam Razorbacks with lascannons, but your best bet is to just bite the bullet and bring Coteaz with a bunch of Meltagun Henchmen in Chimeras and use them like Imperial Guard Vet squads. Using Coteaz also lets you bring Death Cult Assassins, which you should due to dual-wield Initiative 6 power weapons that murder most everything in close combat and also DAT ASS. Run them in Chimeras so you can team them up with a Librarian for maximum rape-train (+2 Strength with 2D6 for armour penetration = they will kill Walkers as well as everything else, including Paladins). ===Army variants=== *'''Draigo's Shiny Dozen:''' Take Draigo, take 2-3 squads of Paladins as troops with diverse wargear, don't forget the psycannons and maybe a Psyfleman dreadnought or 2, a Landraider is useful, but you will lose something for it. Below 1,500 points you will literally have roughly 12 models on the field. This army is not competitive, however taking it at 1k will annoy the fuck out of your opponent as they sweat to get a single wound on you as your handful of models jog forward to beat them to death in melee. *'''Coteaz Leaf Blower:''' Remember those annoying as fuck leaf blower lists that finally made IG in 5th edition an army to be feared for the first time in 40k? Well Coteaz can imitate these lists, using GK Psyfleman Dreadnoughts, Henchmen squads of Jokaero spamming lascannons/meltas and Warrior Acolytes packing meltaguns/flamers in Chimeras acting as MechVets. There aren't really any extras you can add to this as you're taking full Troops and Heavy Support slots, if you have spare points grab a Vindicare assassin and GK Veteran Psyfleman Dreadnoughts to max out that long-to-mid range anti-tank. Advantages over the IG variants is the stupidity of lasermonkeys, GK vehicles using Fortitude and Vindicare Assassins. The disadvantages are that people already hate you for being GK, anything that can get to close combat will auto-win, although this really shouldn't happen, only Vanguard Veterans and CSM Lesser Daemons can assault the turn they deepstrike to the best of my knowledge, everything else needs to survive for at least one of your shooting phases, that said watch out for Dark Eldar Wych lists, if you're too far forward they can pull of their first turn assault shenanigans, so against DE army that is Wych heavy (unlikely as it is) use your Chimeras as a buffer against them, also keep your dreadnoughts back as they can assault them, avoid being shot due to being in CC and thanks to Haywire grenades they have a reasonable chance of beating it and then moving onto your less resilient squads. *'''Purifires:''' This is the way many people love to play GK in Russia. They fill out their troops choices with 5-6 Puries with psycannons on las-plas razors, one pack include 8-9 Purifiers and Libby which ride a Land Raider or Stormraven to rape everything in CC. Garran Crowe (which is motherfucking badass and has a cool look) is taken as HQ. Psyflemen dreads are used as heavy support. So you can have motherfucking gunline which deals with almost any armor and not to suck in HtH. ===What to buy=== every time you buy Grey Knights, Ward gets a raise. Buy more Coteaz, and get some Sisters of Battle to provide the Inquisitorial Henchmen, thereby denying Ward his money. Also, if you want there's a better way to use Grey Knight without having to buy their specific models. The Space Marines have a chapter similar to the Knights and it's called the Exorcists. Check them out on the Warhammer40kwikia for a complete history. Basically, they are a secret project conducted by the Inquisition in which they have the Marines possessed and later exorcised so they can gain a resistance to Chaos. Plus they are invisible to all the Daemons except the ones who are incredibly powerful. They have a mutual respect going on with the Inquisition and apparently team up with them on various occasions. This gives players a fluffy reason to field them with Inquisitors on the field. So there you have it, buy Space Marine models, paint them in Exorcist colors, and make Matt Ward cry. For people NOT interested in being butt-hurt over the latest codex and instead just want to play /TheGame/, a good starting choice is, of course, a couple squads of either GKTs or GKSSs, depending on your financial restrictions and what amount of points you're looking to start with. For the recently-inducted, 500-750 pt. games are a good way to get your feet wet, and thus you will probably want to go for a pair of GKSSs and a Librarian [whose psychic attacks are fuck-right devastating]. A good expansion will be with Terminators and one of the more specialized HQ units, or if you're looking to have some diversity, an Inquisitor and their retinue. Invest in at least one Stormraven, a Dreadknight, and either a Rhino or a Land Raider, depending on the balance of power-armor units to terminators, respectively. And of course, be sure to ignore the people rolling their eyes for selecting the Grey Knights; Matt Ward's silliness aside, the Grey Knights ARE a pretty fuckawesome army list with a good aesthetic design for the hobbyists and, with practice and patience, can efficiently lay waste to anyone they stand against. If you balk at the Grey Knights fighting something other than daemons, well...if you look hard enough and scream you battle litanies loud enough, ANYTHING you set in front of your Knights on the tabletop will look like a daemon. [[Category: Warhammer Tactics/Old]] {{Warhammer_40k_Tactics}}
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