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Warhammer 40,000/8th Edition Tactics/Grey Knights
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===Tides=== So instead of getting doctrines, these tides are strictly only available to a full Grey Knights army. They can be changed by the new psychic power, Warp Shaping. These powers truly change the way Grey Knights operate. Essentially, you can easily increase your melee output (Fury), dakka output (Convergence), durability (Shadows), and smite output (Escalation) AND you can change this mid-game without using a command point. These Tides give the Knights incredible flexibility, but overall, they work to heavily bolster your short- to mid-range shooting game. Per FAQ no longer affects units without "psyker" keyword. *'''Tide of Fury''': While this tide is dominant, {{W40kKeyword|Infantry}} units may reroll wound rolls of 1 with Nemesis Weapons. Never use this when fighting daemons because you already reroll to wound against them. *'''Tide of Convergence''': While this tide is dominant, {{W40kKeyword|Infantry}} units in your army equipped with a Psi/Psy weapon, or any ranged weapon affected by the '''Psybolt Ammunition Stratagem''' gains +1S and 1D. *'''Tide of Shadows''': While this tide is dominant, all {{W40kKeyword|Grey Knights}} gain the benefit of being in '''cover''' even while it is not entirely on or within a terrain feature. In addition if a unit is entirely on or within a terrain feature then ranged weapons are -1 to hit them. This is THE tide you should start out with if you are going 2nd. *'''Tide of Escalation:''' While this tide is dominant, any unit with the '''Rites of Banishment''' ability adds 1 mortal wound to the damage of their smite rolls. Literally DOUBLES the damage of your normal smite against non-daemon units.
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