The sheer quality of the common or garden Strike Marine might still carry the book, but it still feels like a missed opportunity. 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. Still great. Powers: Warp Shaping, Sanctuary, 5 Strike Marines, 3 swords, 1 stave, 1 psycannon 115, 5 Strike Marines, 3 swords, 1 stave, 1 psilencer 110, 5 Interceptors, 4 halberds, 1 stave 120 They also get the ability to hand one of a sub-set of relics to a squad Sergeant. Competitive Innovations in 9th: A Short Breather, Competitive Innovations in 9th: Our Metagame Yearns for Freedom pt.2, Competitive Innovations in 9th: The Desolation of Manchester pt.2, Battletech: Specialized Armor and How to Defeat It, Jack Harpster Talks Bringing Harlequins to the Art of War Streamhouse RTT, March of the Machine Review, Part 2 of 4: The Multicolor Cards, March of the Machine Review, Part 1 of 4: The Mechanics, Horus Heresy Model Review: Sicaran Venator, Horus Heresy Model Review: Cerberus Tank Destroyer, Announcing: The Unified Tournament Circuit (UTC). Tide of Shadows has a pretty obvious impact but is no less strong for it if you lose the roll-off you can throw it up for a bit of extra durability out the gate, and its particularly strong on Nemesis Dreadknights, who have a base 2+ save to layer it on top of. No witnesses. With two known you could either take two of the somewhat situational buffs or one buff and one of the matchup-specific options. 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. While these stand out, the other five Brotherhoods definitely arent useless, all having at least some interest to them. Lets dig into it and see what the omens hold! With Sanctuary to drop a 4+ invulnerable save on them and ways to boost their output despite them not having CORE, they end up way closer to viable than in most places. The three biggest standouts are probably A Noble Death out of the Visions list, and Servant of the Throne plus the Gem of Inoktu from the Artefacts. are just gone. Essentially, 10pts extra on your Dreadknights is now going to substantially magnify how much of a headache they are to have on the table very much what you want. You get one-shot effects to switch off Overwatch, shoot a unit that arrived from Reinforcements, and trigger a Heroic Intervention from non-characters, and the more unique and potentially very spicy ability to Overwatch on a 4+. As is, you want one most of the time, will sometimes want to squeeze a second in, and beyond that will have to console yourself by taking the regular ones, which are also much improved. Youve also got two Rhinos, which can either have all the Strikes or two Strike Squads and the Purifiers. of Strike Marines on full wound re-rolls is a very nice compensation though. That does not, to be clear, mean theres nothing cool in it or no good builds. (ObSec aura for CORE and CHARACTER, already ObSec counts twice) in your Command Phase, lasting until the start of the next Command phase. Its also worth saying that these are all 20pts cheaper than is printed in the book, since the MFM points for this year pre-buffed them. You pick a visible enemy within 12, and then all attacks made against it with Nemesis and Psi weapons are at +1D until your next psychic phase. Purifiers lose an attack as well and Storm Bolters are much improved with Rapid Fire 2 in terms of raw damage. 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. Rhinos are as good as their payloads, and since Strike Marines are now exceptional, theres almost certainly a place for them in Grey Knight lists. Secondly, this book has clearly been developed in parallel and as a mirror to Thousand Sons, and loses out badly in the exchange. Secondly, this book has clearly been developed in parallel and as a mirror to Thousand Sons, and loses out badly in the exchange. 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. As an added bonus, the splash no longer affects your units, leaving this as probably fine as a second choice on one of your characters. Your basic stubby boxnought is probably better here than in most places, as theyre a Psyker with the ability to boost their own saves with, , and if youre running as Preservers can be upgraded to be extra spicy in a fight with a buff to Movement, re-rolling charges, and +1 damage in the first round of combat. This army rewards players who want a relatively small force with the ability to launch devastating alpha strikes, and one that rewards careful positioning and judicious force allocation. That means these are as tough defensively as the Grand Masters (they got the extra wound too), can benefit from most buffs in the book (including Unyielding Anvil for ObSec), and can sometimes actually hit harder in the fight phase than the Grand Master version thanks to having Hammerhand as their power. A Noble Death (20pts) essentially gives the bearer the ability to activate the Unyielding Anvil warlord trait (ObSec aura for CORE and CHARACTER, already ObSec counts twice) in your Command Phase, lasting until the start of the next Command phase. The former can hit hard and hit anywhere, while the latter provide more of a sturdy anvil that can occupy parts of the table for a prolonged period, and act as an initial spearhead for you. A big part of Grey Knights late-8th glow-up was the addition of the Masters of the Warp ability, and its back, still as their pure bonus for armies entirely made up of GREY KNIGHTS units (with the normal exclusions for UNALIGNED and AGENT OF THE IMPERIUM). those three things, abilities from the Brotherhoods themselves and a couple of stratagems that require you to match up. Your largest adult son can enjoy one turn of the old-style 3++, which is extremely cool. There look to be some extremely real soup detachment options in this book, and while you should ensure your army can maximise Tides if youre running Grey Knights solo, dont feel too discouraged from wider experimentation either. On turn two, you can dump two more Dreadknights, Draigo and the rest of the infantry onto the table and go hog wild. ), access to the. Lord of the Twelfth Legion. Be sure to also check out our review of the Thousand Sons, check back in for the Crusade Review next week, and hit us up with any comments, questions or suggestions at contact@goonhammer.com. In practice, that isnt actually a good way to price these Terminators tend to be good in chapters whose Chapter Tactic and stratagems strongly support them, and as a vector for layered buffs from Chaplains. 