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===Elites=== *'''Purifiers:''' Utterly incorruptible and pure even by Grey Knight standards, these white-helmeted wielders of psychic flame. Now Strike squad with +1 Ld that can take two Heavy weapons Per 5, and have a stronger short-range smite in exchange for Teleporting Privileges. Despite having a limited threat range, a 3" smite that does d6 Mortal Wounds to the closest unit let them pack a punch in CC. Put them in s transport and hurt enemies. Despite their lack of Teleport Strike, Gate of Infinity is great for granting them some desperately needed mobility, short of carting them around in a transport. It's worth using a Brother-Captain's Psychic Locus to doubles Purifying Flame to 6", and boy can those 3" make all the difference. **to save Heavy Support slots, you could run a 10 man squad and Combat Squad all the heavy weapons together. **Keep in mind -- though squishy, and immensely less powerful in close combat, the ability to do d6 MORTAL wounds is seriously incredible. Set two squads of them up in a Land Raider, and when it gets charged to stop it from shooting, pop out and deal, on average, SEVEN mortal wounds to whatever's smashing your ride. Assuming this kills it -- it should unless you're dealing with TEQ -- your Land Raider now gets to fire as normal, and your Purifiers can hide behind it to block line of sight and hop in next turn, never once leaving yourself vulnerable. Got a Swarmlord to deal with? Seven mortal wounds should do it. Daemon Prince? Seven mortal wounds should deal with it. Give them some Falchions and charge whatever's left, and these guys should be able to wipe any single unit in the game. **with CA 2019 these guys are now the same price as strike squad making them more interesting. on top of that, both the Land Raider Crusader and all the characters dropped substantially. So hey, use that savings and take Crowe and the relic banner giving you 14 mortal wounds on just smites. On top of also doubling your close-range effectiveness and giving you an additional psychic power from Crowe. All this for barely 70ish points more from pre-CA 2018 loadout. ** See the Brother Captain aura Strat and Tides of Escalation new rules. Be prepared to unleash Purifying Flame like never before! *'''Paladin Squad:''' The extremely expensive big brothers of the Grey Knight Terminator Squad, and rightly so. Each are 44pts for 3 wounds apiece, 3 attacks, and if you increase the squad size from 3 to 5+ you can bring 2 heavy weapons per 5 men, these guys can dish out some serious punishment while tanking through virtually anything the enemy can throw at them. They start out in a unit of 3, but as with any other squad, you can pay points to add more, which effectively acts as a tax if you want to use them as a heavy weapons platform. As is fitting of a champion on the road to Grandmasterhood, the Paragon hits on a 2+ in melee, making him the best choice to carry the squad's Daemonhammer. With the right buffs from an HQ, an Apothecary to shore up their lost wounds, and a variety of methods available to transport them across the board, these guys are going to be a serious wrecking ball to delete whatever they come across. As always, be wary of tarpits, and remember that Gate of Infinity is wonderful for delivering their strength wherever you need it. **Unlike the rest of your squads, you want to bring Halberds rather than Falchions on these guys. Their 3 +1 base attacks make it so that the +1 S from a Halberd has a greater impact than another +1 A on a Falchion. **As for which power to give them, it's fairly close between Gate, Hammerhand, and Sanctuary. Pick your targets before the battle, and pick your power accordingly. Hammerhand for targets with T5+ without high-AP CC weapons, Sanctuary if you'll be fighting AP -3 or better. Otherwise, take Gate, it's flexible and hard to go wrong with. ***Actually, Hammerhand is useful on a relatively small number of opponents, but against those opponents, it can make the difference between your Paladins wiping out a unit or wasting a round of combat. I suggest giving the squad Gate or Sanctuary and giving Hammerhand to whatever Ancient, Apothecary, or Grand Master is babysitting them. That way, the Paladins can get HH when they need it without sacrificing Gate or Sanctuary, which they will need constant access to. *'''Brotherhood Ancient:''' Introduced in 8th as the Grey Knight equivalent to the Chapter Ancient that Space Marines can field, this guy starts out with the Brotherhood Banner that was previously exclusive to a squad of Paladins. The Grandmasters must've ordered the Paladins to stop acting so selfishly by hogging all the buffs, as the banner now gives +1 Leadership and Attack to all units with the '''GREY KNIGHTS''' keyword within 6". Keep in mind that he is a single model unit independent of a squad, meaning he charges independently and stands the chance of getting separated from the men he's there to assist. This also means he can be singled out by enemy charges (and shooting, if you aren't careful) in turn. Thankfully, unlike in previous editions, carrying the banner doesn't entirely rob him of his melee strength, as he can take a Falchion, though only 1, so no +1 attack. Still, AP -2 with d3 damage is better than smacking daemons around with a flagpole like he used to. his buffs he synergizes better with Strikes than his Paladin/Terminator brethren you'll get much more mileage buffing more models. *'''Paladin Ancient:''' This guy is essentially a Brotherhood Ancient with a slightly more impressive statline - 10 extra points for an extra attack and to hit on a 2+ in combat instead of 3+. He can take a (single) Falchion as well, or swap out his storm bolter for a special weapon (or the Relic Storm Bolter). You're probably better off taking the normal version unless you're desperate for heavy weapon saturation. *'''Apothecary:''' As with the Brotherhood banner, this guy's buffs were once exclusive to Paladin squads, and is likewise now a unit of his own. What this means is he now has the option to heal (and revive) all keyword '''GREY KNIGHTS''' infantry units in a radius around him; your power-armored squads will finally receive the relief they've always asked for. On top of this, if the squad in question is