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===Heavy Support=== *'''Purgation Squad''' - Your Devastators. A PAGK Strike Squad that can take four heavy weapons without restriction, instead of one per five models. Park them in cover or they will die. Oh, and due to Astral Aim, they don't even need line of sight to their targets anymore (but the targets will get a 4+ cover save). Incinerator's work wonders here, seeing as they ignore cover saves. *'''Dreadnought''' - It's a Dreadnought, what's not to like? Autocannons with psybolt ammunition make for surprisingly nice long-ranged anti-tank (two twin-linked Autocannons with Psybolt ammo is 10 points cheaper than a twin-linked Lascannon) but the Assault Cannon is better for close range. It's no slouch in melee either (unless the DCCW was exchanged for another gun). However, it shares the common Dreadnought weakness of meltas and monstrous creatures. Psyfleman dreads are the bane of transports, pumping out FOUR count them, FOUR s8 shots at long range. 3 of these plus 3 Venerable psyfledreads can blow apart anything below AV 13 to bits without breaking a sweat. *'''Nemesis Dreadknight''' - Xzibit's take on Power Armor, this unit alone is probably responsible for at least 30% of the [[rage]] directed against the Grey Knights. A mechanical Monstrous Creature with a 2+ armor save and a 5+ invulnerable save, this thing is designed to take on Greater Daemons, Tyranid bio-monsters, and the like. Slap three on the field and watch your opponent complain incessantly. However: 130 points seems cheap, but keep in mind that this means it will have no upgrades or ranged weapons at all; ranged weapons cost 30+ points apiece, and the Teleporter costs 75 points. Close combat upgrades are the cheapest and may help in melee, but you'll be down -1 Attack for close combat for giving up one of your doomfists. You may as well, because you don't get any real benefit from Doomfists - they're Dreadnought Close Combat weapons, and so a Monstrous Creature can't use them to buff himself to Strength 10. It's purely there because Games Workshop didn't want to give him one of the other Nemesis Force Weapons to make him Initiative 6, Strength 10, 4+ Invulnerable save, or anything else (because giving him Falchions is stupid, and giving him any other weapon is overpowered). The Teleporter does not make them lose Monstrous Creature status. Watch out for Necrons and Gargoyles, they will ruin your shit. He also is the only non-fearless MC in 40k, so beware the IG psyker squad on Chimera, or even paired with Hellhound, because it could tank shock this guy, and chase him in 6β, for no regroups allowed. Be afraid of Dark Eldar players, their Venoms, Warriors, Hellions and Scourges can drop a surprising amount of poisoned shots on your Dreadknights in one turn, Blasterborn squads will rape a Dreadknight unless you take the Field. Even still just don't take it against Dark Eldar armies PERIOD. Even 10 Wyches pistoling this guy to death will kill him. *'''Land Raider/Crusader/Redeemer''' - The choice of Space Marines everywhere for Terminator transport, the Grey Knights Land Raiders are similar to the Land Raiders used by everyone else. The standard "Godhammer" pattern is schizo, the Crusader has the best transport capacity, and the Redeemer is excellent for mowing down swarms of troops. ''DO NOT'' take Psybolt ammunition for the Crusader, because the Hurricane Bolters will no longer count as Defensive weapons. Unlike other Marine Chapters, you get Psycannons instead of Assault cannons, meaning you have longer range and higher strength, for no penalty.
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