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==Unit Analysis== Common faction keywords are '''IMPERIUM''', '''ADEPTUS ASTARTES''', and '''GREY KNIGHTS'''. ===HQ=== *'''Grand Master:''' Much stronger in this edition. 133 points and allows all friendly {{W40kKeyword|GREY KNIGHTS}} units within 6" to reroll To Hit rolls of 1. Stick him next to Venerable Dreadnoughts with Twin Lascannons; you will now hit your target literally 97% of the time. Not to mention, he'll make everyone around him a close combat god. But really, if you're already giving him a hammer -- and why would you not -- why not just take Voldus instead? An extra 8 points for psychic power and getting to ignore the -1 to hit? Unless you're planning to stick your grandmaster with a psycannon, which you could just give to a paladin anyways, you're not getting much better value from your HQ slot. The only thing the nameless version has over Voldus is the ability to take First to the Fray (and the ability to take a relic). **'''Grand Master in Nemesis Dreadknight:''' 20 points more expensive compared to a regular Grand Master (equipped with a SB and Daemonhammer), 38 more than a regular Dreadknight, for 2+ WS/BS, +1A, 4++ instead of 5++, AND Rites of Battle, so you hit on 2+ re-rolling 1s in both phases (before any wounds are taken into the account), nice. Be warned, he has 12 wounds and can be targeted. Also, he knows one power from the Sanctic list. He also your in faction Knight, use him as such. ***Unfortunately, <s>the only relic he qualifies for is a DOMINA LIBER DAEMONICA, which debuffs Daemonic leadership </s>- not a phenomenal choice. Actually he can also now equip the Augurium Scrolls or the Sanctic Shard as of Ritual of the Damned. ***Note also that, unlike Apothecaries, You have to spend a cp to deepstrike Techmarine with him to keep them in good repair but movement shenanigans will separate them. ***Mathematically, he's superior to a base Dreadknight, even assuming the other one is getting buffed by a nearby Grand Master, ''before'' you examine his improved Psyker power output or invuln save, in both ranged and melee! ***You know one power; this anon points you towards Sanctuary. The 3++ will be beyond nasty - since he has 12 wounds, he can be sniped with Lascannons, and yes, a lot of these weapons will target your Grandmasterbabycarrier. **** You should also know one stratagem; Heed the Prognosticars. Deep strike (I mean, Gate of Infinity) your baby-carrier, (after you) declare your stratagem (which is declared at the start of your turn and must target a character already on the table and not a target that will arrive at the end of your movement phase), and your opponent can either blow 8/9ths of all firepower directed at it or be forced to target something other than the Grandmaster breathing down their necks. ****Alternatively, just spam him. A set of 3 of these guys is enough for their own Supreme Command detachment, and they can carry Gate of Infinity, Sanctuary, and Astral Aim; if you really want, you can fill up that first detachment with a Hammerhand and a Purge Soul, or go to two detachments and have one Grand Master with every power in the Discipline. That's incredibly silly, but you get the idea - these guys are certainly efficient enough to justify taking more than one in an entire army if you want to. *'''Brother Captain: ''' Doubles range of smite for all friendly {{W40kKeyword|GREY KNIGHTS}} models within 6" of him. His greatest utility probably lies in combining him with Purifiers and/or an Ancient with the relic banner. As long as he's close enough, the banner can dish out d6 mortal wounds at a 12" range, enough to use out of deep strike, and even the Purifiers might get a chance to cast at something with their 6" Cleansing Flame. Plus, this buff guarantees that you'll never miss out on Smite spam as long as you're in range to shoot something. Not terribly useful, but it can help when utilized well. A must-bring if you know you're going to face Daemons. With typical Grey Knight MSU and a 24" 3-damage smite, you'll melt most Daemon armies long before you get into melee range. ** The Finest Hour stratagem will double the range of his ability to double the range of Smite. This costs 2 cp a pop but you can realistically buff many units at once and seriously crank out a shitload of smiting. Combine this with the new Tide of Escalation and all this new smite gets +1 mortal wound. This comes very close to fully restoring smite to your Knights and will enable you to punish other TEQ and multi-wound units. Of course, this makes him a central figure in your army and a magnet for enemy snipers, psychics, and other such character removal entrapments. *'''Librarian in Terminator Armor:''' They are like any librarian in terminator armour, can take combi-weapons and knows/Cast/Deny 2 Powers but the Rule of 1 means knowing more powers of the 12 we have access to is much less helpful than it sounds. They are cheapest 2 spell caster and will be casting and dispelling big spells especially with an Artisan Nullifier Matrix. With Psychic Hood + Brotherhood of Psykers to give him +2 to Deny The Witch. This gives the Librarian a 79.67% chance of denying enemy powers at 12". Basically, nobody short of Magnus will be able to cast anything reliably through your Librarian's DTW, and that's before using the Aegis stratagem, overcosted though it might be. **Unlike lesser Astartes, these guys are WS/BS 2+, allowing them to genuinely fight should then need arise which is helpful. **index shinanigans can get Storm Shield for 3+ and Warding Staff for a 2++ in combat. *'''Brotherhood