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Warhammer 40,000/9th Edition Tactics/Grey Knights
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=====Cons===== * A low model count means each loss hurts much more. In order to win, you must find ways to block line of sight, find cover saves, and get into assault as soon as possible. * The codex is extremely limited in terms of unit selection. * Other armies have access to high strength and AP weapons; 5++ isn't going to save you all the time. However, with new powers and stratagems, you can greatly increase the durability of key units, especially units with Terminator keyword (so Paladins too). * Very limited access to ranged AP-3 or better, plenty of AP-3 close combat though. * Poor long-range shooting options without combos. Somewhat mitigated with lascannons but few things take lascannons. * Lack of stuff from Forge World. [[Derp| Despite the fact that Grey Knights were more or less established during the]] [[Second Founding]], leaving you at a disadvantage on tables when the models/rules are permitted. * No Psychic Primaris Marines, even [[Librarian]]s, despite you know, with this whole [[Great Rift]] situation Grey Knights should have been the first Chapter to be reinforced with them. * Perils of the Warp is a thing. You may find yourself having to burn command points to keep your dudes from dying. * Stratagems can be really good, but you can't use all of them, so careful planning and weighing up of the situation is needed to get the most out of your army.
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