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Warhammer 40,000/8th Edition Tactics/Grey Knights
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===Flyers=== *'''Stormhawk Interceptor:''' The Anti-Flying Flyer. The only Space Marine flyer without hover. Gets a +1 to hit any target with the Fly keyword, to mitigate the penalty for moving and firing heavy weapons. Comes stock with 2 Assault Cannons, 2 Heavy Bolters, and an Icarus Stormcannon. The bolters can be swapped with Skyhammers for more anti-flying or a Typhoon against ground targets, while the Icarus can be swapped for an anti-vehicle laser. Cannot hover, unfortunately, but does get to re-roll any 1's for saves and has the normal Hard to Hit. **A good choice if you are going up against Tau or Dark Eldar, due to the prevalence of Fly. Especially the Icarus/skyhammer combo as it lets you hit anything with Fly on a 2+; with the drawback of hitting everything else only on a 5+. *'''Stormtalon Gunship:''' Also a new addition to the Grey Knight Codex. Cheaper than the Storm Raven, a flying anti-ground weapon platform, rather then a more durable transports. Two of these cost more than a Storm Raven but have less firepower and arguably the same survivability. Again, don't bother, stick with the Raven. The Anti-Ground Flyer. The 'Talon has undergone a few noticeable changes in this edition. You can hover, of course, but standing still is probably not what you want to do with it. The other change comes from the assault cannon. The weapon now vomits out three times as many shots, but lost much for AP and lost rending completely. This makes it better at clearing infantry than the light vehicles it had been targeting previously. Compared to the last edition, it's much tougher but easier to hit. Also technically your cheapest flier, making it good for building Air Wings. ** If you hover you can fire at ground targets at BS2+, assuming you don't move and have taken no more than 4 wounds (Or you are back to normal 3+ after falling into middle damage bracket, which at that point might as well stay in hover and get the most out of your flyer before it gets toasted). This is actually really damn good, in later turns. having the ability to get a few solid rounds fo shooting makes a big difference. Be sure to play your talons cautiously, as the assault cannon requires you to get within range of enemy Dakka. This flyer's true potential can only be achieved by treating it very gently. **Also note that, for the usual GW rules-fuckery reasons, the Strafing Run special rule completely invalidates the second half of the Skyhammer Missile Launcher's rules. Skyhammer Missile Launchers gain +1 to hit against units with FLY and -1 to hit against units WITHOUT FLY...but Strafing Run gives a +1 to hit against units WITHOUT FLY. Resulting in a net result of only +1 against FLYing units. *'''Stormraven:''' If you're going to bring a heavy vehicle, this is the one to bring. One of our best (and only) sources of high-damage anti-vehicle weapons; load it up with Twin Multi-meltas and Twin Lascannons, combine with the integral Storm Strike Missiles, throw on some hurricane bolters if you can spare the points, and go tank hunting. It has enough weapons that hit hard to even deal with (ie, cripple) enemy flyers, despite the -1 to hit them. Plus, it has superior transport capabilities, with 12 spots for infantry, interceptors, and terminators, and even a dreadnought (if one's in your list). All of this helps lower your deployment drop count, which increases the likelihood of getting that all-important first turn, and Grey Knights need every advantage they can get.
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