Champion:''' Surprisingly good at killing vehicles and other high toughness targets, Hammerhand and Sword Strike stance stack and add two to every wound roll. Give him the Warlord trait for +1 to wound on the turn he charges, and he'll shred through almost anything with ease. Stab that landraider on a 2, wound on a 3, d3 damage at -3. He comes with a 2+ save, not bad for 93 points, but will require a transport otherwise. *'''Techmarine:''' The Grey Knights' Techmarine, a magical repairman. The cheapest GK HQ at 71pts. Plop him near a Dreadnought and he'll keep it alive. Alternatively, you might consider paying a CP to drop him in with your Dreadknights to keep them in shape, though he'll have trouble keeping up if you always use their 8" movement and teleports. Useful due to his cost, though GK HQs are typically not where you want to pinch the points. *'''Greyknight Chaplain:''' Clad in Terminator Armor, Magic and faith. He is relatively expensive at 105 points, like all GK HQs. He shares his 9Ld and knows '''Litany of Hate''' + two other litanies from the '''Litanies of Purity'''. At the start of the battle round, this model can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one d6; on a 3+ the recited litany takes effect until the end of that battle round. The restriction is that you have to be on the field to use and only come into play by round 3 when deep striking. Although chaplains are a powerful force multiplier in melee, the restriction unless you use a Gate, make them better at fire support. He can also form a defensive role, protecting others from MW or be better then Librarians at Dispelling. His most efficient use is buffing a Purgation squad giving them reroll damage rolls/+6" shooting range/-1Ap/Ignore penalties + a casting a spell. ====Special Characters==== *'''Lord Kaldor Draigo:''' The warp crusader himself returns, this time as a force multiplier AND a close combat monster. Make your homies re-roll all failed to hit rolls for all friendly {{W40kKeyword|GREY KNIGHTS}} units within 6" in shooting and melee. Substantially better than Rites of Battle on your regular Grandmaster, who only lets you re-roll 1s. He also allows GKs within 6" to re-roll damage rolls against daemons in the fight phase. Considering that the standard GK melee weapons (except for the daemonhammer) come with d3 damage, not too shabby at all. You're basically paying 47 extra points for a better re-roll, a better invulnerable, an extra wound, an extra attack, a higher strength, and better AP, at the expense of weapon choices. Unfortunately, as a named character, he is stuck with a rather lackluster warlord trait, but this is probably his only downside outside of cost. It should be noted that his version of Teleport Strike, while functionally identical, states that he instead simply emerges from the warp to fuck shit up. Fluffy flavor text makes him stronger. **Currently one of the best beatstick characters in the game. Wipes the floor with most other HQ's. Abaddon, Asurmen, and Calgar are the only real threats 1v1 outside of Primarchs and Ghazzy/Avatar/Hive Tyrant monsters. Give him Hammerhand and watch him tear the enemy commanders a new one. *'''Grand Master Voldus:''' Be careful who you call ugly in 7th, he's now a smashfucking GOD. With the standard grandmaster effect of "re-roll to hit rolls of 1 for friendly {{W40kKeyword|Grey Knights}}" aura, a Nemesis Daemon Hammer that doesn't get -1 to hit, plus the ability to use three psychic powers a turn, all for just 8 more points than a normal grandmaster (including wargear & hammer), he's a very good option for the HQ slot if you're strapped for points. Keep in mind that, as each power can only be attempted once per turn, going full ham in the Psychic Phase might rob your other units of the ability to cast much else besides Smite. **Voldus is best used as a supporting character. Give him buff spells, attach him to a Paladin squad, and kill things. If you're just using him as a beatstick (which he does very well), consider paying the extra points for Draigo. Draigo is slightly better in combat due to his better AP and is better for your psychic economy (his 3++ means he does not need Sanctuary). Additionally, Voldus and a Strike squad in a Patrol detachment make for outstanding allies and provide all the psychic defense an army needs since Voldus can Deny 3 times all by himself. *'''Brother Captain Stern''' 5 points cheaper than a regular Brother-Captain while also maintaining and additional psychic power. Does the Brother-Captain double-smite range, and he can re-roll either one failed to hit roll, wound roll, or saving throw he makes each turn, but gives your opponent a re-roll of the same type. Many re-rolls. Use him often if you're luckier than your friends. He lacks Rites of Banishment in favor of his signature Zone of Banishment, albeit tweaked a bit from older editions. His Smite is only 6", but the Smite range buff also applies to himself, meaning it's the same range as everyone else's. However, when casting it, he also causes all Daemons within 6" of him to suffer a Mortal Wound. It basically retains the same purpose as before and should prove at least somewhat useful if he ever gets swamped by daemon blobs. ** One thing to note with Sterns re-rolls --Your rerolls can only be used on Stern, while your opponent has no such limitation-- so even though you might dictate the kind of reroll your opponent will have more benefit off of it in most cases. *'''Castellan Crowe''' Among your cheapest options for an HQ at 80 points. Does d6 mortal wounds to the closest unit within 3 inches