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. , and for a small price premium on a regular Brother Captain you get an extra attack and two special abilities. 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. Functionally, both types work exactly the same you can buy one of these for each (non-named) Character and cant take the same one twice, and, stuff here. onto the battlefield (even some of the ones that were missing it in 8th). They are a purified order, incorruptible and possessed of iron The warlord trait is probably less competitive, but is very welcome for other modes of play. 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. Angron. He also provides a RR1s to hit aura for all Grey Knight CORE units (rather than being Brotherhood locked like a regular GM), is a 2-cast Psyker, and has the new version of, in place of his old re-roll aura (presumably why the price went down). which was shown on WarCom and gives you one turn of +2 to all your Dominus casts. 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. 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. there isnt anything else in the book that quite fills that gap. 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. On turn two, you can dump two more Dreadknights, Draigo and the rest of the infantry onto the table and go hog wild. The incinerator also ends up effectively flatly upgraded, dropping to D1 but going to 2d6 shots, making it more flexible. , and incinerators now have 12 range, so thats another possible angle for using them. 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. 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. 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. 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. The psilencer is the only tool that gets a bit of a sidegrade, gaining S and AP at the cost of dropping to D1, but with 12 shots its excellent with Empyric Amplification. Subject: Codex: Craftworlds Tactics Thread v2. 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. The first edition of the rulebook was published in September 1987, and the ninth and current edition was released in July 2020. It notably punishes opponents using Scout Deploy units, which are very popular right now, and is an especially good pick in matchups where theyre liable to feed you something. 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. 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. The Artisan Nullifier Matrix returns in a re-vamped form to protect you from Perils its now just a flat 9 aura of do not suffer Perils. 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. Most of the Infantry units also have the Combat Squads ability. Every little helps, but its still not reliable; one of the dice needs to be a 6 for it to change anything, after all. 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. of OK? 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. Strike Squads, Purgation, and Purifiers all went up to 17 pts base which is huge in what is considered an already overcosted army. The other thing the Wardmakers get is some Named Characters both Voldus and Stern now sport this keyword. As per the standard for codex books in 9th edition Warhammer 40k, it contains: Grey Knights lore and background (26 pages) A 'showcase' section of photos of painted Grey knights models (ten pages) The main body of these reviews generally aims to focus on the positives as much as possible a new book arriving always provides an infusion of excitement for players of that army, and we want to highlight the things that are going to be cool to use, and only focus on negatives where it really matters strategically, or people need to know about them to make their plans. You want to hit hard, hit fast and leave no witnesses. your games. If youre pure, you want someone to cast this. Being able to have. 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. 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. 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 not 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. Finally, you get an extra wound and inch of movement at full health. changes to a rather more exciting version thats plausibly worth a look. These are great, taking three plus a GMNDK as. This gives you a handy aura of +1 to manifest Blessing powers, which includes, . Neat stuff. The rule of thumb is that any of the power armoured units and both flavours of Dreadknights are better, characters are mixed, and everything else looks a bit iffy. Alongside him, we're taking a fully decked out Grand Master in Nemesis Dreadknight. He's still ridiculously tanky in combat and in the hand-to-hand encouraging 9th edition, he's a proper beast. A big part of Grey Knights late-8th glow-up was the addition of the Masters of the Warp ability, and its back, still as their pure bonus for armies entirely made up of GREY KNIGHTS units (with the normal exclusions for UNALIGNED and AGENT OF THE IMPERIUM). 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. 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. This is a button youll want to slam a lot, which obviously isnt cheap, and this is where the Warlord trait has your back . 1d4chan.net is a back up made by someone (not sure who) in response of 1d4chan.org being down in that time. 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. I mean this cant be a surprise if youve read the review up till now Strike Marines and Dreadknights are where its at, so lets build a list with them. Crusade rules, including the ability to create and hunt a custom Daemonic Nemesis. Thats a hell of a package, and one has to imagine that the reason some of the more potent tricks have been filed off the edges of this book is because the designers kept looking back at this datasheet nervously. 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. This gives you a handy aura of +1 to manifest Blessing powers, which includes Hammerhand, Astral Aim Sanctuary and Gate. Well have a look at those three, then do a quick blast through the remaining five at the end. These are defined in the codex for claritys sake, though its pretty obvious which are which. The really juicy stuff here is the stratagem and trait, though. Full wound re-rolls in the fight phase. 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. 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. Finally. Picking their powers does let them get access to both, , which lets them be very flexible on the table, but theyre. . 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. The other thing the Wardmakers get is some Named Characters both Voldus and Stern now sport this keyword. For most non-Character units, the datasheet includes a fixed Sanctic power that they know in addition to Smite. 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. If you really try you can get +2MWs out of this a turn, but its hard enough work that you probably wont bother. The good news is that this is a problem that is likely fixable with points changes, so hopefully those will come down the pipe in the future. 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. Think of this as a hobby hangout, but recorded! keep access to an equivalent of Transhuman Physiology, albeit at a slightly higher price of 2CP/3CP for small/big squads respectively. What is the average price for a luxury home in Paris, France? Losing the old version of Astral Aim is another big sting to the army, as it shuts down quite a number of nonsense combos. Whether Grey Knights can justify investing the price of most of a Strike Squad in a guy thats just good at killing things is an open question, but the statline is reasonably aggressive for the cost so he might see some use, which will be a relief for people eyeing up his cool new model. , where its a jump from 42% to 58% a considerably bigger boost, and starting to push to a pretty happy place. 