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. Finally, you get a couple of Litanies to shut down your opponents tricks Intonement for Guidance still allows you to ignore all hit roll modifiers, while Refrain of Convergence is a swanky new toy that dispels any ongoing psychic powers and opponent has cast on one of your units, and also makes them immune to further powers, mirroring the Sisters version. AJ1 Joe 1 High Top casual board shoes. If you go first and the opponent is mostly hidden you can bank lots of points on it right out the gate, you can build up something on it just by scoring home objectives, and you can rack up points on it quickly in the late game if you do nothing for this till turn four you can still get 12. 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. In this episode, Adam, Josh Rich and Jamie talk more about the slow drip-feed of reveals for 10th Edition that GW have been . Not exciting, but plausibly useful. 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. 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. 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. Your list can only include one Grand Master and one Brother Captain from each BROTHERHOOD, and each detachment can only contain one of each of these. 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 . Most of the Infantry units also have the Combat Squads ability. Theres some stuff here that is interesting on its own merits, but you would toss it all out in a heartbeat for access to Canticle of Hate. It now means that any Deny roll by the bearer of an unmodified 8+, denies the power youve pointed at. These are defined in the codex for claritys sake, though its pretty obvious which are which. Fun stuff. Neat stuff. Firstborn Marines everywhere else Grey Knights. Hopefully, that leaves your opponent rather short on the kind of killing power they need to take multiple Dreadknights off the table, and you roll through to victory from there. Grey Knights have lots of abilities that key off either Nemesis weapons (most of their melee options) or Psi weapons (their two special ranged weapons and the upgraded versions on Dreadknights). i have somehow never noticed. 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. This section of the book is pure goodness and very welcome the pricing across the board feels well tuned and there are both standout winners and a strong second tier of things youll consider if youve got spare points. Two more new wargear stratagems provide some final powerful options. Theres only three here, but theres some good stuff. The fixed power on Interceptors, which makes them pleasingly mobile. Some of the Brotherhood powers are things you could imagine wanting to multi-cast, but its far from all of them and having to both activate this and give up whatever else you were going to do is a pretty steep opportunity cost, especially with the escalating warp charge. 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. The others arent as exciting, but arent terrible either. Like a few other units who were missing it before, these do also now get built in Teleport Strike, so no more spending CP if you want to Deep Strike them. like keeping stuff alive, and can grant a 6+ ignore wound with their power that. $300. of OK? It isnt even only the weapons that got better these now get Teleport Strike 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). Hes an extra 20pts over the Brotherhood Champion, but comes with a better profile, mortal wounds from his Daemon sword (which hes apparently just using now? is a swanky new toy that dispels any ongoing psychic powers and opponent has cast on one of your units, and also makes them immune to further powers, mirroring the Sisters version. Top stuff, and likely to see play in most lists. More on that later. nosed ahead with the best single Secondary in this pair of books, and a better rounded selection overall, but Ritual is definitely still good and will help the faction a bunch. The fact that they have much more flexible damage dealing capabilities and reach compared to Land Raiders means that if you, keep one alive and kicking, its much more challenging for the opponent to overcome. You get one-shot effects to switch off Overwatch, shoot a unit that arrived from Reinforcements, and trigger a Heroic Intervention from non-characters, and the more unique and potentially very spicy ability to Overwatch on a 4+. We take you thr. 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. If you really try you can get +2MWs out of this a turn, but its hard enough work that you probably wont bother. 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. deadly in a fight. The warlord trait is probably less competitive, but is very welcome for other modes of play. Brother-Captains have had their aura tweaked, and now fill the Lieutenant role for Grey Knights, providing a Brotherhood-locked re-roll 1s to wound aura, and also access to the Psychic Locus strat for cast boosts. 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. THATS_NOT_LASAGNA 2 yr. ago. A surprisingly huge list here, with a relic version of almost every weapon (all basically fine if unexciting) and then some more interesting ones on top of that. best place to run non-Achilles Land Raiders and Stormravens. Makes a Rhino with a couple of Purifier MSUs in it a pretty fun mortal bus. 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. Fundamentally, some of the stuff here is what makes the army tick and you want it. 