Editing
Warhammer 40,000/Tactics/Kill Team(8E) Imperium
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Grey Knights== ===Why Play Grey Knights=== *'''Pros''' **One of only four (five if you count the basic CSM Icon of Flame) factions in the game (so far) that can make use of Kill Team's psychic phase without Commanders, and you're the best at it. **You can use two psychic powers per turn instead of only one, an ability shared only by the Thousand Sons. **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. **With rules for Chaos Daemons being added, your anti-daemon abilities might actually get used on the rare occasions that someone is dumb enough, or enough of a [[this guy]], to send daemons against you. *'''Cons''' **Models that both shoot and fight good are expensive, and they can't do both in the same turn. **Your Kill Team will be a Kill ''squad'' of 5 models at most, meaning ''each'' casualty is going to hurt ''hard''. Also good luck in objective games. **No access to a Medic or Scout. Also, they're the only Imperial faction without a Sniper. Only two special guns. **12" range on your psybolt compared to the Thousand Sons 21". Ameliorated by having every model a psyker but cuts off a chunk of your power when holding objectives and you don't have the bodies to move around. ===GK Special Rules=== *'''And They Shall Know No Fear:''' Reroll failed nerve checks. If you're taking nerve checks at all you're probably losing, this will help you in these tough situations. *'''Transhuman Physiology:''' Ignore -1 penalty to hit on units first flesh wound suffered. *'''Daemon Hunters:''' Reroll failed wounds against {{W40kKeyword|Daemons}} in fight phase. **Unfortunately only a handful of elite CSM units and two underplayed teams (GI and CD) can actually field units with the {{W40kKeyword|Daemon}} keyword. *'''Rites of Banishment:''' Psybolt range is now 12" but always causes D3 mortal wounds on {{W40kKeyword|Daemons}} if successful. ** As above, very unlikely to be relevant. ===GK Faction Attributes=== *'''Brotherhood of Psykers:''' When you pick a Psyker to manifest, you can choose up to 2 models to do so. Resolve all of the first models powers first then choose the next model to manifest. You also get +1 to Psychic and Deny the Witch tests. **Straight doubles your output of Mortal Wounds with no list changes. Even better, you pick the second model after the first is resolved, so you can pick the second psyker based on the result of the first. ===GK Ranged Weapons=== *'''Combi-Flamer:''' *'''Combi-Melta:''' *'''Combi-Plasma:''' *'''Frag Grenade:''' *'''Incinerator:''' 8" Assault 1d6 S6 AP-1 flamer to auto-hit bothersome cover campers, and wound most of them on a 2+. ''Demolitions'' can make it wound even Plague Marines on a 2+, and ''Veteran''s can get in position faster. A devastating weapon, flamers are super good since they ignore minus to hit which is so common in this game and [[Harlequins|(usually)]] won't get charged. That said it's only 8β range and you can't afford to be losing people so it's a high risk, high reward weapon. *'''Krak Grenade:''' *'''Psilencer:''' 24" Heavy 6 '''D1d3''' Boltgun to bring True Death even to enemies in far away cover. D3 damage is really nice and means that if you score a wound most likely you will take out your target, [[Necrons|unless you just don't give a fuck about that 6 injury roll]]. *'''Psycannon:''' 24" Heavy 4 S7 AP-1 D1 gun, will generally outperform the Psilencer against any MEQ but will be worse against GEQs. Since your storm bolters will be already shredding GEQs it's a really nice option to have, although the Incinerator is better then either Psycannon or a Psilencer. ''Heavy'' specialist is recommended to stay mobile and his lv1 tactic is also great on this weapon. *'''Psyk-out Grenade:''' 6" Grenade D3 S2 D1 grenade it deals mortal wounds on a hit roll of 6+ against {{W40kKeyword|Daemons}} and {{W40kKeyword|Psykers}}, absolutely useless since by throwing this piece of shit you can't use your storm bolter which is going to outperform it in 99% of all the situation, also it only deals mortal wounds against other Grey Knights, Thousand Sons Sorcerers, the occasional Commander, and do I really need to remind you that there are only a handful of Daemons in this game? *'''Storm bolter:''' 24" Rapid Fire 2 Boltgun. Your basic gun allows a single brother to engage multiple enemies, you will be usually shooting twice as many bullets as your opponent with these bad boys (but you will have half the models that they have) and it's got a great stratagem all for itself. ===GK Melee Weapons=== *'''Nemesis Daemonhammer:''' Sx2 AP-3 which does a straight 3 damage per wound, -1 to-hit modifier as it's bigger than the unit carrying it, but it'll squish anything it actually hits. If you feel a single WS 4+ attack is a bit of a gamble, a Justicar or Combat specialist have an easier time wielding it. *'''Two Nemesis Falchions:''' AP-2 power weapons with +1 attack when taken as a pair. By far your best melee option for a ''Zealot'' and ''Combat'' specialists since they will both get 3 attacks with these bad boys. <s>Unlike standard 40k they cost as much as the daemonhammers, so don't give everyone a pair.