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==Unit Analysis== ===HQ=== *'''Grey Knight Grand Master:''' Your big customizable HQ choice, and by far the best unit of this army, no matter [[Warhammer_40,000/Tactics/Daemonhunters|which]] [[Matt Ward|codex]] you're talking about. Although he costs a lot more than a regular marine commander with similar stats besides having BS6, he is a psyker, comes with terminator armor (which you sadly can't remove if you don't want it), and can equip any of the Grey Knights' heavy weapons, meaning he can actually take advantage of his high BS. He can also take all the stuff available for Grey Knights, including an Orbital Strike Relay, [[cheese|rad]] & [[awesome|psychotroke]] grenades ([[Snowflame|the latter letting]] [[Doomrider|so much hilarity ensue]] - it's damn uproarious to eat popcorn and watch the Swarmlord cowering in fear, Black Templar Terminators beating the hell out of each other, or twenty [[Ork]] boyz having so many different bad trips that the battlefield becomes the film set for Gremlins 3). His main selling point, however, is Grand Strategy. Grand Strategy gives a special skill to D3 of your units: **The following Grand Strategy abilities are: ***''Hammer of Righteousness:'' Lets the unit(s) re-roll any to-wound rolls of 1 for the rest of the game. Maybe you could take this if you feel like fooling around with units full of daemon hammers or are using a ton of psycannons against stuff that they'll wound 2s, but you have better options. ***''Shield of Blades:'' Gives the unit(s) counter-attack. Pretty good choice, letting your opponent know that your unit is going to really inflict some pain in close combat if they don't get to charge. If you're using Draigo and a Paladin army, this is good choice. ***''Spear of Light:'' Gives a unit scout, which isn't as good now with outflanking nerfed meaning you can't combo those together. ***''Unyielding Anvil:'' Inane name, but this lets the selected unit(s) claim objectives as if they were troops. Unless you're using Draigo to make Paladins troops, this is probably your best pick. Interesting thought - would this make a Dreadknight scoring? [[Matt Ward| Your Spiritual Liege]] says yes, it would! *'''Grey Knight Brother-Captain''' - Pretty much the same as a Grand Master, with the same options. Only difference is that he doesn't have Grand Strategy, can't take Psy Mastery Level 2, has one less BS, and is 25 points cheaper. He's mostly overshadowed by other choices, many players will gladly spend the extra points for Grand Strategy and if they don't want to spend as much they'll usually get an Inquisitor. *'''Brotherhood Champion''' - The only Grey Knight (as in, not an Inquisitor) HQ choice to not wear Terminator armor, though he does still have have artificer armor (so he can fit in Rhinos and Razorbacks). The Brotherhood Champion causes the unit he's in to re-roll failed rolls to hit on the charge, so he's the closest thing to a Chaplain the Grey Knights get, and his weapon (which only he can use) also gets to re-roll his failed rolls to wound. He has better WS and I than the other Grey Knight HQs, but can't replace his weapon and the only wargear choices he gets is upgrading his storm bolter with psybolt ammo (this can turn off some players). He's also unusual in that he [[The Book of Weeaboo Fightan Magic|doesn't attack normally and he has to pick one of three stances in the assault phase]]. **"Sword Storm" has the Champion make a single attack against every enemy in base contact with him (so stick him in the thick of it). **"Blade Shield" means he does not attack but can reroll any saving throw he's called upon to make. With this, the guy is your tarpit, with rerollable a 2+ and a 3++. **"Rapier Strike," which performs D3 Initiative 10 attacks (+1 if he charged) to any Independent Character or Monstrous Creature in base contact. *If he dies in melee combat, then he can perform a psychic test to perform one final attack against another enemy model; if it hits, the enemy dies, no saves allowed. He only has one Wound, too, which means he may very well end up using this attack. Can be useful as an expensive "torpedo" unit against ''even more expensive'' enemies like Tyranid critters, or as a one-man tarpit unit to lock whatever you want in close combat while your other boys walk to the doom of their enemies. *'''Librarian''' - Oh, how we love this guy. A psychic specialist, wears Terminator armor and has a psychic hood. He can take as many psychic powers as he likes and can be upgraded to cast up to three of them per turn (which is probably the reason Grey Knights have no psyker special character), but