Warhammer 40,000/10th Edition Tactics/Grey Knights: Difference between revisions

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===Cons===
===Cons===
*As a psyker-heavy army, you've suffered quite a lot from the culling.
*As a psyker-heavy army, you've suffered quite a lot from the power culling and rules consolidation.
**A weird side-effect of this is that ''all'' your Force Weapons are ''[Psychic]''. Should the opponent have any FNP against Psychic attacks (Sisters of Silence (3+), a Primaris Psyker (4+), or even your own fucking Librarian (4+)), then RAW, [[Derp|your melee output is going to greatly diminish as a Guardsman deflects your S6 D2 Force Hammer]].
*Your anti-vehicle and anti-air troubles are brought into even brighter lights with the limited ally rules. If you want to keep to a single detachment, you need to buy a knight without question.
*Your anti-vehicle and anti-air troubles are brought into even brighter lights with the limited ally rules. If you want to keep to a single detachment, you need to buy a knight without question.



Revision as of 13:56, 16 June 2023

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This is the current 10th Edition's Grey Knights tactics. 9th Edition Tactics are here.

Why Play Grey Knights

Pros

  • Apparently, regular infantry is clad in Artificer Armour (2+ save) now, which coupled with a net nerf of AP makes your dudes quite a bit tougher.

Cons

  • As a psyker-heavy army, you've suffered quite a lot from the power culling and rules consolidation.
  • Your anti-vehicle and anti-air troubles are brought into even brighter lights with the limited ally rules. If you want to keep to a single detachment, you need to buy a knight without question.

Faction Rules

  • Teleport Assault: At the end of the enemy's turn, you can throw a number of your units (1 for combat patrols, 2/3/4 for regular games) back into your reserves. In your next Reinforcements step, these guys can re-deploy anywhere more than 9" away from the enemy.
    • Unfortunately, all of your transports lack this rule. You have to pick between either keeping the troops near a transport or into reserves

Detachments

Teleport Strike Force

Special Rules

  • Teleport Shunt: Any Grey Knights with the Deep Strike rule don't need to roll to advance, instead counting as if they rolled a 6 and acting as if they have Fly.

Stratagems

  • Haloed in Soulfire (2 CP): Any Psyker unit that arrives via Deep Strike or Teleport Assault can't be target by anyone beyond 12". Gives a decent buffer for your units before they reach within smacking range.


Equipment & Weapons

Highlighting changes from 9th to 10th editions in parenthesis. Blue means improvement and Orange means degradation. Remember a +AP is a degradation.

Melee Weapons

  • Nemesis Force Weapon: Psychic S6 AP-2 D2.

Ranged Weapons

  • Storm Bolter: Rapid Fire 2 24" A2 BS3+ S4 AP-0 D1.
  • Incinerator: Ignores cover, Torrent 12" AD6 BS- S6 AP-1 D1.
    • Heavy Incinerator: Ignores cover Torrent 12" A2D6 BS- S6 AP-1 D1. This weapon outperforms the Gatling Psilencer against Sv3+ or better.
  • Psilencer: Psychic, Sustained Hits 1 24" A6 BS3+ S5 (+1) AP-0 (-1) D1.
    • Gatling Psilencer: Psychic, Sustained Hits 1 24" A12 BS3+ S6 (+1) AP-0 (-1) D1.
  • Psycannon: Psychic 24" A3 BS3+ S8 (+1) AP-1 D2.
    • Heavy Psycannon: Psychic 24" A6 BS3+ S10 (+2) AP-1 (-1) D3 (+1). This weapon outperforms the other Dreadknight weapons against most targets. Against W2 it will be 8 A*BS*D and hence outperform the Incinerator against everything while outperforming the Psilencer against Sv4+ or better, while against W1 you need some specific Toughnesses for it to be your best gun.

