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====Melee Weapons==== First things first, nearly all Grey Knight units have Nemesis Force Weapons. They are considered Force Weapons, that gives the model/unit the Force psychic power that the unit can cast ''(and be denied)'' in the psychic phase. This means you'll typically rip through any monsters and multi-wound infantry unfortunate or stupid enough to get caught with you in melee. All Grey Knight units, except for the Dreadknight, have Hammerhand, which gives the unit +2 strength until your next psychic phase so if you're up against higher Toughness armies you don't have to immediately reach for the Daemon Hammers. Grey Knights don't have access to nearly all of the standard wargear of other marine armies. Their upgrades for their infantry are mostly limited to their exclusive wargear. All of their close combat weapons have Daemonbane, which allows a re-roll on failed pens and to-wounds against units with the Daemon USR if you activated Force on the last Psychic Phase. *'''Nemesis Force Sword''': Standard weapon for the codex, nothing special beyond being a force weapon with daemonbane. It helps you keep squad prices down as Halberds are not the same "must haves" they used to be. *'''Nemesis Force Halberd''': S+1 AP3 weapon with two-handed. At 2 points a pop they are hard to say no to, until you read what the Falchions can do for you. +1 Strength isn't quite as good as +1 Attack (at least not with the amount of Attacks you'll normally be getting), and anything that would require Strength 7 from both the Halberd and Hammerhand should instead be handled by the Dreadknight, or by Knights carrying Daemon Hammers. *'''Nemesis Force Falchions''': Gives an extra attack due to being two Specialist weapons, but otherwise identical to the basic Nemesis Force Sword. The extra attack is pretty much your best option to make up for your low model count, and for most models the +1A will result in more wounds than the +1S from the halberd (especially if the +1S is made irrelevant by hammer hand). Considering its low cost in comparison to your high cost models, +4 points for an extra attack with no downsides is a steal. *'''Nemesis Warding Stave''': 5 points and it gives the wielder a Force Staff with +2 strength and Adamantium Will, like the Rune Priest's Rune Stave. Not bad for a front line Strike Squad, a 50% (Brotherhood of Psykers and Adamantium Will means we Deny on 4+) chance to Deny the Witch against stuff like Psychic Shriek can go along way to giving your Strikes some more survivability. Plus you also have Daemonbane, so extra Daemon-killy. :This thing is a must-take for at least one member of your squad and every one of your units needs one of these. 4+ Deny the Witch and the ability to re-roll 1's thanks to The Aegis is fantastic. Also, Adamantium Will states that "if at least one model in a unit has this rule...", so one is enough. Also, you are not an Anti-marine force, you are an Anti-Daemon force so AP4 is enough, and paying 5 points for S6 before Hammerhand is always awesome. *'''Nemesis Daemon Hammer''': Standard thunder hammer plus Daemonbane and Force. It's cheap to add to a squad and is practically a must have against 2+ armored foes or vehicles, since it's the only AP2 weapon the Knights get, aside from the Dreadknight's gear. Rush these at that Big, Scary 6-7 wound MC, give the Knights Hammerhand, and crush the enemy at Strength 10! *'''Nemesis Greatsword''': Exclusive to the Dreadknight, it's like a Powerfist but with Force and Master-Crafted instead of Unwieldy, and because of this there's no reason to choose the fist over the Greatsword.
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