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===Fortifications=== Fortifications in general aren't particularly useful to the Grey Knights. *'''Aegis Defence Lines:''' Meh. Might be okay for a squad of backfield objective campers, but with a low model count army you want to be the one moving around calling the shots. Camping is a pretty good way to get shot off the board by anything with a range over 24". It has some AA turret options, but you should be taking Stormravens for anti-air stuff. With the 7th ed change to interceptor (no longer allows you to "turn off" skyfire) the turrets are pretty ineffective against ground targets. **'''Note''' - An ADL can equip a comms relay. This sets you back 70 points, but it gives you the ability to reroll reserve rolls which is a huge boon if you're deep striking on turn one. But again, you need to camp a unit at the relay in order to get the benefit, but you don't really have the longrange firepower to validate a unit just chilling in the backfield. *'''Imperial Bunker:''' This pill box is a closed building and can deny a part of the battlefield pretty nicely if some PAGKs are in it. Place your objectives accordingly. Bunkers are another source for the comms relay, and seeing as they offer a bit more substantial protection than the ADL, might have a case for a backfield camp. They can also take that additional exit which allows you to exit the building 18" away from the building itself, but the enemy can use that door too in order to assault the unit in the bunker. You could use it as a means of leaving the bunker and ending up right in midfield, but it's probably not worth it. A solid home for purgators, what with the 4 fire points and all. Nothing makes people wanna not touch that objective quite like an AV14 box with 16 rending autocannon shots being dumped out of it. Just be mindful that the fire point is just on one side, so you won't be able to shoot at anyone that manages to swing around behind the box. *'''Skyshield Landing Pad:''' On the upside, it'll prevent deep strikers from scattering if they aim to land on the pad, and it can provide a sweet invulnerable save. On the downside, it needs to be deployed in your own D-zone, but you you want to be deepstriking in to your opponent's end of the field. Back to the upside, it allows you to start a stormravern on the field, so you're not waiting for turn 2 to for the rest of your army to show up, and not waiting until turn 3 to disembark the raven's passengers. All in all, unless you are specifically building and air cav list, you're probably better served by fielding something else. *'''Imperial Bastion:''' As per the Bunker, but comes with more Dakka. *'''Fortress of Redemption:''' As per the Bunker and the Bastion, but now you're starting to get ridiculous - it's 220 pts base. Take only if you're desperate for extreme long-range support.
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