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===Elites=== *'''Techmarine''' - While not worth it for their vehicle-repairing abilities in any codex, they have easy access to Rad and Psychotroke grenades on a Power Armored body. Stick one in with an assault unit and enjoy the results. They remain a great source of multiple flamer attacks boasted by a ton of melee attacks, so don't underestimate them if you need some cheap additional melee punch. If you actually want to make use of their repair ability putting them in a Stormraven is your best bet, since they've been recently FAQ'd to allow internal repairs. *'''Purifier Squad''' - Super-PAGKs, Purifiers get cheaper special weapons, Fearless, and replace Warp Quake with the Cleansing Flame psychic power, which causes additional wounds to all enemy models in combat on a 4+ (but allows armor saves). These guys can probably benefit the most from a Razorback. *'''Venerable Dreadnought''' - A more powerful Dreadnought, 60 points more expensive, but with better WS/BS and the ability to force your opponent to reroll vehicle damage. However, it competes with many other choices for the Elites slot; you may have to settle for the standard garden-variety Dread if you run out of room. *'''Paladin Squad''' - Super-Terminators, Paladins get +1 WS, +1 Wound, the Holocaust psychic power, and can take an Apothecary for 75 Points or master-crafted weapons for 5 points each. Powerful, but extremely expensive and don't score unless you take Draigo. Steer clear of anything that inflicts Instant Death: A single Demolisher Cannon shot can ruin this expensive squad's day in a heartbeat. If you ''really'' want your opponent to hate you, give them all different equipment so you can do Nob Biker-style wound allocation abuse. *'''Assassins''' -The assassins were "fixed" in 5th ed, meaning that they lost most of their special powers. Instead they got a statline that could make a [[Eldar|Phoenix Lord]] green with envy (WS and BS 8, S and T 4, 2 wounds) and are actually viable to play now. **'''[[Callidus]] Assassin''' - Her phase sword no longer ignores Invulnerable saves, but does inflict Instant Death. The Neural Shredder also tests against the enemy's Leadership rather than Toughness. Send her against big multi-wound thickies with poor leadership (Ogryns, Ork Nobz, etc.). **'''[[Eversor]] Assassin''' - Comes with melta bombs, a lightning claw, and a Poisoned (2+) AP2 pistol. Pretty much guaranteed to cause some damage, and get shot to death the very next turn unless your opponent is a blind dumbass. '''Alternate strategy:''' Use this guy like [[Dark Eldar|Wyches]] and bog him down in close combat with a squad he will win against but won't kill in one turn. Easily allowing you to massacre weaker squads packed together (Those devastators should probably have been spread out, but your opponent didn't think about that, did he?) And then continue on the rampage like nothing happened. **'''[[Culexus]] Assassin''' - Forces Leadership tests on people shooting at him, and can't be shot at if they fail this test. His gun fires faster if there are psykers around him. Good thing the Grey Knights are pretty much all psykers... **'''[[Vindicare Assassin|Vindicare Assassin]]''' -You can no longer shoot units in combat or your own units. You can however: ***Allocate wounds he inflicts. ***Ruin any Inv. save wargear within 36" and in LoS on a roll of 2+, plus a wound on a 4+. ***Wound on 2+. ***Deal 2 wounds. ***Penetrate vehicles on 4d6. This has become a favored tactic (along with hip-thrusting, hump-catting, and bear-blasting) for taking care of AV14 vehicles that you can't simply spam to death with psycannons. ** The Vindicare is probably the one you'll use the most since he's one of the few decent long range options the Codex has. *'''Inquisitorial Henchmen''' - Your Inquisitor's band of ragtag misfits, think of them as the Inglourious Basterds ''IN SPACE!'' Coteaz can make them Troops, but really, why aren't these guys Troops as standard? **'''Arco-Flagellant''' - Puts out 4 S5 attacks per turn (that unfortunately allow armor saves) and has Feel No Pain. Good for being used as beatsticks against low-armor units, such as Orks or lesser daemons. **'''Banisher''' - He can take an Eviscerator, and forces Daemons within 6" to reroll their invulnerable saves. Otherwise, his statline is nothing special. **'''Crusader''' - Comes with power weapon and storm shield, use them to suck up wounds that would otherwise be unsaveable. Not so good for offense, having only 1 attack, but at least they're cheap. **'''Daemonhost''' - Fun the same way that Orks are, being unreliable but interesting. **'''Death Cult Assassin''' - If you use Crusaders for defense, you use these girls for attack. S4, 3 power weapon attacks (4 on the charge) and 5+ invuln saves, they can dish out the hurt, but they can't take it. **'''Inquisitorial Servitor''' - Well-armored and start with power fists, but are better when outfitted with heavy weapons. A cheap way to put some plasma cannons onto the field. **'''Jokaero Weaponsmith''' - Space Monkeys that make your guns better! Yay! Also, their digital weapons can function as either a multimelta or a lascannon (and a heavy flamer, too, but who cares), making them one of two anti-armor units in the codex. Unfortunately, suffer when taken in bulk, due to being expensive and having mediocre BS. **'''Mystic''' - Good for one thing and one thing only: Preventing deep-strikers from scattering. You shouldn't need more than one or two. **'''Psyker''' - S10 Ap1 Large Blasts. The Vindicator wishes it could do this shit. Unfortunately you need eight of them to pull off such a powerful attack, and really when has daisy-chaining eight psykers together ''ever'' been a good idea? You know, aside from the Grey Knights. **'''Warrior Acolyte''' - Glorified Guardsmen. They're cheap, expendable, and they can have their wargear customized: ***Any of them can swap out their usual wargear for boltguns, storm bolters, or hot-shot lasguns. ***Up to three can take meltaguns, plasma pistols, power swords, combi-weapons, etc. You can kit them out to deal with nearly anything. ***Carapace armor doubles their cost, and power armor more than triples it, but makes them a lot more survivable.
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