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==Unit Analysis== ===HQ=== *'''Grey Knight Brother-Captain''' - Pretty much replacing the Grand Master as the <strike>most Customizable unit ever,</strike> regular Space Marines have better options compared to us now. The BC can become a Grand Master for 35 points, giving him ML2 and +1A. Other than that, he'll play the same as before, to the detriment of the Grand Master even though he became a bit cheaper. **'''Grey Knight Grand Master''' - Although he costs a more than a regular marine commander with similar stats. Note no orbital bombardment, or even the option to take it. As stated, he becomes an ML2 psyker, comes with terminator armor (which you sadly can't remove if you don't want it), and can equip any of the Grey Knights' heavy weapons. He can also take all the stuff available for Grey Knights, including a bonus MC weapon, a Teleport Homer, and Digiweapons. ***'''Brave new claim''' The Grandmaster is no longer an auto-include. He simply has to take the Soul Glaive, but unfortunately that is over 200 points, and he is nowhere near as good as he was in 6th edition. Sure, you gain an ML, but that hardly seems like consolation for the loss of Grand Strategies. My old loadout had MC Nemesis Force Sword, Digital Weapons, and Rad Grenades. Wounding on 2s against MEQs with Hammerhand (in the early days of 7th), and all of this cost only 200 points; hell, I even had BS6 as opposed to 5 now. Just take Draigo instead. *'''Brotherhood Champion''' - Nerfed from WS7 to a measly WS6. The only Grey Knight HQ choice aside from the Techmarine to not wear Terminator armor, though he does still have artificer armor (so he can fit in Rhinos and Razorbacks). He's been recast as the auto-challenge HQ with a weaksauce rule that gives him ONE extra attack against ONE model if he goes down in combat. The Brotherhood Champion, unlike the other Grey Knight HQs, can't replace his wargear at all, which sucks, but he comes with everything he will ever need. He's also unusual in that he doesn't attack normally; he has to pick one of two stances in the assault phase, but only if he is in a challenge. **'''Sword Strike''' gives the Champion Smash. Useful for targets with a 2+ save or with high toughness. Note that, due to the wording of Smash ("... when it makes its close combat attacks, it can choose instead..."), you can probably choose to attack normally on your turn and choose to use the x2 strength for Heroic Sacrifice. **'''Blade Shield''' makes him reroll any saving throw he's called upon to make. With a 2+ and a 4++, that's not bad at all. Go with this if your AP3 is good enough, or if your opponent lacks AP2. ***Why this guy is good: I've heard lots of people put this guy down saying he sucks compared to our other choices for hq; though I know he can't beat a level three librarian, there is reason to field him over a brother-captain. First, ally with inquisition, then take a combat unit with arco-flagellants and crusaders plus a priest or two. Activate force and hammer hand and all of a sudden he becomes God-like compared to what he was doing before. With some luck he will have a 4++ rerollable and a 2+ rerollable with a single strength 10 ap 2 attack that can reroll a single failed to-hit ( read: all of them) that causes instant death. With sanctuary this guy will start soloing the likes of the swarm lord and other big scary baddies. *'''Librarian''' - Oh, how we love this guy. A psychic specialist, wears Terminator armor and has a psychic hood. Starts at ML2, can upgrade to ML3, and can roll powers on the Daemonology (Sanctic), Divination, Pyromancy, Telekinesis and Telepathy tables. An auto-include choice in a Grey Knights army since he has the broadest access to powers from amongst your psychic brethren. Also useful as a focal point for all those Warp Charges that your army will generate that they might not necessarily always find immediate uses for. He also has a pretty broad choice of weapons, as he can take almost any melee weapon for free (except for the Daemonhammer, and even that's at half-price) and can opt for either a Storm Bolter or a Combi-weapon. **'''EDIT''': Give this guy all Sanctic powers, give him the Domina, and hope to the Emprah you roll a 6 on warlord traits. [[Cheese|That's all but 1 sanctic power on one guy]] at an amazing price. Stick him in termies or pallies and get him up the field. I've yet to have this challenged and killed efficiently by anything short of the anti-psyker assassin. *'''Techmarine''' - Now these guys are pretty much the same as the one in Codex Spacemarines, but with psychic powers and ML1. They now come as a bonus choice for every HQ selection you take. The hard part is finding a purpose for your Techmarine in a GK army, and figuring out why he can repair Dreadnoughts but not Dreadknights. On the bright side, they