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===Heavy Support=== *'''Purgation Squad''' They are the Grey Knight version of Space Marine Devastators, meaning 4 heavy weapons allowed per squad of 5. They never saw much play in 7th since psycannons were shit on power armored units, but against the likes of Tau, Aeldari, and such T3, you can get 4 guys with psilencers unload 24 shots a turn, hitting and wounding on 3's. That pretty much wipes your standard Fire Warriors, Breachers, Pathfinders, Guardians, etc. With buff they can even destroy vehicles when damage is a D3d. Also, the new "to wound" table has been incredibly kind to the psilencers. Having the ability to wound all but the heaviest of tanks and monsters on 5's is pretty decent when you put out 24 shots a turn, especially considering that standard weapons such as bolters are on an even playing field as far as the lack of AP goes. Combined with their D3d damage, this actually makes them more effective for their points at hunting tanks than psycannons. Seriously, for the cost of slightly more than 100 points, you can out up to 72 total wounds (not including the justicar's storm bolter). Not even Titans can hide from mindbullets. Furthermore, one of their main weaknesses, namely their lack of range compared to other heavy weapon teams (only 24") can now be mitigated by giving them Gate of Infinity, (wow, kinda seems like the star of the show in this Codex, huh?) which allows them to redeploy from the table in a pinch. There's a carnifex threatening your Land Raider on the other side of the table? No problem. A squad of Fire Warriors out of LOS in that building over there? Not anymore, they aren't. A squad of Khorne Berzerkers about to charge your vulnerable fire support? No big deal, why not teleport to the other side of the table and shoot those poor Berzerkers in the backside. They won't even know what happened. **Due to how Imperium armies work in 8th, these guys make a great alternative to standard anti-infantry heavy weapons units such as Devastators, [[Khornate Knights|Retributors]], and Heavy Weapons Squads. One Purgation Squad supporting another Imperial army can teleport 24" from a unit, shoot it, and teleport away to another unit each turn. Use these and [[C.S Goto|they will please you.]] **Astral aim is amazing on these guys. Hide them behind terrain or a tank, cast astral aim (91.667% chance with GK +1), and fire your 4 psilencers at anything in range at no risk of return fire, and no cover bonuses to help with the 0 AP. **Four of these guys with Incinerators will put a dent in most flyers, and seriously mess up some of the lighter ones. Plus they'll murder Culexus Assassins in a single go, or any other unit that imposes modifiers to hit. *'''Nemesis Dreadknight:''' The baby-carrier's back, baby. When you take into account the fact that you can throw a teleportation device on these bad boys for a measly 10 points, allowing them to deep strike into the Heavy Incinerator's 12" range, dishing out d6 auto hits and an additional 12 shots if you take the Psilencer, spit out a nice little Smite, then go in for the charge and pray to the Emprah that you roll a 9, they redeem themselves slightly. Also, the Heavy Incinerator is usually enough to hammer out a few wounds on an enemy charge, since the auto-hits confer on Overwatch as well (and again, the 12" range means you can't be charged out of range of this weapon, unlike the 8" range on the regular Incinerator). Unfortunately, deep striking counts as moving, so you take -1 to hit on all heavy ranged weapon profiles on your alpha strike. However, you might be touched in the head if you aren't aiming for big assaults with these bad boys; you're looking at 4 attacks at a minimum of Strength 10, 12 at the most, and AP -3 across the board for weapon choices. The Dreadfists, while only d3 damage, grant an extra attack when taken together, whereas the Nemesis Greatsword stands at a whopping d6 damage for the same price (ever smacked a Bloodthirster upside the head with a lascannon?). Last but not least, the Nemesis Daemon Greathammer comes at a penalty of -1 to hit, but rolls d6 damage, with the exception that results of 1 and 2 count as 3 instead, all for only 5 points, and all this on top of their ability to cast a single power from Sanctic. As with Dreadnoughts, giving these guys Gate is great fun, especially as you watch the terror steadily unfold across your opponent's face when they witness your knight-piloted power loader pelvic thrust its way out of the warp and into their ranks to wreak havoc. Given their 12 wounds, 2+/5++ saves, and a static 3+ WS, these guys are pretty killy, and will probably last at least one turn after deep striking. [[DISTRACTION_CARNIFEX|10/10 will definitely draw your opponents fire.]] **The heavy incinerator has dropped to a respectable 19 points, the