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

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==Faction Rules==
==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. At the end of your next movement phase, these guys can re-deploy anywhere more than 9" away from the enemy.
*'''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.


==Detachments==
==Detachments==

Revision as of 14:41, 26 May 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

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. In your next Reinforcements step, these guys can re-deploy anywhere more than 9" away from 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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Warhammer 40,000 Tactics Articles (10th Edition)
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