missing models and contains none that are currently injured, on a 4+, he can revive a single model with 1 wound remaining. If this fails, however, he can't do anything for the rest of the turn while he collects the gene-seed of his fallen comrades. This can potentially change the outcome of crucial battles when he heals Draigo to full health or revives a Paladin in time for the squad to force an enemy off an objective. Same notes as before, however; make sure he isn't left behind and place him carefully so the enemy can't single him out. ** Additionally, Apothecaries are surprisingly effective in combat, hitting on 2+ with 4 attacks. Add to that the ability to heal themselves if necessary, and the option to take a warding staff to up their own 5++ into a 4++ automatically, and you have a unit that can absorb a surprising amount of punishment while still dishing it out, depending on their kit. *** Honestly one of the best units in the army, with how expensive GK units are the efficiency of this unit is insane. Just assuming that you are able to just revive strike squads units(the WORST unit to do this to) Gk apothecary will already make close to half its points back over the game(17*4=68 at a 50% success rate=34) on top of having a great statline, and it only gets better the more expensive the unit is, heck even one good heal on Drago pretty much makes the whole cost up. oh and hey look who just dropped points in CA 2018. *'''Dreadnought:''' Use a datasheet found in Space Marines, add Psyker, Daemon Hunter, and Rites of Banishment. They are a notch more expensive than the standard Dreadnought though, rolling in he ability to cast 1 and deny power per turn. Want a teleporting Dreadnought? Now you can. Stick it in a Stormraven and give it a twin heavy flamer and a mounted flamer besides for a hilarious 3d6 Overwatch shots. Thanks to the variety of options they have, Dreadnoughts are effective at filling whatever role you might need them for, though they shine at wiping out tough infantry, monsters, and vehicles. The standard Dreadnought combat weapon gives you 3 damage per smack, and with 4 attacks at Strength 12 after shooting, they are damned capable of tearing up whatever you throw them at. But watch out for power fists and their equivalents, as those 8 Wounds won't last forever against the likes of multi-damage weapons. *''' Venerable Dreadnought:''' Boxnought+1. +1WS/BS and Unyielding Ancient can be used to ignore Mortal Wounds from Perils. These are also one of your best from a limited source of heavy shooting, and they're damn good at it. Hitting on a 2+ is especially nasty when you stick one of these gentlemen next to a Grandmaster for your 2+, rerollable shots. That's a whopping 97% chance to hit per shot, and you can take a twin lascannon for some real dakka. In addition, 2+ makes him more mobile. With Gate of Infinity, you can either fling your LR across the board, or you can get you Lascanonns where they are needed most. **Give this one a twin lascannon, a missile launcher, and Astral Aim. You now have a 48" range tank/monster killer who doesn't need line of sight, hits on 2+, is mostly too far away from the enemy for them to deny his power, and will take serious firepower to bring down. ** As stated directly by GW, you may continue to use the Psyfleman Dreadnought from the Index, even though they're not in the new codex. [https://www.warhammer-community.com/2017/07/05/codexes-your-questions-answered-july-5gw-homepage-post-2/ "There are a few options in the indexes[sic] for some Characters and vehicles that are no longer represented in the Citadel range โ certain Dreadnought weapons that donโt come in the box, or some characters on bikes, for example. Donโt worry though, you can still use all of these in your games if you have these older models. '''In these instances, use the datasheet from the index, and the most recent points published for that model and its weapons (currently, also in the index).'''"] *'''Grey Knights Doomglaive Pattern Dreadnought (Forge World):''' By the Emperor's chinny chin chin, we finally get some god-damned rules for this guy again!!.....and now his kit has been discontinued. The signature Dread of the Grey Knights, it's a Venerable Dread armed with a heavy psycannon, a stormbolter (or incinerator,) and with its CCW replaced with the Nemesis Doomglaive, which is "only" S9, but compensates with 1d6 damage (average: 3.5) instead of a flat 3. Since you'll want it to be in melee range at all times, it's best taken with the Incinerator to maximize its close combat effectiveness. Don't forget that the obligatory heavy psycannon is a tasty 2 damage per wound, meaning it can actually lay down some reasonable firepower on the way to carve up your enemies. **The Doomglaive can take one power from the Sanctic Discipline. You'll never have to worry about getting tied up when you are needed elsewhere, since you can just teleport into the best position. In short, if you take another power than Gate, you're doing it wrong, especially when considering how much easier it makes getting into combat. *'''Servitors:''' Why bother with these things? Sure, they've got plasma cannons and other heavy weapons, but they hit on a 5+ unless you've got a Techmarine nearby, which improves them to the ever-impressive tier of Guardsman accuracy. Just take AdMech or Astartes allies. **If you are trying to fill out a detachment to get Brotherhood of Psykers or Objective Secured, these ''are'' the cheapest things you can take for 20pts, full stop, even if they are otherwise useless in their own right. Although the fact they are your cheapest source of wounds could make them a good screen against enemy Smites. They're 60 pts for 12, and 12W=about 5-6 successful Smites. So it may save your life against Thousand Sons, who just got a buff in the same book as you. **It should be noted that these guys ARE your only Infantry units with ranged weapons of Strength higher than 6, and range greater than 24". They also do have the GREY KNIGHTS keyword, and benefit from Grand Master/Draigo re-rolls. It's not the best strategy by any means, but if you are already bringing a Techmarine for some reason, 52pts for the two Plasma Cannons could end up plinking unexpected wounds on things.
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