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===Heavy Support=== *'''Purgation Squad:''' These are the Grey Knights' equivalent to regular Space Marine Devastators - sort of. In reality, they're really just a Strike Squad that can take four heavy weapons without restriction. Note that you ''must'' 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, although they still get a 4+ cover save; incinerators work wonders here, seeing as they ignore cover saves. However, due to the fact that Grey Knights heavy weapons are all short- to mid-range, you'll have to put them at risk to get any use out of them. This is especially true if they're assaulted, as heavy weapons mean no force weapons. Make sure these guys have a transport handy to get them out of dodge when your opponent decides to pay attention to them. They can (and probably should) take a teleport homer, allowing you to conveniently Deep Strike a unit of Paladins to screen the Purgation Squad. *'''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. Its fists are still considered Nemesis Force Weapons, so it is capable of taking most monsters down with it, unless they're immune to instant death. 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. Their Reinforced Aegis rule makes the dreadnoughts every and all nearby Aegis SUPER SHINY, as in buffing their effects up to -4. Want to mess up psykers real bad? Pick up some dreadnoughts. *'''[[Nemesis Dreadknight]]''' - Xzibit's take on Power Armor, this unit alone is probably responsible for at least 30% of the [[rage]] directed against <s>the Grey Knights</s>[[Matt_Ward| your spiritual liege]]. An ugly 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. It also has ''Dark Excommunication'' psychic power, so this guy will definitely wreck the hell out of any Greater Demon coming his way. However, keep in mind: 130 points seems cheap at first, but that 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, will help your big guy in melee and according FAQ, Dreadknights are now strength 10 since Dreadnought close combat weapons don't just affect Dreadnoughts. Even with the sword that lets them re-roll hits, wounds and armor pens equipped '''they are still S10''' and none of their weapons have the specialist rule so they keep the +1 attack. The teleporter does not make them lose Monstrous Creature status either. Watch out for Necrons and Gargoyles, they will ruin your day. He is the only one non-fearless MC in entire 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 eat a Dreadknight unless you take the Field. Even still just don't take it against Dark Eldar armies PERIOD. Hell, even 10 Wyches pistoling this guy to death will kill him. Still, these guys are professional skullfuckers, and their ridiculously silly look will make your opponent cry tears of blood to have its tanks and precious snowflake characters being torn to shreds by such an ugly baby-carrying chicken. *'''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. In 6-th ed. defense weapon rules are gone, so don't fear to take Psybolt ammunition for the Crusader. Unlike other Marine Chapters, you get Psycannons instead of Assault cannons, meaning you have higher strength, for no penalty.
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