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==Grey Knights== ===Why Play Grey Knights=== *'''Pros''' **One of only two factions in the game (so far) that can make use of Kill Team's psychic actions. **With every model having access to the psychic phase, guns that lets them handle teams many times their size, and blades that can reliably deliver true kills Grey Knights don't have to worry about crippling overspecialization and predictability. **The Storm Bolter is among the best base guns out there. **Small model count makes teams quick and easy to build and manage. **Psyk-Out Grenades give you an easy venue to fuck up daemons and psykers. *'''Cons''' **Your entire fireteam composes of three different unit selections, and one is hardcapped to 0-1 for the entire kill-team. **Your Kill Team will be more of a Kill ''squad'' of 5 models at most, meaning ''each'' casualty is going to hurt ''hard''. Good luck in objective games. **GA 1 means that many forces will outmaneuver you with ease. ===GK Wargear=== *'''0-1 Hexagrammic Ward (2 EP):''' Once per game this can be used to deny an enemy's psychic power. Absolutely priceless when dealing with Thousand Sons, otherwise it's worth stowing. *'''Purity Seal (3 EP):''' A free use of the Tactical Re-Roll ploy when fighting, shooting, or rolling a save. *'''0-1 Psybolt Ammunition (3 EP):''' The bearer's storm bolter deals +1 more damage, which is handy enough. *'''Psyk-Out Grenade (3 EP):''' A pitiful fart of a grenade whose value only shines against {{W40kKeyword|Daemon}} and {{W40kKeyword|Psyker}} enemies, where it'll deal more respectable damage and has Lethal 5+ for more crits. *'''Santic Blessing (2 EP):''' The bearer can cast twice once per game, which is a big deal with how precious it is. *'''0-1 Truesilver Armour (3 EP):''' 2+ Save. That's an extreme gift. ===GK Psychic Powers=== Rather than needing to roll for anything like in Bighammer, you only need to spend an action to cast any of these powers. Unlike forces like the Warp Coven, you don't have any inherent limits on how much you can cast these powers. *'''Armoured Resilience:''' The caster's save improves by 1, which will be very helpful if you're dealing with any weapons with P1 or AP1. *'''Hammerhand:''' Deals +1 additional damage the first time the caster hits in combat. Fortunately, all of your weapons deal some decent damage. *'''Astral Aim:''' The caster's guns gain No Cover, which is absolutely valuable for all your storm bolters. ===GK Units=== This Seek & Destroy/Security fireteam is composed of the following: *1 Grey Knight Justicar *5 of the following: **4-5 Grey Knight Warriors **0-1 Grey Knight Gunner *'''Grey Knight Justicar (Combat, Staunch, Marksman):''' Grey Knights are just as impressive as any other marine, equipped with 11 wounds and a 3+ save as well as some of the most dangerous weapons out there. *'''Grey Knight Warrior (Combat, Staunch, Marksman):''' As with the Justicar, you're a very powerful force. Most armies would kill to have force weapons on every soldier, much less actual psykers. The nemesis daemonhammer is extremely powerful and can rob an enemy of AP with stun, as does the nemesis warding stave. The nemesis force weapon offers Lethal 5+ to give you more crits, making it a good fallback. The nemesis falchions do slightly less damage than the base force weapon, but Relentless lets them re-roll for more hits. *'''Grey Knight Gunner (Staunch, Marksman):''' Your big guns are stuck onto a guy who's hardcapped to one per kill-team. As all of these guns are Heavy, you're likely to be relying on your storm bolter if you plan on having him move anywhere. The incinerator does poor damage, but it scores a lot of hits between a 2+ BS and Torrent spreading fire. The psilencer deals decent damage and has Fusillade so you can split your precious shots on many targets. The psycannon is your real heavy weapon, dealing the most damage of the lot without any frills. ===GK Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Bolter Discipline (1 CP):''' So long as your knights don't fight, they can shoot twice this turn, which is a great tool for all the storm bolters you have running around. *'''Shock Assault (1 CP):''' So long as your knights don't shoot, they can fight twice this turn. You got force weapons on most of your guys, so this will see tons of use. *'''Tide of Shadows (1 CP):''' Even if an enemy on a vantage point, they cannot fire at one of your knights who's using the conceal order, behind cover and more than 6"/pentagon away. It's a lot of conditions, but it can help keep you from an annoying sniper from across the field. *'''Tide of Celerity (1 CP):''' Your knights can add another triangle/1" when they charge, which is a neat little addition. </tab> <tab name="Tactical Ploys"> *'''Only in Death Does End (1 CP):''' Even if your knight is killed, they'll stay around for one more activation and won't count as injured - and you'll need him alive because you will almost always be at a numbers disadvantage. *'''And They Shall Know No Fear (1 CP):''' One of your knights will ignore any penalties to APL and won't count as injured, which will help for dealing with the more crippling ones. </tab> </tabs> ===GK Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''GK Strategies:''' <div class="mw-collapsible-content"> Grey Knights are a high risk, high reward team of elites. Every model counts, and you will need every scrap of cover you can find to keep your dudes alive. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Grey knight are still 1 wound space marines. Ignore cover and AP2 will remove them in short order. With only 5 guys, a loss removes 1/5 of the damage they can do. Playing on a low line of sight blocking board, or with objectives in the open, gives a Grey Knights player few options for hiding their few units. </div> </div> ===GK Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> </div> </div>
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