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==Unit Analysis== ===Characters=== By led unit: *'''Brotherhood Terminator Squad/Paladin Squad:''' Brother-Captain, Brotherhood Chaplain, Brotherhood Librarian, Grand Master, Kaldor Draigo, Arvann Stern, Aldrik Voldus *'''Purgation Squad:''' Brotherhood Champion *'''Purifier Squad:''' Castellan Crowe *'''Servitors:''' Brotherhood Techmarine *'''Strike Squad:''' Brotherhood Champion, Brotherhood Techmarine *'''Brother-Captain:''' A beefed-up Paladin. His led unit gains ''[Sustained Hits 1]'' on their psychic weapons - a rule that has no effect on Psilencers due to the restrictions on stacking bonuses. He also has another buff that lets him re-roll to wound his own gun - Something far more reliable for a buff. *'''Brotherhood Champion:''' One of only two power-armoured heroes in the chapter and the only one who wants to be in a fight, particularly with enemy characters thanks to using ''[Precison]''. Fortunately, he's made to be that guy by giving everyone including himself ''Fights First'' and re-rolls to hit and wound enemy characters. *'''Brotherhood Chaplain:''' Gives his unit gains +1 to melee wound rolls like any Chaplain but lacks a Combi-Weapon option...not like it changes much for him. He does however add a 6" bubble that makes enemies take -1 to battle-shock tests. *'''Brotherhood Librarian:''' Like the Codex-compliant Terminator Librarian, putting him in a squad gives them a 4+ FNP against psychic weapons. He also gets an old-school psychic power that deals a devastating d6 MWs to himself on a 1, 2d3 MWs to an enemy 18" on a 2+ and 2d6 MWs on a 6. This at least gives him a means to damage anything beyond his squad's power. *'''Brotherhood Techmarine:''' A purely supportive version of the codex-compliant techie with a built-in Servo-Harness. While he still gets ''Lone Operative'' while being near {{W40kKeyword|Vehicles}}, his ability to fix a vehicle and give them a +1 to hit do not necessarily have to be the same target so you can fix one while buffing another. *'''Grand Master:''' The closest you get to a Captain. His squad can ignore modifiers to characteristics, tests, and rolls, except for saving throws, and they can be targeted by any strat for 0 CP once per game even if the strat has already been used this turn. *'''Grand Master in Nemesis Dreadknight:''' While a bit buffed at T8 Sv2+/4++ W13, it's still not amazing defensively when compared to things like Dreads. Fortunately, the fact that any stratagem used on him will only cost 1 CP regardless of cost means that many defensive tricks will remain affordable. **His offensive power has Surge of Wrath to give one GMND each turn the ability to re-roll all hits, wounds, and damage rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Monsters}} in melee. This does quite a bit, as both the Nemesis Daemon Greathammer and Nemesis Greatsword have d6s in their damage stats, which can get frustrating since these weapons are made for killing just those sorts of enemies. **Gun breakdown (now BS 3+, you want the Heavy Incinerator and Heavy Psycannon to go hunting for harder targets): ***Gatling Psilencer: 10 total A*BS*D resolving at 24" S6 AP 0 D1. ***Heavy Incinerator: 7 total A*BS*D resolving at 18" S6 AP-1 D1 with {{W40Kkeyword|ignores cover}} makes this weapon outperform the Psilencer against Sv3+ or better. ***Heavy Psycannon: 12 total A*BS*D resolving at 24" S10 AP-1 D3 makes this weapon outperform both of the others against most targets. Against W2 it will be 8 A*BS*D and hence outperform the Incinerator against everything while outperforming the Psilencer against Sv4+ or better, while against W1 you need some specific Toughnesses for it to be your best gun. ====Epic Heroes==== *'''[[Aldrik Voldus|Grand Master Voldus]]:''' Led unit has -1 to be hit. *'''[[Castellan Crowe]]:''' Led unit's Purifying Flames get +1A. *'''[[Kaldor Draigo]]:''' Led unit has a 4+++ against mortal wounds and 1/battle when charging out of Deep Strike, +3 to the charge roll (meaning you need a 6 to succeed, base odds 72.22%). *'''[[Arvann Stern|Brother-Captain Stern]]:''' His led unit's critical melee wounds deal +1MW. ===Battleline=== A note on leaders: most of your HQs are in Terminator armor, and so can only be attached to Terminator/Paladin squads. *'''Strike Squad:''' Now rocking Artificer-tier armor, being 2+ Power Armor marines that can keep objectives secured even after fucking off it. **The only leaders you can attach to these guys are the Techmarine and the Champion. The Champion gives them Fight First, but the Techmarine does nothing for them. **As Teleport Assault has a unit limit, another useful thing is Scout 6", letting Knights that can't be in the teleportarium get a head start in their rhinos. *'''Terminator Squad:''' These guys have received an indirect buff since they are the only unit compatible with most of your Leader, and as a bodyguard retinue, they do very well: ''Narthecium'' lets them bring back a body every turn, the Banner gives them OC3, and Hammerhand gives them ''Lethal Hits'' in melee on the charge. **Consider having them led by Draigo, who lets them add +3 to the charge after deepstriking. ===Infantry=== *'''Interceptor Squad:''' M12 with {{W40Kkeyword|fly}} and they can move 6" after shooting, but then they can't charge. That would be absolutely incredibly if the unit weren't chock full of storm bolters. **Special Weapons: 1/5, and you lose your melee weapon when you swap. *'''Purifier Squad:''' Purifiers are the middle-ground between Strike Squads and Purgation Squads, packing quite a bit of Psychic Dakka: Purifying Flame has been relegated to an 18" A1 BS3+ S4('''Anti-Infantry 2+''') AP-1('''Ignores