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==Unit Analysis== Common faction keywords are {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|SANCTIC ASTARTES}}, and {{W40kKeyword|GREY KNIGHTS}}. *'''[https://www.warhammer-community.com/wp-content/uploads/2019/12/e23d0007.pdf Warhammer Legends'''] - Technically legal for play in matched, though they will no longer be receiving '''ANY''' changes. ===HQ=== GK have a '''very''' crowded HQ roster, which makes it hard to pick what you ''need,'' espcially with their unique limitations: most of them are locked into Terminator armor (so having atrocious movement of 5); while ''everyone'' is a Psyker, unless they're a Librarian or a named HQ, they'll also be locked into a single known spell/cast, meaning theyre less swiss army knives and more like single purpose tools. GMNDKs are autotakes, and Librarians/named HQs for multicasting flexibility, but after that, take a good hard look at what you want and can do before you pay another strike squads worth in points for another HQ. *Arks of Omen now lets you take an extra Grand Master, which now means double GMNDK+Kaldor Draigo lists are now possible again at the cost of a CP. *'''[[Grand Master]]:''' The Grey Knight equivalent of a marine company captain. 135pts nets you a W6, A6 Terminator Character with Rites of Battle allowing all friendly {{W40kKeyword|GREY KNIGHTS}} units within 6" to re-roll hit rolls of 1. He can cast and deny one psychic power, and knows Smite + two Dominus psychic powers. Incinerators and psilencers only cost 5pts, and hammers and psycannons cost 10pts. ** Frankly, you're better off getting at least Voldus (150pts, {{W40kKeyword|Wardmakers}} only) or Draigo (180pts) if you can afford him. Both have S8 and D3 melee weapons without hit penalties. Voldus can cast and deny two times, and knows three Dominus psychic powers. Draigo has the 8th edition storm shield (3++ invulnerable) and Chapter Master ability (one Grey Knight CORE or CHARACTER unit within 6" can re-roll all hit rolls). The advantages the nameless version has over those two is the ability to take your choice of a Warlord Trait (or two with pre-game strat), a special weapon instead of the master-crafted storm bolter, a Relic and a Wisdom of the Prognosticars upgrade. *'''Grand Master in Nemesis Dreadknight:''' 160pts base, expect it to be closer to 200-220pts after buying the options. WS2+, S6, T6, Sv2+/4++/5+++(vs MW), but comes with a degrading statline; M9"/7"/5", BS2+/3+/4+, A6/5/4. The movement degradation is negligible and incinerators don't care about BS, but the loss of A's hurts if you get dinged before you can get stuck in with melee. As a {{W40kKeyword|CHARACTER}} with over W10 he doesn't get Character protection, but he's an ideal candidate for the First to the Fray Warlord Trait and unlike most codexes, the Grey Knights relics aren't barred from {{W40kKeyword|vehicle}} units. He still retains the Rites of Battle Aura and the psychic prowess of a regular Grand Master. You can spend 10pts to grant him a teleporter for stratagem use - he can deep strike as standard. Comes stock with two dreadfists (Sx2, AP-3, D2), one of which can be replaced with a nemesis greatsword for +15pts (with two profiles: S+4, AP-3, Dd6 or SUser, AP-2, D2, roll 2 hit-rolls for each A) or a nemesis greathammer for +10pts (Sx2, AP-4, D3+3, -1 to hit rolls). You have two slots for optional guns; the 15pts heavy incinerator (12", heavy '''2d6''', S6, AP-1, D1, automatically hits), the 20pts gatling psilencer (24", heavy 12, S5, AP-1, D1), or the 20pts heavy psycannon (24", heavy 6, S8, AP-2, D2). ** The heavy psycannon and gatling psilencer are generally your best options as Tide of Convergence buffs them to 30" range and they make the psychic onslought stratagem amazing value. *'''[[Brother-Captain]]:''' Now provides Lieutenant re-rolls of 1's to wound. Also has W6 and A5 making him pretty respectable alongside the Terminator Character statline. His greatest utility lies in providing +1 to cast for friendly {{W40kKeyword|<BROTHERHOOD>}} GK psykers within 6" with the 2CP Psychic Locus Strat. 110pts, +5pts for an incinerator or psilencer, +10pts for a hammer or psycannon. He casts and denies one psychic power, and knows smite and one Dominus power. ** The Finest Hour Stratagem will add 3" (for a total of 9") to the range of his Psychic Locus ability. This costs 3CP a pop, but you can realistically buff multiple units at once, seriously increasing the likelihood of casting GK powers. Combine this with the new Tide of Escalation and all your {{W40kKeyword|<BROTHERHOOD> PSYKERS}} could repeatedly cast their bonus {{W40kKeyword|<BROTHERHOOD>}} psychic power. Of course, this makes him a central figure in your army and a magnet for enemy snipers, psychics, and other such character removal entrapments. *'''[[Brotherhood Champion]]:''' One of three Grey Knight Characters to not be permitted Terminator Armour (but that's ok for him, since he gets to wear artifice armour with no downside). 