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====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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