The others arent as exciting, but arent terrible either. 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. Secondly, this book has clearly been developed in parallel and as a mirror to Thousand Sons, and loses out badly in the exchange. Well have to go ahead and feed that one into Hammer of Math and see which one comes out ahead. 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. 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. Switching off the ability to benefit from auras is obviously great, and can be very impactful against Adeptus Mechanicus, Dark Angels or Adepta Sororitas, which you may recognise as some of the games best factions! Well have to go ahead and feed that one into Hammer of Math and see which one comes out ahead. That plus a few of the utility things ensures theres plenty to work with here. For this Warhammer 40k 9th edition battle report we will be using 2000 point strike force armies along with the Games Workshop Warzone Arks of Omen: Grand Tournament mission pack. That means if you want three of your Strike Squads to all. Like a few other units who were missing it before, these do also now get built in Teleport Strike, so no more spending CP if you want to Deep Strike them. A surprisingly huge list here, with a relic version of almost every weapon (all basically fine if unexciting) and then some more interesting ones on top of that. Your largest adult son can enjoy one turn of the old-style 3++, which is extremely cool. 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. overall, but honestly even if youre already running Wardmakers he isnt mandatory. Grey Knights have two standout assets Strike Squads and Nemesis Dreadknights. While this Tide is dominant for your army: 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. ), access to the. By contrast, Thousand Sons get +1 to cast and a 5+ Invulnerable save added to a lot of their units. They are much more soup-able into other Imperium armies. 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. 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. 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. Rules for building an army of Grey Knights including, for the first time, special rules for each of the eight Brotherhoods that make up the order. If you go first and the opponent is mostly hidden you can bank lots of points on it right out the gate, you can build up, on it just by scoring home objectives, and you can rack up points on it quickly in the late game if you do, for this till turn four you can still get 12. Last up before we move onto datasheets, Secondary Objectives. Warhammer 40k Battle Report: Custodes vs Grey Knights. Both the 9th edition Grey Knights and Thousand Sons codexes released alongside a double-army battlebox, Hexfire: Supernatural Warfare in the 41st Millennium. With only oneits a tough sell (unless this is where GW reveal that. Next question. of OK? 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. I think this is true for NDKs, but for the PAGK and TDA, Shadows helps us survive T1, while Convergence lets us blend tough targets once we get there. These are things you very much want to land, so this can be helpful, but honestly this could probably have just been flat +1 to cast. Draigo) isnt big enough that youll routinely take one. other stuff too. 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. onto the battlefield (even some of the ones that were missing it in 8th). 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. Not exciting, but plausibly useful. Lets dig into it and see what the omens hold! Once that initial onslaught has softened the enemy up, most of the units are deadly melee combatants as well, and are more than capable of putting any survivors to the sword. 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. 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. As ever, for both this book and the Thousand Sons well be bringing you a separate Crusade review next week, so check that out if you want to discover whether your Brother Captain is a bad enough dude to hunt a Bloodthirster. 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. Finally, you get a couple of Litanies to shut down your opponents tricks , still allows you to ignore all hit roll modifiers, while. I do also find it amusing that a Stormraven Gunship looks genuinely close to valid in this army. Since we published the 2020 edition of the Munitorum Field Manual we have released several 9th edition codexes 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. $160. Your list can only include one Grand Master and one Brother Captain from each BROTHERHOOD, and each detachment can only contain one of each of these. no longer makes bolt weapons count as Psi. Paris, le-de-France. the regular flavour, which means you can still load him into a detachment alongside a Dreadknight. That rockets it to being a near-auto take, something thats also true of the heavy psycannon, which jumps to S8 AP-2. 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. 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. 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. solved the problem the old one had where anti-Daemon tools took up too much of the real estate and power budget (I really like moving a lot of this to one of the Tides as a choice) but in its place theres an excessive focus on Denies, too much caution in the combos theyre given access to, and too much nervousness about treading on the Thousand Sons toes. Empyrean Domination has gotten lost in the warp, so if you want to farm CP this is now your main option, and because Psychic Actions dont mess with your auras like regular ones this could be a strong pick on something like an Apothecary or Chaplain. In practice, you shouldnt do that they really needed an ability to allow them to target Sanctic powers on other units rather than having to self cast to make this worthwhile. On JamesEdition you can find luxury homes in le . If bigger Daemons are your prey you might still want. 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. The floor of quality for 9th Edition books is higher than ever, and theres some decent stuff here the Visions of the Prognosticars 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 scary at baseline. : boosts the range of Psi weapons and allows Nemesis weapons to score mortal wounds on an unmodified 6 to wound. 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%. 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. grants a psychic action you can perform to gain a command point. 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. 