you have to pay for each psychic power you take, so don't take anything you won't need. What make him awesome, however, are precisely his powers. He has access to Smite and Vortex of Doom from the standard marine Codex, and a ton of other choices that make him a deadly HQ in any phase: ** Quicksilver, which makes a target friendly unit within 6", including the Librarian and the one he's attached to, Initiative 10. You probably won't use this too much because of the initiative bonus granted by halberds, but might be handy to take against high initiative units like Wyches and Genestealers. *** '''Alternate Opinion''' This power allows you to kit the librarian and the unit he's joining (most likely of terminators) with swords (for the boosted invulnerability) or falchions (for extra attacks) and still enjoy the benefits of being faster than whatever you're fighting against. ** ''Might of Titan'', which gives an extra point of strength to a target friendly squad within 6" (including the Librarian and the unit he's attached to) and lets them roll [[FATAL|an extra D6 when rolling for penetration, which stacks with Hammerhand]], so whatever he and his squad hit is going to die, no matter what it is. *** ''' Note ''' Remember that this and Hammerhand apply BEFORE the 2x Strength increase from Daemonhammers. Which would mean S12 if it was POSSIBLE to go above S10. As is, you're maxed at 10, but that's still retardedly strong.'' ** ''Warp Rift'', which uses a template that forces everything caught in it to take an initiative test or they die, and vehicles suffer an automatic penetrating hit. Your Librarian just took a level in badass. Especially effective against Necrons due to their low initiative. ** ''Dark Excommunication'', which negates all daemonic gifts in base contact with Librarian before blows are struck, as if daemons weren't screwed enough already. This keeps them from hiding behind Blessings of the Blood God, removing power weapons and rending. Not as needed anymore since Bloodletters can't ignore the armor on your terminators anymore, and besides you've already got enough demon-raping assets so don't kill the fun. ** ''Sanctuary'', now affects all enemies and makes any enemies with 12" of the Librarian that want to assault any Grey Knight codex units (this includes non-Grey Knights) take a difficult terrain test and a dangerous terrain test. Got hit pretty badly by the new rules since units can take armor saves and against dangerous terrain tests, but it can still ruin tarpits or vehicles. ** ''The Shrouding'', gives a unit within 6" stealth, and if it isn't in cover it receives 6+ cover. Nice. ** ''The Summoning'', pulls any friendly unit except for vehicles (unless they have right upgrade) to the Librarian using Deep Strike Rules. Kinda fun to watch your opponent's face as you summon Palatanks right before being charged by an enemy unit who thought the Librarian would be their new piñata. ====Special Characters==== *'''Lord [[Kaldor Draigo]]''' - HE MAKES IT HAPPEN - The obligatory "super special character who costs more than a Land Raider" of this Codex. Creed has donned his <strike>robe and wizard hat</strike> Terminator armor and gotten hold of some of the shiniest toys mankind has to offer, making him an outrageously powerful fighter, nearly impossible to kill (2+ armor, 3+ invuln, Eternal Warrior) and a nightmare against any dedicated Daemon player, or any psykers because his sword (a regular force sword with Master-Crafted and Daemonbane) becomes strength 10 when fighting either. Even the Swarmlord and Mephiston should fear him (Thanks to the fact that all Draigo needs is one wound to ID him. But this is probably going to change when the sixth edition codex is released). If you ever wanted to field a 1,000 point army consisting of 14 models, he makes Paladins Troops (See: Draigo's Shiny Dozen). On the other hand, he sucks in the shooting phase (with just a storm bolter and an anti-daemon/psyker flamer attack that he hardly needs either) and he'll have serious trouble with trying to take on other Terminators as his force weapon is AP3 to which Termies and their equivalents can take their 2+ save against. Anything with a AP 2 weapon and a 2+ save will most likely win combat against him. If you take him, be mindful of his flaws and build your list to get over those disabilities (remember to supply him with enough warp dust as long as he's around). Don't forget he gets Grand Strategy. *'''Grand Master Mordrak''' - A Grey Knight Grand Master with a Daemonhammer, who can perfectly deep strike on turn one. Mordrak is unique in that he isn't an Independent Character; instead, he can be