Warhammer 40,000/10th Edition Tactics/Grey Knights
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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.
- 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
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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