can still get conversion beamers, so you still have that as a long range fire support option. ====Special Characters==== *'''Brother-Captain [[Arvann Stern]]''' - A solid close-combat character, pretty much a standard Brother-Captain with a force sword, but with two gimmicks. His first gimmick is the Strands of Fate ability, with which he can reroll a single to-hit, to-wound, or saving throw per turn; however, for every such roll you take, [[Tzeentch|your opponent also gets to make the same kind of roll]]. Don't abuse it, or a canny opponent will use it to screw you over. The second gimmick is a special version of Banishment that allows him to reduce the Invulns of ALL Daemon units within 12" of him (instead of a single unit within 24"). Give him some room to fire it and they will fall. He also comes with the Sanctuary power by default, so he's a good pick if you plan on bringing some allied THSS termies, or just to increase the durability of your standard termies if you expect lots of AP1/2. *'''[[Castellan Crowe]]''' - Your average Brotherhood Champion with a better statline, some extra toys (like Cleansing Flame), and +17% points. Sacrifices Nemesis Force Weapon for a generic Close Combat Weapon. He has IC now, and he no longer buffs his enemies when charged. He's still pretty beastly, especially with Hammerhand, to make that not hurt in most cases. He uses both champion stances at the same time, so he gets Smash in addition to re-rollable 2+/4++ saves while in challenges. Remember that with Smash you can choose to attack only once at double strength, which is instant death vs most opponents that aren't Monstrous Creatures. Also remember that Smash gives you AP2 on all attacks, overriding the Sword's natural AP nil, and that excess wounds from a challenge now spill over to the rest of the squad, so keep him in a challenge if you want to see results. He is pretty good vs generic enemy characters, but does worse against things that could take him out in one shot, since even a re-rollable 4++ will eventually fail him. He can really add a lot to a unit as he is now an independent character. *'''Grand Master Voldus, Master of the 3rd Brotherhood (Triumvirate of the Primarch)''' - For 240 points, he has the exact same statline as a Grand Master, but with ML3 and Lore Master as his Warlord Trait. He possesses the ''Malleus Argyrum,'' a Nemesis Daemon Hammer without unwieldy, allowing him to strike at I5. You'll probably be taking him over a Librarian with a Domina Liber Daemonica from now on, as having 5 guaranteed Sanctic powers ''in addition to'' 3 Wounds and Str 8/10 at initiative is too good to pass up. *'''Inquisitor Solomon Lok (Forgeworld)''' - Someone forgot about this dude? Tucked away inside Imperial Armour 4 volume 2 is this little fella who can be taken as a HQ choice for Grey Knights. He's an ordo xenos inquisitor with artificer armour, a refractor field, a master-crafted power sword and a bolt pistol w/ psybolt ammunition. His Warlord trait gives him and his retinue FnP within 3" of an objective which is pretty meh as the unit will be T3 anyway most likely. He's nothing special but if you wanted to fill a HQ slot for cheap and take a very pretty model in the process he's your dude. Surprisingly good against MEQ in CC though, with I5, 4 Attacks base an MC power-sword and digi-weapons means he hits first and rerolls a fair bit. Funnily enough too he's the only Inquisitor the Grey Knights can take in a regular army, even though he's Ordo Xenos and not Malleus (yes, even Hector Rex can only be taken in an Inquisition list). ===Troops=== *'''Grey Knight Strike Squad''' - Your basic Power-Armored Grey Knights, with a bit of a price bump. While they're not as durable as GK Terminators (who also share the Troops slot) and have 1 Attack instead of 2, they're cheaper, you can fit these guys in a Rhino to give them some much-needed mobility, and they can Sweeping Advance, which Terminators cannot do; they can also teleport deepstrike like Terminators, an oft-forgotten ability they possess. Keep in mind that taking a special weapon like a Psycannon or an Incinerator will cost you a Force Weapon attack or two, so think wisely; when in doubt, take an incinerator for wall of death and to chase [[Imperial Guard|camping]] [[Tau|Tau]] out of cover. **Use these guys against hordes and other lighter units while your Termies handle the big guys and lend support where necessary. Don't give these guys psycannons unless you plan on having them simply park somewhere and provide fire support. If you want them to be mobile at all, psilencers are actually a pretty solid choice, as they can still be snapfired at full range on the move, provide a huge volume of fire increase, and can provide some double duty for taking on MCs or other multi-wound baddies thanks to having the force USR. A 10man strike squad with 2 psilencers