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. 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. Introduction You want to. available brings up the standards quite a bit all by itself. like keeping stuff alive, and can grant a 6+ ignore wound with their power that. 103 Elite Grey Knights stand against the Daemon Primarch and some of his Khornate mates , only 13 survive. Loss of old-school Astral Aim 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. These are great, taking three plus a GMNDK as Swordbearers 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. That leaves it as very much a sometimes treat. Realistically, this means having one stave in your units provides extra flexibility, and theyre free so go ahead and do that. This is super, super cool, and the power level is real expect this to be a common pick. : Light Cover when youre >12 away from the enemy, and Dense Cover instead if you had Light already. 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 . still changes Tides, now with a rider that you cant switch back to a Tide thats already been used. ), access to the Purifying Flame psychic power and a free fight on death. What is the average price for a luxury home in Paris, France? Yeah, it was down for a bit and came back up like 2 days ago at this point. 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, for ObSec), and can sometimes actually hit, in the fight phase than the Grand Master version thanks to having, as their power. 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. 40 mi. detachments that only contain units with the Grey Knights, Agent of the Imperium or Unaligned keyword. If Grey Knights (very strong) synergies with Marines big vehicles break through anywhere its probably on the Stormraven. Grey Knights are Space Marines and thus benefit from their iconic And They Shall Know No Fear and Bolter Discipline abilities. Overall, youre very likely going to want at least the first two of these most of the time, and some lists might want to apply a third to create a combat monster. Last up before we move onto datasheets, Secondary Objectives. The warlord trait is probably less competitive, but is very welcome for other modes of play. Interviewing the Top 3 Kill Team Players from Adepticon! 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. 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+. is a nice clean +1 to wound in the first round of combat, never bad, while. 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 section at the end is where I can get a bit more opinionated about what the book means, and highlight any areas of disappointment or serious balance concerns arising. Pretty much everything else just keys off GREY KNIGHTS or GREY KNIGHTS CORE. These are direct imports from the Marine book, but once again the Swordbearers synergies and Sanctuary mean you cant totally count them out. These are defined in the codex for claritys sake, though its pretty obvious which are which. I do also find it amusing that a Stormraven Gunship looks genuinely close to valid in this army. Grey Knights still only have one Fast Attack option, but its a good one Interceptors are very strong. More on that later. Kaldor Draigo kicks ass, and you want to take him a, . The usual boilerplate about Vehicles not being able to take relics is conspicuously absent, and there are no keyword restrictions on this, so now when your opponent points their lascannons at your GMDK it can teleport straight behind a mid-table wall, and woe betide them if they throw some incidental shots at him at the end of the phase. 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+. plus two Psychic Disciplines Sanctic and Dominus. 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. And there you have it folks the Grey Knights. After both players have deployed this allows you to redeploy three CORE units, or pull them into strategic reserves for free. 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. Youve also got two Rhinos, which can either have all the Strikes or two Strike Squads and the Purifiers. when your Strike Marines are trying to compete against enemy hordes. You probably need to be ready to Strategic Reserve the plane if the opponent has big guns, then bring it on and immediately. Layering these two effects on top of the other improvements these have received makes a spearhead of a GMDK and three regular ones look like the real deal both in Grey Knights lists and plausibly in soup. That means if you want three of your Strike Squads to all. 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). 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. 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). 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. Draigo) isnt big enough that youll routinely take one. This book contains the most up-to-date points values that should be used in your matched play games, covering all the factions in Warhammer 40,000. Unfortunately weve got some big mood whiplash here Terminators suck. That rockets it to being a near-auto take, something thats also true of the heavy psycannon, which jumps to S8 AP-2. 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. 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. 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. . 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. 