Unit Analysis

Characters

  • Brother-Captain:
  • Brotherhood Techmarine:
  • Grand Master in Nemesis Dreadknight: While a bit buffed at T8, it's not as much as other legit monsters, even with a 2+/4++ and 13 wounds - the damage track doesn't help either. Fortunately, the fact that any stratagem used on him will only cost 1 CP regardless of cost means that many defensive tricks will remain affordable.
    • His offensive power has Surge of Wrath to give one dreadknight each turn the ability to re-roll all hits, wounds, and damage rolls against Vehicles and Monsters in melee. This does quite a bit, as both the Nemesis Daemon Greathammer and Nemesis Greatsword have d6s in their damage stats, which can get frustrating since these weapons are made for killing just those sorts of enemies.
    • Gun breakdown (now BS 3+, you want the Heavy Incinerator and Heavy Psycannon to go hunting for harder targets):
      • Gatling Psilencer: 10 total A*BS*D resolving at 24" S6 AP 0 D1.
      • Heavy Incinerator: 7 total A*BS*D resolving at 18" S6 AP-1 D1 with ignores cover makes this weapon outperform the Psilencer against Sv3+ or better.
      • Heavy Psycannon: 12 total A*BS*D resolving at 24" S10 AP-1 D3 makes this weapon outperform both of the others against most targets. Against W2 it will be 8 A*BS*D and hence outperform the Incinerator against everything while outperforming the Psilencer against Sv4+ or better, while against W1 you need some specific Toughnesses for it to be your best gun.

Epic Heroes

Battleline

A note on leaders: most of your HQs are in Terminator armor, and so can only be attached to Terminator/Paladin squads.

  • Strike Squad:
  • Terminator Squad: These guys have received an indirect buff since they are the only unit compatible with most of your Leader, and as a bodyguard retinue, they do very well: Narthecium lets them bring back a body every turn, the Banner gives them OC3, and Hammerhand gives them Lethal Hitsin melee.
    • Consider having them led by Draigo, who lets them add +3 to the charge after deepstriking, or Chaplain, who lets them add +1 to the Wound Roll.

Infantry

  • Interceptor Squad:
  • Purifier Squad: Purifiers are nothing more than glorified Strike Squads, with Purifying Flame being relegated to a single Anti-Infantry 2+ S4 AP-1 D1 attack per model; if being led by Castellan Crowe (the only guy who can lead them), that jumps to an underwhelming 2A (For either 13 or 23 shots total)
    • They're still the middle-ground between Strikes and Purgation Squads, being able to take 4 special weapons in a squad of 10.
  • Paladin Squad: Now completely outclassed by the basic Terminators, with the same number of attacks (but at WS2+). The Paladins would be okay defensively due to their ability to impose a -1 to Wound for all attacks that beat their T, but the regular Terminators can also take a Narthecium.
    • They can take more special weapons (3-5) though
  • Purgation Squad: The heavy gunners of the knights remain pretty effective at what they do and little else. Had their survivability buffed with an upgrade to 2+. Psycannons give you something to easily knock down MEQs and dent monsters at A3 BS3+ S8 AP-1 D2, Psilencers are for mowing down hordes (A6 BS3+ S5 AP0 D1 sustained hits 1) and Incinerators are heavy flamers with +1S.
    • Due to the great culling of psychic powers, Astral Aim was made a bit different. Now it provides all guns Indirect Fire if at least one other GK Psyker unit can draw LoS to the enemy. This, aside from Overwatch, is the only reason to take Incinerators over Psilencers, because 5 average hits at S5 AP0 is better than 3.5 average hits at S6 AP-1 against the hordes you want both guns against.

Vehicles

  • Land Raider:
  • Land Raider Crusader:
  • Land Raider Redeemer:

Dedicated Transports

  • Razorback:
  • Rhino:

Walkers

  • Venerable Dreadnought: Blood Angles filed a lawsuit on exclusivity on psychic dreadnoughts. You don't even keep or get flying/Deep Strike shenanigans. What you do get is a walker with a reroll 1s to hit and wound aura.
  • Nemesis Dreadknight: Not quite an equivalent to legit monsters, even with a 2+/4++ and 13 wounds - the damage track doesn't help either. However, they've got a hefty buff of being able to shoot and charge after advancing or falling back. This means that these baby carriers will always be fighting with anything you fire. While they're no longer as reliable at fighting monsters and tanks, you'll never spend a turn without doing something to make fighting them easier.

Aircraft

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