</s> As of the errata, the falchions only cost a single point meaning you can afford to give every model in a GK kill team an upgraded melee weapon. When choosing to take a hammer or falchions, the hammer is the high risk-very high reward while the falchions are consistent but not as hard-hitting. *'''Nemesis Force Halberd:''' S+1 AP-2 D3 weapon, great against T4/5 in general better than the sword and since you get them both for free this should be your standard melee weapon for all non-specialist knights. **It should be noted that this is not free for Terminators/Paladins, but for a single point increase it is still the best choice, the force sword could be better only againts T3, high save units ('''coff coff''' Sisters '''coff coff''') *'''Nemesis Force Sword:''' D3 power sword. Probably our least impressive melee option, as a halberd in general will outperform it against almost everything except for models with a 4+ save. A ''Zealot'' improves this weapon greatly but ''Zealots'' will make a much greater use out of falchions than a sword. *'''Nemesis Warding Stave:''' S+2 AP-1 D3 damage that gives the user a 5++ (or a +1 to inv save if the model already has one) against attacks in the fight phase. Wounding T3 on a 2+ is a huge plus for this weapon since it will wreck GEQs without any issues. Best used on your Leader since he gets two (or three) attacks and a little bit of extra protection againts other melee combatants is a nice bonus. **With Elites and Commander this weapon is a really good choice: there are combinations of Tactics ('''Heed the Prognosticar'''), psychic power ('''Sanctuary''') and units (all termies) that permits to have one or more units with a very good invulnerable saves. ===GK Psychic Powers=== *'''[Commander/Elites] Hammerhand (Warp Charge 5):''' A friendly model within 8" of the user gets +1 to wound with their melee weapons until the next psychic phase. Also part of the Sanctic Discipline. ====Sanctic Discipline==== Exclusive to the Librarian, with the exception of Hammerhand, which is also available to the Brotherhood Champion *'''[Elites] Gate of Infinity (Warp Charge 6):''' Pick a friendly model within 8". Move it somewhere more than 5" from an enemy. This model is not considered to have charged or been charged in the next Fight phase. **Teleport a model. Essentially its a deep strike without having to go into reserve in the meantime, and thus not limited to the 1/2 points rule. Definitely useful for all the same reason Reserve tactics are. But the Charge/Been Charged mechanic is just weird because it should rarely if ever apply. You must be more than 5" away and thus not in a fight for it to matter. It's after the Movement phase so you can't get charged or Heroic Intervention-ed after you teleport. It doesn't give you back pistol shooting if you got charged, or normal shooting if you charged, as it only affects the Fight Phase. Just odd. *'''[Elites] Sanctuary (Warp Charge 6):''' Pick a GK model within 8". That model gains a 5++ save until the next psychic phase, unless it already had an invulnerable in which case it improves by 1 to a max of 3++. **Says GK model, not friendly model. So can be used on another player's models in Multiplayer or Battle Brother missions. ===GK Units=== *'''Grey Knight (Leader [Justicar only], Heavy [Gunner only], Combat, Comms, Demolitions, Veteran, Zealot):''' [[The Emperor|HOLY]] SHIT, these guys are expensive. While outnumbered, they can deal with several units at once. They're good all-rounders, but you have to decide what you want them to do. This is where you pick your ''Zealot'' and ''Combat'' specialists. Being models that work best at 12" (Rapid Fire + Psybolt), a ''Veteran'' using an '''Adaptive Tactics''' move can be a valuable asset. **'''Grey Knight Gunners (2):''' They give up their melee weapons to use their exclusive guns, so keep them at a safe distance. This is where you pick the ''Heavy'', ''Comms'' or ''Demolitions'' specialists. Their