in the Psychic Phase, re-rolls to hit and wound in the Fight Phase, and gains an extra attack for each successful wound he causes. This ability does not stack with the bonus attacks he generates. Considering how often he'll be tearing shit up in combat, he has some great utility against hordes, especially when considering his Cleansing Flame, which ends up functioning like a brutal psychic pistol in melee. However, when factoring in the lack of AP on his sword, he won't really be tearing up much more than that, until of course, your Psychic Phase rolls around again. Don't forget that he can cast 2 powers a turn; give him Purge Soul for yet more mortal wound stacking, or Hammerhand to maximize his bonus attack generation. Alternatively, Gate of Infinity can make up for his lack of Teleport Strike if you desperately need to relocate him or get him up the field. **One fun trick you can pull with Crowe: Due to his Heroic Sacrifice special rule, he can pile in and fight when he is slain in the Fight phase. Combine this with the Only in Death does Duty End stratagem (which lets a {{W40kKeyword|GREY KNIGHTS CHARACTER}} fight or shoot when they're slain) for getting a potential 20 attacks off upon death. NOT possible after GK FAQ for that Stratagem. **He is super points efficiently even when compared to regular space marines HQ's heck even most armies would struggle to find and HQ with 2+ 4++ for 80 pts. He absolutely tears through screens and chaff with his massive rerolls and smites. Still struggles with vehicles but hey if you're trying to kill that 30 man blob of boyz with one model Crow can probably do it. ===Troops=== *'''Strike Squad:''' Oh boy, where do we start? Costing 17 points including the mandatory gear, costing the same as an Intercessor. Strike Squads are your "budget" troop choice. They can still teleport right onto the battlefield, still one in five can drop all his weapons to grab an Incinerator, Psilencer or Psycannon instead, and they are still viable for Psyker spam (this edition with Smite), but do not excel at it. However, they desperately want to be in CC using with Falchions to rip up with 3 Ap-2 attacks per model, and still definitely worthwhile despite the lack of AP compared to the sword and hammer. A solid unit overall, if somewhat fragile for their price. **These will generally ''completely'' outperform a Terminator Squad at the same points offensively. Since they also get Objective Secured, these should be your go-to for muscling in on an objective. Not anymore. With Chapter Approved 2019 and changes from Ritual of the Damned one Terminator costs just 1 point over 2 Strike Squad members and offers better output in shooting (at long range, the same in 12") and hit with 1 less attack in melee. Instead offers increased durability especially due to new stratagems and powers. *** This is arguably one of the most efficient units in the codex. The ability to deep strike, smite, and then fire off 20 storm bolter shots is nothing to sneeze at, especially when you have a Grandmaster at hand to reroll the ones. Then you can pair it with the Psybolt stratagem, and have 20 heavy bolter shots instead. Just be aware that they have the same old crummy durability as all marines, and your PAGK will get sneezed off of the board if anything glances their way in future turns. Additionally, 10-man squads are sub-optimal thanks to potential leadership losses and wound allocation, so position wisely if you want to bring them for the Psybolt stratagem. *'''Terminator Squad:''' They're still the famed Terminator troops of yore, these guys will still ask you to mortgage your house to afford to bring any. They have filled the role of objective holders. Each model is 35 points, 1 point more than two Strike squad members. Strike squads and Paladin are for your offense, while Terminator is for defensive objective holding. At Round 2, place a square on an objective, getting priority because they are a troop choice, lay fire at range with bolterDisaplin Storm Bolters + one in five can take a Heavy Weapon, then buff them with magic and Stratagems to make their W2 Sv2+/5++ even tankier. **These chaps buffed with Hammerhand wound everything on 5+ minimum, delivering d3 wounds in the process, so most of the monsters/vehicles you charge are highly likely to go "poof" with their 2 attacks base, and Swords and Falchions are generally better against anything <T8. That being said, bearers of something with d2 and higher with good AP are the bane of their existence and are generally better dealt with using Strike Squads. With new stratagems and powers you can greatly mitigate this problem. ===Elites=== *'''Purifiers:''' Utterly incorruptible and pure even by Grey Knight standards, these white-helmeted wielders of psychic flame. Now Strike squad with +1 Ld that can take two Heavy weapons Per 5, and have a stronger short-range smite in exchange for Teleporting Privileges. Despite having a limited threat range, a 3" smite that does d6 Mortal Wounds to the closest unit let them pack a punch in CC. Put them in s transport and hurt enemies. Despite their lack of Teleport Strike, Gate of Infinity is great for granting them some desperately needed mobility, short of carting them around in a transport. It's worth using a Brother-Captain's Psychic Locus to doubles Purifying Flame to 6", and boy can those 3" make all the difference. **to save Heavy Support slots, you could run a 10 man squad and Combat Squad all the heavy weapons together. **Keep in mind -- though squishy, and immensely less powerful in close combat, the ability to do d6 MORTAL wounds is seriously