70pts with a fixed loadout of nemesis force sword and storm bolter, alongside WS2+, BS2+, W4, A5, Sv2+/4++. Martial Superiority lets him fight first if he is within engagement range of an enemy {{W40kKeyword|CHARACTER}}. Honour Or Death allows him to preform a Heroic Intervention within 6" of an enemy unit or {{W40kKeyword|CHARACTER}}. He casts and denies one psychic power, and knows smite and one Dominus power. ** With the buffs to Castellan Crowe, it's almost certainly worth paying another 20pts to get him instead; +1W, +1A, a nemesis sword that deals d3 MW's on a wound roll of UM6, and the purifying flame psychic power with +1 to cast it. Similar to the vanilla Grand Master vs. named Grand Master debate, the Champion has the advantage of being free to choose his own Relics, Warlord Traits, and <BROTHERHOOD>. *'''[[Librarian]]:''' Terminator-flavour only. Like any standard Terminator Librarian, he has WS/BS 3+, W5, though now has base A4. He casts two psychic powers, denies one and knows smite and two powers in any combination from the Dominus AND Sanctic discipline. All this for starting at 105pts base, but a storm bolter costs 5pts and hammers or combi-weapons costs 10pts. They are your cheapest source of psychic casting and denying, and Ld9 makes them pretty good at it. ** Casting each Dominus power only once per turn across your entire army means knowing more powers of the 12 we have access to is much less helpful than it sounds. However multiple models with the same power spread out over the field means you can best decide ''where'' that power gets used. ** Psychic Hood with Brotherhood of Psykers gives him +2 to Deny The Witch. This gives the Librarian a 79.67% chance of denying enemy powers at 12". Basically, nobody short of Magnus will be able to cast anything reliably when near your Librarian's, and that's before using the Aegis stratagem, overcosted though it might be. *'''[[Techmarine]]:''' The Grey Knights' Techmarine, a magical repairman. 80pts gets you a Dreadnought and Dreadknight babysitter. He's also one of two Grey Knight models without a nemesis weapon, being stuck with a D2 power axe, two servo-arms, a boltgun, plasma cutter, and flamer. Like other Techmarines, he heals one {{W40kKeyword|GREY KNIGHT VEHICLE}} for d3 lost wounds at the end of your Movement Phase. And new to 9th edition, one {{W40kKeyword|GREY KNIGHT VEHICLE}} within 3" in the Command Phase gains +1 to hit rolls this turn. ** '''Legends:''' You're able to swap the boltgun for a storm bolter, combi-weapon, plasma pistol, or grav pistol. His power axe can be swapped for a chainsword (why?), lightning claw (+6pts, SU, AP-2, D1, +1A and re-roll failed wound rolls), power lance, power maul, power sword, power fist (+9pts, Sx2, AP-3, D2, -1 to hit rolls), or thunder hammer (+'''40pts''', Sx2, AP-2, D3, -1 to hit rolls). Finally, both servo-arms, plasma cutter, and flamer can be swapped for a conversion beamer (0"-24", is S6, AP0, D1, and 25"-48" is S8, AP-1, D2. *'''[[Chaplain]]:''' Clad in Terminator Armor, magic, and faith. He is relatively expensive at 110pts, putting him on-par with a Brother-Captain. He's stuck with a crozius (S+2, AP-1, D2) and a storm bolter, and can cast, deny, and know one Dominus Power. Like other Chaplains, he shares his Ld9 with Grey Knight units within 6" and knows Litany of <s>Hate</s> Expulsion + one other Litany from the Litanies of Purity. At the start of the Battle Round, this model can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one d6; on a 3+ the recited litany takes effect until the end of that battle round. Unfortunately, reciting happens at the start of the round, i.e. ''before'' he arrives from Deep Strike. This means he has to live through a whole turn before he can live to his full potential. ** Although Chaplains are a powerful force multiplier in melee, the restriction unless you use Gate of Infinity makes them better at fire support. His most efficient use is buffing a Purgation Squad giving them +6" shooting range/-1AP on UM6s to wound/Ignore shooting penalties + casting a spell. ====Special Characters==== Subfaction-specific special characters are listed in the sections for their