You want to. While Grey Knights did get exceptionally better with their Tides (their version of a Chapter Doctrine), it looks like GK lists may be looking similar to their size at the . Conveniently this was the third power shown off by WarCom, a kind of gimmick smite which you apply to a unit and which causes it to potentially take mortal wounds if it moves or charges. If youre going hard on Dreadknights as well you can add these in for a very defensively skewed list with a pretty broad damage output, which might confound some opponents. Your regular Grand Master, providing you with a re-roll 1s to hit aura for a Brotherhood, and a customisable loadout. into the mix. isnt awful either, giving you three points if one or more enemy units were destroyed by a Grey Knight unit that either arrived from Teleport Strike or redeployed with. Realistically, unless you have a specific plan for a relic or a gift of the Prognosticars the price difference between one of these and more exciting options (i.e. Most of the Infantry units also have the Combat Squads ability. There seems to have been a fundamental disconnect in how these are priced presumably the cost of regular Terminators was taken as a starting point and then a premium was added on for the psychic ability (they also get. The warlord trait is probably less competitive, but is very welcome for other modes of play. Meanwhile, the 5+ invulnerable save provides a defensive option thats relevant in far more of your games, and one thats genuinely transformational for a bunch of the otherwise boring Marine vehicles and also powerful on a few Forge World choices. The reason I got so hyped about this is that I thought it was going to let you swap at the start of the first battle round, which very much would be a worthwhile, cool and impactful effect, and its a tremendous missed opportunity that this very conservative option was taken. , your standard hit re-roll aura), so you need to have a very specific plan for them if youre going to use one. Thats a real shame, and I never enjoy having to write a more negative review I want to get to the end of a book and be excited about the potential with five different lists bouncing around in my head. Strong when you want to go fast, and good in combination with the new version of. The splashier stuff lives here, starting out with. This is appallingly devastating to any sort of elite or high value target, and extremely good in combination with, also returns, and sadly theyve finally put a sword through the heart of the OG source of bullshit invulnerable save combos. Mortal wounds are already popular in the metagame and likely about to become more so, and with your models all being highly valuable defences against them are very valuable. Realistically, this means having one stave in your units provides extra flexibility, and theyre free so go ahead and do that. The other tricks are less splashy but quite useful the, stratagem lets a Character swap out one of their powers for another from the Dominus discipline, always useful for a faction so reliant on psychic powers, while the. In this episode, Adam, Josh Rich and Jamie talk more about the slow drip-feed of reveals for 10th Edition that GW have been . This gives you a handy aura of +1 to manifest Blessing powers, which includes, . For 1CP, you get to swap out one of your secondariesbut you have to do it straight after both players reveal them, at which point theres unlikely to have been much of a change in your incentives from a few seconds before. Functionally, both types work exactly the same you can buy one of these for each (non-named) Character and cant take the same one twice, and, stuff here. Kaldor Draigo kicks ass, and you want to take him a lot. What if you wanted the hit rolls to be boosted as well though? Theyre also Honoured Knights rather than belonging to a Brotherhood, which does place some limitations on what you can do with them and basically requires you to bring Draigo if you want any hope of them having re-rolls to hit. Once that initial onslaught has softened the enemy up, most of the units are deadly melee combatants as well, and are more than capable of putting any survivors to the sword. Finally, if Daemons need smote, then Tide of Banishment is obviously strong, especially as it works on ranged attacks too most Daemon hordes do not like massed bolter fire with RR1s attached. If bigger Daemons are your prey you might still want. We finish up with another new entry in Ghostly Bonds (WC5), which halves the move characteristic of a targeted unit. The really juicy stuff here is the stratagem and trait, though. Welcome to the 2021 edition of the Munitorum Field Manual. The biggest standout is, but better not only does it provide an aura of ObSec for CORE and CHARACTER models, it also makes any models that already had ObSec count double when working out who controls an objective. 