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

From 2d4chan
Jump to navigation Jump to search
1d4chan>Stephenlucas600
1d4chan>Stephenlucas600
Line 31: Line 31:


*'''Incinerator''': {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12" AD6 WS- S6 AP-1 D1.
*'''Incinerator''': {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12" AD6 WS- S6 AP-1 D1.
**'''Heavy Incinerator:''' {{W40Kkeyword|Ignores cover}} {{W40Kkeyword|Torrent}} 12" A2D6 WS- S6 AP-1 D1. This weapon outperforms the Gatling Psilencer against Sv3+ or better.
*'''Psilencer''': {{W40Kkeyword|Psychic Sustained Hits 1}} 24" A6 WS3+ S5 <span style='color:mediumblue'>(+1)</span> AP-0 <span style='color:orangered'>(-1)</span> D1.
*'''Psilencer''': {{W40Kkeyword|Psychic Sustained Hits 1}} 24" A6 WS3+ S5 <span style='color:mediumblue'>(+1)</span> AP-0 <span style='color:orangered'>(-1)</span> D1.
**'''Gatling Psilencer:''' {W40Kkeyword|Psychic Sustained Hits 1}} 24" A12 WS3+ S6 <span style='color:mediumblue'>(+1)</span> AP-0 <span style='color:orangered'>(-1)</span> D1.
*'''Psycannon''': {{W40Kkeyword|Psychic}} 24" A3 WS3+ S8 <span style='color:mediumblue'>(+1)</span> AP-1 D2.
*'''Psycannon''': {{W40Kkeyword|Psychic}} 24" A3 WS3+ S8 <span style='color:mediumblue'>(+1)</span> AP-1 D2.
**'''Heavy Psycannon:''' {{W40Kkeyword|Psychic}} 24" A6 WS3+ S10 <span style='color:mediumblue'>(+2)</span> AP-1 <span style='color:orangered'>(-1)</span> D3 <span style='color:mediumblue'>(+1)</span>. 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==
==Unit Analysis==

Revision as of 10:02, 27 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. In your next Reinforcements step, these guys can re-deploy anywhere more than 9" away from the enemy.
    • That means you'll get excellent utility out of picking transports, ideally ones with good dakka, for this: when you use this rule to move them into position they get to shoot, then their contents are protected during the enemy reprisal, and then your dudes can get out to do some work, and then you can move their ride (with or without them inside) or them (if they got out). Consider a laserback full of a purgation squad, for example.

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 WS3+ S4 AP-0 D1.
  • Incinerator: Ignores cover Torrent 12" AD6 WS- S6 AP-1 D1.
    • Heavy Incinerator: Ignores cover Torrent 12" A2D6 WS- S6 AP-1 D1. This weapon outperforms the Gatling Psilencer against Sv3+ or better.
  • Psilencer: Psychic Sustained Hits 1 24" A6 WS3+ S5 (+1) AP-0 (-1) D1.
    • Gatling Psilencer: {W40Kkeyword|Psychic Sustained Hits 1}} 24" A12 WS3+ S6 (+1) AP-0 (-1) D1.
  • Psycannon: Psychic 24" A3 WS3+ S8 (+1) AP-1 D2.
    • Heavy Psycannon: Psychic 24" A6 WS3+ 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

  • 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:


<tabs> <tab name="10th">

Warhammer 40,000 Tactics Articles (10th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="9th">

Warhammer 40,000 Tactics Articles (9th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="8th">

Warhammer 40,000 Tactics Articles (8th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="7th">

Warhammer 40,000 Tactics Articles (7th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="6th">

Warhammer 40,000 Tactics Articles (6th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="All">

Warhammer 40,000 Tactics Articles (All)
General Tactics
Imperium (8th)
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

</tabs>