Warhammer 40k - The Incorruptible! Grey Knights - Daemon Hunters! Preview Review!

The Grey Knights are a secret organization known to very few of the servants of the Imperium. Their very existence confirms that daemons exist which is a corruptible concept to ordinary humans. The very thought is able to drive regular folks crazy.

For Space Marines, psycho-conditioned and resilient to the effects of Chaos, the existence of Daemons are known, but they are not completely incorruptible - I mean look at Chaso Space Marines... it happens.

When it comes to Grey Knights however, never once has one of these soldiers fallen to Chaos! They are created from the Emperor's own gene-seed and every one of them is a psyker!

They are the militant arm of the Ordo Malleus, the Daemon Hunters of the Inquisition.

This is Warhammer 40,000, the Tabletop wargame and this is my review of the Grey Knight 10th edition rules.

I have this and 5 more to do to be done with this series! There were a lot of them!

Eye Candy

Castellan Crowe and the Purifiers lead the charge against the Khorne Daemons!

Army Rule - Teleport Assault

Immediately, this army is exceptionally mobile. Although they do have access to vehicles, I would probably not be fielding these with transport vehicles, they do not need them.

All the infantry units in this army have the Deep Strike ability - they Teleport on to the field more than 9" away from an enemy anywhere on the board in the Reinforcements step...

Then the Teleport Assault rule kicks in. Depending on the size of the Battle, the Grey Knights can take a unit off the table at the end of the opponent's turn and then in their own turn, bring them back down like a new Deep Strike!

This means, should they get stranded away from the action, they can redeploy. Or if they push towards the enemy too hard, they can pull back on to Objectives for later in the game.

Usually, you score Objectives in the Command Phase and they only arrive at the end of the Movement Phase so unless the Grey Knights go second and it is turn 5, they can't use this ability for any Hail-Mary teleports... Unless it IS the 5th turn and the Grey Knights went second!

Detachment Rule - Teleport Strike Force

MORE Teleport fun! When doing an advance move, units usually roll a D6 and add that many inches to their Move Characteristic. In the case of the Teleport Stike Force, they add 6" and gain the Fly keyword. Meaning they will be traveling a full 12"(For most infantry units) and can teleport through things or straight up into a building provided they have the movement!

Unit Spotlight - Purgation Squad

The Purgation Squad is a unit that usually has access to up to 4 Heavy Weapons in the list on their Datacard. So it is a 10 man unit with Storm Bolters and Nemesis Force Weapons, but the gun bearers will have one of the other three guns and a standard Close Combat Weapon.

Incinerator - a heavy flamer
Psilencer - a gatling gun for anti-infantry
Psycanon - Anti- Heavy Infantry, Anti-monster and light tanks. (My Favourite)

Their special squad ability is Astral Aim. They are able to shoot Indirectly as long as another Grey Knight unit in your army can see their target! No hiding!

Unit Spotlight - Grand Master in Nemesis Dreadknight

This is an awesome unit... I did not even know they had something like this... a Grand Master in a Nemesis Dreadknight! I only knew Dreadknights before!

An 8" Move (this a 14" Fly if it advances)

The Grand Master will have options of heavy guns and/or close combat weapons. You could take 2 big guns and only have Dreadfists for melee or one big gun and either the Nemesis Greatsword or the Nemesis Daemon Greathammer.

Both the latter are amazing close combat weapons. The big guns are not bad either. The Heavy Incinerator has a 18" range instead of the normal 12" and gets 2D6 shots. The Gatling Psilencer has a whopping 12 attacks and the Heavy Psycannon is 6 shots at S10!

The Grand Master has Surge of Wrath. You might have multiple units with this ability, in that case only one unit in the army can use it per turn (likely stopping you from really spamming these guys). In that turn, in the Fight Phase, when hitting a Vehicle or Monster the Grand Master can re-roll the To Hit and the To Wound and the Damage rolls! Massive!

He also gets Heroism's Favour, Stratagems used by him only ever cost 1CP. Really helping to stretch the CP in your army!

Weapon Spotlight - Purifying Flame

Purifying Flame is the Psychic Shooting attack made by the Purifier Squads. Each one will shoot one of these shots. Ignoring cover like most Flame Weapons and wounding Infantry on a 2+... now if only I could give them Devastating Wounds...

Stratagem Spotlight - Haloed in Soulfire

An amazing Stratagem! In the turn a unit Deep Strikes or uses Teleport Assault to redeploy, you can put this on that unit in your Movement phase. Untill your next Movement Phase, this unit cannot be targeted by Ranged Attacks unless the attacking model is within 12"!

This is great. It costs 2CP... you could use it on your Grand Master for 1CP too!

Stratagem Spotlight - Radiant Strike

In the Fight Phase, Psychic melee weapons also have the Devastating Wounds ability.

I am tempted to have this happen on a Grand Master in Nemesis Dreadknight with the Daemon Greathammer, with Radiant Strike AND using Surge of Wrath against a Monster!

5 Attacks, Hitting on 4+, re-roll the misses. S14, re-roll the wounds. 6's to Wound cause Mortal Wounds.

The D6+1 can also be re-rolled so when you roll a 1 or a 2 I would re-roll on a 3 it is 4 wounds or Mortal Wounds so I would keep that.

That is massive damage potential!

So my impression is that Grey Knights will be a lot of fun to play! Quite fast and powerful!

I have Grey Knights, but no Nemesis Dreadknights... I will have to blog a lot to earn myself some of them then!

Thank you for reading!

Cheers!
@zakludick

Hive South Africa

Source of all pictures



0
0
0.000
0 comments