Basic Strike Marines are fantastic now, and this book probably lives or dies on whether theyre so good that they carry it. We take you through all the biggest nerfs and buffs to the Grey Knights army along with the core strategies and thoughts on list creation. 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. Grey Knights are Space Marines and thus benefit from their iconic And They Shall Know No Fear and Bolter Discipline abilities. 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. At baseline, the expectation is that two of the DKs go into deep strike and the GM and one regular start on the table. Finally, you get an extra wound and inch of movement at full health. Allows units from a Brotherhood to cast their subfactions Psychic power multiple times in a turn, increasing the Warp Charge value by one each time (which eagle eyed readers of the previews on WarCom guessed might be possible thanks to the wording on some of the powers). 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. THATS_NOT_LASAGNA 2 yr. ago. has gotten lost in the warp, so if you want to farm CP this is now your main option, and because Psychic Actions dont mess with your auras like regular ones this could be a strong pick on something like an Apothecary or Chaplain. Thats going to inform how you play the army youre going to want to use these more durable anvil elements (probably accompanied by some units in Rhinos) to make an initial push into the mid board, then go in all guns blazing over turns two and three when your reserves can start arriving and taking the enemy apart. Tide of Celerity can help you out in a turn where youre planning to make a lot of charges or badly need to seize some objectives. that turn. 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. That leaves it as very much a sometimes treat. 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. Grey Knights have the standard allocation of six warlord traits to pick from, and there are definitely some goodies. Most of the Infantry units also have the Combat Squads ability. If you just want a robot guy to sit at the back and plink away, then sure you probably still pick this, but its a real shame that the upgrade angle is closed off. Rounding things out, you get two thematic options in, does what it says on the tin its a flat +1A, and Daemons cant take Invulnerable Saves against the Warlords melee attacks. If you just want a flat output boost this is probably your guy, as Grand Master re-rolls are likely coming from either Draigo or a GMDK. Makes a Rhino with a couple of Purifier MSUs in it a pretty fun mortal bus. 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. onto the battlefield (even some of the ones that were missing it in 8th). 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. Not exciting, but plausibly useful. Wreathed in silver fire, the Knights of Titan have finally burst forth from the warp, ready to channel all their might and mastery into obliterating warp spawned fiends (and anyone else who gets in their way). Grey Knights 9th Edition 40k Points Changes. 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. deadly in a fight. 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. Being able to have lots of Strike Marines on full wound re-rolls is a very nice compensation though. Finally, Psyk-Out Grenades is a fully hilarious tool for punishing enemy Psykers a unit with the right keyword (and its generously distributed of all your infantry, including characters) can throw one, and if it hits (on a 2+) the Psyker just immediately suffers Perils. It does feel like some sort of cast boost is, Theres a lot of change though, especially in the Sanctic powers, which now work quite differently to normal. 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). They don't get Shock Assault, but the extra attack has been built into their statlines so they're overall better off. Theres some stuff here that is interesting on its own merits, but you would toss it all out in a heartbeat for access to, . On JamesEdition you can find luxury homes in le . Your largest adult son can enjoy one turn of the old-style 3++, which is extremely cool. 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. Heres the problem you just dont need 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. Also, both the psilencer and incinerator are free swaps for one model and the basic psycannon is only 5pts and has traded a shot for becoming D2, so there are lots of equipment choices worth exploring. While this Tide is dominant for your army: (ObSec aura for CORE and CHARACTER, already ObSec counts twice) in your Command Phase, lasting until the start of the next Command phase. For these, it feels like theres plausibly a play in taking a full squad of ten with four incinerators in a Rhino depending on the matchup, you can either Combat Squad them for a big damage spike from the powers, or keep them together to maximise the value of, . (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. . While the basic sword being S5 makes it a good default, in the current metagame the halberd (S6 AP-2 D2) is probably also worth a look, as going to S6 makes them great for mopping up various AdMech toys as they start to wound on a 2+. They arent the only cool options, and a lot of these feel like theyre worth experimenting with. Register. For most non-Character units, the datasheet includes a fixed Sanctic power that they know in addition to Smite. Its very unlikely to be the dominant way to play Grey Knights, but its something I can imagine pulling off a surprisingly decent performance in the right hands. Goonhammer and Stat Check are Teaming Up! 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. hilarious? All of this on an objective where, on six marker maps, you never have to go past the halfway line to maximise. In addition, theyre pretty niche and the Chaplains now only know one (in addition. 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. Theres only three here, but theres some good stuff. 