Editing
Warhammer 40,000/6th Edition Tactics/Grey Knights
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Troops=== *'''Grey Knight Terminator Squad''' - Terminators as Troops, a Marine fanboy's dream come true! Oh, wait, you could do that with Dark Angels the whole time. And have them in the Elites as well. Anyway. Dead 'ard, killy, and ''scoring'', these guys are great for wrenching objectives from your opponent's grip. However, they will get expensive very quickly, especially if you take too many of them. Unlike PAGKs, Terminators don't lose their force weapons if you give them special weapons, like psycannons or incinerators, and Termies are Relentless, so they can be kitted out for shooting without losing any assault power. They even have grenades. Just about the only thing these guys ''don't'' have are Storm Shields (though a Force Sword gives them a 4+ invuln save in close combat so quit complaining). New edition pimped them as all 2+ units! Now they can't be killed in initiative order with power weapons, so they are even better in close combat than they used to be. **'''Justicar Anval Thawn''' - A Fearless Terminator Justicar with a force halberd who can stand up again on a 4+ if he dies. However, after he dies, he's a separate unit, and with only one wound he might end up as target practice for a Guardsman with a plasma gun. He can be good for one last "Screw You" to the enemy, but at 75 points for a unit that isn't that much better than a standard Terminator Justicar (who is free)... He gets character bonuses, gives Fearless to the squad and is level 2 psyker (cast Hammerhand and use force weapon), but he usually ends up as a minor annoyance forcing your opponent to babysit him, lest he get up and claim the objective when they leave. *'''Grey Knight Strike Squad''' - Your basic Power-Armored Grey Knights. While they're not as durable as GK Terminators (who also share the Troops slot) and have 1 Attack instead of 2, they're cheaper (You can take two PAGKs for the cost of one GK Terminator), you can fit these guys in a Rhino, which gives them some much-needed mobility, and they can Sweeping Advance, which Terminators cannot do. They also have the "Warp Quake" psychic power, which messes up deep-strikers. Use these guys against hordes and other lighter units while your Termies handle the big guys. Keep in mind that taking a special weapon like a Psycannon or an Incinerator will cost you a Force Weapon attack or two, so think wisely.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information