The only thing to beware is the white color: while GW's metallic and blue paints are quite decent (and surely among the best they do), their white ones are notoriously shitty, so better find an analogue, especially if you're working with Purifiers. If you're looking to get the most out of this stratagem, psiliencers targeting bikes, centurions or other multi-wound T6/T5 units is your best bet. It's not the best strategy by any means, but if you are already bringing a Techmarine for some reason, 52pts for the two Plasma Cannons could end up plinking unexpected wounds on things. Grey Knights get a couple of really cool stratagems which can be really useful, like Heed the Prognosticars and Psybolt Ammunition. 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. Daemon Prince? You need half units AND Points on the ground AND you can't deep strike at all during the first turn. He absolutely tears through screens and chaff with his massive rerolls and smites. They wear blessed silver battle-plate and wield potent weapons of purgation, each a master-wrought relic whose worth can be measured in worlds. Best of all, they're super-cheap, starting at a mere 55pts (20% cheaper than a Techmarine). currently 80pts. What changes this will bring have yet to be seen, and will focus only on Forge World models. EVERYONE CAN CAST. Even if the unit knows multiple powers, it may not mix disciplines. 10 buffed up Paladins that is out of line of sight that is. With the new Tide of Escalation and a Strike Squad coming in as low as 85pts now it’s going to be very possible to build a list of Multiple Small Units along with a few key characters and … Give him buff spells, attach him to a Paladin squad, and kill things. Your odds of casting Smite are the standard 83.33%, up to 91.67% with Brotherhood. The only difference is the replacement of the assault cannons with twin psycannons (24", heavy 6, S7, AP-1, D2) and the flamestorm cannons with heavy incinerators (from the Dreadknight datasheet; 12", heavy d6, S6, AP-2, D2, automatically hits). Assuming this kills it -- it should unless you're dealing with TEQ -- your Land Raider now gets to fire as normal, and your Purifiers can hide behind it to block line of sight and hop in next turn, never once leaving yourself vulnerable. The cheese you can blast when you are the only man in the Imperium (who isn't a vegetable) who can cast three spells at once. Ritual of the Dammed and Chapter Approved 2019 brought great changes. Even if you take Vortex and your opponents spreads all of his things awkwardly to disrupt his army placement, to never give you a context to use it, that's good in my books, go back to harassing spread out heavy weapon infantry stragglers. Just a thought). Daemons and Psykers are a massive liability when playing against you. There's also the potential for this list to pump out 360 bolter shots per turn. Currently one of the best beatstick characters in the game. Things like landraiders and 10 man blobs of terminators are no longer as stupid as the might seem for other factions. You now have a 48" range tank/monster killer who doesn't need line of sight, hits on 2+, is mostly too far away from the enemy for them to deny his power, and will take serious firepower to bring down. You will never fill a brigade. One fun trick you can pull with Crowe: Due to his Heroic Sacrifice special rule, he can pile in and fight when he is slain in the Fight phase. Perils of the Warp is a thing. All this for barely 70ish points more from pre-CA 2018 loadout. The Grey Knights are an army of Psyker Space Marines. Great looking infantry models with lots of customization options. Plus they'll murder Culexus Assassins in a single go, or any other unit that imposes modifiers to hit. In order to open up some design space for rules, the new book also c… let strike squads and LR crusaders clear the hordes. Chanting rites of banishment, the elite brotherhoods of the Grey Knights stride fearlessly into battle against the worst horrors of the galaxy. You get a nice boost to both cast AND deny, and two stratagems that further boost your ability to ridiculous levels. Perils of the Warp is a thing. The Grey Knights are an army of Psyker Space Marines. Also maybe take Interceptors, who can deepstrike too. With the help they get from PA and CA2019, their dakka is a force to be rekkon with. Bring along everyone's favorite Madonna Impersonating Inquisitor, Greyfax, in a Min Strength Vanguard and she'll share her Ld 10 with you boosting your base to 12 with the WL trait and Ancient's Banner. Warlord traits are mediocre. Abaddon, Asurmen, and Calgar are the only real threats 1v1 outside of Primarchs and Ghazzy/Avatar/Hive Tyrant monsters. Consider if it is worth to put your Land Raider in the open. The Finest Hour stratagem will double the range of his ability to double the range of Smite. oh and hey look who just dropped points in CA 2018. Be prepared to unleash Purifying Flame like never before! 