subfactions, so [[Arvann Stern|Stern]] and [[Aldrik Voldus|Voldus]] are listed in the [[Warhammer_40,000/Tactics/Grey_Knights_(9E)#Wardmakers|Wardmakers]] section. *'''[[Castellan Crowe]]:''' Among your cheapest options for an HQ at 90 points and now sporting a fancy new model thanks to Hexfire. The Black Blade of Antwyr is finally more than a close combat weapon, and now acts as a nemesis force sword that inflicts an '''additional''' d3 MWs on unmodified 6s to wound. Gains +1 to cast purifying flame, fights first whenever he faces enemy {{W40kKeyword|CHARACTER}}s, and has an improved Heroic Intervention range. He can now only naturally cast one power a turn; give him Vortex of Doom and use the strat for him to cast an additional psychic power, and Crowe will have the choice of dishing out two of three flavours of MWs (d3/d6, 3/d3+3, 2d3 +1MW per nearby enemy unit) in the psychic phase. He is now a truly bona fide MW output machine! **He is super points efficient even when compared to regular space marines HQs; heck, even most armies would struggle to find an HQ with 2+/4++ for 90 points. He absolutely tears through screens and chaff with his massive Mortal Wound output - both in the psychic (d3MW smite / 3MW Purifying Flame) and fight (d3MW on unmodified 6s to wound) phases. Might struggle a bit with {{W40kKeyword|VEHICLE}}s but hey, if you're trying to kill that 30 man blob of Boyz with one model, Crowe can probably do it. *'''[[Kaldor Draigo|Lord Kaldor Draigo]]:''' The warp crusader himself returns, this time as a force multiplier AND a close combat monster. The last Marine to have the Chapter Master ability (one friendly {{W40kKeyword|GREY KNIGHTS CORE}} or {{W40kKeyword|CHARACTER}} unit within 6" can re-roll ALL hit rolls) and a special storm shield (3++ invulnerable save). He comes with W7 over a Grand Master W6, a master-crafted storm bolter, and the Titansword (S+4 AP-4 D3). He also casts, denies, and knows two Psychic Powers, another improvement over the Grand Master. All-in-all, pretty great for an extra 35pts over a hammer Grand Master. The only downsides are the lack of Brotherhood but it's not as useless as before, and you don't have to make him your Warlord. **Draigo '''is not a Grand Master''', so there is nothing stopping you from taking him ontop of a GMNDK, and his extra cast, 3++ invuln, and Thunderhammer-equivalent makes him a good replacement to do what your Grandmaster should've been doing if he wasn't strapped to a babycarrier. Let the GMNDK beat up vehicles with his goonsquad of 3 more Dreadknights and when they inevitability get blown to bits, LKD can come out of the warp with his plot armor 3++. **Currently one of the best beatstick characters in the game. Wipes the floor with most other HQs, and the 2023 FAQ clarified that his WLT now works against the special-snowflake "can never be modified" DAEMONsaves. Only Abaddon, Asurmen, and Calgar are the only real threats 1v1 outside of Primarchs, Ghazzy, Avatar, Swarmlord, etc. Just watch out for that Nightbringer C'tan shard... ===Troops=== *'''[[Strike Squad]]:''' Introducing your "budget" option... at 22pts per model. They can still teleport right onto the battlefield, any model can take a nemesis sword, halberd, stave, or paired falchions, or a hammer (+10pts), one-in-five can still drop their nemesis weapon and storm bolter to grab an incinerator (0pts), psilencer (0pts), or psycannon (5pts) instead. The unit can cast, deny, and know one Psychic Power. A solid unit overall, especially given their W2 status, storm bolters and Bolter Discipline, '''A3''' (but no longer benefitting from shock Assault), D2 power weapons, and Tides of the Warp. ** Hammers are no longer a bad choice; they're 10pts each on an A3/A4 model, but they're also 10pts to give to the much more durable A3/A4 Terminators or WS2+, A4 Paladins. ** This is arguably one of the most efficient units in the codex. The ability to Deep Strike, Smite, and then fire off at least 20 bolter shots is nothing to sneeze at, especially when you have a Grand Master at hand to re-roll ones. You've got so many ways to buff this unit, with Hammerhand, Tide of Convergence, Psybolt Ammunition Stratagem... However, you're still a relatively fragile power-armour unit. You need bigger squads to get the best bang-for-your-buck, but ten-man squads are sub-optimal thanks to potential Ld losses and wound allocation. ** Terminators have better saves and always fire at full effect, but both units have the same melee output and Sanctuary will help a lot with soaking damage, and Strike Squads are nearly half the cost. *'''[[Terminator Squad]]:''' They're still the famed Terminator troops of yore, these guys will still ask you to mortgage your house to afford to bring any. They have filled the role of Objective holders, which in competitive play in 9th, is pretty darn important a role to have in your army. Each model is 40pts, 4pts less than two Strike Squad Marines. Strike Squads and Paladins are for your offense, while Terminators are for defensive Objective holding. In round two, place a squad on an Objective, getting priority because they are a Troop choice, and lay fire at range with Bolter Discipline storm bolters. 