in a rhino is a fairly decent mobile harassment squad, as it can move at cruising speed to maintain maximum range but still snapfire an impressive 14/16 (12 from psilencers + 2 from the rhino's storm bolter + possible 2 more if you purchased a second SB for the rhino) shots. *'''Grey Knight Terminator Squad''' - Terminators as Troops, a Marine fanboy's dream come true! Oh, wait, you could do that with Dark Angels the whole time (NOPE). And have them in the Elites as well. Anyway. Dead 'ard, killy, and with ''Objective Secured'' in a normal CA FOC, these guys are great for wrenching objectives from your opponent's grip. However, they will get expensive very quickly, especially if you take too many of them, even with the price cut they got. Unlike PAGKs, Terminators don't lose their force weapons if you give them special weapons, like psycannons or incinerators, and Termies are Relentless, so they can be kitted out for shooting without losing any assault power. They even have grenades. Just about the only thing these guys ''don't'' have are Storm Shields. **One more thing to note about these most basic TAGKs is that they are a bargain! Think about it - 33 pts/model gets you a psyker wearing terminator armour that can, at will, buff his strength. They also get access to better special and close combat weapons than your standard terminators lacking only chainfists and storm shields. Not having the latter is a bummer but since they can get hammerhand and Daemonhammers, chainfists aren't much of a loss; if you're desperate for close-combat armourbane, you can always load up your Justicar with melta bombs. Take a Land Raider of your favorite flavor as a dedicated transport for this squad in a CAD for an objective secured land raider and drink the tears of your enemies. ===Dedicated transports=== '''Note''' - As seems to be the deal in 7th edition, Transports have all been moved in to one of the other standard force org positions, and thus can be taken even if you don't have a unit to put inside them. If you take one as a dedicated transport it takes on the force org classification of whatever unit it is dedicated to, but doesn't use up a slot. So a Rhino taken by itself (literally why) would use a Fast Attack slot, but a Rhino taken as a Strike Squad Dedicated Transport counts as Troops, but doesn't use a slot. The actual force org category is noted on each entry below. '''Second Note''' - Our transports took a big hit now that they don't generate Warp Charges. With the cost reduction of Terminators, I anticipate we will be seeing fewer and fewer rhinos. And Razorbacks are <strike>too expensive</strike> priced differently now. *'''[[METAL_BOXES|Rhino]] - Fast Attack''' - Look, Rhinos! RHIIIINOS! Our Grey Knights are hiding in MEHTAL BAWKSES, the cowards! THE FEWLS! Pretty much a must for PAGKs, they give Strike Squads, Purifiers, and Purgation Squads some much needed mobility, and are dirt cheap now. A rhino with an extra storm bolter (2 total) costs the same as 2 standard PAGKs (who bring 2 Storm Bolters) but have 3 "wounds" and are harder to crack. They are pretty much always a good buy. Great for moving PAGKs with psycannons midfield on turn 1 (12" move and pop smoke), and then acting as heavy weapon bunkers for the rest of the game. Your psycannons will have full range on T2 and protection against small arms fire, and if your opponent wrecks it on their turn your psycannons STILL have full range once it hits your turn again. Cannot carry Terminators. *'''Razorback - Fast Attack''' - A Rhino with a big gun on the back. Good for providing fire support for PAGKs of all kinds. The base cost went up, but all the weapon option costs went down. If you were taking razorbacks in the last codex purely for heavy bolters, then yes, they are more expensive now. But if you were taking razorbacks for anything else (TL Lascannons come to mind) they are actually cheaper now than they were in the last codex. You're better off taking more PAGKs and equipping more special weapons; if you need them to be somewhere fast, they can always deepstrike. Also cannot carry Terminators. Worth noting that Forge World provided the Grey Knights with a variant called the Vortimer Pattern which mounts a twin-linked Psycannon (that thanks to being a vehicle always puts out 4 shots at maximum range) for 30 points more than the basic TLHB. *'''Land Raider/Crusader/Redeemer - Heavy Support''' - The choice of Space Marines everywhere for Terminator transport, and thank the Emperor we can finally take them as dedicated transports, freeing up those valuable heavy slots for more NDKs. Grey Knights Land Raiders are pretty much exactly the same as the Land Raiders used by standard space marines. The standard "Godhammer" pattern is schizo but is one of your only decent ranged anti-vehicle units, the Crusader has the best transport capacity and lots of dakka, and the Redeemer is excellent for melting MEQs (and ignoring cover). **since it is a dedicated transport if you buy it for a Termy GK Squad it will count as a troop choice too. If you also have Objective Secured, this choice will be pretty nasty. ===Elites=== *'''Purifier Squad''' - A steamroller against tarpits, now with a small price raise and ML2. These are super-PAGKs with Fearless and the Cleansing Flame psychic power from the main rule book, which is a 9" nova power that causes 2D6 S5 AP4 cover ignoring hits. These guys can probably benefit the most from a <strike>Razorback.