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. There are some where thats plausible, to be fair, starting with, . 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. The splashier stuff lives here, starting out with. The others arent as exciting, but arent terrible either. You can find out more about which cookies we are using or switch them off in settings. be a worthwhile, cool and impactful effect, and its a tremendous missed opportunity that this very conservative option was taken. Alongside him, we're taking a fully decked out Grand Master in Nemesis Dreadknight. Purifiers and Paladins also get a shakeup. Depending on what guns the opponent is packing, you can either keep the Purifiers together as a single block for maximum, or Combat Squad them for a big damage spike from two casts of. 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. a bit of a miss. 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. Grey Knights still only have one Fast Attack option, but its a good one Interceptors are very strong. Finally, you get a couple of Litanies to shut down your opponents tricks , still allows you to ignore all hit roll modifiers, while. Taken as a whole, this ability is fine but also considerably more skippable than it either used to be in 8th, or in comparison to how strong some other pure army bonuses are in 9th. 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! Grey Knights are Space Marines and thus benefit from their iconic And They Shall Know No Fear and Bolter Discipline abilities. . Its worth saying that the impact it has on Deep Strike charge maths isnt, by itself, bumping you from a 28% chance to around a 39%. Movement or Charge phases is pretty powerful, and of course your psykers just know this power so its always available to you for that circumstance. The only 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 Servant of the Throne upgrade for a one-turn 3++. Brotherhood Champions are duelists, designed for fighting enemy leaders one-on-one (which theyre fine at), but in terms of what they do for your lists their main function is being the cheapest HQ option available, coming in at a mere 70pts. In terms of new toys, you pick up a variety of defensive options for your various Infantry characters, plus the, which prevents Daemon deep strikes nearby (plus hurts their combat attrition), but the clear standout and rapid contender for the crown of funniest relic interaction in the game is the, 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. The Need to Know was something I was hugely excited about when I started reading, then flopped with a sad trombone noise halfway through. With. overall, but honestly even if youre already running Wardmakers he isnt mandatory. 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. I can just about see situations where an opponent revealing a choice of, might give you pause, but often youre going to be able to anticipate that ahead of time. is considerably less useful on these than some Chapter Tactics out there, and Grey Knight Chaplains arent nearly as exciting as regular Marine ones, which leaves these far weaker than their counterparts in some other chapters. Finally, you get an extra wound and inch of movement at full health. In addition, theyre pretty niche and the Chaplains now only know one (in addition. changes to a rather more exciting version thats plausibly worth a look. Having a baseline effect that works in any game is good design (especially as this is Draigos mandatory trait), but youre still mostly only going to want this if Daemons are rampant in the metagame. 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. 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. They are a purified order, incorruptible and possessed of iron Empyrean Domination 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. 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. You want to hit hard, hit fast and leave no witnesses. From their hidden moon of Titan, they are trained harder and more strictly than any other Chapter of Space Marines, for they must face the deadliest foes of Mankind in battle time and again, often against seemingly impossible odds. your games. Without those two things, we are much less effective. 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. This should be a lock on turns two and three and youve got ways to reach for it in other turns, so might be worth it in some games. 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. These are defined in the codex for claritys sake, though its pretty obvious which are which. 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 Wardmakers Grand Master anyway (which he is a considerable upgrade on). The floor of quality for 9th Edition books is higher than ever, and theres some decent stuff here the Visions of the Prognosticars 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 scary at baseline. Most of the Infantry units also have the Combat Squads ability. 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. Thanks to the commenters and patrons who pointed this out! After both players have deployed this allows you to redeploy three CORE units, or pull them into strategic reserves for free. Each is an elite warrior-mystic clad in sigil-scribed power armour and wielding archaic weapons through which they channel their otherworldly abilities. 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. 