Warhammer 40k Battle Report: Custodes vs Grey Knights. returns with the same theme but a new effect. Fundamentally, some of the stuff here is what makes the army tick and you want it. Relic: Sigil of Exigence In addition, theyre pretty niche and the Chaplains now only know one (in addition Litany of Expulsion, your standard hit re-roll aura), so you need to have a very specific plan for them if youre going to use one. Every army in 9th gets some sort of cool upgrade option you can spend points on, and Grey Knights are no exception. . Relic: Artisan Nullifier Matrix You probably need to be ready to Strategic Reserve the plane if the opponent has big guns, then bring it on and immediately. 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. If bigger Daemons are your prey you might still want. Taking a unit or two of these to shore up your objective play and ensure you can apply early pressure seems very good in particular, they give you great additional reach forPurifying Ritual. have powerful guns and can synergise with their suite of abilities, so these might occasionally be worth a look with multi-meltas. In theory there are cool things you can do with a big squad of these, but once again it looks like youll get far more reliable value from Strike Marines. if youre bringing larger squads of something like Purifiers, or trying to make Vehicles work, but doesnt let you pull off the nonsense of the old version. The biggest losers from that process feel like Terminators of both the regular and Paladin variety losing, is a spectacular blow, and unlike some of the other big losses (most notably. ) 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. Having a baseline effect that works in any game is good design (especially as this is Draigos mandatory trait), but youre still. Last up before we move onto datasheets, Secondary Objectives. Finally, you get a couple of Litanies to shut down your opponents tricks , still allows you to ignore all hit roll modifiers, while. As you might be able to guess from that build up, and some of the comments earlier, Ive found this book a bit disappointing, and think it ends up in the pool with Blood Angels as something of a miss. Grey Knights have the standard allocation of six warlord traits to pick from, and there are definitely some goodies. 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. Picking their powers does let them get access to both, , which lets them be very flexible on the table, but theyre. These are great, taking three plus a GMNDK as. Grey Knights still only have one Fast Attack option, but its a good one Interceptors are very strong. The Grey Knight Codex has a, of options that further boost your Denies, and a few that boost your casting, while the Thousand Sons have a, of boosts to casting, and only a few for Denies. 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. keep access to an equivalent of Transhuman Physiology, albeit at a slightly higher price of 2CP/3CP for small/big squads respectively. It feels like this could, have borne giving re-rolls as well, but any way to get a better than 9 charge was something notably missing from the previous incarnation of this book and its welcome. In addition, some of the units in this book still feel as if theyre priced for better combos existing (mostly Terminators, but the Characters could probably be cheaper across the board as well). 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 At baseline, the expectation is that two of the DKs go into deep strike and the GM and one regular start on the table. With two known you could either take two of the somewhat situational buffs or one buff and one of the matchup-specific options. , your standard hit re-roll aura), so you need to have a very specific plan for them if youre going to use one. : The Purifier Smite is now its own power, dealing a flat 3MWs to the closest enemy, or d3+3 if you roll an 11+ (and Purifiers get +1 to cast it). price you pay for all this is dropping down to a single cast, but thats rather offset by them also being substantially cheaper a GMNDK with the sword, psycannon and psilencer is now 205pts, down from 235pts before, leaving you plenty spare to buy them the teleporter and/or the, 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, strat for cast boosts. If youre pure, you want someone to cast this. 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. Love it. 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. If youre still going to try to make Paladins work, you. Most of the Infantry units also have the, The majority of units now have a keyword to replace, and a few abilities (notably re-roll auras from Grandmasters, Brother-Captains and the boost from Brotherhood Ancients) now key off it. Good news there is some strong stuff here. Having both the ranged and melee boosts bundled into one reduces the awkwardness of needing to switch between them for different kinds of offence. And there you have it folks the Grey Knights. If they are then it is, of course, outrageous. Thats mostly because the Ritual of the Damned stratagem sheet was buck wild, overcompensating for how weak the original Codex ones were, and the extremes in both directions have been flattened out. Firstly, a lot of the wilder combos unlocked by Ritual of the Damned are just gone. Finally, if your whole army is Grey Knights (with the same exceptions as above) you unlock the returning. 1d4chan.net is a back up made by someone (not sure who) in response of 1d4chan.org being down in that time. Combining this with Hammerhand for wound re-rolls on a big unit is going to make a hideous mess of almost anything, so if youve got large units rocking in, and need something absolutely flattened, you can do worse. so no more spending CP if you want to Deep Strike them. A Grand Master Dreadknight with both of these traits via. Were it not for the one-per-Brotherhood limit you would absolutely go back to slamming three of these in a list. Of the three here its probably the most situational, but its worth having in your back pocket for taking on things like Ctan or Ghazgkull with their limitations to wounds taken per phase bypassing those by causing wounds in. Youre never going to leave home without Gate, Empyric Amplification and Warp Shaping, and all of the rest are pretty credible ways to use up slots on the rest of your characters. That leaves it as very much a sometimes treat. 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. For example, Strike Marines know Smite and, This obviously means that youll frequently have multiple units with each, and to deal with that, of these powers work like Smite they can be cast multiple times, with the Warp Charge going up each time you do. Strike Squads, Purgation, and Purifiers all went up to 17 pts base which is huge in what is considered an already overcosted army. If youre trying to build competitive lists, these and Dreadknights are your bread and butter. Grey Knight detachments have a couple of limitations: All units in Grey Knight detachments gain The Aegis (discussed below), and detachments where all models are from the same BROTHERHOOD (with the exception of Honoured Knights units, this books equivalent of Blades for Hire or Dynastic Agent) become a Brotherhood of Psykers, unlocking extra rules depending on which Brotherhood was chosen. StrikingScorpion82 12K views 1 month ago Grey Knights vs Craftworlds Eldar - A. There are some where thats plausible, to be fair, starting with, . Grey Knights end up with a significant amount of their tools just not doing anything too much of the time, and some of that space needed to go on big, splashy effects that are widely applicable. but it has been noted many times in both 8th & 9th edition codex that grey knights (and death watch -in 8th, changed in 9th) are not applicable for anything in the space marine codex. New and exciting is Empyric Amplification (WC7), which is your power for absolutely dunking someone you dont like. It does feel like some sort of cast boost is conspicuously missing though, and the Sanctic Shard should probably have been left alone.. As some of the finest Psykers in the galaxy its only fitting that Grey Knights get multiple psychic disciplines, with both the Dominus and Sanctic Disciplines returning from 8th. Chapter Tactics (AA units in AA detachments gain the Chapter Tactics ability) Chapter Command (if your army contains any AA detachments) . 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. Theyre another Honoured Knight unit, and run you one more point each than basic Strikes, with the upsides of being able to take two specials per five, the Purifying Flame power (with +1 to cast) and the ability to use Unbowed and Unbroken for -1D. up before getting stuck in (and you may well want to, it slaps), they can. 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. Paladins are souped up Terminators, with an extra attack, more special weapons and the unique trick of being able to freely pick two Sanctic powers. 18 MB, Warhammer 40K codex Grey Knights 2011. Unfortunately weve got some big mood whiplash here Terminators suck. They also only get one cast now, though they still know two Dominus powers, further incentivising the other options. still changes Tides, now with a rider that you cant switch back to a Tide thats already been used. To be brutally honest, you kind of wish they didnt. 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 Force Shielding. Contents Pros and Cons Tactica Primer This rules, and it combines a lot of elements of good secondaries. 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