1-in-5 can take a heavy weapon in place of their stormbolter and still keep their melee weapon, and thankfully we aren't<sup>yet</sup> affected by sprue-controlled weapon options. **175 points for 5 and your heavy-weapon is free now, which makes for a scary amount of D2 damage. Still, at their points cost, two Strike Squads is still better. ===Elites=== *Ancients: Each of these guys compete with taking an Apothcary or Purifier, and in an army so desperate for points and models, it's always better to take another squad/increase their size than to increase efficiency **'''Brotherhood Ancient:''' The Grey Knight equivalent to the standard Ancient that Space Marines can field, this guy starts out with a banner aura giving +1 Leadership and Attack to all {{W40Kkeyword|BROTHERHOOD CORE INFANTRY}} units 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 for 5 points, giving him an extra attack as well some AP on all of them. His buffs only synergises with his specific Brotherhood, so Paladins and Purifiers won't get affected unfortunately. **'''Paladin Ancient:''' This guy is essentially a Brotherhood Ancient with a slightly more impressive statline - 10 extra points for a one point improvement to WS, A and Ld, while his aura only affect Paladin squads. He can take a (single) Falchion as well, or swap out his storm bolter for a special weapon (or the Relic Storm Bolter). However, he also gives a {{W40Kkeyword|GREY KNIGHTS CORE INFANTRY}} unit within 6" +1 to hit in melee - this won't actually make a difference to Paladins most of the time, so use him with combined assaults. *'''[[Apothecary]]:''' Despite being a Brotherhood Apothecary, he can actually heal and grant FNP to any {{W40Kkeyword|GREY KNIGHTS INFANTRY}} unit near him. 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 3+ with 5 attacks using any single Nemesis weapon. Add to that the ability to heal themselves if necessary and you have a unit that can absorb a surprising amount of punishment while still dishing it out, depending on their kit. *[[Dreadnought]]: Psychic Boxes. Dreadnoughts are Brotherhood and Psykers, but they are always in direct competition for hour points with the more flexible Dread Knight. **'''[[Dreadnought]]:''' Use a datasheet found in Space Marines, with extra psychic goodness. They are a notch more expensive than the standard Dreadnought though, rolling in his ability to cast and deny 1 power per turn. 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 5 attacks at Strength 12 after shooting, they are damned capable of tearing up whatever you throw them at. **'''[[Venerable Dreadnought]]:''' Boxnought+1. +1WS/BS and Unyielding Ancient can be used to ignore wounds on a 6. 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+, re-rollable shots. That's a whopping 97% chance to hit per shot, and you can take a twin lascannon for some real dakka. With Gate of Infinity, you can either fling your Dreadnought across the board, or you can get you Lascannons where they are needed most. However, you do lose out on the Brotherhood keyword, unlike normal dreadnoughts. **'''Grey Knights Doomglaive-Pattern Dreadnought (FW Legends):''' This datasheet got taken out back and curb-stomped by FW in its transition to 9E, BUT has now been given some much needed value in the 9E GK Codex. Reduced from a datasheet down to an option for a '''Dreadnought'''; not a Venerable Dreadnought, just a regular one, so no WS2+, BS2+, or 6+++. For 15pts, you get the privilege of replacing the assault cannon and Dreadnought powerfist for a heavy psycannon (24", heavy 6, S8, AP-2, D2) and nemesis doomglaive (S+1, AP-3, Dd6). 