incredible. Set two squads of them up in a Land Raider, and when it gets charged to stop it from shooting, pop out and deal, on average, SEVEN mortal wounds to whatever's smashing your ride. Assuming this kills it -- it should unless you're dealing with TEQ -- your Land Raider now gets to fire as normal, and your Purifiers can hide behind it to block line of sight and hop in next turn, never once leaving yourself vulnerable. Got a Swarmlord to deal with? Seven mortal wounds should do it. Daemon Prince? Seven mortal wounds should deal with it. Give them some Falchions and charge whatever's left, and these guys should be able to wipe any single unit in the game. **with CA 2019 these guys are now the same price as strike squad making them more interesting. on top of that, both the Land Raider Crusader and all the characters dropped substantially. So hey, use that savings and take Crowe and the relic banner giving you 14 mortal wounds on just smites. On top of also doubling your close-range effectiveness and giving you an additional psychic power from Crowe. All this for barely 70ish points more from pre-CA 2018 loadout. ** See the Brother Captain aura Strat and Tides of Escalation new rules. Be prepared to unleash Purifying Flame like never before! *'''Paladin Squad:''' The extremely expensive big brothers of the Grey Knight Terminator Squad, and rightly so. Each are 44pts for 3 wounds apiece, 3 attacks, and if you increase the squad size from 3 to 5+ you can bring 2 heavy weapons per 5 men, these guys can dish out some serious punishment while tanking through virtually anything the enemy can throw at them. They start out in a unit of 3, but as with any other squad, you can pay points to add more, which effectively acts as a tax if you want to use them as a heavy weapons platform. As is fitting of a champion on the road to Grandmasterhood, the Paragon hits on a 2+ in melee, making him the best choice to carry the squad's Daemonhammer. With the right buffs from an HQ, an Apothecary to shore up their lost wounds, and a variety of methods available to transport them across the board, these guys are going to be a serious wrecking ball to delete whatever they come across. As always, be wary of tarpits, and remember that Gate of Infinity is wonderful for delivering their strength wherever you need it. **Unlike the rest of your squads, you want to bring Halberds rather than Falchions on these guys. Their 3 +1 base attacks make it so that the +1 S from a Halberd has a greater impact than another +1 A on a Falchion. **As for which power to give them, it's fairly close between Gate, Hammerhand, and Sanctuary. Pick your targets before the battle, and pick your power accordingly. Hammerhand for targets with T5+ without high-AP CC weapons, Sanctuary if you'll be fighting AP -3 or better. Otherwise, take Gate, it's flexible and hard to go wrong with. ***Actually, Hammerhand is useful on a relatively small number of opponents, but against those opponents, it can make the difference between your Paladins wiping out a unit or wasting a round of combat. I suggest giving the squad Gate or Sanctuary and giving Hammerhand to whatever Ancient, Apothecary, or Grand Master is babysitting them. That way, the Paladins can get HH when they need it without sacrificing Gate or Sanctuary, which they will need constant access to. *'''Brotherhood Ancient:''' Introduced in 8th as the Grey Knight equivalent to the Chapter Ancient that Space Marines can field, this guy starts out with the Brotherhood Banner that was previously exclusive to a squad of Paladins. The Grandmasters must've ordered the Paladins to stop acting so selfishly by hogging all the buffs, as the banner now gives +1 Leadership and Attack to all units with the '''GREY KNIGHTS''' keyword within 6". Keep in mind that he is a single model unit independent of a squad, meaning he charges independently and stands the chance of getting separated from the men he's there to assist. This also means he can be singled out by enemy charges (and shooting, if you aren't careful) in turn. Thankfully, unlike in previous editions, carrying the banner doesn't entirely rob him of his melee strength, as he can take a Falchion, though only 1, so no +1 attack. Still, AP -2 with d3 damage is better than smacking daemons around with a flagpole like he used to. his buffs he synergizes better with Strikes than his Paladin/Terminator brethren you'll get much more mileage buffing more models. *'''Paladin Ancient:''' This guy is essentially a Brotherhood Ancient with a slightly more impressive statline - 10 extra points for an extra attack and to hit on a 2+ in combat instead of 3+. He can take a (single) Falchion as well, or swap out his storm bolter for a special weapon (or the Relic Storm Bolter). You're probably better off taking the normal version unless you're desperate for heavy weapon saturation. *'''Apothecary:''' As with the Brotherhood banner, this guy's buffs were once exclusive to Paladin squads, and is likewise now a unit of his own. What this means is he now has the option to heal (and revive) all keyword '''GREY KNIGHTS''' infantry units in a radius around him; your power-armored squads will finally receive the relief they've always asked for. On top of this, if the squad in question is missing models and contains none that are currently injured, on a 4+, he can revive a single model with 1 wound remaining. If this fails, however, he can't do anything for the rest of the turn while he collects the gene-seed of his fallen comrades. This can potentially change the outcome of crucial battles when he heals Draigo to full