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===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.
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