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. The Foresight strat costs you a mere 1CP, and just straight up gives a Psyker unit RR1s to hit and wound in either the Shooting or Fight phase (and you could of course use it in both, in the right situation). Kaldor Draigo kicks ass, and you want to take him a, . In a Psychic-heavy metagame that could certainly be good, but this is another place where it feels like a lot of Grey Knights toys have been taken away all at once keeping one of the ways to increase cast reliability wouldnt have seemed unreasonable. +1 to armour saves. 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. 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. The splashier stuff lives here, starting out with. If they are then it is, of course, outrageous. It grants the warlord access to a new Psychic Action that allows them to apply a 4+ invulnerable save to a friendly vehicle. Untainted and Unbowed on Purifiers is now where -1D lives, and Paladins instead have a stratagem to swap out one of their powers, leaning into their new role as Sanctic swiss-army knives. I think there are two key problems with this book that really hold it back, Firstly, a lot of the wilder combos unlocked by. Purifiers and Paladins also get a shakeup. Description Warhammer 40k Codex Space Marines 7th Edition (current) Account 157. 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. They don't get Shock Assault, but the extra attack has been built into their statlines so they're overall better off. 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. Kaldor Draigo kicks ass, and you want to take him a lot. The hit rolls working for everyone is real nice, as it mitigates the move/shoot penalty for Purgation squads and per-unit special weapons, but the real big-money payoff here is with Dreadknights. Draigo) isnt big enough that youll routinely take one. best place to run non-Achilles Land Raiders and Stormravens. 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. 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. If they are then it is, of course, outrageous. 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. This rules, and it combines a lot of elements of good secondaries. 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. 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. With two known you could either take two of the somewhat situational buffs or one buff and one of the matchup-specific options. We are using cookies to give you the best experience on our website. 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. when your Strike Marines are trying to compete against enemy hordes. 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 all your games. Warlord: Unyielding Anvil, Exemplar of the Silvered Host First to the Fray Register. Thats basically the summary; the best here by some distance is Purifying Ritual, which has all the elements of a huge win for these faction-specific objectives its a good Secondary in a bad category that rewards you for doing stuff thats likely to feed into other Secondaries youre interested in taking like Stranglehold. Dark Eldar / Drukhari - 8th edition leaks 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. . Learn the new tricks and tactics you will need to play Grey Knights in 9th edition from a team that has been playtesting the game for months. 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. Hammer of Righteousness is a nice clean +1 to wound in the first round of combat, never bad, while Nemesis Lord offers an alternative way around higher toughness by making your attacks with Nemesis weapons auto-wound on a 6 to hit. Beyond that, theres a reasonable number of Space Marine imports here, all re-named to make them unique, so Apothecaries, Chaplains, Dreadnoughts and Machine Spirit/Smokescreen units can all use their normal tricks, and your characters can fight on death if they get punked before swinging. The final standout is the Gem, which was shown on WarCom and gives you one turn of +2 to all your Dominus casts. Ignoring wounds is good, Grey Knights definitely have models youre willing to spend a CP to revive, and getting a genuine combat statline on top of all of that is nice, so if these can squeeze into lists theyre potentially very worthwhile. Youre never going to leave home without. 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. Endowment in Extremis: Augurium Scrolls, Nemesis Dreadknight, sword, psycannon, psilencer 175. Daemon Slayer does what it says on the tin its a flat +1A, and Daemons cant take Invulnerable Saves against the Warlords melee attacks. At baseline, the expectation is that two of the DKs go into deep strike and the GM and one regular start on the table. is the replacement for the old Brotherhood of Psykers rule, and gives all Grey Knights Psykers +1 to their Deny the Witch attempts (which returns from 8th) and all units a 5+ ignore wounds against mortal wounds, replacing the old +1 to cast. Ironically, this book. 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. Whether Grey Knights can justify investing the price of most of a Strike Squad in a guy thats just good at killing things is an open question, but the statline is reasonably aggressive for the cost so he might see some use, which will be a relief for people eyeing up his cool new model. 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. 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. 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. 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. Hes now only a 2-cast Psyker, which is the main blow against him, and while he keeps his powerful unique melee weapon and gains the same master-crafted storm bolter as Draigo, hes probably not where you want to put your points. Its not all doom and gloom though the Banner of Refining Flame changes to a rather more exciting version thats plausibly worth a look. : 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). 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 (. Last up before we move onto datasheets, Secondary Objectives. Its cool just on baseline, but why is it so hilarious? 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. Both the 9th edition Grey Knights and Thousand Sons codexes released alongside a double-army battlebox, Hexfire: Supernatural Warfare in the 41st Millennium. They dont get Shock Assault, but the extra attack has been built into their statlines so theyre overall better off. The splashier stuff lives here, starting out with Gate of Infinity (WC7), which is still mostly the same, allowing a unit to be redeployed. The Aegis 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. 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. All of this on an objective where, on six marker maps, you never have to go past the halfway line to maximise. ability, allowing you to amplify your forces with a choice of five shifting Tides. That rockets it to being a near-auto take, something thats also true of the heavy psycannon, which jumps to S8 AP-2. 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++. 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. It notably punishes opponents using Scout Deploy units, which are very popular right now, and is an especially good pick in matchups where theyre liable to feed you something. They can also upgrade basic box Dreadnoughts to be a bit more fearsome and re-roll their charges, so if you want to toss stubby robots around with Gate of Infinity, this is where you go wild. Voldus and Stern now sport this keyword and the ninth and current edition released! 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