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Warhammer 40,000/7th Edition Tactics/Grey Knights
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===Fast Attack=== *'''Grey Knight Interceptor Squad''' - Your only other Fast Attack choice, these are just PAGKs with teleporter packs that make them look like something from a cheesy '50s sci-fi movie - ask the enemy to take them to their leader. Seriously though, these are effectively your Assault Marines, but they have a nifty trick up their backpacks: they can make a 30" move once per game (but cannot assault). Thanks to the mobility this provides, they're effective at putting pressure on the enemy in the early game, especially if you take a lot and shunt them up on Turn 1. Follow this up with Deep Strike support so they aren't deleted before they can do their job. They got better due to Incinerators no longer being stupidly over-costed for them. And we all know how good flamer weapons are on jump infantry! **'''Alternate Take:''' The Justicar can take a teleport homer and these guys are highly mobile. Look at your unused Terminators. Now look at me. Now look back at your Terminators. They're now a 10-man Paladin squad, Deep Striking within your opponent's lines without scattering (unless they have Coteaz). Take two to three units of 5 Interceptors and move them up the board behind cover (or out of line of sight, if you can manage it)! This method of transporting Terminators/Paladins is cheaper than a Land Raider and more reliable than the Gate of Infinity, due to the fact that (1) you're not guaranteed to get the psychic power unless you field Draigo (although a Mastery Level 3 Librarian with the Domina Liber Daemonica will greatly increase your chances to just over 80%!) and (2) you won't scatter when you deep strike, although the risk is that you lose the Justicar when the enemy tries to kill your small 5-man squad (which is the first good reason why you want at least two small units of these guys). After they've done their job as mobile beacons, they can spend the game running around collecting objectives, harassing your opponent's troops with their Incinerators or basically being a nuisance in any way you can think of! *'''Stormraven Gunship''' (Attack Flyer) - Flying <s>Toaster</s> Land Raider, covered in guns, good for transport and blowing stuff up. Use them to drop Terminators, Purifiers and Dreadnoughts into your opponent's midst. Also, it can take a locator beacon, which allows you to zip around and safely deep strike your reserves in addition to its own transport capabilities. Now comes with the generally more useful Stormstrike missiles. Sponsons are advised against, as you are probably more likely to regret not having a psycannon on your GKTs or some Daemonhammers on your squads, than 12 TL bolter shots. Finally, this is one of your few methods of getting effective anti-armor into your list due you not getting the regular heavy weapons for your squads and you don't get to field predators. Seriously consider taking as many of these as you can afford to, but don't forget that the more points you sink into them and their cargo, the more it'll sting when you fail your Reserves roll to determine whether it shows up at all. Plus, since they can't Deep Strike, they can't use the Nemesis Strike Force to come in on Turn 1. Remember, this one's a flyer - your opponent needs 6s to hit it (if your opponent hasn't taken any Skyfire, the damn thing is nearly invincible). It's also very good in a dogfight: POTMS allows you to split fire (potentially forcing 2 opposing flyers to jink) and allows you to fire a weapon at full BS even after jinking yourself. Hover gives it the manoeuvrability to evade other flyers that don't have Hover (or at least Vector Dancer), although dropping to hover does increase your vulnerability to fire from ground forces. Take the Stormraven as a tank-buster with the TL Multi-Melta and the TL Lascannon. You can blow up an enemy vehicle with the MM and then power of the machine spirit the LC into another enemy vehicle. *'''Rhino''' - See the Dedicated Transport section. Can be taken individually as an FA choice, but there isn't a whole lot of reason for it. Maybe if you're running purgators and want to combat squad so you can fire all 4 psycannons / psilencers from the comfort of metal boxes, or are just combat squadding PAGKs in general and need separate boxes for each half. *'''Razorback''' - See the Dedicated Transport section. Can be taken individually as an FA choice, and might be worth it in small point games if you're running terminator troops but still want some lascannons on the board. *'''Xiphon Pattern Interceptor (Forge World)''' - A Deep Striking flyer. Only AV 11 all around, but it's jink saves are +1, and it's got Armoured Ceramite in case of melta. Two twin-linked lascannons, but the real meat is it's Rotary Missile Launcher - 2 S8 AP2 shots, forcing rerolls on successful cover saves (including Jink), and on penetrating hit, roll 3 times on the table and pick the best option. Just over 200 points, and can drop just about any vehicle you point it at.
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