18 MB, Warhammer 40K codex Grey Knights 2011. First up, lets cover the standard stuff Grey Knights get the routine 9th Edition extra Relic/Warlord trait options, and join the Space Marine supplements in being able to take a second trait on your actual Warlord, which has some plausible uses. A Grand Master Dreadknight with both of these traits via. Every little helps, but its still not reliable; one of the dice needs to be a 6 for it to change anything, after all. Ironically, this book has solved the problem the old one had where anti-Daemon tools took up too much of the real estate and power budget (I really like moving a lot of this to one of the Tides as a choice) but in its place theres an excessive focus on Denies, too much caution in the combos theyre given access to, and too much nervousness about treading on the Thousand Sons toes. Other units also get some specific tricks here Purgation squads get a very welcome strat for +1 to wound at half range, Brother Captains get an extremely useful ability to provide a +1 to cast aura with Psychic Locus, and in-line with a lot of units Interceptors have their once-per-game shunt moved to a Stratagem. Thats a hell of a package, and one has to imagine that the reason some of the more potent tricks have been filed off the edges of this book is because the designers kept looking back at this datasheet nervously. Because the GM has a Teleporter, if they need to they can both be behind the biggest bit of Obscuring terrain youve got, and then can proceed to the mid-board via the regular one getting Gated and the GM using Teleport Shunt. If youre pure, you want someone to cast this. Nemesis warding staves no longer give a melee invulnerable save, but if a unit contains, you can now throw up a 5+ invulnerable save (or 4+ for Terminators) against shooting with. Chapter Tactics (AA units in AA detachments gain the Chapter Tactics ability) Chapter Command (if your army contains any AA detachments) . Going wide with Strikes looks like a major route for this army to go, so this is potentially very helpful. This also brings down the book keeping involved in actually playing this army quite a lot, no more trying to remember which power Strike Squad number 3 was loaded with. This pushes this back up to being a full Phantasm equivalent, and thus really good. Third and finally, if youre playing against Daemons you can thoroughly ruin their day with, , an uncomplicated kill Daemons, get points secondary and itll sometimes be worth a look into Death Guard and CSM lists with lots of Daemon Engines too especially if either Magnus or Mortarion is present, since those bag you 5pts all on their own. Neat stuff. Top marks. other stuff too. at baseline. As it stands, these arent worth it. Good news theres some great stuff here. , and in-line with a lot of units Interceptors have their once-per-game shunt moved to a Stratagem. The consequence of most other characters dropping down to just one cast is that Librarians now, stand out as better Psykers than most of your options here they get to cast two powers, and have the cute gimmick of being able to pick from Sanctic powers as well as Dominus. Each turn, you score points depending on how many different objectives were purified that turn, capping out at 6VP if you purified four or more. If youre trying to build competitive lists, these and Dreadknights are your bread and butter. For this Warhammer 40k 9th edition battle report we will be using 2000 point strike force armies along with the Games Workshop Warzone Arks of Omen: Grand Tournament mission pack. Experts may have already spotted that theres one more of these than in 8th, and most of there are some substantial changes afoot for the former Tides, too. That plus a few of the utility things ensures theres plenty to work with here. those three things, abilities from the Brotherhoods themselves and a couple of stratagems that require you to match up. This gives you a handy aura of +1 to manifest Blessing powers, which includes Hammerhand, Astral Aim Sanctuary and Gate. Wisdom of the Prognosticars provides you with twelve different options for upgrading your characters, representing either prophetic visions or special artefacts presented to a hero for use at a key moment. As youd expect from Grey Knights, theyre also. Grey Knights | Warhammer 40,000 Tactical Guide January 7, 202219 9 Grey Knights Go to Contents The Grey Knights are a predominately mid and close range army, ideally suited for dealing with all manner of foes with strong combat, solid shooting and robust support and damage from their psychic powers. The other tricks are less splashy but quite useful the Masters of the Word stratagem lets a Character swap out one of their