Warhammer 40,000/10th Edition Tactics/Grey Knights: Difference between revisions
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===Characters=== | ===Characters=== | ||
*'''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. | *'''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 {{W40kKeyword|Vehicles}} and {{W40kKeyword|Monsters}} in melee. This does quite a bit, as both the Nemesis Daemon Greathammer and Nemesis Greatsword | **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 {{W40kKeyword|Vehicles}} and {{W40kKeyword|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 (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 {{W40Kkeyword|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==== | ====Epic Heroes==== | ||
*'''Kaldor Draigo:''' | *'''Kaldor Draigo:''' | ||
===Battleline=== | ===Battleline=== |
Revision as of 14:36, 26 May 2023
This article is a stub. You can help 1d4chan by expanding it |
This is the current 10th Edition's Grey Knights tactics. 9th Edition Tactics are here.
Why Play Grey Knights
Pros
Cons
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. On your next movement phase, these guys can re-deploy anywhere at least 9" of the enemy.
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
Unit Analysis
Characters
- 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 (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
- Kaldor Draigo:
Battleline
- Strike Squad:
Infantry
- Purgation Squad: The heavy gunners of the knights remain pretty effective at what they do and little else. Psycannons give you something to easily knock down MEQs at S8 AP-1 and dent monsters, Psilencers are for mowing down hordes and Incinerators are heavy flamers +1.
- 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.
Vehicle
- Land Raider:
Walker
Dedicated Transports
- Rhino:
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Votann |
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</tab>
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