health or revives a Paladin in time for the squad to force an enemy off an objective. Same notes as before, however; make sure he isn't left behind and place him carefully so the enemy can't single him out. ** Additionally, Apothecaries are surprisingly effective in combat, hitting on 2+ with 4 attacks. Add to that the ability to heal themselves if necessary, and the option to take a warding staff to up their own 5++ into a 4++ automatically, and you have a unit that can absorb a surprising amount of punishment while still dishing it out, depending on their kit. *** Honestly one of the best units in the army, with how expensive GK units are the efficiency of this unit is insane. Just assuming that you are able to just revive strike squads units(the WORST unit to do this to) Gk apothecary will already make close to half its points back over the game(17*4=68 at a 50% success rate=34) on top of having a great statline, and it only gets better the more expensive the unit is, heck even one good heal on Drago pretty much makes the whole cost up. oh and hey look who just dropped points in CA 2018. *'''Dreadnought:''' Use a datasheet found in Space Marines, add Psyker, Daemon Hunter, and Rites of Banishment. They are a notch more expensive than the standard Dreadnought though, rolling in he ability to cast 1 and deny power per turn. Want a teleporting Dreadnought? Now you can. Stick it in a Stormraven and give it a twin heavy flamer and a mounted flamer besides for a hilarious 3d6 Overwatch shots. Thanks to the variety of options they have, Dreadnoughts are effective at filling whatever role you might need them for, though they shine at wiping out tough infantry, monsters, and vehicles. The standard Dreadnought combat weapon gives you 3 damage per smack, and with 4 attacks at Strength 12 after shooting, they are damned capable of tearing up whatever you throw them at. But watch out for power fists and their equivalents, as those 8 Wounds won't last forever against the likes of multi-damage weapons. *''' Venerable Dreadnought:''' Boxnought+1. +1WS/BS and Unyielding Ancient can be used to ignore Mortal Wounds from Perils. These are also one of your best from a limited source of heavy shooting, and they're damn good at it. Hitting on a 2+ is especially nasty when you stick one of these gentlemen next to a Grandmaster for your 2+, rerollable shots. That's a whopping 97% chance to hit per shot, and you can take a twin lascannon for some real dakka. In addition, 2+ makes him more mobile. With Gate of Infinity, you can either fling your LR across the board, or you can get you Lascanonns where they are needed most. **Give this one a twin lascannon, a missile launcher, and Astral Aim. You now have a 48" range tank/monster killer who doesn't need line of sight, hits on 2+, is mostly too far away from the enemy for them to deny his power, and will take serious firepower to bring down. ** As stated directly by GW, you may continue to use the Psyfleman Dreadnought from the Index, even though they're not in the new codex. [https://www.warhammer-community.com/2017/07/05/codexes-your-questions-answered-july-5gw-homepage-post-2/ "There are a few options in the indexes[sic] for some Characters and vehicles that are no longer represented in the Citadel range – certain Dreadnought weapons that don’t come in the box, or some characters on bikes, for example. Don’t worry though, you can still use all of these in your games if you have these older models. '''In these instances, use the datasheet from the index, and the most recent points published for that model and its weapons (currently, also in the index).'''"] *'''Grey Knights Doomglaive Pattern Dreadnought (Forge World):''' By the Emperor's chinny chin chin, we finally get some god-damned rules for this guy again!!.....and now his kit has been discontinued. The signature Dread of the Grey Knights, it's a Venerable Dread armed with a heavy psycannon, a stormbolter (or incinerator,) and with its CCW replaced with the Nemesis Doomglaive, which is "only" S9, but compensates with 1d6 damage (average: 3.5) instead of a flat 3. Since you'll want it to be in melee range at all times, it's best taken with the Incinerator to maximize its close combat effectiveness. Don't forget that the obligatory heavy psycannon is a tasty 2 damage per wound, meaning it can actually lay down some reasonable firepower on the way to carve up your enemies. **The Doomglaive can take one power from the Sanctic Discipline. You'll never have to worry about getting tied up when you are needed elsewhere, since you can just teleport into the best position. In short, if you take another power than Gate, you're doing it wrong, especially when considering how much easier it makes getting into combat. *'''Servitors:''' Why bother with these things? Sure, they've got plasma cannons and other heavy weapons, but they hit on a 5+ unless you've got a Techmarine nearby, which improves them to the ever-impressive tier of Guardsman accuracy. Just take AdMech or Astartes allies. **If you are trying to fill out a detachment to get Brotherhood of Psykers or Objective Secured, these ''are'' the cheapest things you can take for 20pts, full stop, even if they are otherwise useless in their own right. Although the fact they are your cheapest source of wounds could make them a good screen against enemy Smites. They're 60 pts for 12, and 12W=about 5-6 successful Smites. So it may save your life against Thousand Sons, who just got a buff in the same book as you. **It should be noted that these guys ARE your only Infantry units with ranged weapons of Strength higher than 