2 Take a Nemesis babycarrier, if you want less points, in a patrol detachment with a Strike squat. 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. While its transport capacity is still rather small compared to the other Land Raider variants, it still has just enough room to drop a Terminator Squad or Paladins and a couple Characters. You may find yourself having to burn command points to keep your dudes from dying. The Banner relic provides a variation of this to its carrier, which is the same, but has a range of 6". Voldus is best used as a supporting character. Thank goodness Astral Aim allow you to do the same thing they do. Four of these guys with Incinerators will put a dent in most flyers, and seriously mess up some of the lighter ones. Take one for Overwatching, but grab both of the other guns for pure offensive dakka. Still struggles with vehicles but hey if you're trying to kill that 30 man blob of boyz with one model Crow can probably do it. Astral aim is amazing on these guys. That's less than others but enough for multiple rounds of Psybolt Ammo and some pocket teleportarium squads along with your usually rerolls. If your opponent is wounding on 2s or 3s, it's a decent 20-25% buff in durability like a -1 to hit, but if they would on 4s it's a 33% damage reduction (that's disgustingly resilient levels of extra durability) and if they would wound on 5s, that number soars up to 50%. Great looking infantry models with lots of customization options. Selecting the Ordo Hereticus makes the No Escape Warlord Trait available, a 6" heroic intervention and enemy units can't fall back on a 4+. Not bad, not bad. Essentially, you can easily increase your melee output (Fury), dakka output (Convergence), durability (Shadows), and smite output (Escalation) AND you can change this mid-game without using a command point. (and shreds anything else with a 4+ or worse save). This ability is actually stronger than you might think, specifically on paladins, due to the simple fact that there are very few 4/5 damage weapons. They also do have the GREY KNIGHTS keyword, and benefit from Grand Master/Draigo re-rolls. The only two that you'll ever need to consider using tactically are Gate of Infinity and Hammerhand. New Stratagems to supplement the set in their original Codex. Probably your best source of anti-tank/monster without forcing a Dreadnought or Dreadknight into melee with it. All in all, Grey Knights are relatively easy to paint to look great even with basic skills, especially if you have the means to undercoat them with steel (via aerography or GW's Leadbelcher primer/simulacrum). if the model didn't move during the previous Movement Phase, if the firing model is a Terminator, Biker, Centurion or Dreadnought. Additionally, Apothecaries are surprisingly effective in combat, hitting on 2+ with 4 attacks. Your basic five-man Strike Squad will dump 20 shots on a target within 12" if they teleport in, and your Terminators just get even better by being able to rapid fire all the time at maximum range. There are no restrictions on disembarking from it, so you don't even have to drop to hover if you don't want to. The only downside is that is diluted with alcohol, so, not your typically water based acrylics. In that case i would still take first to the fray on your Babycarrier, veil of time could still target a unit that is not within 6" of your warlord. To save scrolling, the Banishers twin psycannons are D2, which pushes the weapon from pointless to at least B-grade by effectively giving you a triple autocannon with 24" range. Given the fact that lots of things in Grey Knights are all about stratagem synergy, and you're likely going to be using your Psychic Onslaught strat on your psilencer Purgators, it is sometimes good to have a squad around with a base AP -1 to kill marines and termies. With a hammer you will always do at least 4 damage per unsaved wound up to 7 - With 6 attacks you can put a dent in something. You know one power; this anon points you towards Sanctuary. Rites of Banishment: Baby Smite. Grey Knights Chanting rites of banishment, the elite brotherhoods of the Grey Knights stride fearlessly into battle against the worst horrors of the galaxy. Until the end of that phase, the range of the psychic powers that unit manifests is increased by 6". As for which power to give them, it's fairly close between Gate, Hammerhand, and Sanctuary. Your termies are tarpitted where you do not want them? Thank goodness Astral Aim allow you to do the same thing they do. In 9th edition, there ist currently no rule saving Grey Knights from increasing warp charge cost on Smite. Alternatively, the Ordo Xenos' Warlord Trait Esoteric Lore generates a CP on a 5+ whenever your opponent uses a stratagem. 2 Take a Nemesis babycarrier, if you want less points, in a patrol detachment with a Strike squat. 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