25pts gets you the same, but you swap the storm bolter for an incinerator (12", heavy d6, S6, AP-1, D1, automatically hits). *** Potentially amazing now, with Tide of Convergence buffing its heavy psycannon and nemesis doomglaive, not to mention the +1D for psi and nemesis force weapons from the Empyric Amplification psychic power (a GK Character will need to cast it on the targeted enemy though)! *** A perfect choice for the Preservers Brotherhood, using it's pre-game strat to give it 8" movement, re-roll charges and its nemesis weapon D6+1 Damage on the charge. What you have now is a mini-dreadknight that doesn't take up a heavy-support slot. *'''[[Paladin Squad]]:''' The pricier big brothers of the Grey Knight Terminator Squad. Each is 5pts more for an extra attack, +1 WS and Ld, making them particularly effective with daemon hammers. They start out in a unit of 3 but if you increase the squad size from 3 to 5+ you can bring 2 heavy weapons per 5 men; which effectively acts as a tax if you want to use them as a heavy weapons platform. As always, be wary of tarpits, and remember that Gate of Infinity is wonderful for delivering their strength wherever you need it. **As for which power to give them (they know two from Sanctic), it's fairly close between Armoured Resilience, Hammerhand, and Astral Aim, making the unit fairly flexible; as each power improves the unit's survivability, combat and shooting respectively. Pick your targets before the battle, and pick your power accordingly. *'''[[Purifiers]]:''' Utterly incorruptible and pure even by Grey Knight standards, these are white-helmeted wielders of psychic flame. A Strike squad with +1 Ld that can take two Heavy weapons per 5 models, and have a +1 to cast the Purifying Flame power. Despite having a limited threat range, a 9" Purifying Flame that does 3 Mortal Wounds to the closest unit let them pack a punch in CC. Put them in transport and hurt enemies. Inherent Teleport Strike, or Gate of Infinity is great for granting them some desperately needed mobility, short of carting them around in a transport. It's worth using the strat to add 6" range for psychic powers to give Purifying Flame a total of 15", allowing 3 MW to hit an enemy unit straight from teleport strike range. Ouch! **The ability to do 3 or d3 + 3 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, a minimum of 6 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? 6+ mortal wounds should do it. Daemon Prince? 6+ mortal wounds should deal with it. Give them swords and charge whatever's left, and these guys should be able to wipe any single unit in the game. **In addition, both the Land Raider Crusader and many of the characters dropped substantially. So hey, use that savings and take Crowe giving you a minimum of 9 mortal wounds just in the psychic phase. On top of increasing your MW output in the psychic phase, Crowe will also dish out d3 MW in the fight phase with UM6s to wound rolls! *'''[[Servitors]]:''' Cheap unit for actions. There's not much else you can say about them. ===Dedicated Transport=== *'''[[Rhino]]:''' The old [[METAL BOXES]], you know it, you love it. T7, W10, Sv3+, and Smokescreen makes them fairly survivable. Transports ten power armoured Marines. Two storm bolters means that you can output a lot of anti-infantry dakka (up to eight shots at 12"), and an optional hunter-killer can deal the finishing blow to an enemy Monster or Vehicle. ** As a modelling note, NEVER buy the Rhino kit. Buying the Razorback kit gives you the same parts and an additional sprue for turrets and it costs the same. You can switch out the top hatch as you please if you don't glue it down. *'''[[Razorback]]:''' As above, but only transports six Marines, switching the transport capacity for ammo and gun systems. **They are the very definition of just ''okay'': The number of HQs that can actually enter a Razorback is quite limited (Crowe, Techmarine, Champion), the Razorback's weapon output is lackluster now when compared to newer transports, and the points can either be put towards more Squads (that can be placed in deepstrike) or a Land Raider. If you have the spare points, though, Crowe and a Purifier Squad in a Laserback is good way to deliver the Purifier-bomb. <tabs> <tab name="Twin Heavy Bolter"> 110pts; The stock option, it now fills a niche use compared to 8th edition. With the advent of D2 heavy bolters and W2 Marines, this is the clear option you want against MEQ. </tab> <tab name="Twin Assault Cannon"> 125pts; An old favourite, it's now no longer automatically-proxy-the-heavy-bolter-as-an-assault-cannon. 