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===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.
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