</strike> Rhino. Ten man squad Combat squadded. Drive towards 'Nid, Guard, Boyz horde. Unleash a potential 24 S5 AP4 hits, then fire your 2 psycannons for the lulz. Their CC attacks inflict Soulblaze. Also note that, since the psychic phase is between movement and shooting, you can move, Cleansing Flame, then run out of LOS/into cover. This is probably the best elite choice (and possibly infantry unit in general), the others being too expensive and a dreadnought. Their shooting is decent, Cleansing Flame messes hordes up and also autohits FMC (S5, no Jink), give one of them a Daemonhammer and they can reliably ID MCs or hurt AV14, while still being able to trash most things in assault. It's very much worth noting that they lose Deep Strike - Strikes and Interceptors have native Deep Strike, and can therefore use the Nemesis Strike Force (and really, why would you not?). This is quite a major strike against Purifiers (and later, Purgators) unless you're trapped in 5th and are bringing a mechanised list. This ''used to be'' mitigated by allying Space Wolves and sticking them in a Drop Pod, at least until an FAQ ruled that allied forces can't deploy inside one another's transports. The best way to bring these guys would be in a 10-man squad with 4 Incinerators and 2 Daemon Hammers and combat-squadded. This will give you an extra 2 warp charges and will mean you can cast two Cleansing Flames, followed by 2 soul blazing templates from the Incinerators that will not only ignore the average horde's armour, but will also cause instant death, negating any feel no pain tricks. On the subject of transports, the Land Raider would be a better transport, but you want that Heavy Support slot for Dreadknights.The Stormraven is probably your next best option, as it's an assault vehicle and it gives you some anti-air and anti-armour abilities. **'''Alternate Take:''' With the new Gate of Infinity power, for some of your warpcharges you can easily deepstrike these guys. Take the gate right in front of the enemy horde, you're gonna need a cup to hold all the tears that horde opponent's gonna cry! *'''Dreadnought''' - A Dreadnought, same as the others, including a 25-pt upgrade to Venerable. A unit of questionable merit when you could be taking purifiers instead, however it is one of few sources of long range firepower and one of even fewer sources of plasma. It suffers from the general walker fragility problem of falling easily to high rate of fire strength 6/7/8 weapons. If you're bringing one (or more) as long range fire support then parking them in cover helps to mitigate this, and having a psychic pilot with access to Sanctuary can get you a backup 6++ if your opponent can ignore cover. The venerable upgrade isn't really worth it; it might save your bacon against a single lascannon or melta hit, but you're probably going to just be stripped of hull points. The increased BS is nice, but many of the shooting options are already twin-linked, so it's value is a bit more dependent on your weapon choice. The increased WS is similarly nice if your goal is close combat, but requires surviving long enough to get there. Making it in to close combat is more likely if you have him ferried in on a Stormraven, but this also means that you're losing a couple rounds of shooting. For the gutting we took in the last codex update, I'm actually surprised we weren't gifted with a more melee focused dreadnought option, or a libby dread, but I guess that would be stepping on the Blood Angels toes a bit too much. **Dreadnoughts may have an application against Culexus assassins, by tying them up in CC. The assault effect of psyk-out grenades does not allow them to be used against vehicles in CC, so he can't perils the dreadnought to death nor can he harm it with his weapons. Fearless means he can't invoke the "our weapons are useless" rule. If a dreadnought assaults a Culexus, it will one-shot him at best or tie him up for the rest of the game at worst. Maybe go with MM for extra AT, so the dreadnought will still be useful, in case there is no Culexus. *'''Paladin Squad''' - Super-Terminators, Paladins get +1 WS, +1 Wound, and can take an Apothecary (Feel No Pain) for 20 Points. These guys will run over an enemy who lacks low AP weapons. Extremely powerful, but extremely expensive. 