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===Elites=== *'''Techmarine:''' The odd thing about these guys is that they're primarily useful for everything that ''ain't'' engineering (which is, you know, their main purpose). Their vehicle-repairing is terrible in basically any Codex (besides ''maybe'' Iron Hands), but, unlike most Techmarines, Grey Knights Techmarines get easy access to Rad and Psychotroke grenades on a Power Armored body, they can trade their servo-arm for a Conversion Beamer, and (if keeping the servo-arm) they remain a great source of multiple flamer attacks ''and'' a ton of melee attacks, not to mention having Orbital Strike Relay. Thus, don't underestimate them if you need some cheap additional melee punch or a powerful inexpensive sniper. Stick one in with an assault unit (if in can-opener mode) or send him camping far, far away from the battlefield (if in [[Wikipedia:Simo_Häyhä|Simo Häyhä]] mode with a Conversion Beamer, as the further you are, the more efficient the Beamer is, and believe us, for a Strength 10 AP 1 Explosion in your opponent's ass, you'll be more than willing to make Bob the Builder walk a bit), and either way enjoy the results. If you actually want to make use of their repair ability, putting them in Stormravens is probably your best bet, since they've been FAQ'd to allow internal repairs. *'''Purifier Squad''' - A steamroller against tarpits. These are super-PAGKs with cheaper special weapons, Fearless, and replacing Warp Quake with the Cleansing Flame psychic power, which causes additional wounds to all enemy models in combat on a 4+ (but allows armor saves). These guys can probably benefit the most from a Razorback. *'''Venerable Dreadnought''' - A more powerful Dreadnought, 60 points more expensive, but with better WS/BS and the ability to force your opponent to reroll vehicle damage. However, it competes with many other choices for the Elites slot; you may have to settle for the standard garden-variety Dread if you run out of room. This has become a unit of extremely questionable merit, mostly due to cost-vs-benefit. The Venerable upgrade might save your bacon against a single lascannon or melta hit, but against high rate of fire strength 6/7 shots (assault cannons, autocannons, and their equivalents) you'll be stripped of hull points regardless. The increased BS is nice, I guess, but most of the ranged options are already twin-linked (TL BS5 is better than TL BS4, but it's a difference between 97.2% hit chance and 88.8% hit chance, you make the call). The increased WS is nice if your goal is close combat, but that also requires surviving long enough to get into close combat, which is possible by hoisting this onto your Stormraven Gunship. Remember that it retains the Reinforced Aegis rule. *'''Paladin Squad''' - Super-Terminators, Paladins get +1 WS, +1 Wound, the Holocaust psychic power, and can take an Apothecary (Feel No Pain) for 75 Points or Master-Crafted weapons for 5 points each. These guys will run over an enemy who lacks high AP weapons. Extremely powerful, but extremely expensive and don't score unless you take Draigo. Steer clear of anything that inflicts Instant Death: A single Demolisher Cannon shot can ruin this expensive squad's day in a heartbeat. Nevertheless, Paladins will get the job done. Another way to use them is to stick a couple of them with an apothecary to an Independent Character's ass and use them as "Look out, Sir !" meatshields. *'''Assassins''' -The assassins were "fixed" in 5th ed, meaning that they lost most of their special powers. Instead they got a statline that could make a [[Eldar|Phoenix Lord]] green with envy (WS and BS 8 (that's higher than HQs in this book, and most every other book), S and T 4, 2 wounds) and are actually viable to play now. They all cost within ten points of each other and their wargear can't be changed. **'''[[Callidus]] Assassin''' - She can pop out like [[Marbo|the titular rambo]] dealing damage to an enemy unit as she does. Her phase sword is a power weapon that inflicts Instant Death. The Neural Shredder also tests against the enemy's Leadership rather than Toughness in a template, moving down weaker willed troops like wheat. Send her against big multi-wound thickies with poor leadership (Ogryns, Ork Nobz, etc.). **'''[[Eversor]] Assassin''' - He comes with melta bombs, a lightning claw, and a Poisoned (2+) AP2 pistol. Pretty much guaranteed to cause some damage, but suffers from Overwatch fire and usually gets shot to death the very next turn unless your opponent is a blind dumbass. '''Alternate strategy:''' Use this guy like [[Dark Eldar|Wyches]] and bog him down in close combat with a squad he will win against but won't kill in one turn. Easily allowing you to massacre weaker squads packed together (Those devastators should probably have been spread out, but your opponent didn't think about that, did he?) And then continue on the rampage like nothing happened. **'''[[Culexus]] Assassin''' - He forces Leadership tests on people shooting at him and can't be shot at if they fail this test. His gun fires faster if there are psykers around him. Good thing the Grey Knights are pretty much all psykers... **'''[[Vindicare Assassin|Vindicare]] Assassin''' - He has a special sniper rifle and a pistol, which use different rounds for varying effects: ***Allocate wounds he inflicts. ***Ruin any Inv. save wargear within 36" and in LoS on a roll of 2+, plus a wound on a 4+. ***Wound on 2+. ***Deal 2 wounds. ***Penetrate vehicles on 4d6 (the round that deals 2 wounds also does this). This has become a favored tactic (along with hip-thrusting, hump-catting, and bear-blasting) for taking care of AV14 vehicles that you can't simply spam to death with psycannons. ** The Vindicare is probably the one you'll use the most since he's one of the few decent long range options the Codex has. The Callidus can come in handy with a horde opponent (pop out of a horde, do some damage, cover them in a template, laugh), but the other two (Eversor, Culexus) are least likely to see the battlefield.
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