24", heavy 12, S6, AP-1, D1 shots is a substantial threat, allowing you to mulch that GEQ squad standing on the objective you want before dumping your cargo of Marines out to finish them off. Got a notable price bump in Chapter Approved, so it isn't an auto-pick anymore, just a very solid one. </tab> <tab name="Twin Lascannon"> 120pts; the infamous Laserback. This is one of the Marine's more cost-effective anti-tank options, able to deposit its cargo, then dig in and start picking at Monsters and Vehicles. </tab> <tab name="Twin Psycannon (AKA Vortimer-Pattern, FW Legends)"> 110pts; Reduced from having its own datasheet to being an extra option to a regular Razorback. The default twin heavy bolter can be replaced for 0pts with a twin psycannon (24", heavy 8, S7, AP-1, D1). As it's not an Infantry model, it doesn't benefit from Tide of Convergence. * Truly awful. Against GEQ, the assault cannon gets twelve shots instead of eight. Against MEQ, the heavy bolter gets +12" range, D2, and also wounds on a 3+ anyway. The inherently low range, AP, and D means it's bad against Vehicle and Monsters too. * SOMEHOW this twin psycannon has a different profile than the good one that can be found on the Land Raider Banisher, also a FW datasheet. To save scrolling, the Banishers twin psycannons are D2, which pushes the weapon from pointless to at least B-grade by effectively giving you a triple autocannon with 24" range. </tab> </tabs> ===Fast Attack=== *'''[[Interceptor Squad]]:''' For 4 points more each than the Strike Squad they gain pseudo-Fly (ignore models and vertical distance when moving) and the Teleporter keyword for use with stratagems. They are the most mobile foot troops the Grey Knights have, able to makes them one of the few non-flyer units that can move significantly up the board during turn 1. **Remember, you can spam Ethereal Castigation to [[Eldar|move-shoot-move]]. **Kit them as a full squad of 10, with 2 incinerators and swords, but save 1 guy with Warding Stave so you have a handy invuln. **Interceptors are some of the best units available to you; their mobility lets them keep up with Dreadknights and other Teleport Assault units; and when the Dreadknights inevitably join the Emperor, a squad of ten can easily keep you scoring VP. **You don't have to take Troops anymore, but before you go all in on Interceptors, keep in mind that even if you give them ObSec through an HQ aura, those HQs are not going to be as quick as the Interceptors after they deepstrike/disembark, and you never want these guys staying in one place. ===Heavy Support=== *'''[[Purgation Squad]]:''' They are the Grey Knight version of Space Marine Devastators, meaning four heavy weapons allowed per squad of five. Dirt cheap this edition, being only 22pts each, and +10pts for a daemon hammer, and... that's it. Everything else, including Psycannons, are free. ** Incinerators are what you want against massed GEQ; 4d6 automatically hitting and wounding on 2s to counter tarpits. They also have a niche use of being the best weapon against enemy units that modify your hit rolls (Culexus Assassins, Mandrakes, Ophydian Destroyers (previously Necron Wraiths), etc). ** Psycannons are pretty good with their base stats now. This is your best use against MEQ and light vehicles. With the Psychic Onslaught strat, against MEQ the unit will spit out 12 shots that hit on 3s and wound on 2s, reducing their armour save to 5+, with any fails insta-killing a Marine. This is all before other buffs from Psychic Powers and Litanies. ** Psilencers are middle-of-the-road. Not as strong as the incinerator, but with longer range and a more consistent number of attacks. Similar to the psycannon, it requires buffs to really excel against heavy infantry, but can do a good job without buffs. A MSU with psilencers costs you 110pts and unload 24 shots a turn, hitting and wounding almost all Infantry on 3's or 4's (pretty much wipes your standard Fire Warriors, Breachers, Pathfinders, Guardians, etc), and that's before buffs such a Psychic Onslaught and Empyric Amplification. *'''[[Nemesis Dreadknight]]:''' The baby-carrier's back, baby. 120pts naked, +10pts for the Teleporter keyyword, and +40-65pts for good weapons. Not bad for a T6 W13 Sv2+/4++/5+++ (vs MW) Model. Offensively, it's WS and BS3+/4+/5+, A5/4/3 & S6. The teleporter is well-worth the 10pts, granting you the ability to once-per-game re-position from one spot on the battlefield onto another, and into heavy incinerator/smite range and having a good chance of getting into melee. And melee is where you ought to be, since you can hit 3-5 times (6-10 with the greatsword), in the first round of combat (depending on your remaining wounds). The dreadfist is your only default/free weapon (Sx2, AP-3, D2). Not bad by any means, but definitely outclassed by the other two options. If you want to keep the points cost down or use your Dreadknight in a most-shooting role, then you'll be fine keeping the twin