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. If you just want a robot guy to sit at the back and plink away, then sure you probably still pick this, but its a real shame that the upgrade angle is closed off. Your six Sanctic powers are as follows. Welcome back to our spin-off show in the Conclave Podmatic Universe: Voices in the Warp! 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 Hammerhand). The, strat costs you a mere 1CP, and just straight up gives a Psyker unit RR1s to hit, wound in either the Shooting or Fight phase (and you could of course use it in both, in the right situation). Voldus is essentially just a straight-up better foot Grandmaster (though all pale in comparison to Draigo), and Sterns. Strike Squads, Purgation, and Purifiers all went up to 17 pts base which is huge in what is considered an already overcosted army. You want to. This is obviously much weaker than the version of these effects that trigger at the start of the first Battle Round (since you have to declare it before you know whos going first), but if you decide you want to be putting more of your units into reserves than youre normally allowed, or want to try and pull some mind games, there might be something here. Daemon Slayer does what it says on the tin its a flat +1A, and Daemons cant take Invulnerable Saves against the Warlords melee attacks. Introduction To be brutally honest, you kind of wish they didnt. 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. 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. Subject: Codex: Craftworlds Tactics Thread v2. Last up before we move onto datasheets, Secondary Objectives. There are some where thats plausible, to be fair, starting with, . Ultimately though, those lists are going to be operating off the fact that the two key datasheets are just tremendously efficient, kind of, the army as a whole rather than because of it. 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. This book replaces the previous Thousand Sons Codex and the Thousand Son content from within Psychic Awakening: Ritual of the Damned. All of those need quite specific metagames to be great, but the anti-Daemon ones are particularly aggressively priced, which makes the barrier before you start considering these a bit lower. 40 mi. If youre trying to build competitive lists, these and Dreadknights are your bread and butter. Third and finally, if youre playing against Daemons you can thoroughly ruin their day with Destroy the Daemon, 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. Finally, if your whole army is Grey Knights (with the same exceptions as above) you unlock the returning. Slightly better stats at a slightly higher price but also losing the Brotherhood Keyword for, , which is a real downside here, especially as it means you cant upgrade them with. Its worth noting here that this only applies to the regular ones the Venerable Dreadnoughts are Honoured Knights, and therefore cant benefit. most of the time in a way that none of the other Warpcraft secondaries do, especially in a book that can go very wide on psychic-capable units, and having an always on option in that category is a gigantic boon to Grey Knights. 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. Finally, you get an extra wound and inch of movement at full health. 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 Ultimately, Grey Knights want to land their charges very, very badly, so anything that helps can be welcome in the right circumstances, but dont expect this to solve the problem by itself. Well have to go ahead and feed that one into Hammer of Math and see which one comes out ahead. That rockets it to being a near-auto take, something thats also true of the heavy psycannon, which jumps to S8 AP-2. Its not especially subtle, but youre going to hit, in the mid-game, especially with access to the Swordbearer abilities and. 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. With the removal of lots of other options for boosting this, that can be very clutch, and its priced to move at 15pts. That tilted balance extends to their abilities. Having a baseline effect that works in any game is good design (especially as this is Draigos mandatory trait), but youre still. It now means that any Deny roll by the bearer of an unmodified 8+ automatically denies the power youve pointed at. Finally, you get a couple of Litanies to shut down your opponents tricks , still allows you to ignore all hit roll modifiers, while. This is a button youll want to slam a lot, which obviously isnt cheap, and this is where the Warlord trait has your back Divination grants a psychic action you can perform to gain a command point. Having both the ranged and melee boosts bundled into one reduces the awkwardness of needing to switch between them for different kinds of offence. Grey Knights are Space Marines and thus benefit from their iconic And They Shall Know No Fear and Bolter Discipline abilities. 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+. Sanctuary (WC6) also returns, and sadly theyve finally put a sword through the heart of the OG source of bullshit invulnerable save combos. Outside of a few imported vehicles from Codex Marines, every unit in this army is both a Psyker and has the built-in ability to Teleport Strike onto the battlefield (even some of the ones that were missing it in 8th). Grey Knights 9th Edition - The Blood of Kittens Network Grey Knights 9th Edition Follow Follow Follow Follow Follow Codex Adeptus Astartes: Grey Knights 9th edition was released on 09-11-2021 Unit points throughout Time Show entries Showing 1 to 10 of 46 entries Previous Next Grey Knight Special Rules Theres also the, , which is a bit pricier (30pts) but might have some potential. Thatsfine, but because many of the games most mobile units rely on Advance or Charge boosts, flat halving of movement is always a bit less powerful than it sounds. Top marks. Warp Shaping (WC4) still changes Tides, now with a rider that you cant switch back to a Tide thats already been used. Only 14 left in stock - order soon. 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