strategy depends on what weapon you pick or rather, you're able to afford. **'''Justicar (1):''' The obligatory leader model of this Kill Team if you aren't running Elites. Give him a warding staff if you want to keep him alive, and either a falchion pair or the Daemonhammer if you want to put his extra attack to use. *'''Terminator (Leader (Justicar only), Heavy (Gunner only), Combat, Comms, Demolitions, Veteran, Zealot):''' A tankier version of Grey Knights, in 125 points game they are a nice substitution for a melee specialist, due to the extra attack, wound and better save. Teleport strike also increase possibilities to charge on turn 2 (a 5" charge if you win the initiative, is a bit of a gamble but is worth it, it's still difficult to remove it) **'''Terminator Gunner:''' Remember how much is difficult to place a Grey Knights Gunner with an Incinerator where you want it? It's time for teleport strike! It is also a cheap weapon (just one point + gunner tax) compared to other heavy weapon. Recommended a Demolition specialism, obviously, but against GEQ (that you already wound on 2+) you could also give the melee weapon you prefer, use a combat specialism and invest all your point on it (maybe not competitive, but a good distraction for the rest of the army) **'''Terminator Justicar:'''The tankier Leader, a Justicar with a Force Stave is good against GEQ and has a 4++ (which should make him more resilient against tougher opponent, giving you time to blast it with Psybolt) *'''Paladin (Leader (Paragon only), Heavy (Gunner only), Combat, Comms, Demolitions, Veteran, Zealot):'''Honestly they aren't a great choice, they cost too much for what they offer (a Terminator with one extra wound and attack), but if you are lucky enough to have people in your area that likes Commander games, a Librarian, a Paragon and a Paladin cost around 200 points, and with the power '''Gate of Infinity''' are even a little maneuverable. Is it a strong list? Probably not, but it sounds funny against Custodes, doesn't it? **'''Paladin Gunner:''' Same as above, it costs too much for 125 point, skip it unless playing at 200 points. **'''Paragon:''' Pay 3 extra points for the luxury of bumping Ld8 to Ld9 and nothing else? On a 50pt models that probably has only 2 or 3 teammates and has ATSKNF? Skip it unless you need a Paladin Leader. ====GK Commanders==== *'''Brotherhood Champion (Fortitude, Leadership, Melee, Psyker, Shooting, Strength):''' A souped-up Grey Knight with access to Hammerhand and the stances from his 40k counterpart. It's a shame he can't swap out his force sword for another melee weapon, but the Melee and Strength specialisms can fill in as an approximation of the falchions and the Daemonhammer, respectively. As an added bonus, he can fight an extra time in melee if he dies in the fight phase. Granted, that shouldn't be too much of a risk but it's always nice to have an extra "screw you" available just in case. *'''Librarian (Fortitude, Melee, Shooting, Psyker, Strength):'''<span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Brother-Captain:'''<span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> ===GK Tactics=== *'''[Core] Psybolt Ammunition (1CP):''' When a unit fires with a storm bolter, the weapon becomes S5 AP-1 until the end of the phase. Not only means even your melee specialists can wield the might of a 4-shot Heavy Bolter at close range, but a ''Demolitions'' specialist can wound anyone in cover on a 2+ without even buying a special gun (which might be already assigned to the Heavy and Comms Gunners). *'''[Core] Psychic Channeling (2CP):''' When a unit takes a Psychic test, roll 3 dice instead of 2 and use the 2 highest rolls. *'''[Core] Honour The Chapter (2CP):''' At end of Fight phase, a unit can immediately fight again. Very potent if you need somebody really dead and got shit rolls, also for 4CP you can combo this with the ''Decisive Strike'' Stratagem for some... [[Rape|interesting results.]] *'''[Core] Heed The Prognosticars (2CP):''' At start of battle round, add +1 to saving throws for a unit until the end of the battle round. Super situational since you have to use it at the begining of the battle round, you opponent can just target somebody else and ignore the buffed knight ''A 4++ in meele when used in conjunction with the stave''. *'''[Elites] Teleport Strike (Reserve) (1CP):''' Use at the end of the movement phase, bring in up to 3 TERMINATOR models from reserves anywhere more than 5" from an enemy. *'''[Annual 2019] Psychic Onslaught (2CP):''' When you shoot with a Psilencer or Psycannon, use this tactic