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. This is a button youll want to slam a lot, which obviously isnt cheap, and this is where the Warlord trait has your back . Endowment in Extremis: Augurium Scrolls, Nemesis Dreadknight, sword, psycannon, psilencer 175. Strike Squads, Purgation, and Purifiers all went up to 17 pts base which is huge in what is considered an already overcosted army. Treacherously, the Thousand Sons have probably nosed ahead with the best single Secondary in this pair of books, and a better rounded selection overall, but Ritual is definitely still good and will help the faction a bunch. Hes now only a 2-cast Psyker, which is the main blow against him, and while he keeps his powerful unique melee weapon and gains the same master-crafted storm bolter as Draigo, hes probably not where you want to put your points. Theyre also, 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. Thanks to the commenters and patrons who pointed this out! In terms of building armies, I am reasonably confident that armies built predominantly around Strike Marines and Dreadknights are at least viable, and that a few point cuts could open up more options. A more different flag bearer, and probably less useful their +1A aura only applies to Paladins, and though they get the ability to inspire a unit in your command phase for +1 to hit in melee, youre almost always going to be better off with the Brotherhood Ancient. as it works on ranged attacks too most Daemon hordes do, like massed bolter fire with RR1s attached. Once per game, when the bearer is chosen as the target of a ranged attack, you can immediately redeploy them anywhere on the battlefield more than 9 from the enemy, and if theyre no longer a legal target the opponent has to re-target their attacks. [1a] [1e] Each member of the chapter undergoes a gruelling and torturous selection process, and even once inducted, their harsh training regime is without equal. Your basic stubby boxnought is probably better here than in most places, as theyre a Psyker with the ability to boost their own saves with Armoured Resilience, and if youre running as Preservers can be upgraded to be extra spicy in a fight with a buff to Movement, re-rolling charges, and +1 damage in the first round of combat. Using up psychic actions is, undeniably, a cost but this feels. Elsewhere, First to the Fray returns with the same theme but a new effect. With that out the way, lets look at what these do for you. All of this on an objective where, on six marker maps, you never have to go past the halfway line to maximise. Its cool but you can also just do this with Sanctuary, so unless youve got two vehicles to protect you probably dont need this. At the extremely aggressive price point of 22pts each, you get a Marine with built in deep strike, a storm bolter and a powerful melee weapon (the basic force sword is now S+1 AP-3 D2, so youre laughing) and the ability to either Smite, now in full-fat form, or give their unit melee wound re-rolls with. Techmarines do all the stuff youd expect around awakening machine spirits (for +1 to hit) and repairing vehicles, get a cast as well, and are dirt cheap. 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. stack up to a 5+ with an Apothecary to whom they can give increased aura range with a Warlord trait. That leaves him as. Well have a look at those three, then do a quick blast through the remaining five at the end. Grey Knights 9th Edition 40k Points Changes. 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. Theres also the, , which is a bit pricier (30pts) but might have some potential. They are a purified order, incorruptible and possessed of iron Theres only three here, but theres some good stuff. like to hit things with a flurry of blades, and have a strong synergistic combo between their power (+1A) and stratagem (extra hits on 6s).Could be good fodder for a patrol with one big unit as a deadly melee blender. Grey Knights have the standard allocation of six warlord traits to pick from, and there are definitely some goodies. Theres some stuff here that is interesting on its own merits, but you would toss it all out in a heartbeat for access to, . Warhammer 40k Battle Report: Custodes vs Grey Knights. It is now locked to only targeting Psykers, so no more teleporting a Land Raider, but gains 6 of extra range for a massive 18 reach, making it extremely flexible. Hes an extra 20pts over the Brotherhood Champion, but comes with a better profile, mortal wounds from his Daemon sword (which hes apparently just using now? keep access to an equivalent of Transhuman Physiology, albeit at a slightly higher price of 2CP/3CP for small/big squads respectively. All Grey Knights are rigorously trained and conditioned to fight against their daemonic foes. Each is an elite warrior-mystic clad in sigil-scribed power armour and wielding archaic weapons through which they channel their otherworldly abilities. Powers: Vortex of Doom, Empyric Amplification, Gate of Infinity, Grand Master in Nemesis Dreadknight, sword, psilencer, teleporter, psycannon, Servant of the Throne 235 Having both the ranged and melee boosts bundled into one reduces the awkwardness of needing to switch between them for different kinds of offence. hes a vicious killer), gets AP-1 and D2 on his storm bolter and re-gains a 3+ invulnerable save via the Sanctum Sigillum. Yeah, it was down for a bit and came back up like 2 days ago at this point. It is now locked to only targeting Psykers, so no more teleporting a Land Raider, but gains 6 of extra range for a massive 18 reach, making it extremely flexible. The Need to Know was something I was hugely excited about when I started reading, then flopped with a sad trombone noise halfway through. Strictly Necessary Cookie should be enabled at all times so that we can save your preferences for cookie settings. Grey Knights have lots of abilities that key off either Nemesis weapons (most of their melee options) or Psi weapons (their two special ranged weapons and the upgraded versions on Dreadknights). The, returns in a re-vamped form to protect you from Perils its now just a flat 9 aura of do not suffer Perils. like to get in the opponents face, and are helped to do so by a Psychic power which provides valuable charge re-rolls, and a Warlord trait giving a pre-game Normal Move to them and some buddies. This is super, super cool, and the power level is real expect this to be a common pick. The biggest standout is Unyielding Anvil, which is Rites of War 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. Have the Combat Squads ability fun mortal bus objective where, on six maps! 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