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==Wargear== ===Ranged=== *'''Storm Bolter:''' Now Rapid Fire 2 + bolter discipline, which means 4 S4 Ap0 shots within 12", stand still or 24" if terminators. Your basic 5 man strike squad will shoot 20(!) shots if teleported within 12" of the target, which is no joke. Then add Psybolt Ammunition (2CP) every 5 men in a squad shoot '''20 S5 Ap-1 D1''' shots!!! But wait there is more. Tide of Convergence increase Str and Dmg of Psi weapons, this includes Storm Bolters affected by Psy Bolt Strat. Storm Bolters now go to 20 S6 Ap-1 D2. There are 2 litanies worth a look, Invocation adds an AP and Recitation of Projection adds an extra 6 inches to range. using invocation our Storm Bolters now become, 20 S6 Ap-2 D2. Which is just right to lay waste to multi wound infantry. Throw Astral Aim on the unit as the icing on the cake. Ignore cover on top gives perfect recipe for collecting the tears of primaris marines hiding in ruins. *'''Combi-Weapon:''' Only available to your Techmarines and Librarians in Terminator Armor. Consists of a regular Boltgun with a Meltagun, Plasma Gun or Flamer strapped on, though the Techmarine additionally has the choice of a Grav Gun. You can fire on either mode or shoot the boltgun and the combi-weapon in tandem. However, you force a -1 to-hit modifier on all its shots, which the auto-hitting flamer gives exactly no fucks about. ===Special Weapons=== *'''Psycannon:''' 24" Heavy 4 S7 Ap-1 D1. The infamous weapon from 5th Edition. It has an arguably greater utility than it did in 7th, but compared to earlier editions, it's nowhere near the premiere auto-include it used to be at least in soups. This thing's best served against light/medium infantry outside of cover and weaker vehicles. Without buffs you'll only do .667 damage against T7/Sv3+ per psycannon, even when standing still, so psilencers are statistically better for cheaper against most targets, due to their increased damage. If you want real anti-vehicle in the case of a soup list, just take more lascannons. However, with the new Tide of Convergence (ToC) ability, these bad boys goes up to S8 and D2, making their overall damage output very similar to plasma weapons who have better AP but a lower rate of fire, all the while being retarded explosion-proof. Then, stacking with Psychic Onslaught (2CP), will give your Purgation Squad 16 S9 AP-2 D2 shots! Point these psycannons at any vehicle and see it's armour crumble - against what is now the Grey Knights' strongest ranged anti-armour weapon. ** Given the fact that lots of things in Grey Knights are all about stratagem synergy, and you're likely going to be using your Psychic Onslaught strat on your psilencer Purgators, it is sometimes good to have a squad around with a base AP -1 to kill marines and termies. *** As long as ToC is active, infantry psycannons do the best against units with: T6 Sv2+, T7 Sv2+/3+ and T8 Sv2+, compared to psybolt storm bolters and psilencers (without needing additional buffs). *'''Psilencer:''' It's a 24" Heavy 6 S4 AP0 D1d3 gun that fires the condensed psychic power of its wielder. Literal mindbullets. Deals 1d3 damage, like a force weapon. As long as you don't move, your 3/2 more shots then a storm bolter for only double the cost, Not to mention having an easier time wounding tougher models, you're sure to force some failed saves eventually. Their precious plot armor can only protect them for so long. **On a Purgation Squad, Psychic Onslaught is CP better spent than on a team of rapid fire storm bolters. **Note: Outside of Tide of Convergence, against anything with Toughness 5 or higher and a 3+ save -- e.g. most vehicles, Monstrous Creatures, etc. -- you're still only dealing an average of .88 damage per psilencer, but against those targets, so is the psycannon, and for more points. Against the ''majority'' of targets, the Psilencer is your best option from this list - you need to be shooting a Land Raider for a Psycannon to do better, in terms of hard targets, and even then, it won't be better enough for its cost. ** With the new Tide of Convergence rule, psilencers become S5 and D1+D3... Now