cheapest of the Dreadknight's special weapons now. Take one for Overwatching, but grab both of the other guns for pure offensive dakka. **In terms of melee, get a hammer. It's better than the sword against almost everything, and your fists are inferior to sending in a strike squad, but the hammer lets you rip Land Raiders in half while smiling about it. Commit, Emperor damn it. ***Remember though, that with the hammer, you'll be statistically hitting only 50% of the time, and then there's the factor of degrading attacks. Even on a Grandmaster, the hammer is unreliable (hitting on 3+ while re-rolling 1s), as even 1 missed attack can leave you seriously short of your intended mark. **The math on these guys is actually very bizarre now, due to how good a Grand Master in a Nemesis Dreadknight is. Comparing them barebones, so 115 points to 165 with two dreadfists, the Dreadknight does worse even with getting a free re-rolling 1s to hit buff, and as you add upgrades, the power gap widens - and that's ignoring the improvements in invuln save and psyker power output. You need a ''very'' good reason now to take one of these guys over the HQ equivalent. *'''Land Raider:''' Now that the vanilla Land Raider isn't forced to fire all its guns at the same target, it's gone from schizophrenic to an effective all-rounder. For example, you could use its lascannons to pop a vehicle and then follow up with the heavy bolters to wipe out an infantry squad. This is assisted further by the new Power of the Machine Spirit, which lets it ignore the normal penalties for moving and firing heavy weapons. While it still works fine as a transport, Grey Knights are better off using their Land Raiders for their much-needed anti-armor firepower. *'''Land Raider Crusader:''' As ever, the Hurricane Bolters will shred any infantry within 12"- you have 24 bolter shots supplemented by another 12 Assault Cannon shots. The Frag Assault Launchers also help in regards to transporting and supporting its cargo, since it causes d3 mortal wounds on a 4+ if it finishes a charge within 1" of an opponent. But whatever you do, take the multi-melta. Neither the assault cannons nor the hurricane bolters have enough AP to significantly reduce a MEQ's armor save, and anything with T7 or more (e.g. other vehicles) won't even get their paint scratched. It carries 16 models, so it's still your best choice for transporting Terminators and other larger units. Stick near a Captain and/or a Lieutenant and laugh maniacally as you shred every infantry squad around you. Incidentally -- this unit is a FANTASTIC target for your Psybolt ammunition stratagem (Really? It's not bad, but there are far better targets for Psybolt Ammo. All you get on a LRC is 24 Bolter shots. Meanwhile, a 10 man Strike Squad puts out 40 shots for just over 200 points. Or, run it on a Stormraven with Hurricane Bolters and Heavy Bolters for a total of 24 S5 AP-1 shots and 6 S6 AP-2 shots (Assault Cannons are not affected by Psybolt Ammunition because fuck you). Your tank suddenly turns into a teleporting hunk of metal, full of goodies, that's also putting out 40 heavy bolter-equivalent shots at close range. **huge point drops on top of the new first turn cover strategem this bad boy look great, able to take around 20 BS 3+ lascannons. He makes a great choice for a boots on the ground delivery system, on top of having the perfect kit to clear screens turn 1 to set up for all your deep strikers. *'''Land Raider Redeemer:''' Similar to the Crusader, but trades off the hurricane bolters' volume of shots for the flamestorm cannon's greater strength, higher AP, and improved damage per shot. While you'll have to get in close to make the most of it, the Frag Assault Launchers let you use this to your advantage as you burn down the heavier infantry. Though the flamestorm cannons can threaten lighter vehicles, you should still add the multi-melta to be on the safe side. Carries 12 models. Can easily cockblock a charging unit with 2d6 automatic Flamestorm shots. **The flamestorm cannon can, because of flamer autohits, crisp some flyers if you are close enough. Consider if it is worth to put your Land Raider in the open. *'''Grey Knights Vortimer Pattern Land Raider Redeemer (Forge World)''' A slightly tweaked Land Raider Redeemer. The assault cannons are replaced with psycannons and the frag assault launchers are switched for psyk-out assault launchers, which work like their normal counterpart but only do 1 damage to non-psykers. **Flamestorm Cannons are now basically Heavy Incinerators with +1AP, at 1.3 times the cost so they're good or at least fair. The same CA nerf that killed the Vortimer Razorback takes a minor dump on the Vortimer Land Raider, but comparatively, it stings far less given the over-300 point investment you're making to bring it.
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