powers for another from the Dominus discipline, always useful for a faction so reliant on psychic powers, while the Loremaster warlord trait provides the unusual but splashy effect of preventing your opponent from attempting a deny on your powers if you cast them on an unmodified 8+. Last up before we move onto datasheets, Secondary Objectives. On turn two, you can dump two more Dreadknights, Draigo and the rest of the infantry onto the table and go hog wild. That leaves it as very much a sometimes treat. Angron. That tilted balance extends to their abilities. Secondly, this book has clearly been developed in parallel and as a mirror to Thousand Sons, and loses out badly in the exchange. Means that any 1s or 2s you roll when Advancing or Charging count as a 3. Sadly, that does stop it helping you push powers through, and the, has also seen a re-write to be more of a defensive tool. Switching off the ability to benefit from auras is obviously great, and can be very impactful against Adeptus Mechanicus, Dark Angels or Adepta Sororitas, which you may recognise as some of the games best factions! They are much more soup-able into other Imperium armies. by default, and buying the Teleporter is only required to unlock the redeploy and Fall Back/Shoot/Charge stratagems (which you probably do want to do). The really juicy stuff here is the stratagem and trait, though. For a two point premium over Strike Marines, you get the same great baseline, but with a 12 move that essentially has FLY, Ethereal Castigation as their power for sneaky shooting shenanigans, and the TELEPORTER keyword that unlocks various strats. These are defined in the codex for claritys sake, though its pretty obvious which are which. I mean this cant be a surprise if youve read the review up till now Strike Marines and Dreadknights are where its at, so lets build a list with them. Every army in 9th gets some sort of cool upgrade option you can spend points on, and Grey Knights are no exception. Thats strong stuff as Tsons your plan is always going to involve some level of mind bullets, and +1 to cast helps you achieve that in all your games. Every little helps, but its still not reliable; one of the dice needs to be a 6 for it to change anything, after all. Your options are: Now, before the howling about Convergence no longer boosting Psi damage starts, we should re-assure readers that you can still access a damage boost for these weapons via a psychic power, and while Escalations boost to Smites is gone, all your units get full Smite now anyway an understated but reasonably consequential change so its pretty bearable. Strike Squads, Purgation, and Purifiers all went up to 17 pts base which is huge in what is considered an already overcosted army. If you love using a Land Raider or Stormraven with your Grey Knights, access to a 4++ makes them considerably more impactful, and the fact that this gets applied in the Psychic phase and not the Command Phase means you can also use it after either bringing the bearer in from Deep Strike, or more likely the vehicle from Strategic Reserves. Joining the trend set by the Thousand Sons and Death Guard, Grey Knights get some mini-Subfactions, representing the eight different martial traditions within the chapter. So thats Stratagems and while theres a nifty toolbox here that helps the army get things done, as mentioned up front it feels like a downgrade overall. Unfortunately weve got some big mood whiplash here Terminators suck. provides you with twelve different options for upgrading your characters, representing either prophetic visions or special artefacts presented to a hero for use at a key moment. The rule of thumb is that any of the power armoured units and both flavours of Dreadknights are better, characters are mixed, and everything else looks a bit iffy. With two known you could either take two of the somewhat situational buffs or one buff and one of the matchup-specific options. looks legit, and its good to see that you no longer have to feel obliged to put half the Grand Masters of the entire order on the table every game. Theres one last strat to talk about, and I. this mostly mirrors something Robs going to hit over in the Thousand Sons review because both books have this. Having both the ranged and melee boosts bundled into one reduces the awkwardness of needing to switch between them for different kinds of offence. Rules for building an army of Grey Knights including, for the first time, special rules for each of the eight Brotherhoods that make up the order. This is also strong if you end up bringing Grey Knights in soup and dont want to make one of them your Warlord, as it gives you partial coverage on that trait at a key moment. lots of Deny boosts most of the time, and theyre dead weight in many matchups, whereas cast