you comfortably wound almost all infantry and you wound T8 on 5s, plus your damage will be on par with Lascannons once your enemy eventually fails some saves. Not bad, not bad. *'''Incinerator:''' Most expensive special weapon for 9 pts. 8" Assault 1d6 S6 AP-1, auto-hitting. It's now a +1 heavy flamer, but an 8" range makes it hard to use in a faction that relies on deep striking for movement without using Dynamic Insertion(1cp). Only really useful on Purgation squads with 4 of them, if only so you don't miss out on Advance & shoot. **Your best chance of murdering a Culexus Assassin, and actually works decently against aircraft, but only if used en-masse. *'''Psyk-out Grenades:''' It's available on all infantry models, but I'll leave this here. It's only S2 AP 0 but does 1 mortal wound to Psykers and Daemons if you roll a 6 to-hit (no need for the to wound roll). Frag or Krak is better, with Psyk-out situationally better if rolling a six has better chances to than anything else. ===Nemesis Force Weapons=== Your main armament for Knights is a force (power weapons that deal D3d damage) each cost 1 point with the exception of two Falchions or the Daemonhammer. With the Rise of Primaris, the ability to deal 2+ damage per swing is very useful when taking out MEU and vehicles. *'''Nemesis Force Sword:''' A basic power sword with Ap-3 and D3 damage. Has the greatest AP of the force weapons - this thing is equal in AP to a Daemonhammer now! - but doesn't give you any strength bonuses. *'''Nemesis Force Halberd:''' S+1 AP-2 weapon. The thing is, the Force Sword benefits from Hammerhand much more than this does with its better AP, and thanks to the new To Wound chart in 8th, it's a lot less useful vs. Toughness 3 and 6, since you'll still be wounding on 3+ and 5+ respectively with or without the strength buff. You will have an easier time wounding Toughness 4, 5, and 8, however, so it still has its uses. Slightly inferior to Falchions against anything that isn't T5 or T8. **It would be cool if GW would take a note from Age of Sigmar and give these things a melee range increase. *'''Nemesis [[Matt Ward|Warding]] Staff:''' S+2 AP-1 D3 damage that gives the user a 5++ against attacks made in the Fight Phase, or +1 to their invuln if they have one already. No longer gives any bonuses to denying psychic powers, but instead stole the rules from the 5th ed Nemesis Force Sword. As wounds are allocated by the controlling player, this gives defensive utility, as a Terminator combat give the unit a 4++ until he dies, or a 3++ with Sanctuary! You'll still die when you get shot. *'''Two Nemesis Force Falchions:''' AP-2 power weapons which grant the wielder +1 attack when taken together. Are now 2 pts instead of 1 pts like other basic Nemesis weapons. with Shock Assault, Strike Squads and Purifiers will have 3 attacks each. Combined with a banner from the Brotherhood Ancient, you're effectively tripling the combat output of your boys in power armor. Statistically speaking, these things beat out or equal halberds in terms of damage output against anything that isn't Toughness 5 or 8. *'''Nemesis Daemonhammer:''' Sx2 AP-3 which does a straight 3 damage per wound. However, it forces a -1 to-hit modifier. That said, if you stick this on your Paladin Paragons and HQs, you'll still hit on 3s like the rest of your units. It got a little bit more expensive, but since the bearer no longer attacks last in combat, you won't have to worry about him getting taken out before he can swing. Use this to beat the shit out of vehicles, big gribbly monsters, and multi-wound characters. ===Relics of Titan=== Codices are adding back relics to armies. The way relics now work is that they replace an equivalent item, functionally free (though that still means you have to pay for the item it replaces, and the model needs to be able to use the equivalent in the first place). The only two worthy of serious consideration is the Banner and the Cuirass; the first multiply your expected damage from Smite by more than 3.5, getting it up to Cleansing Flame levels at twice Cleansing Flame's range, and the latter will help keep you alive, including