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===Listbuilding=== Some of your units have a huge problem: They are potentially powerful, but only with the help of certain psychic powers and/or stratagems, but Because of the Rule of One these units, though strong, can't effectively be fielded in large numbers (no more than 2). Examples include Dreadnoughts and Purgation squads, which desperately need either Gate of Infinity, Astral Aim, or onslaught to get anything done. Taking IG as an ally is a very efficient way to make good use of extra command points. ''If you have extra command points... why do you have extra command points?'' Unless you're using GK as an ally to another force, these are your most efficient units; spam them to kingdom come. :*Grand Master Nemesis Dreadknight :*Razorbacks and/or Strike Squads :*Dreadknights :*Draigo :*Librarians :*Interceptors :*Apothecaries :*Purgation Squad (in pure GK) If you're insistent on running pure GK (and with the new Masters of the Warp rules you should be), you can fit about 2 battalions of Strike Squads, and 1-2 vanguard/supreme commands of supporting units like Dreadknights, Paladins, etc. For your HQ's, include at least 1 Brother-Captain ''(Not essential anymore now we lost immunity to incrementing smite. Still a viable option though, just not a must-have.)'', and at least one HQ that give rerolls. Be sure to make your warlord a non-unique character (i.e. GMDK) so you can take First to the Fray as your warlord trait. In addition, don't fall for the trap of running too many Dreadknights. While it looks tempting, understand that you can only consistently protect 1-2 ,as Heed and Sanctuary can't be used more that once a turn. Consider using Draigo instead of a 2nd or 3rd Dreadknight, he's just as good in CC, and comes stock with 3++. With the new rule released in ritual of the damned and the point drop from CA there are some slight tweaks to list building to consider. first characters to spam the new list of spells, before you wouldn't have minded having you strike squads to cast gate for you, but now he has a 2 damage smite that he can't use. On top of that with the a new relic that allows reroll to psychic and a +1, take a librarian and never worry about awkward miscasts again. Second, spam your strike squads. After their point drop they are now just 5 points over a regular space marine you and you get a storm bolter, a forces weapon, you can deep strike and you get a smite?!?! They have a fuck ton of value, the only issue is they are not very efficient, all that value you get from having force weapons is wasted if the never get into CC. So spam them, but be careful with regular marines you don't lose out on much using scouts to cap an objective, you do the same with GK, you get the same result, for twice the points. At they very least make sure they can get the sweet sweet 2 damage smite off at every opportunity. Third don't be afraid of putting all your eggs in 1 or 2 baskets, GK just got a lot of tools to protect high value units with armored resilience, the tide of shadows, and various stratagems not to mention you still have sanctuary and all your old strats as well. Things like landraiders and 10 man blobs of terminators are no longer as stupid as the might seem for other factions. The best thing about grey knights, all your units have a lot or value, so even if you bet it all on a 10 man paladin squad, and they failed, your strike squads can still put in work. Hell, even your apothecary has the stat line of a low end smash captain. And if your opponent spends all their time trying to kill your paladins, they probably won't have much left for the rest of your army. ====Inquisitors==== As an Imperium army, you can throw in {{W40kKeyword|Agent of the Imperium}} units (Of which the Inquisitor is) in one of their detachments without breaking "pure army" rules, like our Tides, and they can also hitch a ride in your vehicles. They have access to a unique [[Warhammer_40,000/Tactics/Imperium(8E)#Telesthesia_Discipline|psyker discipline]], that includes '''Terrify''', which ''turns off overwatch''. They're kinda squishy to be used as a warlord, especially when stuck in with a front-line melee unit, however, they have a nifty 1CP (!) [[Warhammer_40,000/Tactics/Imperium(8E)#Stratagems_3|stratagem]] that allows them to take ''both'' a warlord trait ''and'' (as long as they are not named characters) a [[Warhammer_40,000/Tactics/Imperium(8E)#Relics|relic]]. The '''Blackshroud''' might be a good choice, as its -1 to wound makes this character pretty much immune to sniper mortal wounds. Selecting the [[Warhammer_40,000/Tactics/Imperium(9E)#Special_Rules_4|'''Ordo Hereticus''']] makes the '''No Escape''' [[Warhammer_40,000/Tactics/Imperium(9E)#Warlord_Traits|Warlord Trait]] available, a 6" heroic intervention and ''enemy units can't fall back'' on a 4+. Alternatively, the [[Warhammer_40,000/Tactics/Imperium(9E)#Special_Rules_4|'''Ordo Xenos''']]' [[Warhammer_40,000/Tactics/Imperium(9E)#Warlord_Traits|Warlord Trait]] Esoteric Lore generates a CP on a 5+ whenever your ''opponent'' uses a stratagem. Best of all, they're super-cheap, starting at a mere 60pts (cheaper than a Techmarine). Unfortunately, there are only two deepstrike options: Hector Rex and the expensive [[Warhammer_40,000/Tactics/Imperium(9E)#Special_Rules_4|'''Ordo Malleus''']] terminator. The top options: *Basic Inquisitor - CP farming - Esoteric Lore warlord trait, the stratagems: Arbiter of the Emperor's Will (''maybe'' Alpha-Class Psyker and Strategic Excruciation), the psychic power Terrify; switch the Bolt pistol for a Storm Bolter and take the Blackshroud Relic. Cheap too: 60 points and 1CP, with plenty of opportunities to earn back that CP and then some. You could toy with Mental Interrogation and Psychic Veil for a different build, but this is supposed to be a bare-bones Inquisitor. **Basic Inquisitor - Melee Monster - Esoteric Lore warlord trait; stratagems: Arbiter of the Emperor's Will (''maybe'' Alpha-Class Psyker and Strategic Excruciation); the psychic power Psychic Veil; switch the Bolt pistol for a Plasma Gun, get a Force Sword and take the Universal Anathema Relic. They demolish anything that isn't a vehicle in close combat, and do even better vs Xenos. Then they can make a 6" bubble of no-targeting unless closest for Xenos units, and yes that protects them from snipers. *Hector Rex - Powers should be: '''Terrify''' to bypass overwatch and '''Mental Interrogation''' (for CP generation) or '''Castigation''' (to cause a bit more damage). Tanky (2+/3++), can deep strike, and he is BRUTAL vs daemons. A bargain at 100 points and 1CP, and as the cherry on top he is thematically appropriate for Grey Knights.
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