120pts; The infamous Laserback. Other armies have access to high strength and AP weapons; 5++ isn't going to save you all the time. Also, nothing hinders you from teleporting out of melee. Expected mortal wounds for only one target unit are 0.875 without BoP, 1.29 with; since you can't target the power, this only gets up to really useful levels in melee with multiple small units, to ensure a lot of targets are close to each other and to you. You get a nice boost to both cast AND deny, and two stratagems that further boost your ability to ridiculous levels. Their 3 +1 base attacks make it so that the +1 S from a Halberd has a greater impact than another +1 A on a Falchion. The ability to deep strike, smite, and then fire off 20 storm bolter shots is nothing to sneeze at, especially when you have a Grandmaster at hand to reroll the ones. This benefit can't be understated, as GW is now focusing more on the Chaos vs Imperium conflict, and most Chaos armies rely on some form of daemon unit or psyker buff to function properly. The core principles of painting Grey Knights are quite handily described by our Lord and Savior in two tutorials: This one where he paints the iconic steel armor (you can use a simpler scheme shown in Citadel app, but speaking from experience, this one is better); and the other with Nemesis Force Weapons. Somewhat mitigated lascannons but few things take lascannons. Daemons and Psykers are a massive liability when playing against you. Say hello to an old friend, the Sanctic and Dominus discipline! Of course, this makes him a central figure in your army and a magnet for enemy snipers, psychics, and other such character removal entrapments. The way relics now work is that they replace an equivalent item, functionally free (though that still means you have to pay for the item it replaces, and the model needs to be able to use the equivalent in the first place). EVER. The Doomglaive can take one power from the Sanctic Discipline. Be sure to play your talons cautiously, as the assault cannon requires you to get within range of enemy Dakka. With a slightly clever setup, you can toss your LR around the board like some rabbit on speed, popping where it must go the moment it is needed. Voldus is best used as a supporting character. Additionally, Apothecaries are surprisingly effective in combat, hitting on 2+ with 4 attacks. Rites of Banishment When this unit manifests the Smite psychic power, it has a range of 12" rather than 18". New Stratagems to supplement the set in their original Codex. Hide them behind terrain or a tank, cast astral aim (91.667% chance with GK +1), and fire your 4 psilencers at anything in range at no risk of return fire, and no cover bonuses to help with the 0 AP. Their current tactics can be found here. In normal games(well, that not true, you can take bare bone strike squads, purgators and inceptors and still have a little wiggle room for your elites. A Grey Knights army will always be outnumbered (with the exception of facing custodes or Knights), but each of your warriors is easily as powerful as the mightiest hero in your opponent’s ranks. most vehicles, Monstrous Creatures, etc. Codices are adding back relics to armies. Grey Knights Chanting rites of banishment, the elite brotherhoods of the Grey Knights stride fearlessly into battle against the worst horrors of the galaxy. 10/10 will definitely draw your opponents fire. The Grey Knights are the Emperor’s final creation, an army ​of Space Marines whose might and dedication eclipses all others. Good news, everyone! Pick your targets before the battle, and pick your power accordingly. Unless you're using GK as an ally to another force, these are your most efficient units; spam them to kingdom come. Probably the best out of this list, -1 to wound is a rare defensive buff that can skyrocket a unit's defensive capabilities. Though the common folk of the Imperium will never know of their sacrifice and courage, it is by their hand … Unfortunately, as of the new Codex, Vanilla buffing powers now specify CHAPTER instead of ADEPTUS ASTARTES, so you can no longer spread buffs across to other Chapters. When the Chapter fights as one there are few who can oppose them. Actually, Hammerhand is useful on a relatively small number of opponents, but against those opponents, it can make the difference between your Paladins wiping out a unit or wasting a round of combat. Or cast it on a Dreadknight and wound on 2+. Please note that this is the tactics for 8th edition Grey Knights. Terminator Squads, the elite of other Space Marine armies, are the mainstay of your force. Not promising you "best paint" award on every event you'd venture on or anything, but surely not a bunch of minis to be ashamed of. Move your shooty boys out of cover/into LoS in the movement phase, use this, kill the screen, move back into/behind cover. The only two worthy of serious consideration is the Banner and the Cuirass; the first multiply your expected damage from Smite by more than 3.5, getting it up to Cleansing Flame levels at twice Cleansing Flame's range, and the latter will help keep you alive, including through Perils. On a Purgation Squad, Psychic Onslaught is CP better spent than on a team of rapid fire storm bolters. You'll also need to paint a lot of gold, parchments/purity seals and personal heraldry (usually black, red and white) for this army, and Citadel App has your back on those ones. At a minimum, you're getting a storm-bolter and a force sword on every infantry model. The only two that you'll ever need to consider using tactically are Gate of Infinity and Hammerhand. if the model didn't move during the previous Movement Phase, if the firing model is a Terminator, Biker, Centurion or Dreadnought. 10 buffed up Paladins that is out of line of sight that is. Four of these guys with Incinerators will put a dent in most flyers, and seriously mess up some of the lighter ones. It should be noted that these guys ARE your only Infantry units with ranged weapons of Strength higher than 6, and range greater than 24". A Grey Knights army will always be outnumbered (with the exception of facing custodes or Knights), but each of your warriors is easily as powerful as the mightiest hero in your opponent’s ranks. Currently one of the best beatstick characters in the game. Always take a non-unique warlord to give this to. Pro tip: Combo with Psychic channeling and Empyric Surge stratagems to try and stack the deck in favor of getting 12+ (a roll of an 11+ because of Grey Knight bonus). Carries sixteen models. Give him buff spells, attach him to a Paladin squad, and kill things. Commit, Emperor damn it. Take one for Overwatching, but grab both of the other guns for pure offensive dakka. But the fun aint stop here, Bring down the Beast give you reroll wound against a target that is vehicle (Knights, Tanks etc) or Monster (surprisingly include Riptide given their look, Primarch(s), etc) after you shoot at it with one of your unit. As ever, the weaponry is only geared towards killing infantry; Twelve bolter shots (rising to twenty-four if you're within 12") and twelve assault cannon shots means any GEQ targets are gonna have a bad day. That's not so good for an army that relies upon and is costed around deepstrike. So instead of getting doctrines, these tides are strictly only available to a full Grey Knights army. Remember how good transhuman physiology is? This means, most weapon profiles will require an additional hit to kill a model, so not only do you halve the damage for 2 damage weapons but essentially all 3 damage weapons as well. Second, spam your strike squads. Pretty much ANY one of your units can start the game in deep strike reserve. Taking IG as an ally is a very efficient way to make good use of extra command points. Be sure to make your warlord a non-unique character so you can take First to the Fray as your warlord trait. 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