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===Heavy Support=== *'''[[Purgation Squad]]:''' They are the Grey Knight version of Space Marine Devastators, meaning four heavy weapons allowed per squad of five. Dirt cheap this edition, being only 22pts each, and +10pts for a daemon hammer, and... that's it. Everything else, including Psycannons, are free. ** Incinerators are what you want against massed GEQ; 4d6 automatically hitting and wounding on 2s to counter tarpits. They also have a niche use of being the best weapon against enemy units that modify your hit rolls (Culexus Assassins, Mandrakes, Ophydian Destroyers (previously Necron Wraiths), etc). ** Psycannons are pretty good with their base stats now. This is your best use against MEQ and light vehicles. With the Psychic Onslaught strat, against MEQ the unit will spit out 12 shots that hit on 3s and wound on 2s, reducing their armour save to 5+, with any fails insta-killing a Marine. This is all before other buffs from Psychic Powers and Litanies. ** Psilencers are middle-of-the-road. Not as strong as the incinerator, but with longer range and a more consistent number of attacks. Similar to the psycannon, it requires buffs to really excel against heavy infantry, but can do a good job without buffs. A MSU with psilencers costs you 110pts and unload 24 shots a turn, hitting and wounding almost all Infantry on 3's or 4's (pretty much wipes your standard Fire Warriors, Breachers, Pathfinders, Guardians, etc), and that's before buffs such a Psychic Onslaught and Empyric Amplification. *'''[[Nemesis Dreadknight]]:''' The baby-carrier's back, baby. 120pts naked, +10pts for the Teleporter keyyword, and +40-65pts for good weapons. Not bad for a T6 W13 Sv2+/4++/5+++ (vs MW) Model. Offensively, it's WS and BS3+/4+/5+, A5/4/3 & S6. The teleporter is well-worth the 10pts, granting you the ability to once-per-game re-position from one spot on the battlefield onto another, and into heavy incinerator/smite range and having a good chance of getting into melee. And melee is where you ought to be, since you can hit 3-5 times (6-10 with the greatsword), in the first round of combat (depending on your remaining wounds). The dreadfist is your only default/free weapon (Sx2, AP-3, D2). Not bad by any means, but definitely outclassed by the other two options. If you want to keep the points cost down or use your Dreadknight in a most-shooting role, then you'll be fine keeping the twin dreadfists; but don't go thinking that you'll be able to wipe a Knight or Wraithknight in one round of melee. However, if you can afford the 30pts and the HQ slot, get the Grand Master version for WS2+ BS2+/3+/4+ A6/5/4, Rites of Battle Aura, and the flexibility to know two Dominus powers instead of one Sanctic power that has to be Hammerhand. Just remember you only get 1 Grand Master of any type per detachment, and only 1 per brotherhood. **Gun options (you can't take two of the same gun): *** The heavy incinerator (+15pts, 12" heavy 2d6 S6 AP-1 D1, automatically hits) is the superstar weapon on this unit. Hard-hitting and automatic hits make your degrading BS a non-issue. This weapon hits for 7 damage total, at S6 AP-1. *** The heavy psycannon (+20pts 24" heavy 6 S8 AP-2 D2) functions as your MEQ-deleter. Your main buff is coming from the Psychic Onslaught Stratagem (1CP), for +1S and -1AP. At that point, you start to chew through light vehicles and monsters with T8 or below at pretty fearsome rate. This weapon hits for 8/6/4 damage total, at S8 AP-2, as your BS degrades. *** The gatling psilencer (+20pts, 24" heavy 12 S5 AP-1 D1) is also a respectable mention, as the same PO strat will give you 12 S6 AP-2 shots, which will help cripple or wipe out an enemy infantry unit, usually trying to screen or tarpit your dreadknight. This weapon hits for 8/6/4 damage total, at S5 AP-1, as your BS degrades. **Melee options (you have a dreadfist and any 1 other melee weapon): ***The dreadfist is free at Sx2 (12) AP-3 D2, but having 2 of them doesn't do anything for you over having 1 other than keeping the model's cost down. Hits for 6 2/3 - 5 1/3 - 4 damage at S12 AP-3. ***The greatsword is, well, great: +15pts for S+4 (10) AP-3 Dd6 or Ax2 SU (6) AP-2 D2. That first profile hits for 11 2/3 - 9 1/3 - 7 damage at S10 AP-3, while the latter hits for 13 1/3 - 10 2/3 - 7 damage at S6 AP-2. ***The greathammer clocks in at +10pts for Sx2 (12) AP-4 Dd3+3, -1 to hit rolls, but you can always swing with your mandatory fist instead in situations where the -1 to hit isn't worth the other benefits (like murdering GEQ). Hits for 12.5 - 10 - 7.5 damage at S12 AP-4. Against many targets, a hammer+dreadfist will outperform a sword. *'''[[Land Raider]]:''' The mass transport and massive [[METAL BAWKSES|METAL BAWKS]] of the Firstborn. With the Vehicle changes, in addition to ignoring the heavy weapon penalty, it now also a horrible idea to try to tarpit them as they can still shoot. All Land Raiders can carry Terminators (two transport slots). **In an army without most of the traditional anti-tank options, Grey Knights benefit the most from using Land Raiders; they provide a nice bunker in a very squishy low-model count army, but because you're probably not able to afford many other vehicles, these guys end up being shot at by everything anyway. Hopefully they also get the same T9 treatment Chaos Land Raiders got to make them even better. **They can all be equipped with a storm bolter, multi-melta, and hunter-killer missile. T8, W16, Sv2+ and The Aegis means they're fairly tough to chew through, even with anti-tank weaponry. **Power of the Machine Spirit and Smoke/Assault Launchers have been relegated to Keywords instead of abilities. <tabs> <tab name="Land Raider"> Carries 10 models. An effective all-rounder with anti-vehicle capability, 8th edition introducing unlimited splitfire benefitted this Land Raider the most. Capable of using its lascannons and optional multi-melta to pop a Vehicle and then following up with the heavy bolters to wipe out a MEQ squad. While its transport capacity is still rather small compared to the other Land Raider variants, it still has just enough room to drop a Terminator Squad or Paladins and a couple Characters. </tab> <tab name="Crusader"> Carries 16 models. As ever, the weaponry is only geared towards killing infantry; 12 bolter shots (rising to 24 if you're within 12") and 12 assault cannon shots means any GEQ targets are gonna have a bad day. The largest transport capacity of the 'Raiders means these are your best choice for transporting Terminators, Paladins, or even three Strike Squads and a Champion. </tab> <tab name="Redeemer"> Carries 12 models. Similar to the Crusader, but trades the hurricane bolters for flamestorm cannons (12", heavy d6, S6, AP-2, D2, automatically hits). * The flamestorm cannon can, because of flamer autohits, crisp some Flyers if you are close enough. Consider if it is worth putting your Land Raider in the open. </tab> <tab name="Banisher (FW)"> A slightly-tweaked Land Raider Redeemer. The only difference is the replacement of the assault cannons with twin psycannons (24", heavy 6, S7, AP-1, D2) and the flamestorm cannons with heavy incinerators (from the Dreadknight datasheet; 12", heavy 2d6, S6, AP-1, D1, automatically hits). </tab> </tabs>
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