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===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.
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