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Warhammer 40,000/8th Edition Tactics/Grey Knights
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=====Pros===== * The Grey Knights are an army of Psyker Space Marines. That's pretty cool. Besides, casting Hammerhand you will succeed in 72.22% of cases. * The Grey Knights have good assault and okayish close-range shooting. At a minimum, you're getting a storm-bolter and a force sword on every infantry model. * Great looking infantry models with lots of customization options. They are not really hard to paint either to look decent and [[Duncan_Rhodes|Duncan]] has pretty neat tutorials on them. * A low model count allows for easy movement and understanding of the game. * Daemons and Psykers are a massive liability when playing against you. This benefit can't be understated, as GW is now focusing more on the Chaos vs Imperium conflict, and most Chaos armies rely on some form of daemon unit or psyker buff to function properly. * Force weapons ''absolutely everywhere'', and they're no longer subject to Deny the Witch, which means you're always putting out D3 wounds to everything in melee! * All of your Squads can cast Baby Smite, and it doesn't increase in cost after the first and subsequent casts; expect to be putting out a lot of mortal wounds as the game goes on. Smack harder when turning them into consistent 2 MW per cast. * You are one of the factions that benefit most from the psychic phase. You get a nice boost to both cast AND deny, and two stratagems that further boost your ability to ridiculous levels. Your psychic discipline is good but not TOP TIER, with some powers that allow you to buff yourself in both offense and defense, hurt others really really badly and FUCKING TELEPORT ALL ACROSS THE BOARD. Others, unfortunately, are very situational. EVERYONE CAN CAST. EVERYONE CAN DENY. Your Baby Smite maybe a little on the weak side, but unlike most armies, you can cast it all you want without having to deal with the rising WC penalty for it. * Pretty much ANY one of your units can start the game in deep strike reserve. Everyone has some sort of teleportation device - and even if they don't, there's a stratagem that allows you to teleport units in any way. Unfortunately, after 2018 BIG FAQ 2 this is no longer that great a boost. You need half units AND Points on the ground AND you can't deep strike at all during the first turn. That's not so good for an army that relies upon and is costed around deepstrike. * Named character options are abundant, and overall pretty good even if overpriced. * Good news, everyone! Grey Knights will be including in the next Imperial Armour: Talons of the Emperor. What changes this will bring have yet to be seen, and will focus only on Forge World models. * One of the only armies with Terminator troops. Even Dark Angels lost their Deathwing as Troops. So GK is a good army if you want to bring a pure Terminator army. After Ritual of the Damned Terminators look like a viable option (great stratagems and powers to boost them). * Ritual of the Dammed and Chapter Approved 2019 brought great changes. A definitely competitive army now. How it will fare against current meta, time will tell. * GKs are the only army now besides Craftworld Eldar, Orks and Thousand Sons who can get +4 to cast. Combine Sanctic Shard relic with Empyric Surge stratagem and you have +3 to cast that can further be modified by +1 with Artisan Nullifier Matrix if you need it
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