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. ===Fast Attack=== *'''Grey Knight Interceptor Squad''' - Your only other Fast Attack choice, these are just PAGKs with teleporter packs that make them look like something from a cheesy '50s sci-fi movie - ask the enemy to take them to their leader. Seriously though, these are effectively your Assault Marines, but they have a nifty trick up their backpacks: they can make a 30" move once per game (but cannot assault). Thanks to the mobility this provides, they're effective at putting pressure on the enemy in the early game, especially if you take a lot and shunt them up on Turn 1. Follow this up with Deep Strike support so they aren't deleted before they can do their job. They got better due to Incinerators no longer being stupidly over-costed for them. And we all know how good flamer weapons are on jump infantry! **'''Alternate Take:''' The Justicar can take a teleport homer and these guys are highly mobile. Look at your unused Terminators. Now look at me. Now look back at your Terminators. They're now a 10-man Paladin squad, Deep Striking within your opponent's lines without scattering (unless they have Coteaz). Take two to three units of 5 Interceptors and move them up the board behind cover (or out of line of sight, if you can manage it)! This method of transporting Terminators/Paladins is cheaper than a Land Raider and more reliable than the Gate of Infinity, due to the fact that (1) you're not guaranteed to get the psychic power unless you field Draigo (although a Mastery Level 3 Librarian with the Domina Liber Daemonica will greatly increase your chances to just over 80%!) and (2) you won't scatter when you deep strike, although the risk is that you lose the Justicar when the enemy tries to kill your small 5-man squad (which is the first good reason why you want at least two small units of these guys). After they've done their job as mobile beacons, they can spend the game running around collecting objectives, harassing your opponent's troops with their Incinerators or basically being a nuisance in any way you can think of! *'''Stormraven Gunship''' (Attack Flyer) - Flying <s>Toaster</s> Land Raider, covered in guns, good for transport and blowing stuff up. Use them to drop Terminators, Purifiers and Dreadnoughts into your opponent's midst. Also, it can take a locator beacon, which allows you to zip around and safely deep strike your reserves in addition to its own transport capabilities. Now comes with the generally more useful Stormstrike missiles. Sponsons are advised against, as you are probably more likely to regret not having a psycannon on your GKTs or some Daemonhammers on your squads, than 12 TL bolter shots. Finally, this is one of your few methods of getting effective anti-armor into your list due you not getting the regular heavy weapons for your squads and you don't get to field predators. Seriously consider taking as many of these as you can afford to, but don't forget that the more points you sink into them and their cargo, the more it'll sting when you fail your Reserves roll to determine whether it shows up at all. Plus, since they can't Deep Strike, they can't use the Nemesis Strike Force to come in on Turn 1. Remember, this one's a flyer - your opponent needs 6s to hit it (if your opponent hasn't taken any Skyfire, the damn thing is nearly invincible). It's also very good in a dogfight: POTMS allows you to split fire (potentially forcing 2 opposing flyers to jink) and allows you to fire a weapon at full BS even after jinking yourself. Hover gives it the manoeuvrability to evade other flyers that don't have Hover (or at least Vector Dancer), although dropping to hover does increase your vulnerability to fire from ground forces. Take the Stormraven as a tank-buster with the TL Multi-Melta and the TL Lascannon. You can blow up an enemy vehicle with the MM and then power of the machine spirit the LC into another enemy vehicle. *'''Rhino''' - See the Dedicated Transport section. Can be taken individually as an FA choice, but there isn't a whole lot of reason for it. Maybe if you're running purgators and want to combat squad so you can fire all 4 psycannons / psilencers from the comfort of metal boxes, or are just combat squadding PAGKs in general and need separate boxes for each half. *'''Razorback''' - See the Dedicated Transport section. Can be taken individually as an FA choice, and might be worth it in small point games if you're running terminator troops but still want some lascannons on the board. *'''Xiphon Pattern Interceptor (Forge World)''' - A Deep Striking flyer. Only AV 11 all around, but it's jink saves are +1, and it's got Armoured Ceramite in case of melta. Two twin-linked lascannons, but the real meat is it's Rotary Missile Launcher - 2 S8 AP2 shots, forcing rerolls on successful