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. What is the average price for a luxury home in Paris, France? Makes a Rhino with a couple of Purifier MSUs in it a pretty fun mortal bus. Even better, unlike a lot of similar objectives theres no rider that your opponent cant be within 3 of the objective when you do it, so when things are on a knife-edge its very tough for them to stop you from squeezing points from this. 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. of OK? Sadly, this one ends up falling a bit flat Smite isnt a Witchfire power, and theres a specific, that stops the splash damage interacting with this (. Recitation of Projection, for an extra 6 range for bolters and psi weapons (or 3 for Psi weapons already boosted by Tide of Convergence), was a big deal in the old book but probably goes down in value a bit now that the combos you can pull off with Psybolt Ammunition are a bit less potent, and you cant use Astral Aim to snipe from behind a big wall. 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+. 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. The good news for Grey Knight players is that because these forces do, thematically, work together on the battlefield this keyword locking isnt as restrictive as it is for Death Guard its really. Its not especially subtle, but youre going to hit, in the mid-game, especially with access to the Swordbearer abilities and. : Your optional button to slam when Daemons need to be purged, giving your units an aura that saps their leadership and RR1s to hit and wound against them.#. Powers: Empyric Amplification, Gate of Infinity, Librarian, sword 105 instead boosts the psychic might of your army each Psychic Phase the warlord can empower one nearby friendly Psyker to do +1MWs with any Witchfire powers. Lord of the Twelfth Legion. With that out the way, lets look at what these do for you. 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. Cookie information is stored in your browser and performs functions such as recognising you when you return to our website and helping our team to understand which sections of the website you find most interesting and useful. When you factor in Grey Knights that come with 2 attacks base, then the halberd granting +1S on both attacks trims the advantage of the falchions over the halberds somewhat, and expands the advantage of the halberds over the swords. . Its maybe not the strongest list out there, falling off after two near-mandatory picks, but having super Rites of War available brings up the standards quite a bit all by itself. 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, 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. 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 For a two point premium over Strike Marines, you get the same great baseline, but with a 12 move that essentially has FLY, as their power for sneaky shooting shenanigans, and the TELEPORTER keyword that unlocks various strats. ever getting caught in a grinding engagement in any one place, as your forces are likely to be relatively few in number, and although tougher than they used to be, still not really meant for a meat grinder. 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! All Grey Knights are rigorously trained and conditioned to fight against their daemonic foes. A few units can mix it up a bit (notably Paladins, for whom this is the new gimmick), but by and large youll know what tricks you have access to. For what its worth, I do think the Strike and Knight lists should be fun to play, so if youve got an army theres things to work with, and handing out some points cuts in the next Munitorum Field Manual could definitely open up more. Well have to go ahead and feed that one into Hammer of Math and see which one comes out ahead. You want to. Realistically, Swordbearer Grey Knights might be the best place to run non-Achilles Land Raiders and Stormravens. Warcom already blew the reveal on whats probably the biggest news, which is that the sword now gets an option to make a sweep attack, and a good one too at S6 AP-2 D2. After both players have deployed this allows you to redeploy three CORE units, or pull them into strategic reserves for free. A re-named version of Edict Imperator, allowing you to immediately shoot then move. Front and centre of that, sound the fanfares people because theres a good Warpcraft Secondary. ability, allowing you to amplify your forces with a choice of five shifting Tides. Finally. Tide of Escalation is probably the biggest change, and sadly is probably a bit of a miss. These are direct imports from the Marine book, but once again the Swordbearers synergies and Sanctuary mean you cant totally count them out. In a Psychic-heavy metagame that could certainly be good, but this is another place where it feels like a. of Grey Knights toys have been taken away all at once keeping one of the ways to increase cast reliability wouldnt have seemed unreasonable. no longer makes bolt weapons count as Psi. A Grey Knights bestiary with background details for every unit and Character featured; A showcase of stunningly painted Citadel miniatures; Rules for units that are available to the armies of the Grey Knights - including 32 datasheets; Stratagems, Relics, and optional secondary objectives that illustrate the mystifying goals and remarkable . 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. ) These arent as deep as the subfactions in some armies, but the additional powers are free real estate, and there are three Brotherhoods where the combination of tools really stands out. 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. Way, lets look at what these do for you fight against their foes. 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