Finally, if your whole army is Grey Knights (with the same exceptions as above) you unlock the returning Masters of the Warp ability, allowing you to amplify your forces with a choice of five shifting Tides. grey knights codex 9th edition pdf. 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. 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. With two known you could either take two of the somewhat situational buffs or one buff and one of the matchup-specific options. keep access to an equivalent of Transhuman Physiology, albeit at a slightly higher price of 2CP/3CP for small/big squads respectively. You can put it on a Grand Master Dreadknight. 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 Chapter Master in place of his old re-roll aura (presumably why the price went down). 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. Most of these dont choose a target they self cast on the unit manifesting them. Ok so I did include some other stuff too. 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. ) Grey Knights end up with a significant amount of their tools just not, anything too much of the time, and some of that space needed to go on big, splashy effects that are widely applicable. For this Warhammer 40k 9th edition battle report we will be using 2000 point strike force armies along with the missions from Games Workshop Grand Tournament 2020 mission pack. 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). Theres only three here, but theres some good stuff. Neat stuff. 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. 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. 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. At baseline, the expectation is that two of the DKs go into deep strike and the GM and one regular start on the table. That means if you want three of your Strike Squads to all. Codex Craftworld Eldar. Finally, you get an extra wound and inch of movement at full health. 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. psychic power and a free fight on death. 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. 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). 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. 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. Grey Knights have the standard allocation of six warlord traits to pick from, and there are definitely some goodies. Warhammer 40k Battle Report: Custodes vs Grey Knights. Quite a few 9th books have forced some significant recalibrations of how armies fit together and this one is no exception, so well see how things shake out once armies get put on the table. It now just grants a flat 4++, which is fine 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. 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. Another strong psychic power that was previewed on WarCom here, and some neat utility tricks to back it up. is still a cute but absurdly high-risk gimmick where you trade re-rolling one of Sterns hits, wounds or saves for the opponent getting a floating re-roll of the same in their turn, but, has received an upgrade. 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. there isnt anything else in the book that quite fills that gap. 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. Alongside their dark counterparts the Thousand Sons, Grey Knights are about to get a new, upgraded codex, and Games Workshop have kindly sent us a review copy so we can give you a prognostication of the future. These are defined in the codex for claritys sake, though its pretty obvious which are which. As youd expect from Grey Knights, theyre also substantially nastier than your common or garden Lieutenant, being a full Terminator-armoured killer armed with a nemesis weapon of your choice and a master-crafted storm bolter. 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 Interceptors, finally, give you some flexible mobility, and theyve got halberds instead of swords because the S6 profile is specifically good at tangling with Ad Mech Infiltrators early on. What if you wanted the hit rolls to be boosted as well though? You should take (nearly) twice as many Strike Marines instead, pretty much all of the time. Each is an elite warrior-mystic clad in sigil-scribed power armour and wielding archaic weapons through which they channel their otherworldly abilities. These kick ass. 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. The biggest standout is, 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. That rockets it to being a near-auto take, something thats also true of the heavy psycannon, which jumps to S8 AP-2. The three biggest standouts are probably, (20pts) essentially gives the bearer the ability to activate the. deadly in a fight. 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. Theres only three here, but theres some good stuff. . Rather than replacing Sterns Smite, this now just deals a MW to all nearby Daemon units every time he manifests a power. ability, allowing you to amplify your forces with a choice of five shifting Tides. The most mysterious of the Emperor's servants, the Grey Knights are a unique Chapter of Space Marines. Register. Compare the army-wide bonuses Grey Knights get +1 to deny and a 5+++ against Mortal Wounds, both niche defensive abilities that are only relevant some of the time, and dont really do anything to proactively determine your strategy. 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. 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. Finally, you get a couple of Litanies to shut down your opponents tricks , still allows you to ignore all hit roll modifiers, while. 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. 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 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. Theres some stuff here that is interesting on its own merits, but you would toss it all out in a heartbeat for access to, . The majority of units now have a keyword to replace, and a few abilities (notably re-roll auras from Grandmasters, Brother-Captains and the boost from Brotherhood Ancients) now key off it. Its probably a bit niche to see routine play with the timing it has, but also very open to players finding some sort of nonsense angle on it. The Grey Knight Codex has a, of options that further boost your Denies, and a few that boost your casting, while the Thousand Sons have a, of boosts to casting, and only a few for Denies. That means its good both when its making Dreadknights ObSec and when your Strike Marines are trying to compete against enemy hordes. 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. 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. be a worthwhile, cool and impactful effect, and its a tremendous missed opportunity that this very conservative option was taken. Without those two things, we are much less effective. 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. 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. hes a vicious killer), gets AP-1 and D2 on his storm bolter and re-gains a 3+ invulnerable save via the Sanctum Sigillum. For 1CP, you get to swap out one of your secondariesbut you have to do it straight after both players reveal them, at which point theres unlikely to have been much of a change in your incentives from a few seconds before. Being able to have. By contrast, Thousand Sons get +1 to cast and a 5+ Invulnerable save added to a lot of their units. 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. Note: technically the wording on this is broken right now and doesnt always stop it, but expect a swift FAQ to tidy it up). is a swanky new toy that dispels any ongoing psychic powers and opponent has cast on one of your units, and also makes them immune to further powers, mirroring the Sisters version. Stern joins Voldus in being locked to the. Grand Master anyway (which he is a considerable upgrade on). Neat stuff. That means its good. Daemon Slayer does what it says on the tin its a flat +1A, and Daemons cant take Invulnerable Saves against the Warlords melee attacks. 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. $300. The fact that they have much more flexible damage dealing capabilities and reach compared to Land Raiders means that if you, keep one alive and kicking, its much more challenging for the opponent to overcome. Theres a lot of change though, especially in the Sanctic powers, which now work quite differently to normal. Welcome back to our spin-off show in the Conclave Podmatic Universe: Voices in the Warp! 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. 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