Grey Knights Troops Discussion
November 29, 2011 by beerogre
What are the troops like for these rebooted Grey Knights. Warren & Darrell discuss the troop choices. What will they decide?
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possible definition of justicar:
http://www.merriam-webster.com/dictionary/justiciar?show=0&t=1294052793
: the chief political and judicial officer of the Norman and later kings of England until the 13th century
Psilencer is Str 4. It wounds Deamons always on a 4+ or unless u wound on better.
Its not wound 4+ on everything.
The Psilencer only wounds Daemons on a 4+, everyone else it is Strength 4. The banner also lets them automatically pass their psychic tests. Sure one guy gives up his attacks, but everyone else gains them… I would take it for big squads for sure.
Warp Quake does: This power can be used at the start of your movement phase and lasts until the start of your next Movement phase. If the Psychic test is sucessful, all enemy teleport homers and other items of wargear that prevent Deep Strike scatter cease to function whilst within 12″ of the squad while this power is in effect. Furthermore, any enemy unit deploying by Deep Strike within 12″ of the squad (after scattering) will automatically suffer a Deep Strike mishap. Pg. 28 GK Codex
Razorback with psybolt ammo = mini assault cannon! Rhino with two Psycannons is something to think about though. Works for SW with drive by Meltaguns.
If you make the stats better and the points rise, you have to pay even more money for the troops since we pay for points not for minis as I learned recently. Its so stupid!
to kill justicar thorn… Wraithcannon/D-Cannon?… as he’s sucked into the warp on a 6.
oh wait those were the old rules…. when fluff still mattered.
@warren Dude… landspeeders crap?… give me a ravenwing army and I will tool your nids.
The Nemesis warding stave is still a Nemesis weapon! On page 54 it states it clearly in the box ALL Nemesis weapons are a Force weapon, with Deamonbane, and “further abilities” the 2+ save in Close combat is its further ability!
Thats what i thought… I looked at the rules and still wasn’t sure since Darrel is always right and all… 😛
I dont think 100pts for the GK marines is too expensive, compare to regular marines all of them have force weapons with the option to go first, psychic power, psyk-out granades, storm bolter, the Aegis and deep strike… most of which are normally sergeant or veteran gear and you get all this extra stuff for 10 more points than the a vanilla marines squad!… Any Space Marine player would happily pay that for his unit.
sadly i’m not surprised that Darrel can make 2 such massive mistakes concerning the psilencer and warding stave, he’s the king of wrong. Come on guys this is grey knight week get the rules right
Agreed :-/. This week isn’t that good.http://www.beastsofwar.com/groups/daemonhunters/forum/topic/grey-knight-week/
Daryl get the Psilencer right!!! It is really annoying to hear you get it wrong video after video.
And everybody keeps telling you in the comments… why ask for comments if you’re not reading them?
BTW, it is on page 58 of the GK codex.
I want a correction video… newspapers do it (in small print)… so… how about it?
Well, i think they record most of the videos at once, so more often than not they won’t be able to read it.
This is correct, in a themed week up to 30 vids of content will go out (9 vids today alone!) so we have to record alot of it well in advance.
We ask people to comment to catch these errors and to give there own perspective. Between the video and the comments there is a wealth of information for anyone to digest.
Its just part of the process of creating a week like this unfortunately.
But the community here and on YouTube are razor sharp and contain some of the best gamers in the world, thats why the comments are so important to us!
So what happens when we catch the errors? Darell and Justin get 5 lashes?
lol only 5???? 😉
I also disagree that combat squading terminators is useless. Who cares if you get the free justicar or not? He has the exact same stats as a normal terminator, and if he dies, you just take your tests on another terminator with the brotherhood rule.
The only thing a justicar gets that a normal terminator doesn’t, is the ability to get mastercrafted for 5 points. whoop de do. Useful, but not a game breaker/saver.
Combat squad if you feel like! You suffer no penalty
You need the Justicar to make the psychic attacks though :o)
Where is that written in the codex? I’ve looked at the rules for Brotherhood of Pyskers, Hammerhand, Force Weapons, and Combat Squads. I don’t see anything about the Justicar needed to make any kind of psychic attacks. In fact, the brotherhood of pyskers rules says the entire unit is a psyker and if you don’t have a justicar, knight of flame etc, you just use the leadership of the rest of the squad and proceed as normal.
What am I missing?
You’re not missing anything. Warren is mistaken here.
