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Warhammer 40,000/9th Edition Tactics/Grey Knights
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===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.
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