dreadfists; but don't go thinking that you'll be able to wipe a Knight or Wraithknight in one round of melee. However, if you can afford the 30pts and the HQ slot, get the Grand Master version for WS2+ BS2+/3+/4+ A6/5/4, Rites of Battle Aura, and the flexibility to know two Dominus powers instead of one Sanctic power that has to be Hammerhand. Just remember you only get 1 Grand Master of any type per detachment, and only 1 per brotherhood. **Gun options (you can't take two of the same gun): *** The heavy incinerator (+15pts, 12" heavy 2d6 S6 AP-1 D1, automatically hits) is the superstar weapon on this unit. Hard-hitting and automatic hits make your degrading BS a non-issue. This weapon hits for 7 damage total, at S6 AP-1. *** The heavy psycannon (+20pts 24" heavy 6 S8 AP-2 D2) functions as your MEQ-deleter. Your main buff is coming from the Psychic Onslaught Stratagem (1CP), for +1S and -1AP. At that point, you start to chew through light vehicles and monsters with T8 or below at pretty fearsome rate. This weapon hits for 8/6/4 damage total, at S8 AP-2, as your BS degrades. *** The gatling psilencer (+20pts, 24" heavy 12 S5 AP-1 D1) is also a respectable mention, as the same PO strat will give you 12 S6 AP-2 shots, which will help cripple or wipe out an enemy infantry unit, usually trying to screen or tarpit your dreadknight. This weapon hits for 8/6/4 damage total, at S5 AP-1, as your BS degrades. **Melee options (you have a dreadfist and any 1 other melee weapon): ***The dreadfist is free at Sx2 (12) AP-3 D2, but having 2 of them doesn't do anything for you over having 1 other than keeping the model's cost down. Hits for 6 2/3 - 5 1/3 - 4 damage at S12 AP-3. ***The greatsword is, well, great: +15pts for S+4 (10) AP-3 Dd6 or Ax2 SU (6) AP-2 D2. That first profile hits for 11 2/3 - 9 1/3 - 7 damage at S10 AP-3, while the latter hits for 13 1/3 - 10 2/3 - 7 damage at S6 AP-2. ***The greathammer clocks in at +10pts for Sx2 (12) AP-4 Dd3+3, -1 to hit rolls, but you can always swing with your mandatory fist instead in situations where the -1 to hit isn't worth the other benefits (like murdering GEQ). Hits for 12.5 - 10 - 7.5 damage at S12 AP-4. Against many targets, a hammer+dreadfist will outperform a sword. *'''[[Land Raider]]:''' The mass transport and massive [[METAL BAWKSES|METAL BAWKS]] of the Firstborn. With the Vehicle changes, in addition to ignoring the heavy weapon penalty, it now also a horrible idea to try to tarpit them as they can still shoot. All Land Raiders can carry Terminators (two transport slots). **In an army without most of the traditional anti-tank options, Grey Knights benefit the most from using Land Raiders; they provide a nice bunker in a very squishy low-model count army, but because you're probably not able to afford many other vehicles, these guys end up being shot at by everything anyway. Hopefully they also get the same T9 treatment Chaos Land Raiders got to make them even better. **They can all be equipped with a storm bolter, multi-melta, and hunter-killer missile. T8, W16, Sv2+ and The Aegis means they're fairly tough to chew through, even with anti-tank weaponry. **Power of the Machine Spirit and Smoke/Assault Launchers have been relegated to Keywords instead of abilities. <tabs> <tab name="Land Raider"> Carries 10 models. An effective all-rounder with anti-vehicle capability, 8th edition introducing unlimited splitfire benefitted this Land Raider the most. Capable of using its lascannons and optional multi-melta to pop a Vehicle and then following up with the heavy bolters to wipe out a MEQ squad. While its transport capacity is still rather small compared to the other Land Raider variants, it still has just enough room to drop a Terminator Squad or Paladins and a couple Characters. </tab> <tab name="Crusader"> Carries 16 models. As ever, the weaponry is only geared towards killing infantry; 12 bolter shots (rising to 24 if you're within 12") and 12 assault cannon shots means any GEQ targets are gonna have a bad day. The largest transport capacity of the 'Raiders means these are your best choice for transporting Terminators, Paladins, or even three Strike Squads and a Champion. </tab> <tab name="Redeemer"> Carries 12 models. Similar to the Crusader, but trades the hurricane bolters for flamestorm cannons (12", heavy d6, S6, AP-2, D2, automatically hits). * The flamestorm cannon can, because of flamer autohits, crisp some Flyers if you are close enough. Consider if it is worth putting your Land Raider in the open. </tab> <tab name="Banisher (FW)"> A slightly-tweaked Land Raider Redeemer. The only