6, and range greater than 24". They also do have the GREY KNIGHTS keyword, and benefit from Grand Master/Draigo re-rolls. It's not the best strategy by any means, but if you are already bringing a Techmarine for some reason, 52pts for the two Plasma Cannons could end up plinking unexpected wounds on things. ===Dedicated Transport=== *'''Rhino:''' the same for all. Rhinos can carry up to 10 friendly '''<GREY KNIGHTS> INFANTRY''' models and has a chance to heal a wound every turn. Our pilots still haven't remembered how to cast psychic powers, unfortunately, but as with Dreadnoughts, these things are surprisingly durable compared to before, boasting 10 Wounds, a +3 save, and a 12" movement. With a buff of that magnitude, the chances of actually delivering your payload of marines without first getting blown to smithereens are drastically increased a little. You can even charge them to soak up overwatch fire post-disembarkation before your squad dives in, and perhaps even run over a few feet while you're at it. As always, they can take a hunter-killer missile, which is still a crapshoot considering its single-use quality, and/or a stormbolter for some supplementary firepower. Drive them up the board, pop smoke for a buffer against enemy shooting, and get your Knights where they need to go without first getting shot to pieces. *'''Razorback:''' a shootier Rhino with a transport capacity of 6, as the rest of the space filled with loads of totally-not-dangerously-volatile ammunition for the guns up top, likely your going to spam them. They can have twin-heavy bolter, twin lascannon, twin assault cannon or twin heavy flamer. You mainly buy them for the lascannon in pure GK list to you have anti-VEU. Each foot slogging Strike squad and Purifier should be pared with one. Like any transport, they will die quickly, especially with its juicy lascannon and super-marine cargo, [[DISTRACTION_CARNIFEX|you need something more threatening to draw the heat.]] *'''Grey Knights Vortimer Pattern Razorback (Forge World):''' Someone finally remembered these existed and realized it actually made sense for us to mount our signature special weapons on our own vehicles. This is a Razorback armed with twin psycannons, which in practice is effectively the same as the Assault Cannon variant, albeit with 4 fewer shots and +1 Strength. Nowhere near as flexible as the vanilla Razorback, but we still have access to those anyway. Thanks to Chapter Approved increasing the points cost on the twin psycannon by more than three-quarters of its original cost, this is really not worth considering anymore. For fuck's sake, the gun now costs two-thirds of a Rhino. ===Fast Attack=== *'''Interceptor Squad:''' Now 20 points, these guys used to be Assault Squad 2.0 (those cost 15 points with Jump Packs, by the way), but now 12" moving Strike Squads with pseudo-Fly (ignore obstacles and vertical distance when moving while not conferring bonuses from anti-air guns) and once per game they can teleport instead of moving (lets you save a gate of infinity for another unit). They are the most mobile foot troops the Grey Knights have, able to makes them one of the few non-flyer units that can move significantly up the board during turn 1. If you wanted, you could take an Outrider Detachment of 3 Interceptor Squads and have them all vault up the table to get in your opponent’s face in the first turn or later to steal objectives at any time. ===Heavy Support=== *'''Purgation Squad''' They are the Grey Knight version of Space Marine Devastators, meaning 4 heavy weapons allowed per squad of 5. They never saw much play in 7th since psycannons were shit on power armored units, but against the likes of Tau, Aeldari, and such T3, you can get 4 guys with psilencers unload 24 shots a turn, hitting and wounding on 3's. That pretty much wipes your standard Fire Warriors, Breachers, Pathfinders, Guardians, etc. With buff they can even destroy vehicles when damage is a D3d. Also, the new "to wound" table has been incredibly kind to the psilencers. Having the ability to wound all but the heaviest of tanks and monsters on 5's is pretty decent when you put out 24 shots a turn, especially considering that standard weapons such as bolters are on an even playing field as far as the lack of AP goes. Combined with their D3d damage, this actually makes them more effective for their points at hunting tanks than psycannons. Seriously, for the cost of slightly more than 100 points, you can out up to 72 total wounds (not including the justicar's storm bolter). Not even Titans can hide from mindbullets. Furthermore, one of their main weaknesses, namely their lack of range compared to other heavy weapon teams (only 24") can now be mitigated by giving them Gate of Infinity, (wow, kinda seems like the star of the show in this Codex, huh?) which allows them to redeploy from the table in a pinch. There's a carnifex threatening your Land Raider on the other side of the table? No problem. A squad of Fire Warriors out of LOS in that building over there? Not anymore, they aren't. A squad of Khorne Berzerkers about to charge your vulnerable fire support? No big deal, why not teleport to the other side of the table and shoot those poor Berzerkers in the backside. They won't even know what happened. **Due to how Imperium armies work in 8th, these guys make a great alternative to standard anti-infantry heavy weapons units such as Devastators, [[Khornate Knights|Retributors]], and Heavy Weapons Squads. One Purgation Squad supporting another Imperial army can teleport 24" from a unit, shoot it, and teleport away to another unit each