to improve its S and AP by 1 until the end of the phase. *'''[Annual 2019] Psychic Communion (2CP):''' +1 to your Psychic test for each friendly non-shaken model with 3". **With Brotherhood of Psykers you're already passing the test for a psybolt on a 4, this drops it down to at least a 3 (it doesn't say ''other'' friendly models, which means its counts the psyker as well). By pairing your dudes up, you're guaranteed to get the Psybolt off so long as you don't die from a peril. For the 4 people that play Commander, its even better. You have more models to cram in, and powers with higher warp charges to manifest. **Nota bene; if they're within range to help you manifest, they're also within range to get hit by the Peril. Thats the trade off. *'''[Annual 2019] Rite of Exorcism (2CP):''' Used before rolling a Deny the Witch test. If you successfully negate their power, the enemy psyker suffers a mortal wound. *'''[Annual 2019] Leave No Witnesses (1CP):''' If theres only 1 enemy model within 6" of when fighting with one of your models, your model can reroll failed wounds until the end of the phase. *'''[Annual 2019] Mental Fortitude (3CP):''' Once per battle, you can increase your psybolt range for one model by 6" (bringing it up to its regular 18") for until the end of the phase. **3CP. For one model. For one round. You should never use this, let alone want to use it more than once for the restriction to come into play. What a joke. *'''[Annual 2019] Ceaseless Vigil (2CP):''' Use at the star of the shooting phase. +1 to hit when targeting any models that came out of reserves this round. *'''[Annual 2019] Canticles of Warding (1CP):''' Use this when you suffer a mortal wound. You get to roll a 5+FNP for that mortal wound and any future mortal wounds that phase. ===GK Commander Tactics=== *'''[Elites] Psychic Locus (Aura) (1CP):''' As long as your Kill Team includes a {{W40kKeyword|BROTHER-CAPTAIN}} and this model is not shaken, the Psybolt psychic power affects the closest enemy model within 36" (rather than 12" or 18") of and visible to the psyker when manifested by friendly models within 6" of this model. *'''[Annual 2019] The Six Chants of Denial (3CP):''' Your {{W40kKeyword|Librarian}} automatically Denies a psychic power. Can only be used once per battle. Wording implies compatibility with Rite of Exorcism ...if you for some reason have 5CP lying around. *'''[Annual 2019] Stillness of Spirit (2CP):''' +1 to Invulns your Commander makes for this round. *'''[Annual 2019] Clarity of Vision (1CP):''' +1 to hit for shooting attacks made by your {{W40kKeyword|Brother-Captain}} for this phase. *'''[Annual 2019] Vengeful Strike (2CP):''' When your {{W40kKeyword|Brotherhood Champion}} is taken out of action in the fight phase, you can immediately fight before he's taken off the battlefield. Even if he has already fought. Which is weird because he already has this ability by default soo does he get to fight potentially 3 times if you use this? Once normally, once when he dies and uses Heroic Sacrifice (his ability) and then again with this? ===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. Save at least 1 CP at the start of your turn for a Psi reroll. Perils can end a game before a shot is fired if it happens to a gunner with special weapon. While the d3 damage in melee is nice, you are hindered by 1 attack on most models so watch out. Your flamer is a Str 6 and ap -1, and your enemies fear its overwatch. </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 AP -4 will remove them in short order. With only 5 guys, a loss removes 1/5 of the damage they can do, and they are broken after the loss of only three wounds. 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"> *5 models, 100 points **Justicar with Nemesis force halberd - Leader - 19 pts **Grey Knight with 2x Nemesis falchions, 19 pts **Grey Knight with Nemesis force halberd - Coms - 18 pts **Grey Knight gunner with incinerator - Demolitions - 22 pts **Grey Knight gunner with psilencer - Heavy - 22 pts *Elites 4 models, 125 points **Justicar with Nemesis Force Halberd - Leader -19 pts **Grey Knight with 2x Nemesis Falchions - Zealot - 19 pts **Grey Knight Terminator with Nemesis Force Halberd - Combat - 37 pts **Grey Knight Paladin Gunner with Incinerator and Nemesis Force Halberd - Demolitions - 50 pts </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Commanders Kill Teams''' <div class="mw-collapsible-content"> ''For When Commanders Cost Points'' ''For When Commanders Cost Nothing'' </div> </div>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information