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====Fast Attack==== *'''Interceptor Squad:''' The Grey Knights' only Fast Attack choice; at least it's one that synergizes well with the Termies. First things first, they have all the options that Terminators do, except theirs are cheaper, they can become equally as strong, but they're not as killy, or as tough as the Termies. What they excel in is acting as an anchor, thanks to their Personal Teleporter and the Justicar's purchasable Teleport Homer. Simply teleport shunt them 30", and from that new point start calling down their Terminator buddies. The only real downside to this is you don't get to take advantage of Rites of Teleportation (or if you try to use them, you're hoping they don't all immediately work). :They can be used similarly to the Terminators, buy them at the minimum some falchions so that they get the extra attack, and everything else still applies as before. They're not a good ranged squad, Psilencers aren't usually a good idea, neither are Psycannons (and with their special 30" move they can really benefit from Incinerators), Daemon Hammers are still great, Halberds aren't needed, a Warding Stave is good if you're up against a Psyker to help deny, Digital Weapons are a good idea to help get that To Wound roll with your Force Weapons (hitting will likely be easier than Wounding anyway). :An asshole-ish thing to do is to try and take Inquisitors so you can get Master of Ambush, then use it to Infiltrate the Interceptors in to where you want the Termies to be, that way you can take advantage of the turn 1 Deep-strike roll, along with using an Astropath and optionally a an Officer of the Fleet to ensure that they arrive that turn. This way you can hop in with the Interceptors, flame away, drop in the terminators, flame away, and even optionally use any sort of flamer the Inquisitor could buy to burn more, clearing out whatever hordes (or even higher Toughness creatures considering Incinerators are S6) and clearing out a safe space for everyone else. ::If you do this you can have nearly your entire army on the opposite side of the board on turn 1 (three Infiltrators as well as however many Deep-strikers) which could easily mess up an enemy gunline, so long as you make sure not to leave all of your units out in the open. ::Note that you can also try to use this strategy with a Dreadknight, with about as much success though it's not nearly as needed as with the Terminators thanks to the fact that the Dreadknight can also get the Personal Teleporter, which makes it a Jump Monstrous Creature and allowing it to do the same teleport shunt that the Interceptors can do (though it is still an option, in case you wanted to save those 30 points for something else).
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