turn. Use these and [[C.S Goto|they will please you.]] **Astral aim is amazing on these guys. Hide them behind terrain or a tank, cast astral aim (91.667% chance with GK +1), and fire your 4 psilencers at anything in range at no risk of return fire, and no cover bonuses to help with the 0 AP. **Four of these guys with Incinerators will put a dent in most flyers, and seriously mess up some of the lighter ones. Plus they'll murder Culexus Assassins in a single go, or any other unit that imposes modifiers to hit. *'''Nemesis Dreadknight:''' The baby-carrier's back, baby. When you take into account the fact that you can throw a teleportation device on these bad boys for a measly 10 points, allowing them to deep strike into the Heavy Incinerator's 12" range, dishing out d6 auto hits and an additional 12 shots if you take the Psilencer, spit out a nice little Smite, then go in for the charge and pray to the Emprah that you roll a 9, they redeem themselves slightly. Also, the Heavy Incinerator is usually enough to hammer out a few wounds on an enemy charge, since the auto-hits confer on Overwatch as well (and again, the 12" range means you can't be charged out of range of this weapon, unlike the 8" range on the regular Incinerator). Unfortunately, deep striking counts as moving, so you take -1 to hit on all heavy ranged weapon profiles on your alpha strike. However, you might be touched in the head if you aren't aiming for big assaults with these bad boys; you're looking at 4 attacks at a minimum of Strength 10, 12 at the most, and AP -3 across the board for weapon choices. The Dreadfists, while only d3 damage, grant an extra attack when taken together, whereas the Nemesis Greatsword stands at a whopping d6 damage for the same price (ever smacked a Bloodthirster upside the head with a lascannon?). Last but not least, the Nemesis Daemon Greathammer comes at a penalty of -1 to hit, but rolls d6 damage, with the exception that results of 1 and 2 count as 3 instead, all for only 5 points, and all this on top of their ability to cast a single power from Sanctic. As with Dreadnoughts, giving these guys Gate is great fun, especially as you watch the terror steadily unfold across your opponent's face when they witness your knight-piloted power loader pelvic thrust its way out of the warp and into their ranks to wreak havoc. Given their 12 wounds, 2+/5++ saves, and a static 3+ WS, these guys are pretty killy, and will probably last at least one turn after deep striking. [[DISTRACTION_CARNIFEX|10/10 will definitely draw your opponents fire.]] **The heavy incinerator has dropped to a respectable 19 points, the cheapest of the Dreadknight's special weapons now. Take one for Overwatching, but grab both of the other guns for pure offensive dakka. **In terms of melee, get a hammer. It's better than the sword against almost everything, and your fists are inferior to sending in a strike squad, but the hammer lets you rip Land Raiders in half while smiling about it. Commit, Emperor damn it. ***Remember though, that with the hammer, you'll be statistically hitting only 50% of the time, and then there's the factor of degrading attacks. Even on a Grandmaster, the hammer is unreliable (hitting on 3+ while re-rolling 1s), as even 1 missed attack can leave you seriously short of your intended mark. **The math on these guys is actually very bizarre now, due to how good a Grand Master in a Nemesis Dreadknight is. Comparing them barebones, so 115 points to 165 with two dreadfists, the Dreadknight does worse even with getting a free re-rolling 1s to hit buff, and as you add upgrades, the power gap widens - and that's ignoring the improvements in invuln save and psyker power output. You need a ''very'' good reason now to take one of these guys over the HQ equivalent. *'''Land Raider:''' Now that the vanilla Land Raider isn't forced to fire all its guns at the same target, it's gone from schizophrenic to an effective all-rounder. For example, you could use its lascannons to pop a vehicle and then follow up with the heavy bolters to wipe out an infantry squad. This is assisted further by the new Power of the Machine Spirit, which lets it ignore the normal penalties for moving and firing heavy weapons. While it still works fine as a transport, Grey Knights are better off using their Land Raiders for their much-needed anti-armor firepower. *'''Land Raider Crusader:''' As ever, the Hurricane Bolters will shred any infantry within 12"- you have 24 bolter shots supplemented by another 12 Assault Cannon shots. The Frag Assault Launchers also help in regards to transporting and supporting its cargo, since it causes d3 mortal wounds on a 4+ if it finishes a charge within 1" of an opponent. But whatever you do, take the multi-melta. Neither the assault cannons nor the hurricane bolters have enough AP to significantly reduce a MEQ's armor save, and anything with T7 or more (e.g. other vehicles) won't even get their paint scratched. It carries 16 models, so it's still your best choice for transporting Terminators and other larger units. Stick near a Captain and/or a Lieutenant and laugh maniacally as you shred every infantry squad around you. Incidentally -- this unit is a FANTASTIC target for your Psybolt ammunition stratagem (Really? It's not bad, but there are far better targets for Psybolt Ammo. All you get on a LRC is 24 Bolter shots. Meanwhile, a 10 man Strike Squad puts out 40 shots for just over 200 points. Or, run it on a Stormraven with Hurricane Bolters and Heavy Bolters for a total of 24 S5 AP-1 shots and 6 S6 AP-2 shots (Assault Cannons are not affected by Psybolt Ammunition