Cover''') D1 gun on each model, but if they are being led by Castellan Crowe (the only guy who can lead them), that jumps to A2. Their psychic power grants them +1 to hit when they are below Starting Strength and +1 to wound (which does nothing for their Purifying Flame against what the gun is intended for, of course) when below Half Strength. **Special Weapons: 2/5, and you lose your melee weapon when you swap. *'''Paladin Squad:''' Very nearly basic Terminators, the differences are detailed below. **OC -1 (1 base instead of 2, before the banner, 2 instead of 3 after banner). **Loses '''Lethal Hits''' on the charge, but melee attacks are at WS2+, not WS3+. **-1 to be wounded from attacks whose S exceeds the T of this unit, so S6+. On the other hand, no access to Narthecium. **3 special weapons per squad rather than 1+Narthecium. Note that just as on the basic Terminator squad, you keep your melee weapons when you pick up a special weapon. This means a '''Brother-Captain''' prefers Psycannon Paladins to Terminators. *'''Purgation Squad:''' The heavy gunners of the knights remain pretty effective at what they do and little else. Had their survivability buffed with an upgrade to 2+. Psycannons give you something to easily knock down MEQs and dent monsters at A3 BS3+ S8 AP-1 D2, Psilencers are for mowing down hordes (A6 BS3+({{W40Kkeyword|sustained hits 1}}) S5 AP0 D1), and Incinerators are heavy flamers with +1S. **Due to the great culling of psychic powers, Astral Aim was made a bit different. Now it provides all guns ''Indirect Fire'' if at least one other GK {{W40kKeyword|Psyker}} unit can draw LoS to the enemy. This, aside from Overwatch, is the only reason to take Incinerators over Psilencers, because 5 average hits at S5 AP0 is better than 3.5 average hits at S6 AP-1 against the hordes you want both guns against, and the Incinerator's TORRENT and IGNORES COVER both don't care about Indirect penalties. **Can only be led by a Brotherhood Champion, who has no synergy with them as he's very focused on melee. **Special Weapons: 4/X (i.e. taking another 5 bodies gets you no additional weapons), and you lose your melee weapon when you swap. *'''Servitors:''' Four walking meatshields for your Techmarines with T4 4+/6++. That said, they need that techie to keep them at their best with a bonus to WS and BS. Hell, there's no reason (aside from points and losing ''Lone Operative'') not to take them as they can join alongside another retinue for the Techmarine, allowing you to strap some servo-arms and heavy weapons onto a squad that'd need it. Don't feel guilty about losing them either, as they're all OC0 and thus don't really care about battle-shock. **RAW, they become part of the Bodyguard unit; this also means that they are affected by the Purgation Squad's Astral Aim ===Vehicles=== *'''Land Raider:''' The return of the Assault Ramps means that this makes melee squads of Paladins very strong. This alongside the heightened Toughness of these beasts make them a very easy grab. <tabs> <tab name="Godhammer/Classic"> [[Matt Ward|Of course, its "unique" Godhammer lascannons don't have to deal with the return of Twin-Linked and just get 2 shots base, same as your Ballistus lascannons.]] Aside from that, it comes with a twin heavy bolter to take on anything smaller, with the additional option of a storm bolter and multi-melta depending on what you're up against. </tab> <tab name="Crusader"> Comes with two hurricane bolters, thankfully ''Twin-Linked'' so you can dump dozens of dice on an enemy in conjunction with the twin assault cannon. Transport Capacity: 16. *The main reason you're grabbing this is because is the expanded storage. 16 slots, however, gives you 8 spaces for terminators/gravis or 5 centurions. If you're using it for Deathwing, it'll give some room for more terminators alongside the leader. It and the Redeemer also get the {{W40kKeyword|Grenades}} keyword for good measure. </tab> <tab name="Redeemer"> Also comes with a twin assault cannon, with the sponsons being flamestorm cannons for super-sized heavy flamers to burn through MEQ. 14 spaces gives you just enough space for 7 terminators. Issue here is that you don't really have any way to make use of this since you can't attach multiple heroes to a squad. </tab> <tab name="Banisher (IA)"> Equipped with heavy incinerators for sponsons and a twin psycannon for something more akin to anti-MEQ. Seeing as this is costed the same as a Crusader, this makes the Banisher the better alternative to the Redeemer. </tab> </tabs> ====Dedicated Transports==== *'''Razorback:''' *'''Rhino:''' The dedicated transport for your basic Strike Squad. ====Walkers==== *'''Nemesis Dreadknight:''' Not quite an equivalent to legit monsters, even with a 2+/4++ and 13 wounds - the damage track doesn't help either. However, they've got a hefty buff of being able to shoot and charge after advancing or falling back. This means that these baby carriers will always be fighting with anything you fire. While they're no longer as reliable at fighting monsters and tanks, you'll never spend a turn without doing something to make fighting them easier. *'''Venerable Dreadnought:''' Blood Angles filed a lawsuit on exclusivity on psychic dreadnoughts. You don't even keep or get flying/Deep Strike shenanigans. What you do get is a walker with a re-roll 1s to hit and wound aura, which is rarer in this edition. This is the guy who will be baby-sitting your Strike Squads. ====Aircraft==== *'''Stormhawk Interceptor:''' *'''Stormtalon Gunship:''' *'''Stormraven Gunship:''' *'''Thunderhawk<sup>IA</sup>:''' {{Warhammer 40k Tactics}} [[Category: Warhammer 40000 Tactics (10E)]]
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