Some things I wonder. Why would Plague Marines take GKSS in combat? They’re slower, even without Halberds. Power Weapons negate Nurgle’s Feel no pain.
Why would I take a Rhino? A unit of 10 GKSS with Psicannons which can be fired in assault 2 mode. You can shoot through the firing hatches. Also I wonder when they’ll get used to the vehicles power Fortitude which with psiflame or psiammo upgrade makes the Grey Knights vehicles different from others.
I too don’t understand why Darrel keeps totting the Plague Marines as superior to The Grey Knight strike squads.
Are they better on defense? Sure. But the GKss are clearly better on offense, so thats a null point.
Who would win in combat? Sure, the plague marines have defensive grenades which limits the attacks the gkss would have when charging, but seeing as how they have hammerhand and power weapons AND higher base initiative, that negates the rest of the plagues defensive advantages. The gkss are cheaper too, so you could toss in one pair of falchons to make them equal priced as the plagues and get an extra attack in.
The Plague marines would have a better chance attacking thanks to the charge bonus attacks, but they still suffer from the gkss advantages listed, which would thing their ranks and lower those attacks anyway. The gkss being able to armor save while the plague marines can’t is huge in these fights.
Plus, having force weapons makes them more dangerous to multi wound models, and even warpquake gives them increased utility.
The only real advantage the plague marines have is their stronger defense vs small arms fire.
Darrell will take an improved defence stat over an improved offence stat as the longer you are on the board the more you can kill.
Toughness is the first stat he looks at on most units 🙂
Pie plates make a mess of toughness 5 just as easy as they do toughness 4 😛
Combat Squading the terminators works in massive (5/6000 point) games just to get 12 scoring units, but with the strike squad you miss out on a bit more, since the justicar gets an extra attack and Ld 9 instead of 8. the only thing to look out for is to never ever give a brotherhood banner to terminators you’re going to split because the maths of it don’t add up, you lose three force weapon attacks on the charge(but the bearer will still get his attacks as regular close combat attacks) and gain nine in a unit of ten so you’re overall gaining 6 force attacks, effectively the same as having two more guys for 25 points (plus the four regular kicks punches and head-buts from the bearer) with only five guys you effectively gain 1 force weapon attack and 4 regular which is pretty poor when you consider the same points would give everyone falchions and get you 5 extra force weapon hits.
Of coarse in both scenarios the Force weapons are all instant death automatically (as long as you didn’t use hammer hand instead) but that’s not actually going to do you any good if you’re fighting 50 guardsmen or hormoguants.
you guys keep over looking the entry about nemesis weapontry the nemesis warding stave is still a force weapon and still has the daemonbane rule so it’s still a power weapon
Wouldn’t the C’tan ability Drain Life negate Justicar Thorn ability to get back up?
Thanks guys for the video’s, I really enjoyed Infinity week. I’ve decided to defect from BOLS as it’s getting stupid.
There’s a lot to go through for a mere 2 choices. Warding Staves are still Nemesis weapons and are worth taking into combat. Thawn could be really annoying as he can hold up units repeatedly for a turn or two in combat, he can run around and cause a lot of aggro for your opponent – I like him.
Terminators, I think you guys have got them covered. Who wouldn’t want to take them?
As for Strike Squads, to me, it’s about close fire/assault support (although you could take a Purgation squad instead). These guys are pretty much Tactical Marines with power weapons and storm bolters – if as a Marine player you’d offer me the chance to take these and be able to Deep Strike for 4pts a model, I’d say yes please. On top of their psychic abilities & other gear they’re actually quite good value. Warp Quake is useful if your enemy likes Drop Pods, Terminators, Obliterators etc, as you can shepard them where you’d want them. If you buy a squad at least magnetize them for the Interceptor backpacks so you have the option of taking them.
For 250 points you get 10 guys, 2 Halberds, 2 Psycannons and Psybolt Ammo, making for 16 Str 5 shots & 4 rending Autocannon shots on the move (8 if they stand still). I think if you spend pts on Terminators you might consider just the plain 100pts for a single basic 5 man squad, just to add more bodies into the mix. If you take enough servo skulls then you can deep strike them in for support & Psychic Communion will more or less guarantee they’ll show when you need them to. Or you can use the same principle to back up a Purgation squad and secure an objective once they’ve cleared it.
It’s a shame there’s a lack of Teleport Homers in an army that has a lot of deep Strike elements
🙁
Agreed!