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). Being able to have lots of Strike Marines on full wound re-rolls is a very nice compensation though. Nemesis warding staves no longer give a melee invulnerable save, but if a unit contains any you can now throw up a 5+ invulnerable save (or 4+ for Terminators) against shooting with Zone of Warding (1/2CP for up to 5 or 6+ models respectively). be a worthwhile, cool and impactful effect, and its a tremendous missed opportunity that this very conservative option was taken. This website uses cookies so that we can provide you with the best user experience possible. That leaves him as fine overall, but honestly even if youre already running Wardmakers he isnt mandatory. Servant of the Throne (20pts) is much more hero-hammer focused and allows the bearer to, once per game, activate a 3+ Invulnerable Save for a phase when they are chosen as the target of the attack and yes reader you can put it on a GMDK. Strong when you want to go fast, and good in combination with the new version of. 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. 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. As it stands, these arent worth it. which was shown on WarCom and gives you one turn of +2 to all your Dominus casts. 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. This book replaces the previous Thousand Sons Codex and the Thousand Son content from within Psychic Awakening: Ritual of the Damned. Grey Knight Chaplains continue to be far too cool for regular Litanies and have their own special list. The Swordbearers had their psychic power previewed on Warhammer Community, allowing you to boost the wound rolls of ranged attacks from your vehicles. 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. Sanctuary (WC6) also returns, and sadly theyve finally put a sword through the heart of the OG source of bullshit invulnerable save combos. 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. Not exciting, but plausibly useful. It also feels like these (and Paladins) are priced assuming, 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. 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. Rather than replacing Sterns Smite, this now just deals a MW to all nearby Daemon units every time he manifests a power. The floor of quality for 9th Edition books is higher than ever, and theres some decent stuff here the, 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. 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. The most mysterious of the Emperor's servants, the Grey Knights are a unique Chapter of Space Marines. Homes for sale in Paris, France have an average listing price of $1,396,592 and range in price between $492,786 and $29,665,937. In the majority of cases these are effectively part of unit datasheets, with only Paladins being both able and interested in free picking (and almost certainly taking Armoured Resilience and Ethereal Castigation). If thats what your list needs, go wild. Front and centre of that, sound the fanfares people because theres a good Warpcraft Secondary. Sadly, Psybolt Ammunition no longer makes bolt weapons count as Psi. 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. Its not especially subtle, but youre going to hit hard in the mid-game, especially with access to the Swordbearer abilities and Empyric Amplification to really eradicate something. Check that out below! The others arent as exciting, but arent terrible either. 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. 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. A Grand Master Dreadknight with both of these traits via Exemplar of the Silver Host feels pretty real! 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. That leaves it as very much a sometimes treat. 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). deadly in a fight. StrikingScorpion82 12K views 1 month ago Grey Knights vs Craftworlds Eldar - A. Like a few other units who were missing it before, these do also now get built in. are just gone. Good news there is some strong stuff here. 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. Sadly. DjGameK1ng 2 yr. ago. The consequence of most other characters dropping down to just one cast is that Librarians now do stand out as better Psykers than most of your options here they get to cast two powers, and have the cute gimmick of being able to pick from Sanctic powers as well as Dominus. What if you wanted the hit rolls to be boosted as well though? The consequence of most other characters dropping down to just one cast is that Librarians now, stand out as better Psykers than most of your options here they get to cast two powers, and have the cute gimmick of being able to pick from Sanctic powers as well as Dominus. 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 their 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. 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. To be brutally honest, you kind of wish they didnt. They are much more soup-able into other Imperium armies. Finally, less strictly competitive but still cool, there are some options for going after enemy Daemons or Psykers, whether it be forcing them to fight last, switching off their auras or shooting them in the head with a big bolt that makes them forget a random spell. That means its good. huh. No witnesses. Front and centre of that, sound the fanfares people because theres a, lets any number of your Psyker units (mercifully, only Characters) perform a psychic action to purify an Objective Marker within 3. Well thats where the stratagem comes in Marked for Death, which lets you pick an enemy unit near to one of your Psykers and give all Swordbearer units (not even just vehicles) +1 to hit against it with their ranged attacks. The fixed power on Interceptors, which makes them pleasingly mobile. Instead, if you find that the opponent has built up a strong point, use your Dreadknights to hold firm in that position then try to swing the rest of the army to somewhere more vulnerable. 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