cover saves (including Jink), and on penetrating hit, roll 3 times on the table and pick the best option. Just over 200 points, and can drop just about any vehicle you point it at. ===Heavy Support=== *'''Purgation Squad:''' These are the Grey Knights' equivalent to regular Space Marine Devastators - sort of. In reality, they're really just a Strike Squad that can take four heavy weapons without restriction. Just like how a devastator squad is just a tactical squad that can take four heavy weapons without restriction. Note that you ''must'' park them in cover or they will die. Due to the fact that Grey Knights heavy weapons are all short- to mid-range, you'll probably have to move them in to the midfield to get any use out of them, which means putting them at risk. This is especially true if they're assaulted, as heavy weapons mean no force weapons (though four Incinerators would make this a dicy proposition for light troops). Make sure these guys have a transport handy to get them out of dodge when your opponent decides to pay attention to them. They can (and probably should) take a teleport homer, allowing you to conveniently Deep Strike a unit of anything that can deepstrike to screen the Purgation Squad if the heat is on. **Note: Something to consider...take a squad of these with 4 x incinerators, a teleport homer, and a Rhino. Move up at cruising speed and flat out into your opponent's face on Turn 1. Assuming they survive the trip, you now have x4 Str 6 AP 4 Soulblaze templates you can drop and melt away whatever footsloggers there are in your path, 2 if the Rhino hasn't been popped yet and you haven't disembarked them by then. On Turn 2, Deep Strike your reserves around the unit without scatter thanks to the aforementioned teleport homer, and they will have all the protection they need. **'''Alternate Take''': Don't ever field these guys outside of fun/casual games. Every Purgation Squad you take is one less potential Dreadknight on the board, and considering how useless Psycannons are on PAGK these days, Purgators amount to little more than dead weight. They die just as easily as any Marine, and all of our weapons are short enough range that getting them close enough to do their job means they'll be wiped off the board before they can even aim straight. If you insist on bringing a pure heavy weapons squad, Purifiers do everything they can, except better; with 2 special weapons per 5 models, take a 10-man Purifier unit, buy 4 special weapons, and combat squad them all together for what is effectively a more powerful version of the same thing, with the added bonus of more than doubled close combat power if they're singled out. *'''[[Nemesis Dreadknight]]''' - Xzibit's take on Power Armor, this unit alone is probably responsible for at least 30% of the [[rage]] directed against <s>the Grey Knights</s>[[Matt_Ward| your spiritual liege]]. An <s>ugly</s> gorgeous mechanical Monstrous Creature Character with a 2+ armor save and a 5+ invulnerable save, this thing is designed to take on Greater Daemons, Tyranid bio-monsters, and the like, while being able to challenge enemy units or snipe out hidden Power Fists. However, keep in mind: 130 points seems cheap at first, but that means it will have no upgrades or ranged weapons at all. Ranged weapons (which you can take two of, as long as they aren't two copies of the same weapon) are suped up versions of the standard GK special weapons, and cost 20-35 points apiece. The Personal Teleporter costs a cool 30 points and is totally worth it. Close combat upgrades are the cheapest and will help your big guy in melee since you start off with only two powerfists (which isn't really that bad). The teleporter does not make them lose Monstrous Creature status either and allows them to shunt in from ongoing reserves, instead of deep striking, for no scatter. Watch out for Necrons and Gargoyles, they will ruin your day. He is one of the 2 non-fearless MC in 40k, the other being the Riptide, so beware the Wyrdvanes in a Chimera or even paired with Hellhound, because it could tank shock this guy and chase him in 6". Be afraid of Dark Eldar players, their Venoms, Warriors, Hellions and Scourges can drop a surprising amount of poisoned shots on your Dreadknights in one turn, Blasterborn squads will eat a Dreadknight unless you use Sanctuary. Even still just don't take it against Dark Eldar armies PERIOD. Actually, this may no longer be true, as teleporters became much more affordable and templates hit units inside Open Topped transports. Still, these guys are professional skullfuckers, and their ridiculously silly look will make your opponent cry tears of blood to have its tanks and precious snowflake characters being torn to shreds by such an ugly baby-carrying chicken. If you're feeling silly and like extreme MSU, this model has potential to be your Warlord without