accompanied by a unit of up to 5 <strike>Daemons</strike> '''Ghost Knights''' for which he counts as an upgrade character. Ghost Knights are standard GK Terminators except their only upgrade choices are taking a Brotherhood Banner or alternate Nemesis weapons. They have stealth for +1 to cover saves (mostly useful against plasma/melta), and more can spawn if Mordrak takes a wound. The flip side is that if Mordrak dies then all the ghosts go with him, so watch out for units that can pick their targets. You can still throw Look Out Sir! rolls for him, but only at a 4+. Mordak gets the Stealth benefit as as well as long as at least one Ghost Knight is alive, since models with Stealth now pass it on to their whole unit. *'''Brother-Captain Stern''' - A solid close-combat character, pretty much a standard Brother-Captain with a force sword, with two gimmicks. His first gimmick is the Strands of Fate ability, in which he can reroll a single to-hit, to-wound, or saving throw per turn; however, for every such roll you take, [[Tzeench|your opponent also gets to make the same kind of roll]]. Don't go abusing it or a canny opponent will use it to screw you over. His second gimmick is his psychic power Zone of Banishment, which makes Stern forgo his normal attacks, but causes every unit within 6" of him (friend and foe) to make a Strength test or be instantly removed as a casualty (and Daemons have to reroll this test if successful). This can be very risky if he's got a squad following him (as any respectable Independent Character should), but it makes him an absolute steamroller against tarpits. *'''[[Castellan Crowe]]''' - Your average Brotherhood Champion with a better statline, some extra toys and +50% points. Sacrifices Force Weapon for <strike>a Daemon sword</strike> a stick that's considered a normal weapon, rends on 4+, and makes units assaulting you gain Furious Charge and re-roll to hit (Yes, he buffs your ''enemy'' if [[Derp|''they'' charge ''you'']]; this increases the chances of being able to Heroic Sacrifice [[Abaddon|something really nasty]] if you deploy him right). In 6-th edition 4+ rending is EXTREMELY cool, because this one of the few non-monstrous AP2 (most of the time) close combat weapon without that "unwieldy" trash and it autowounds ANYTHING up to '''and''' including biotitans on a 4+. He's also a Purifier and therefore gets the Purifier psychic power described below. He's a surprisingly good one-man tarpit against hordes (think Ork Boyz or Gaunts) since he wounds half of them each turn in combat and can stay there for a long time with his rerollable 2+ and 4++. An easily overlooked aspect of his psychic power is that it is subject to his 4+ auto rend as per the FAQ. That means that you have a 1/2 chance of wiping out the entire squad on the first turn if they don't have an invulnerable save. Moreover, he's the Purifiers' boss, and makes them Troops, which you should really consider doing, since Purifiers are awesome. In short, if you want to [[cheese|spam psycannnons from hell to breakfast]], Crowe is the tax GW makes you pay for [[cheese|that tactic]], and if you're fighting against tarpit armies or CC-oriented forces, if given enough time he can clean entire blobs by himself while having them locked in CC, giving your other units free time to roam the table and eat the rest of your opponent's forces. Otherwise, you should be looking elsewhere - he's an expensive non-independent character and thus will quickly have a lascannon tearing him new one and taking away a 175 point chunk of your army, which you can't afford with Grey Knights. ===Elites=== *'''Techmarine:''' The odd thing about these guys is that they're primarily useful for everything that ''ain't'' engineering (which is, you know, their main purpose). Their vehicle-repairing is terrible in basically any Codex (besides ''maybe'' Iron Hands), but, unlike most Techmarines, Grey Knights Techmarines get easy access to Rad and Psychotroke grenades on a Power Armored body, they can trade their servo-arm for a Conversion Beamer, and (if keeping the servo-arm) they remain a great source of multiple flamer attacks ''and'' a ton of melee attacks, not to mention having Orbital Strike Relay. Thus, don't underestimate them if you need some cheap additional melee punch or a powerful inexpensive sniper. Stick one in with an assault unit (if in can-opener mode) or send him camping far, far away from the battlefield (if in [[Wikipedia:Simo_Häyhä|Simo Häyhä]] mode with a Conversion Beamer, as the further you are, the more efficient the Beamer is, and believe us, for a Strength 10 AP 1 Explosion in your opponent's ass, you'll be more than