difference is the replacement of the assault cannons with twin psycannons (24", heavy 6, S7, AP-1, D2) and the flamestorm cannons with heavy incinerators (from the Dreadknight datasheet; 12", heavy 2d6, S6, AP-1, D1, automatically hits). </tab> </tabs> ===Flyers=== *'''[[Stormhawk]] Interceptor:''' The Anti-Aircraft Flyer. Comes stock with two assault cannons, a las-talon (twin lascannon with 24" range), and a skyhammer missile launcher (60" range, heavy 3, S7 ,AP-1, Dd3, +1 to hit rolls against Aircraft). The las-talon can be swapped with an Icarus storm cannon (heavy 3 autocannons that become heavy 6 and gain +1 to hit rolls against Aircraft) for more anti-flying. The skyhammer can be swapped for two heavy bolters (anti-infantry) or typhoon launchers (flexible). Cannot hover, but does get +1 to saves when shot at by other Aircraft. ** The skyhammer-Icarus combo makes this a fairly respectable Aircraft hunter, with the assault cannons throwing out enough lead to dink one or two wounds off the target. *'''[[Stormtalon]] Gunship:''' Became the cheapest Aircraft and is a general-use hover jet. As standard, it has a skyhammer missile launcher (see above) and a twin assault cannon. The skyhammer can be replaced with two lascannons, two heavy bolters, or twin missile launcher. *'''[[Stormraven]] Gunship:''' A flying Land Raider with all the utility, offense, and cost that comes along with it. T7 means S4 weapons can wound it on a 5+ compared to the Raider's T8, 2 fewer wounds, and a 3+ save instead of a 2+, but it's much faster and has -1 to be hit when zipping around or switch to hover mode for controlled movement. It's also more expensive than a Land Raider, depending on what you arm it with. Comes stock with a twin assault cannon, twin missile launcher, and two stormstrike launchers (72", heavy 1, S8, AP-3, D3). Can swap the assault cannons for a twin lascannon or twin heavy plasma cannon (marine mulchers). Can swap the typhoon missile launcher for a twin multi-melta (reminder that this is FOUR shots in this edition) or twin heavy bolter. It can also strap on a couple of hurricane bolters (+30pts). It has the same Power of the Machine Spirit as a Land Raider. Can carry 12 Infantry (and can carry Jump, Terminator, and Centurions, but they take extra space) and 1 Dreadnought that has 12 or less wounds; simply put, it cannot carry Redemptor or Leviathan Dreadnoughts. ** Probably your best source of anti-tank/monster without forcing a Dreadnought or Dreadknight into melee with it. Twin multi-meltas, twin lascannons, and two stormstrike launchers will kill most of big things. ** With a 45" max normal move (up to 65" if you advance), you can get right in the face of something, then have an almost guaranteed charge the next turn. There are no restrictions on disembarking from it, so you don't even have to drop to hover if you don't want to. **While all vehicles are more expensive this edition, the big bird can eat up a massive amount of points. 320 points base can be a large chunk of your army, and is over 20% of a 1,500 point game. ** Be aware that some armies have dangerous AA or even CC (flying demons, monsters, jetbikes, etc). Your Stormraven carries a huge "shoot me!" sign right above its cockpit, so most players will try to get it down turn 1 at all costs. This will most likely also kill some of the passengers. ===Lords of War=== *'''[[Thunderhawk]] Gunship (FW):''' The standard air support and transportation workhouse of the Space Marines, in the fluff anyway, since this monstrous flyer will cost you an arm and a leg (in both points and real $). It has a big M20-50" stat, and the Airborne, Hard To Hit, Hover Jet, and Supersonic rule from the Codex Flyers. T8, W30, and Sv2+ also makes it one of the toughest Aircraft in the Imperium, if not the game. Weaponry is two lascannons and four twin heavy bolters, on top of the Thunderhawk heavy cannon (48", heavy 2d6, S8, AP-2, Dd3+2, blast) and Thunderhawk cluster bombs (pick a unit this model moved over, roll 6d6 if you picked a Monster or Vehicle or 1d6 for each model in a unit up to 18d6, and each 4+ causes one mortal wound). The cannon can be swapped for a turbo-laser destructor to wreck tougher Vehicles (96", heavy 3, S16, AP-5, D6) and the bombs can be swapped for a hellstrike missile battery so you don't have to move over your target to hit them (72", heavy 4, S8, AP-3, D3, and against Aircraft it becomes Dd3+3 and gains +1 to hit rolls). As for Transport, it can carry a whopping thirty Infantry models, with Terminators counting as two.
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