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Warhammer 40,000/7th Edition Tactics/Grey Knights
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===Heavy Support=== *'''Purgation Squad:''' These are the Grey Knights' equivalent to regular Space Marine Devastators - sort of. In reality, they're really just a Strike Squad that can take four heavy weapons without restriction. Just like how a devastator squad is just a tactical squad that can take four heavy weapons without restriction. Note that you ''must'' park them in cover or they will die. Due to the fact that Grey Knights heavy weapons are all short- to mid-range, you'll probably have to move them in to the midfield to get any use out of them, which means putting them at risk. This is especially true if they're assaulted, as heavy weapons mean no force weapons (though four Incinerators would make this a dicy proposition for light troops). Make sure these guys have a transport handy to get them out of dodge when your opponent decides to pay attention to them. They can (and probably should) take a teleport homer, allowing you to conveniently Deep Strike a unit of anything that can deepstrike to screen the Purgation Squad if the heat is on. **Note: Something to consider...take a squad of these with 4 x incinerators, a teleport homer, and a Rhino. Move up at cruising speed and flat out into your opponent's face on Turn 1. Assuming they survive the trip, you now have x4 Str 6 AP 4 Soulblaze templates you can drop and melt away whatever footsloggers there are in your path, 2 if the Rhino hasn't been popped yet and you haven't disembarked them by then. On Turn 2, Deep Strike your reserves around the unit without scatter thanks to the aforementioned teleport homer, and they will have all the protection they need. **'''Alternate Take''': Don't ever field these guys outside of fun/casual games. Every Purgation Squad you take is one less potential Dreadknight on the board, and considering how useless Psycannons are on PAGK these days, Purgators amount to little more than dead weight. They die just as easily as any Marine, and all of our weapons are short enough range that getting them close enough to do their job means they'll be wiped off the board before they can even aim straight. If you insist on bringing a pure heavy weapons squad, Purifiers do everything they can, except better; with 2 special weapons per 5 models, take a 10-man Purifier unit, buy 4 special weapons, and combat squad them all together for what is effectively a more powerful version of the same thing, with the added bonus of more than doubled close combat power if they're singled out. *'''[[Nemesis Dreadknight]]''' - Xzibit's take on Power Armor, this unit alone is probably responsible for at least 30% of the [[rage]] directed against <s>the Grey Knights</s>[[Matt_Ward| your spiritual liege]]. An <s>ugly</s> gorgeous mechanical Monstrous Creature Character with a 2+ armor save and a 5+ invulnerable save, this thing is designed to take on Greater Daemons, Tyranid bio-monsters, and the like, while being able to challenge enemy units or snipe out hidden Power Fists. However, keep in mind: 130 points seems cheap at first, but that means it will have no upgrades or ranged weapons at all. Ranged weapons (which you can take two of, as long as they aren't two copies of the same weapon) are suped up versions of the standard GK special weapons, and cost 20-35 points apiece. The Personal Teleporter costs a cool 30 points and is totally worth it. Close combat upgrades are the cheapest and will help your big guy in melee since you start off with only two powerfists (which isn't really that bad). The teleporter does not make them lose Monstrous Creature status either and allows them to shunt in from ongoing reserves, instead of deep striking, for no scatter. Watch out for Necrons and Gargoyles, they will ruin your day. He is one of the 2 non-fearless MC in 40k, the other being the Riptide, so beware the Wyrdvanes in a Chimera or even paired with Hellhound, because it could tank shock this guy and chase him in 6". Be afraid of Dark Eldar players, their Venoms, Warriors, Hellions and Scourges can drop a surprising amount of poisoned shots on your Dreadknights in one turn, Blasterborn squads will eat a Dreadknight unless you use Sanctuary. Even still just don't take it against Dark Eldar armies PERIOD. Actually, this may no longer be true, as teleporters became much more affordable and templates hit units inside Open Topped transports. Still, these guys are professional skullfuckers, and their ridiculously silly look will make your opponent cry tears of blood to have its tanks and precious snowflake characters being torn to shreds by such an ugly baby-carrying chicken. If you're feeling silly and like extreme MSU, this model has potential to be your Warlord without it breaking your army. *'''Land Raider/Crusader/Redeemer''' - See the Dedicated Transport section. Now that you can take these as dedicated transports for your Terminators, you will probably never actually take one as a Heavy choice ever again.
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