willing to make Bob the Builder walk a bit), and either way enjoy the results. If you actually want to make use of their repair ability, putting them in Stormravens is probably your best bet, since they've been FAQ'd to allow internal repairs. *'''Purifier Squad''' - A steamroller against tarpits. These are super-PAGKs with cheaper special weapons, Fearless, and replacing Warp Quake with the Cleansing Flame psychic power, which causes additional wounds to all enemy models in combat on a 4+ (but allows armor saves). These guys can probably benefit the most from a Razorback. *'''Venerable Dreadnought''' - A more powerful Dreadnought, 60 points more expensive, but with better WS/BS and the ability to force your opponent to reroll vehicle damage. However, it competes with many other choices for the Elites slot; you may have to settle for the standard garden-variety Dread if you run out of room. This has become a unit of extremely questionable merit, mostly due to cost-vs-benefit. The Venerable upgrade might save your bacon against a single lascannon or melta hit, but against high rate of fire strength 6/7 shots (assault cannons, autocannons, and their equivalents) you'll be stripped of hull points regardless. The increased BS is nice, I guess, but most of the ranged options are already twin-linked (TL BS5 is better than TL BS4, but it's a difference between 97.2% hit chance and 88.8% hit chance, you make the call). The increased WS is nice if your goal is close combat, but that also requires surviving long enough to get into close combat, which is possible by hoisting this onto your Stormraven Gunship. Remember that it retains the Reinforced Aegis rule. *'''Paladin Squad''' - Super-Terminators, Paladins get +1 WS, +1 Wound, the Holocaust psychic power, and can take an Apothecary (Feel No Pain) for 75 Points or Master-Crafted weapons for 5 points each. These guys will run over an enemy who lacks high AP weapons. Extremely powerful, but extremely expensive and don't score unless you take Draigo. Steer clear of anything that inflicts Instant Death: A single Demolisher Cannon shot can ruin this expensive squad's day in a heartbeat. Nevertheless, Paladins will get the job done. Another way to use them is to stick a couple of them with an apothecary to an Independent Character's ass and use them as "Look out, Sir !" meatshields. *'''Assassins''' -The assassins were "fixed" in 5th ed, meaning that they lost most of their special powers. Instead they got a statline that could make a [[Eldar|Phoenix Lord]] green with envy (WS and BS 8 (that's higher than HQs in this book, and most every other book), S and T 4, 2 wounds) and are actually viable to play now. They all cost within ten points of each other and their wargear can't be changed. **'''[[Callidus]] Assassin''' - She can pop out like [[Marbo|the titular rambo]] dealing damage to an enemy unit as she does. Her phase sword is a power weapon that inflicts Instant Death. The Neural Shredder also tests against the enemy's Leadership rather than Toughness in a template, moving down weaker willed troops like wheat. Send her against big multi-wound thickies with poor leadership (Ogryns, Ork Nobz, etc.). **'''[[Eversor]] Assassin''' - He comes with melta bombs, a lightning claw, and a Poisoned (2+) AP2 pistol. Pretty much guaranteed to cause some damage, but suffers from Overwatch fire and usually gets shot to death the very next turn unless your opponent is a blind dumbass. '''Alternate strategy:''' Use this guy like [[Dark Eldar|Wyches]] and bog him down in close combat with a squad he will win against but won't kill in one turn. Easily allowing you to massacre weaker squads packed together (Those devastators should probably have been spread out, but your opponent didn't think about that, did he?) And then continue on the rampage like nothing happened. **'''[[Culexus]] Assassin''' - He forces Leadership tests on people shooting at him and can't be shot at if they fail this test. His gun fires faster if there are psykers around him. Good thing the Grey Knights are pretty much all psykers... **'''[[Vindicare Assassin|Vindicare]] Assassin''' - He has a special sniper rifle and a pistol, which use different rounds for varying effects: ***Allocate wounds he inflicts. ***Ruin any Inv. save wargear within 36" and in LoS on a roll of 2+, plus a wound on a 4+. ***Wound on 2+. ***Deal 2 wounds. ***Penetrate vehicles on 4d6 (the round that deals 2 wounds also does this). This has become a favored tactic (along with hip-thrusting, hump-catting, and bear-blasting) for taking care of AV14 vehicles that you can't simply spam to death with psycannons. ** The Vindicare is probably