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====Melee==== 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 certain independent characters, have Hammerhand, which gives the unit +2 strength until your next psychic phase. 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. These are their close combat weapons, all of which have Daemonbane, which allows a re-roll on failed pens and to-wounds (i.e. Shred) 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 Greatsword''': Exclusive to the dreadknight, it's like a powerfist but with Force and Master-Crafted instead of Unwieldy. *'''Nemesis Daemonhammer''': 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 S6+ option for Grey Knights. Rush these at that big, scary 6-7 wound MC. *'''Nemesis Force Halberd''': S+1 AP3 weapon with two-handed. At 2 points a pop they are hard to say no to. Mix this with the Hammerhand power and you get S7 attacks. So much for you, Greater Daemons! If you're designating a team to hunt MCs, though, this is the weapon you want. **'''Alternative Use''': S5 is nearly as good as S6, so if you want to save warp charges while keeping your squads killy, consider taking this. That way, you can throw around more Witchfire/other buffing spells from your compulsory Librarian. *'''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 Hammerhand). Not an auto-take, but (in this author's opinion) the best option if you have points to spare after getting your must-haves covered. *'''Nemesis Warding Stave''': 5 points, S+2, AP4, Force, Adamantium Will, Daemonbane. 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. Only AP4 though, so it loses some anti-MEQ effectiveness. **'''Alternative View''': This thing is a must-take. Every one of your units needs one of these. 4+ Deny the Witch, 3+ if you somehow have a higher Mastery Level than the other guy, and reroll 1s thanks to The Aegis. 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. And paying 5 points for S6 before Hammerhand is always awesome.
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