because fuck you). Your tank suddenly turns into a teleporting hunk of metal, full of goodies, that's also putting out 40 heavy bolter-equivalent shots at close range. **huge point drops on top of the new first turn cover strategem this bad boy look great, able to take around 20 BS 3+ lascannons. He makes a great choice for a boots on the ground delivery system, on top of having the perfect kit to clear screens turn 1 to set up for all your deep strikers. *'''Land Raider Redeemer:''' Similar to the Crusader, but trades off the hurricane bolters' volume of shots for the flamestorm cannon's greater strength, higher AP, and improved damage per shot. While you'll have to get in close to make the most of it, the Frag Assault Launchers let you use this to your advantage as you burn down the heavier infantry. Though the flamestorm cannons can threaten lighter vehicles, you should still add the multi-melta to be on the safe side. Carries 12 models. Can easily cockblock a charging unit with 2d6 automatic Flamestorm shots. **The flamestorm cannon can, because of flamer autohits, crisp some flyers if you are close enough. Consider if it is worth to put your Land Raider in the open. *'''Grey Knights Vortimer Pattern Land Raider Redeemer (Forge World)''' A slightly tweaked Land Raider Redeemer. The assault cannons are replaced with psycannons and the frag assault launchers are switched for psyk-out assault launchers, which work like their normal counterpart but only do 1 damage to non-psykers. **Flamestorm Cannons are now basically Heavy Incinerators with +1AP, at 1.3 times the cost so they're good or at least fair. The same CA nerf that killed the Vortimer Razorback takes a minor dump on the Vortimer Land Raider, but comparatively, it stings far less given the over-300 point investment you're making to bring it. ===Flyers=== *'''Stormhawk Interceptor:''' The Anti-Flying Flyer. The only Space Marine flyer without hover. Gets a +1 to hit any target with the Fly keyword, to mitigate the penalty for moving and firing heavy weapons. Comes stock with 2 Assault Cannons, 2 Heavy Bolters, and an Icarus Stormcannon. The bolters can be swapped with Skyhammers for more anti-flying or a Typhoon against ground targets, while the Icarus can be swapped for an anti-vehicle laser. Cannot hover, unfortunately, but does get to re-roll any 1's for saves and has the normal Hard to Hit. **A good choice if you are going up against Tau or Dark Eldar, due to the prevalence of Fly. Especially the Icarus/skyhammer combo as it lets you hit anything with Fly on a 2+; with the drawback of hitting everything else only on a 5+. *'''Stormtalon Gunship:''' Also a new addition to the Grey Knight Codex. Cheaper than the Storm Raven, a flying anti-ground weapon platform, rather then a more durable transports. Two of these cost more than a Storm Raven but have less firepower and arguably the same survivability. Again, don't bother, stick with the Raven. The Anti-Ground Flyer. The 'Talon has undergone a few noticeable changes in this edition. You can hover, of course, but standing still is probably not what you want to do with it. The other change comes from the assault cannon. The weapon now vomits out three times as many shots, but lost much for AP and lost rending completely. This makes it better at clearing infantry than the light vehicles it had been targeting previously. Compared to the last edition, it's much tougher but easier to hit. Also technically your cheapest flier, making it good for building Air Wings. ** If you hover you can fire at ground targets at BS2+, assuming you don't move and have taken no more than 4 wounds (Or you are back to normal 3+ after falling into middle damage bracket, which at that point might as well stay in hover and get the most out of your flyer before it gets toasted). This is actually really damn good, in later turns. having the ability to get a few solid rounds fo shooting makes a big difference. Be sure to play your talons cautiously, as the assault cannon requires you to get within range of enemy Dakka. This flyer's true potential can only be achieved by treating it very gently. **Also note that, for the usual GW rules-fuckery reasons, the Strafing Run special rule completely invalidates the second half of the Skyhammer Missile Launcher's rules. Skyhammer Missile Launchers gain +1 to hit against units with FLY and -1 to hit against units WITHOUT FLY...but Strafing Run gives a +1 to hit against units WITHOUT FLY. Resulting in a net result of only +1 against FLYing units. *'''Stormraven:''' If you're going to bring a heavy vehicle, this is the one to bring. One of our best (and only) sources of high-damage anti-vehicle weapons; load it up with Twin Multi-meltas and Twin Lascannons, combine with the integral Storm Strike Missiles, throw on some hurricane bolters if you can spare the points, and go tank hunting. It has enough weapons that hit hard to even deal with (ie, cripple) enemy flyers, despite the -1 to hit them. Plus, it has superior transport capabilities, with 12 spots for infantry, interceptors, and terminators, and even a dreadnought (if one's in your list). All of this helps lower your deployment drop count, which increases the likelihood of getting that all-important first turn, and Grey Knights need every advantage they can get. ===Lords of War=== *'''Grey Knights Thunderhawk Assault Gunship (Forge World):''' Identical to the Space Marine Thunderhawk, but with the added option of exchanging the heavy bolters for psycannons. **except 200 pts cheaper, 1130 versus 1330 its a steal
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