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. . (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, reader you can put it on a GMDK. Purifiers lose an attack as well and Storm Bolters are much improved with Rapid Fire 2 in terms of raw damage. Good news theres some great stuff here. The reason I got so hyped about this is that I thought it was going to let you swap at the start of the first battle round, which very much. Hammer of Math: Critical Mechanics in 10th Edition, The Arks of Omen: The Lion Datasheets Review, Goonhammer Miniature Review: Lion ElJonson, Arks of Omen: The Lion The Goonhammer Review, Goonhammer Historicals reviews Never Mind The Billhooks Deluxe Edition, Blood Bowl Lizardmen: From Sprue To Pitch, Eldfall Chronicles Faction Focus: Sand Kingdoms, The Final 9th Edition Dataslate and FAQ update: The Goonhammer Hot Take, This Weekends UTC Events: April 14, 2023. Be sure to also check out our review of the Thousand Sons, check back in for the Crusade Review next week, and hit us up with any comments, questions or suggestions at contact@goonhammer.com. The Grey Knights are the legendary Chapter 666 - and although nominally a Chapter of the Astartes, they are in the Chamber Militant of the Inquisition. Finally, you get an extra wound and inch of movement at full health. Publicado el sbado, 1 de abril de 2023 . 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. Picking their powers does let them get access to both, , which lets them be very flexible on the table, but theyre. Sadly. Slightly better stats at a slightly higher price but also losing the Brotherhood Keyword for, , which is a real downside here, especially as it means you cant upgrade them with. You want to hit hard, hit fast and leave no witnesses. There seems to have been a fundamental disconnect in how these are priced presumably the cost of regular Terminators was taken as a starting point and then a premium was added on for the psychic ability (they also get Hammerhand). Teleport Assault (NMNR) 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 Gate of Infinity or Teleportation Shunt that turn. The reason I got so hyped about this is that I thought it was going to let you swap at the start of the first battle round, which very much would be a worthwhile, cool and impactful effect, and its a tremendous missed opportunity that this very conservative option was taken. Such is their power and psychic mastery that the Sons of Titan can turn the fickle eddies of the warp itself against the very creatures it nourishes. Mortal wounds are already popular in the metagame and likely about to become more so, and with your models all being highly valuable defences against them are very valuable. These are defined in the codex for claritys sake, though its pretty obvious which are which. That means its good both when its making Dreadknights ObSec and when your Strike Marines are trying to compete against enemy hordes. Read PDF Codex Eldar 6 Edition Eldar 6th Edition Codex Rumors - gamma-ic. Some of the Brotherhood powers are things you could imagine wanting to multi-cast, but its far from all of them and having to both activate this and give up whatever else you were going to do is a pretty steep opportunity cost, especially with the escalating warp charge. 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+. This ability gives you access to five different Tides of the Warp that provide a bonus for every Psyker in your army. as it works on ranged attacks too most Daemon hordes do, like massed bolter fire with RR1s attached. With the removal of lots of other options for boosting this, that can be very clutch, and its priced to move at 15pts. 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. The really juicy stuff here is the stratagem and trait, though. Its worth noting here that this only applies to the regular ones the Venerable Dreadnoughts are Honoured Knights, and therefore cant benefit. If youre pure, you want someone to cast this. Ultimately, Grey Knights want to land their charges very, very badly, so anything that helps can be welcome in the right circumstances, but dont expect this to solve the problem by itself. . 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. These run you 20 extra points per model over the Strike Marines, and all that gets you is an extra wound and point of save (and I guess technically the ability to take a special weapon without losing the melee attack). You should take (nearly) twice as many Strike Marines instead, pretty much all of the time. Two more new wargear stratagems provide some final powerful options. Still, its a very low Warp Charge, which does make it more appealing. There are some where thats plausible, to be fair, starting with Invocation of Focus. They arent the only cool options, and a lot of these feel like theyre worth experimenting with. The, returns in a re-vamped form to protect you from Perils its now just a flat 9 aura of do not suffer Perils. Secondly, this book has clearly been developed in parallel and as a mirror to Thousand Sons, and loses out badly in the exchange. 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, . If you just want a flat output boost this is probably your guy, as Grand Master re-rolls are likely coming from either Draigo or a GMDK. 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 most grant a once per game effect. 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. . 18 MB, Warhammer 40K codex Grey Knights 2011. 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 only those three things, abilities from the Brotherhoods themselves and a couple of stratagems that require you to match up. 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. At the extremely aggressive price point of 22pts each, you get a Marine with built in deep strike, a storm bolter and a powerful melee weapon (the basic force sword is now S+1 AP-3 D2, so youre laughing) and the ability to either Smite, now in full-fat form, or give their unit melee wound re-rolls with Hammerhand each turn. Grey Knights still only have one Fast Attack option, but its a good one Interceptors are very strong. hes a vicious killer), gets AP-1 and D2 on his storm bolter and re-gains a 3+ invulnerable save via the Sanctum Sigillum. Having both the ranged and melee boosts bundled into one reduces the awkwardness of needing to switch between them for different kinds of offence. 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. 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. Pretty much everything else just keys off GREY KNIGHTS or GREY KNIGHTS CORE. 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. I think there are two key problems with this book that really hold it back, Firstly, a lot of the wilder combos unlocked by. That leaves him as. of Strike Marines on full wound re-rolls is a very nice compensation though. For a two point premium over Strike Marines, you get the same great baseline, but with a 12 move that essentially has FLY, as their power for sneaky shooting shenanigans, and the TELEPORTER keyword that unlocks various strats. These are great, taking three plus a GMNDK as. The Grey Knight Codex has a lot of options that further boost your Denies, and a few that boost your casting, while the Thousand Sons have a lot of boosts to casting, and only a few for Denies. 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, 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, strat for cast boosts. These are direct imports from the Marine book, but once again the Swordbearers synergies and Sanctuary mean you cant totally count them out. Bolters are much improved with Rapid Fire 2 in terms of raw damage thats. 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