the one you'll use the most since he's one of the few decent long range options the Codex has. The Callidus can come in handy with a horde opponent (pop out of a horde, do some damage, cover them in a template, laugh), but the other two (Eversor, Culexus) are least likely to see the battlefield. ===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. ===Dedicated transports=== *'''[[METAL_BOXES|Rhino]]''' - Look, Rhinos! RHIIIINOS! Our Grey Knights are hiding in MEHTAL BAWKSES, the cowards! THE FEWLS! Pretty much a must for PAGKs, they give Strike Squads, Purifiers, and Purgation Squads some much needed mobility. Cannot carry Terminators, so leave these at home if you plan to take a lot of them. *'''Razorback''' - A Rhino with a big gun on the back. Good for providing fire support for PAGKs of all kinds. ===Fast Attack=== *'''Stormraven Gunship''' - Flying <s>Toaster</s> Land Raider, covered in guns, good for transport and blowing stuff up. Use them to drop Interceptors and Dreadnoughts into your opponent's midst. Also, it can take a teleport homer, which allows you to zip around and safely deploy reserves in addition to its transport capabilities. Finally, unless you're bringing lots of Jokaero, this is your only method of getting effective anti-armor into your list due you not getting the regular heavy weapons for your squads and you don't get to field predators. Seriously consider taking as many of these as you can afford to. However, instead of the badass Bloodstrike Missiles you get Mindstrike Missiles, so your only tank-killing goodness comes from Multi-Meltas and Typhoon Missile Launchers. Alternatively, you can fit it with Psybolt Ammunition for an extra 20 points and turn the twin-linked Assault Cannon into a S7 AP4 with Rending that can at least glance (if not penetrate) Landraiders and Monoliths on one out of 6 hits. And with the flyer rules (shooting four weapons at full BS, not counting the one extra from Power of the Machine Spirit), the hurricane bolters (at S5 due to the Psybolt ammunition) become a great way to tear through light vehicles and infantry. Remember, this one's a flyer - your opponent needs 6s to hit it. (if your opponent hasn't taken any Skyfire, the damn thing is nearly invincible) *'''Grey Knight Interceptor Squad''' - Your only other Fast Attack choice, these are just PAGKs with teleporter packs that make them look like something from a cheesy '50s sci-fi movie. Ask the enemy to take them to their leader. ===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 6’, 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. ===Inquisition=== *Games Workshop went forward and released a [[fail|digital]] Inquisition codex, which is practically the same what the Grey Knights have in their codex (which were shoehorned there in the first place). As it stands, until a FAQ invalidates half of the codex, Grey Knights should continue using their own Inquisitors. The digital version was made so that <s>GW could make more money</s> people would have easier access to the Inquisition. PLEASE RESTORE THIS SECTION Grey knights do not get all the same wargear (i.e. relics or warlord traits) nor can join non GK units, so their tactics would be different than linking us to the inquisition section. Also, Valeria is only in Codex: Grey Knights *You can practically get every single NPC and PC from your [[Dark_Heresy|Dark Heresy]] campaign if you take Inquisitorial Detachment along your own inquisitors. The Inquisition has its own tactica now, but you can get the general gist of the Grey Knight inquisitors from that. *[[Warhammer 40,000/Tactics/Inquisition|Tactics/Inquisition]] ===Fortifications=== *'''Aegis Defence Lines:''' Meh Meh. Don't take it if your strictly running grey knights infantry. But, it's not a bad idea to camp a Grand Master with a Orbital strike relay. Maybe park a land raider behind one? *'''Skyshield Landing Pad:''' Coming soon. *'''Imperial Bastion:''' Coming soon. *'''[[Fortress of Redemption]]''' Fluffy as hell. Grey Knights sent to defend a Fortress of Humanity versus waves of Daemons, etc. Unfortunately considering that most of the weaponry is short ranged you'd have to find someway to force them to come to you. Perhaps allied Deathstrike Missiles behind the fortress etc. (really dick move btw). ===Apocalypse Units=== *'''Grey Knights Thunderhawk Gunship (Forge World):''' Like regular Thunderhawk, BUT EVEN BETTER. It can replace ALL of its four twin-linked heavy bolters for twin-linked Psycannons for 20 pts only. Trololo. Just remember, that with 6th ed there would be A LOT more skyfire weapons all around.
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