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===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).
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