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===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.
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