it breaking your army. *'''Land Raider/Crusader/Redeemer''' - See the Dedicated Transport section. Now that you can take these as dedicated transports for your Terminators, you will probably never actually take one as a Heavy choice ever again. ===Lord Of War=== *'''Lord [[Kaldor Draigo]]''' - The obligatory "super special character who costs more than a Land Raider and thus becomes Lord of War" of this Codex. Creed has donned his Terminator armor and gotten hold of some of the shiniest toys mankind has to offer, making him an outrageously powerful fighter, nearly impossible to kill (2+, 3++, Eternal Warrior) and a nightmare against any dedicated Daemon player (or anyone else), because of his S+3 AP2 Nemesis Force Sword with Master-Crafted. He lost any bonus anti-psyker rules and his Paladin Troops, and it's unlikely that he'll regain them through a supplement. If you pair him with Stern in HQ for guaranteed access to Sanctuary and a paladin squad with apothecary for FNP goodness, you're looking at a 2+/2++/5+FNP beast of a tank. ** His Psychic Powers are pre-selected from Sanctic: ''Banishment, Gate of Infinity, Hammerhand & Purge Soul.'' meaning no Invisibility or Divination spam. However, Gate of Infinity allows you to teleport him close to the enemy, compensating for his weak storm bolter that makes him useless in the shooting phase and allowing you to bring the titansword-fuckfest right to your opponent's ass. All the while playing fluffy and imagining the dude randomly popping in and out of the Warp to stupidly smash whatever poor bastard happens to be in range. Cookie to the one who does this after painting him with warp dust down his nose. ===Fortifications=== Fortifications in general aren't particularly useful to the Grey Knights. *'''Aegis Defence Lines:''' Meh. Might be okay for a squad of backfield objective campers, but with a low model count army you want to be the one moving around calling the shots. Camping is a pretty good way to get shot off the board by anything with a range over 24". It has some AA turret options, but you should be taking Stormravens for anti-air stuff. With the 7th ed change to interceptor (no longer allows you to "turn off" skyfire) the turrets are pretty ineffective against ground targets. **'''Note''' - An ADL can equip a comms relay. This sets you back 70 points, but it gives you the ability to reroll reserve rolls which is a huge boon if you're deep striking on turn one. But again, you need to camp a unit at the relay in order to get the benefit, but you don't really have the longrange firepower to validate a unit just chilling in the backfield. *'''Imperial Bunker:''' This pill box is a closed building and can deny a part of the battlefield pretty nicely if some PAGKs are in it. Place your objectives accordingly. Bunkers are another source for the comms relay, and seeing as they offer a bit more substantial protection than the ADL, might have a case for a backfield camp. They can also take that additional exit which allows you to exit the building 18" away from the building itself, but the enemy can use that door too in order to assault the unit in the bunker. You could use it as a means of leaving the bunker and ending up right in midfield, but it's probably not worth it. A solid home for purgators, what with the 4 fire points and all. Nothing makes people wanna not touch that objective quite like an AV14 box with 16 rending autocannon shots being dumped out of it. Just be mindful that the fire point is just on one side, so you won't be able to shoot at anyone that manages to swing around behind the box. *'''Skyshield Landing Pad:''' On the upside, it'll prevent deep strikers from scattering if they aim to land on the pad, and it can provide a sweet invulnerable save. On the downside, it needs to be deployed in your own D-zone, but you you want to be deepstriking in to your opponent's end of the field. Back to the upside, it allows you to start a stormravern on the field, so you're not waiting for turn 2 to for the rest of your army to show up, and not waiting until turn 3 to disembark the raven's passengers. All in all, unless you are specifically building and air cav list, you're probably better served by fielding something else. *'''Imperial Bastion:''' As per the Bunker, but comes with more Dakka. *'''Fortress of Redemption:''' As per the Bunker and the Bastion, but now you're starting to get ridiculous - it's 220 pts base. Take only if you're desperate for extreme long-range support. ===Apocalypse Units=== *'''Grey Knights Thunderhawk Gunship (Forge World):''' Like regular Thunderhawk, BUT EVEN BETTER. It can replace ALL of its four twin-linked heavy bolters for twin-linked Psycannons for 20 pts only. Trololo. Just remember, that with 7th ed there's gonna be A LOT more skyfire weapons all around.
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