through Perils. ''None'' buff your entire army, unlike the best choices from the Space Marines list, but both of those help your Smite output improve; a Brother-Captain in the Cuirass paired with a Paladin Ancient with the Banner will provide very pleasingly consistent Smite output the entire game. *'''Banner of Refining Flame:''' Paladin Ancient or Brotherhood Ancient only. The model immediately loses the Rites of Banishment ability, and this time Smite drops to a pitiful 6" range, but always does D6 Mortal Wounds regardless of how high your casting value was. Takes the expected damage of Smite from the GK baseline of 0.83, past the standard output of 1.79, and all the way through to 2.92 expected mortal wounds. Stack this with a Brother-Captain to deliver that at 12", not 6", so you can do it after teleporting in. *'''Cuirass of Sacrifice:''' Requires the {{W40kKeyword|INFANTRY}} keyword, is not a suit of Terminator Armor like in 7th; 5+ FNP. Pretty great all around, since the 5+ works to prevent mortal wounds from Perils and Inner Fire. *'''Fury of Deimos:''' A souped-up storm bolter and replaces one. 30", Rapid Fire 3 S5 AP-1 D1. Functionally worse than the Primarch's Wrath regular Space Marines get, since it is only D1 and effectively costs 2 points, rather than 0, but still the best weapons relic available to Grey Knights. You probably shouldn't take it. **Bolter Discipline does give it SOME new life for a Grand Master parked near some Purgation marines or a Dreadnought, but you're still wasting a slot best served on the Banner or the Cuirass. *'''Destroyer of Crys'yllix:''' <strike>Souped-up</strike> (Plus 1D is NOT "souped-up") Nemesis Daemon Hammer and replaces one. Sx2 AP-3 D4, still subtracts 1 from hit rolls. Complete waste of a relic slot - GW has clearly established that relics should do more than merely add +1 damage, which has been everywhere else relegated to the "master-crafted" adjective. Do not take it. *'''Domina Liber Daemonica:''' All Daemons within a 6" bubble from the character must subtract 1 from their Leadership. What did the hell happen? This thing used to grant additional psychic power. Still fluffy, but with 6" area of effect, it isn't a game-changer. The only few relic a Grand Master in a Dreadknight can take, but just like others on this list, it will almost never benefit you enough to make it worth bringing. *'''Soul Glaive:''' A souped-up Nemesis Halberd and replaces one. Improves the AP by 1, Melee S+1 Ap-3 D3d and rerolls failed hits and wounds. The re-rolling of wounds is the real kicker, and will actually get the halberd to outperform a set of falchions, but it won't get you up to Teeth of Terra levels, so, once again, just not good enough to justify a relic slot. *'''Blade of the Forsworn:''' This relic replaces a Nemesis Force Sword only. Melee +1S Ap-3 D3, ignore Invulnerable saves against Daemons. Situationally better than Soul Glaive dependent on your deamon meta or giving a champion a better sword. *'''Sanctic Shard:''' When a psychic test is taken by the model with this relic you can reroll the result, additional the model with this relic adds +1 to the result of their psychic tests. Virtually an auto-take for your first relic slot. *'''Augurium Scrolls:''' Any friendly {{W40kKeyword|Grey Knights}} unit within 6" of the model with this relic score an additional hit on an unmodified roll of 6 with all Nemesis weapons. Killer with a unit with Falcons. *'''Staff of Supremacy:''' This relic replaces a Nemesis Warding staff. When a psychic test is taken for an enemy model within 18" of the model with this relic, the enemy will suffer perils of the warp on a roll of any double. *'''Artisan Nullifier Matrix:''' Available only for a {{W40kKeyword|Grey Knights Librarian}}. Once per turn when a psychic test is taken by a friendly {{W40kKeyword|Grey Knights}} unit within 6" of the librarian with this relic. You can increase or decrease a dice roll value by 1. (+1 to cast or stops perils.) *'''Aetheric Conduit:''' Available only for a {{W40kKeyword|Grey Knights Techmarine}}. You can heal 2D3 instead of D3.
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