I thought the army missed a bit more precision in the deep striking dept. A few more options here like teleport homers and even heroic intervention (just for the fun ofcourse 😉 ) would have made such a cool difference!
Fantastic first post @warspawned this is exactly the types of community input both the team here at BoW and the rest of the community really appreciate!
Thanks for joining up!
concerning how the The grey knights are full wise the best of the best:
I think that it is just a case of comparing the wrong stat blocks, upon reading the fluff for the strike Squads, it gave mention that they do not become battle tested threw being a scout like the other chapters, so I think it is reasonable to say, that the grey night knight strike squad is their version of scouts, making them the best of the best. all be it not by much…this is just what I think however.
Great video!
I was down at the club in lisburn the other day there, and Colin used a Chaos character to turn a model of his choice in the enemys closest squad into a chaos spawn, which ended up being a banshee exarch.
Could that be the way to kill the Justicar character chap?!?
If you haven’t seen ‘tyrannid week’, watch them. Darryl gets gassy a few times in those videos, and because they get rolled out on different days, we all thought there was something dreadfully wrong with him.
if you are looking for a very shooty deep striking army then the GKSS’s are very usefull. 6 squads of 10, all with psybolt ammo, comes in at 1320 points. thats 120 S5 shots spread across 60 wounds (not too shabby). and if u want to enhance your anti-tank abilities, throw in some psycannons
I personally think the GKSS is part way to being the “Missing link” in the GK army. Personally, as a Troop class, I think GW should have looked into making them more Space Marine-like if they wanted units in Power Armour. They should be in squads of 10 with the standard Space Marine arsenal (Missile-launchers, Las & Plas, etc). As the GK codex is lacking in the “standard” WH40k weaponry, these would have been the perfect place to use them: The only unit in the GK army to use standard Marine weapons. Options that the other GK’s don’t have would have made them more worth the value and point of being fielded. Just my thoughts.
I have really been digging through the codex and have had many a heated debate at my local GWS Store over Grey Knight tactics. First off, I want to point out the GLARING banner comment. The brotherhood banner is a great upgrade (please refer to pg. 62). Yes the banner gives a +1 attack and yes that individual unit losing his force weapon, BUT the +1 attack effects every model in the UNIT while the bearer is alive! Hence every termy + ID get an extra attack. 2nd rule – the unit “automatically pass it’s psychic test to ‘activate’ it’s force weapons”!!!! That means any unsaved wounds taken by a monstrous creature or ID that doesn’t have eternal warrior & if the unit hasn’t used hammerhand – guarantees the kill! This item is a must have IMHO…
Servo Skulls (pg 62)- Great little 5 point investment! Enemies scouts and infiltrators cannot be place within 12″ or move within 12″ of a sevo skull. Also – All deepstriking units scatter a D6 less and all blast templates scatter D6 less – also long as both actions are taken within the 12″ of the servo-skull. It can’t be shot or harmed in any way. But, if an enemy is within 6″ of the skull, it self destructs… Not bad for 5 points for GK Descent of angels…
Warp Quake (pg 28) – Really nasty warp power for standard Strike squads – both SS and interceptors have this. Pop your 5 man SS in a Razorback and summon this nice little power – this now give your shooty razor a prevention radius around your transport that does two very nasty things: 1st, all teleport homers & items the prevent scatter (bye bye chaos icons) are rendered null and void! 2nd, anything the deepstrikes within the 12″ of your transport AUTOMATICALLY SUFFERS A DEEP STRIKE MISHAP! No if, ands, or buts! Oh Mr. Marloc wants to pop up next to my razorback? I don’t think so… Jumppack blood angels wanna get in close for a melta shot after deepstrike? Think again… It’s an effective minefield for deepstriking player armies who would like to get rid of the razorback.
Also, Brotherhood of Psykers (pg. 21). Gives the entire unit one psychic ability to use per turn. This can be done on both the player AND opponents turn! Food for thought… Brother hood never uses the Leadership of an ID – first it’s resolved using the Justicar if he’s alive or one of the models from the unit if the Justicar is dead. Again, chancy – but still worth the powers.
Also, Highly recommend for 2K point armies including a Bog standard GM and libby… Talk amongst yourselves!
Just a quick side-note. The video cuts at 3:19. Warren says “….fortune favours the brave” *cut* “…And you will succeed”….
Come on guys. What gem’s were editted out???