WarHammer 40K 7th ed - Adeptus Mechanicus - Skitarii. What if you wanted the hit rolls to be boosted as well though? 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. heeroyuy79 2 yr. ago. They do get a cast as well, but are notably less useful than pretty much all the other characters in a straight up fight because the crozius arcanum isnt a nemesis weapon and has a less useful statline than those. 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. I think there are two key problems with this book that really hold it back, Firstly, a lot of the wilder combos unlocked by. This allows you to launch devastating assaults over the course of the second and third turns of the game, sending probing daggers into any position where theyre weak and obliterating their finest units with a hail of Smites and other powers. Next question. 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. Subject: Codex: Craftworlds Tactics Thread v2. Goonhammer and Stat Check are Teaming Up! There are some cool new options to replace them, and the baseline quality of some models has gone up a lot, but if you played the Grey Knights heavily in the glorious window between Ritual of the Damned and the pandemic starting, you should probably steel yourself for some disappointments as you go through this book for the first time. With the basic troops of the army being so much deadlier it is, of course, possible that youre happy just having a Chaplain kicking around for the hit re-rolls in a fight, but our read is that youre going to want to be plowing as many points into units as possible. 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. Because the GM has a Teleporter, if they, 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, . No witnesses. You probably need to be ready to Strategic Reserve the plane if the opponent has big guns, then bring it on and immediately. That means its good. a bit of a miss. 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. 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. 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. Sadly. As youd expect from Grey Knights, theyre also. , and for a small price premium on a regular Brother Captain you get an extra attack and two special abilities. 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). 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. Relic: Sigil of Exigence Using up psychic actions is, undeniably, a cost but this feels legit 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. 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. If youve got slightly more points to spend on a melee killer, Castellan Crowe is decent. Being able to guarantee a redeploy on one of these without needing to cast Gate is very spicy, and the keyword also grants the option to fall back and shoot/charge for a mere 1CP with Fight on the Move. Grey Knights are short of units that both have powerful guns and can synergise with their suite of abilities, so these might occasionally be worth a look with multi-meltas. Every little helps, but its still not reliable; one of the dice needs to be a 6 for it to change anything, after all. And there you have it folks the Grey Knights. Top marks. Like a few other units who were missing it before, these do also now get built in. Grey Knights still only have one Fast Attack option, but its a good one Interceptors are very strong. Like in a lot of highly elite armies, this can make them a serious consideration for your lists. to one that was active earlier in the battle). 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. 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. 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. Pretty much everything else just keys off GREY KNIGHTS or GREY KNIGHTS CORE. These are things you very much want to land, so this can be helpful, but honestly this, , for an extra 6 range for bolters and psi weapons (or 3 for Psi weapons already boosted by, , 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, might genuinely see some use its not the most exciting thing in the world, granting bonus AP on 6s to wound with ranged weaponry, but this army feels like its badly missing a few more tricks to amp up its ranged firepower and this might be what they have to settle for. That means its good both when its making Dreadknights ObSec and when your Strike Marines are trying to compete against enemy hordes. Edit:Thanks to some feedback, it turns out I missed a subtlety on this theres a specific Rule on when after deployment effects happen, and it turns out to be in the pre game abilities step afterdetermining first turn. Each one unlocks a stratagem and warlord trait, pretty standard for a subfaction, but in place of a relic each BROTHERHOOD PSYKER unit gains access to a subfaction-specific Psychic Power in addition to any others they know. like keeping stuff alive, and can grant a 6+ ignore wound with their power that. Still, its a very low Warp Charge, which does make it more appealing. You want to hit hard, hit fast and leave no witnesses. 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%. 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. Two more new wargear stratagems provide some final powerful options. More on that later. This means that every time you visit this website you will need to enable or disable cookies again. vehicles to protect you probably dont need this. Grey Knights 9th Edition 40k Points Changes. 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. Thanks to the commenters and patrons who pointed this out! Means that any 1s or 2s you roll when Advancing or Charging count as a 3. 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. 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. Top stuff, and likely to see play in most lists. Most lists are already going to be taking that Warlord trait, but Grey Knights are often going to end up all over the board, so being able to draw on this in an emergency is great (and the price is good). Picking their powers does let them get access to both Armoured Resilience and Ethereal Castigation, which lets them be very flexible on the table, but theyre so 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. Firstly, a lot of the wilder combos unlocked by Ritual of the Damned are just gone. As with other 9th edition Warhammer 40,000 Codexes, Codex Grey Knights is packed with background, history and timelines, descriptions of battles and major conflicts involving the Knights of Titan and plenty of gorgeous images and artwork depicting Mankind's most secretive of warriors. 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. 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. 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. 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. 9th Edition Faction Focus: Grey Knights | Goonhammer Gaming Competitive Play Tactics Core Games Warhammer 40k Updated: August 5, 2020 9th Edition Faction Focus: Grey Knights By James "One_Wing" Grover August 5, 2020 9th edition is out in the wild, and with it a whole raft of changes to the factions of Warhammer 40,000. No witnesses. is probably the biggest change, and sadly is. 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. 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 Unbowed. 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. You want to avoid 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. always meant to let you use Litanies you dont know). 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. 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. Its not all doom and gloom though the Banner of Refining Flame changes to a rather more exciting version thats plausibly worth a look. Its maybe not the strongest list out there, falling off after two near-mandatory picks, but having super. 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. It feels like this could maybe 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. Makes a Rhino with a couple of Purifier MSUs in it a pretty fun mortal bus. No longer getting cast boosts particularly stings with some reasonably meaty warp charge values on key powers, and its worth saying up front this codex represents a pretty substantial upheaval to the faction, with quite a few of the tools they relied on in 8th changed or removed. 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. +1 to armour saves. . 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. Chapter Tactics (AA units in AA detachments gain the Chapter Tactics ability) Chapter Command (if your army contains any AA detachments) . Rounding things out, you get two thematic options in Daemon Slayer and Psychic Epitome. If melee spikes are your preferred route to banish Daemons you can instead use Words of Power, which gives a single unit additional wounds on a 6 to wound, plus maybe (its unclear if this is meant to stack) doubles up when Mortal Wound bonus from Tide of Convergence. A re-named version of Edict Imperator, allowing you to immediately shoot then move. (1/2CP for up to 5 or 6+ models respectively). 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. 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