boosts are always relevant, and generally have less drop-off in utility. That means if you want three of your Strike Squads to all. Very much a metagame call, but if Sororitas, the Thousand Sons or mirror matches become a big deal it can help tilt things in your favour. Voldus also goes down in cost a bit, but loses quite a bit more than Draigo, to the point where youre probably only taking him if you wanted a. The floor of quality for 9th Edition books is higher than ever, and theres some decent stuff here the, are one of the best designed sets of upgrades out there, getting a strong Warpcraft Secondary rules, and theyve succeeded in making a Grey Knight. More on that later. Its cool but you can also just do this with. Its worth saying that the impact it has on Deep Strike charge maths isnt spectacular by itself, bumping you from a 28% chance to around a 39%. Announcing The Goonhammer 2023 Global 40k Campaign. In this Warhammer 40k battle report we talk through the Custodes army list and the secondary objectives that work . On turn two, you can dump two more Dreadknights, Draigo and the rest of the infantry onto the table and go hog wild. Strictly Necessary Cookie should be enabled at all times so that we can save your preferences for cookie settings. The, returns in a re-vamped form to protect you from Perils its now just a flat 9 aura of do not suffer Perils. Warhammer 40k Battle Report: Custodes vs Grey Knights. The final standout is the. Love it. Chaplains are obviously here to bring Litanies to the table, so whether you want one over, say, a Librarian will mostly be determined by the plans you can concoct using those. Check that out below! Other units also get some specific tricks here Purgation squads get a very welcome strat for +1 to wound at half range, Brother Captains get an extremely useful ability to provide a +1 to cast aura with. If they are then it is, of course, outrageous. A re-named version of Edict Imperator, allowing you to immediately shoot then move. expensive and can no longer load up on damage reduction or 3+ invulnerable saves in melee, with no more wounds on their profile than a regular Terminator. Its now +1 to Advance and Charge rolls for the Warlord, and if theyre in Engagement Range of an enemy unit any of your other units that charge that unit also get +1. Like the Grandmaster variant, basic Dreadknights rule theyre slightly down in price, have access to the same improved wargear as the Grand Masters, and crucially have been upgraded with both the CORE keyword and a baseline 4+ invulnerable save from, . You can put it on a Grand Master Dreadknight. Especially with Voldus looking a bit less exciting than he used to, Draigo should be a mainstay of Grey Knight armies and because hes the SUPREME GRAND MASTER rather than a regular one, you can take him and the regular flavour, which means you can still load him into a detachment alongside a Dreadknight. Its reasonably costly at 2CP, but opening up +1 to hit for, targeting a specific unit as well as +1 to wound for the vehicles lets you pull off a, of a gank with ranged firepower, especially when you throw. Some of those were crutches required because the base 8th Codex was such trash, and would have been outrageous with good datasheets, but weve swung too far in the other direction and the book needs some of that galaxy brain energy back. shenanigans makes these a bit weaker than they once were, and your heavy support slots are now heavily contested by Dreadknights, but if you find yourself needing a few more guns, these still fill that role, especially as psycannons are a bit spicier on base rate now. If they are then it is, of course, outrageous. Knowing two of these was vital to how Grey Knight Chaplains were used in 8th, and only getting to know one makes them quite hard to justify. Thanks to the commenters and patrons who pointed this out! Thats basically the summary; the best here by some distance is Purifying Ritual, which has all the elements of a huge win for these faction-specific objectives its a good Secondary in a bad category that rewards you for doing stuff thats likely to feed into other Secondaries youre interested in taking like Stranglehold. With. of Strike Marines on full wound re-rolls is a very nice compensation though. This also brings down the book keeping involved in actually playing this army quite a lot, no more trying to remember which power Strike Squad number 3 was loaded with. If youre pure, you want someone to cast this. Now, that last one sounds bad till you discover that its not just them its units with the TELEPORTER keyword, which includes Dreadknights that you purchase the relevant upgrade for. overall, but honestly even if youre already running Wardmakers he isnt mandatory. . 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